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This commit adds initial support for games exported as NativeAOT shared libraries. At this moment, the NativeAOT runtime is experimental. Additionally, Godot is not trim-safe as it still makes some use of reflection. For the time being, a rd.xml file is needed to prevent code triming: ``` <Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata"> <Application> <Assembly Name="GodotSharp" Dynamic="Required All" /> <Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" /> </Application> </Directives> ``` These are the csproj changes for publishing: ``` <PropertyGroup> <NativeLib>Shared</NativeLib> </PropertyGroup> <ItemGroup> <RdXmlFile Include="rd.xml" /> <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" /> </ItemGroup> ``` More info: - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md - https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md |
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.. | ||
basis_universal | ||
bmp | ||
camera | ||
csg | ||
cvtt | ||
dds | ||
denoise | ||
enet | ||
etcpak | ||
freetype | ||
gdscript | ||
glslang | ||
gltf | ||
gridmap | ||
hdr | ||
jpg | ||
jsonrpc | ||
lightmapper_rd | ||
mbedtls | ||
meshoptimizer | ||
minimp3 | ||
mobile_vr | ||
mono | ||
msdfgen | ||
multiplayer | ||
navigation | ||
noise | ||
ogg | ||
openxr | ||
raycast | ||
regex | ||
squish | ||
svg | ||
text_server_adv | ||
text_server_fb | ||
tga | ||
theora | ||
tinyexr | ||
upnp | ||
vhacd | ||
visual_script | ||
vorbis | ||
webp | ||
webrtc | ||
websocket | ||
webxr | ||
xatlas_unwrap | ||
modules_builders.py | ||
register_module_types.h | ||
SCsub |