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26e9145c26
- `_DEBUG` is MSVC specific so it didn't make much sense to define for Android and iOS builds. - iOS was the only platform to define `DEBUG`. We don't use it anywhere outside thirdparty code, which we usually don't intend to debug, so it seems better to be consistent with other platforms. - Consistently define `NDEBUG` to disable assert behavior in both `release` and `release_debug` targets. This used to be set for `release` for all platforms, and `release_debug` for Android and iOS only. - Due to the above, I removed the only use we made of `assert()` in Godot code, which was only implemented for Unix anyway, should have been `DEV_ENABLED`, and is in PoolAllocator which we don't actually use. - The denoise and recast modules keep defining `NDEBUG` even for the `debug` target as we don't want OIDN and Embree asserting all over the place.
214 lines
7.0 KiB
Python
214 lines
7.0 KiB
Python
import os
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import sys
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import platform
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import subprocess
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def is_active():
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return True
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def get_name():
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return "Android"
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def can_build():
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return os.path.exists(get_env_android_sdk_root())
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def get_opts():
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from SCons.Variables import BoolVariable, EnumVariable
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return [
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("ANDROID_SDK_ROOT", "Path to the Android SDK", get_env_android_sdk_root()),
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("ndk_platform", 'Target platform (android-<api>, e.g. "android-24")', "android-24"),
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]
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# Return the ANDROID_SDK_ROOT environment variable.
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def get_env_android_sdk_root():
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return os.environ.get("ANDROID_SDK_ROOT", -1)
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def get_min_sdk_version(platform):
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return int(platform.split("-")[1])
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def get_android_ndk_root(env):
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return env["ANDROID_SDK_ROOT"] + "/ndk/" + get_ndk_version()
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# This is kept in sync with the value in 'platform/android/java/app/config.gradle'.
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def get_ndk_version():
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return "23.2.8568313"
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def get_flags():
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return [
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("arch", "arm64"), # Default for convenience.
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("tools", False),
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]
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# Check if Android NDK version is installed
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# If not, install it.
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def install_ndk_if_needed(env):
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print("Checking for Android NDK...")
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sdk_root = env["ANDROID_SDK_ROOT"]
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if not os.path.exists(get_android_ndk_root(env)):
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extension = ".bat" if os.name == "nt" else ""
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sdkmanager = sdk_root + "/cmdline-tools/latest/bin/sdkmanager" + extension
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if os.path.exists(sdkmanager):
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# Install the Android NDK
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print("Installing Android NDK...")
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ndk_download_args = "ndk;" + get_ndk_version()
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subprocess.check_call([sdkmanager, ndk_download_args])
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else:
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print("Cannot find " + sdkmanager)
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print(
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"Please ensure ANDROID_SDK_ROOT is correct and cmdline-tools are installed, or install NDK version "
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+ get_ndk_version()
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+ " manually."
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)
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sys.exit()
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env["ANDROID_NDK_ROOT"] = get_android_ndk_root(env)
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def configure(env):
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# Validate arch.
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supported_arches = ["x86_32", "x86_64", "arm32", "arm64"]
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if env["arch"] not in supported_arches:
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print(
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'Unsupported CPU architecture "%s" for Android. Supported architectures are: %s.'
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% (env["arch"], ", ".join(supported_arches))
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)
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sys.exit()
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install_ndk_if_needed(env)
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ndk_root = env["ANDROID_NDK_ROOT"]
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# Architecture
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if get_min_sdk_version(env["ndk_platform"]) < 21 and env["arch"] in ["x86_64", "arm64"]:
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print(
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'WARNING: arch="%s" is not supported with "ndk_platform" lower than "android-21". Forcing platform 21.'
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% env["arch"]
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)
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env["ndk_platform"] = "android-21"
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if env["arch"] == "arm32":
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target_triple = "armv7a-linux-androideabi"
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env.extra_suffix = ".armv7" + env.extra_suffix
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elif env["arch"] == "arm64":
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target_triple = "aarch64-linux-android"
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env.extra_suffix = ".armv8" + env.extra_suffix
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elif env["arch"] == "x86_32":
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target_triple = "i686-linux-android"
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env.extra_suffix = ".x86" + env.extra_suffix
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elif env["arch"] == "x86_64":
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target_triple = "x86_64-linux-android"
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env.extra_suffix = ".x86_64" + env.extra_suffix
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target_option = ["-target", target_triple + str(get_min_sdk_version(env["ndk_platform"]))]
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env.Append(ASFLAGS=[target_option, "-c"])
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env.Append(CCFLAGS=target_option)
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env.Append(LINKFLAGS=target_option)
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# Build type
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if env["target"].startswith("release"):
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if env["optimize"] == "speed": # optimize for speed (default)
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# `-O2` is more friendly to debuggers than `-O3`, leading to better crash backtraces
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# when using `target=release_debug`.
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opt = "-O3" if env["target"] == "release" else "-O2"
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env.Append(CCFLAGS=[opt])
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elif env["optimize"] == "size": # optimize for size
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env.Append(CCFLAGS=["-Oz"])
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elif env["target"] == "debug":
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env.Append(LINKFLAGS=["-O0"])
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env.Append(CCFLAGS=["-O0", "-g"])
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# LTO
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if env["lto"] == "auto": # LTO benefits for Android (size, performance) haven't been clearly established yet.
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env["lto"] = "none"
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if env["lto"] != "none":
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if env["lto"] == "thin":
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env.Append(CCFLAGS=["-flto=thin"])
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env.Append(LINKFLAGS=["-flto=thin"])
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else:
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env.Append(CCFLAGS=["-flto"])
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env.Append(LINKFLAGS=["-flto"])
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# Compiler configuration
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env["SHLIBSUFFIX"] = ".so"
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if env["PLATFORM"] == "win32":
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env.use_windows_spawn_fix()
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if sys.platform.startswith("linux"):
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host_subpath = "linux-x86_64"
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elif sys.platform.startswith("darwin"):
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host_subpath = "darwin-x86_64"
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elif sys.platform.startswith("win"):
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if platform.machine().endswith("64"):
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host_subpath = "windows-x86_64"
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else:
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host_subpath = "windows"
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toolchain_path = ndk_root + "/toolchains/llvm/prebuilt/" + host_subpath
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compiler_path = toolchain_path + "/bin"
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env["CC"] = compiler_path + "/clang"
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env["CXX"] = compiler_path + "/clang++"
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env["AR"] = compiler_path + "/llvm-ar"
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env["RANLIB"] = compiler_path + "/llvm-ranlib"
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env["AS"] = compiler_path + "/clang"
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# Disable exceptions and rtti on non-tools (template) builds
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if env["tools"]:
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env.Append(CXXFLAGS=["-frtti"])
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elif env["builtin_icu"]:
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env.Append(CXXFLAGS=["-frtti", "-fno-exceptions"])
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else:
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env.Append(CXXFLAGS=["-fno-rtti", "-fno-exceptions"])
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# Don't use dynamic_cast, necessary with no-rtti.
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env.Append(CPPDEFINES=["NO_SAFE_CAST"])
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env.Append(
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CCFLAGS=(
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"-fpic -ffunction-sections -funwind-tables -fstack-protector-strong -fvisibility=hidden -fno-strict-aliasing".split()
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)
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)
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env.Append(CPPDEFINES=["NO_STATVFS", "GLES_ENABLED"])
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if get_min_sdk_version(env["ndk_platform"]) >= 24:
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env.Append(CPPDEFINES=[("_FILE_OFFSET_BITS", 64)])
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if env["arch"] == "x86_32":
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# The NDK adds this if targeting API < 24, so we can drop it when Godot targets it at least
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env.Append(CCFLAGS=["-mstackrealign"])
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elif env["arch"] == "arm32":
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env.Append(CCFLAGS="-march=armv7-a -mfloat-abi=softfp".split())
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env.Append(CPPDEFINES=["__ARM_ARCH_7__", "__ARM_ARCH_7A__"])
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env.Append(CPPDEFINES=["__ARM_NEON__"])
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elif env["arch"] == "arm64":
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env.Append(CCFLAGS=["-mfix-cortex-a53-835769"])
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env.Append(CPPDEFINES=["__ARM_ARCH_8A__"])
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# Link flags
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env.Append(LINKFLAGS="-Wl,--gc-sections -Wl,--no-undefined -Wl,-z,now".split())
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env.Append(LINKFLAGS="-Wl,-soname,libgodot_android.so")
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env.Prepend(CPPPATH=["#platform/android"])
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env.Append(CPPDEFINES=["ANDROID_ENABLED", "UNIX_ENABLED", "NO_FCNTL"])
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env.Append(LIBS=["OpenSLES", "EGL", "GLESv2", "android", "log", "z", "dl"])
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if env["vulkan"]:
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env.Append(CPPDEFINES=["VULKAN_ENABLED"])
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if not env["use_volk"]:
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env.Append(LIBS=["vulkan"])
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