2020-08-22 21:04:57 +00:00
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name: 🐧 Linux Builds
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2020-07-20 22:36:22 +00:00
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on: [push, pull_request]
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2020-10-09 20:18:51 +00:00
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# Global Settings
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2020-07-20 22:36:22 +00:00
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env:
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2022-03-23 07:04:46 +00:00
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# Only used for the cache key. Increment version to force clean build.
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2022-08-25 11:44:22 +00:00
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GODOT_BASE_BRANCH: master
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2021-09-21 19:54:55 +00:00
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SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes
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2021-09-22 03:11:05 +00:00
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DOTNET_NOLOGO: true
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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DOTNET_CLI_TELEMETRY_OPTOUT: true
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2020-07-20 22:36:22 +00:00
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2021-08-24 18:49:06 +00:00
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concurrency:
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2021-08-25 13:04:05 +00:00
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group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-linux
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2021-08-24 18:49:06 +00:00
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cancel-in-progress: true
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2020-07-20 22:36:22 +00:00
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jobs:
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2021-09-01 15:26:01 +00:00
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build-linux:
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2020-07-20 22:36:22 +00:00
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runs-on: "ubuntu-20.04"
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2021-09-01 15:26:01 +00:00
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name: ${{ matrix.name }}
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strategy:
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fail-fast: false
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matrix:
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include:
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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- name: Editor w/ Mono (target=editor)
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2022-03-18 16:28:48 +00:00
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cache-name: linux-editor-mono
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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target: editor
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2022-03-18 16:28:48 +00:00
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tests: false # Disabled due freeze caused by mix Mono build and CI
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2022-08-23 02:23:29 +00:00
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sconsflags: module_mono_enabled=yes
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2022-03-18 16:28:48 +00:00
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doc-test: true
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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bin: "./bin/godot.linuxbsd.editor.x86_64.mono"
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2022-07-26 14:19:05 +00:00
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build-mono: true
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2022-03-10 15:21:22 +00:00
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proj-conv: true
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2022-03-18 16:28:48 +00:00
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artifact: true
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2021-09-01 15:26:01 +00:00
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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- name: Editor with doubles and GCC sanitizers (target=editor, tests=yes, dev_build=yes, float=64, use_asan=yes, use_ubsan=yes, linker=gold)
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2021-09-16 06:03:50 +00:00
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cache-name: linux-editor-double-sanitizers
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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target: editor
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2021-09-01 15:26:01 +00:00
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tests: true
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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sconsflags: dev_build=yes float=64 use_asan=yes use_ubsan=yes linker=gold
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2021-09-01 15:26:01 +00:00
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proj-test: true
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2022-03-23 07:04:46 +00:00
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# Can be turned off for PRs that intentionally break compat with godot-cpp,
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# until both the upstream PR and the matching godot-cpp changes are merged.
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2022-03-30 13:38:46 +00:00
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godot-cpp-test: true
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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bin: "./bin/godot.linuxbsd.editor.dev.double.x86_64.san"
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2021-10-01 06:14:54 +00:00
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build-mono: false
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2021-09-01 15:26:01 +00:00
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# Skip 2GiB artifact speeding up action.
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artifact: false
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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- name: Editor with clang sanitizers (target=editor, tests=yes, dev_build=yes, use_asan=yes, use_ubsan=yes, use_llvm=yes, linker=lld)
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2022-04-01 10:15:35 +00:00
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|
|
cache-name: linux-editor-llvm-sanitizers
|
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
|
|
|
target: editor
|
2022-04-01 10:15:35 +00:00
|
|
|
tests: true
|
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
|
|
|
sconsflags: dev_build=yes use_asan=yes use_ubsan=yes use_llvm=yes linker=lld
|
|
|
|
bin: "./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san"
|
2022-04-01 10:15:35 +00:00
|
|
|
build-mono: false
|
|
|
|
# Skip 2GiB artifact speeding up action.
|
|
|
|
artifact: false
|
|
|
|
|
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
|
|
|
- name: Template w/ Mono (target=template_release)
|
2022-03-18 16:28:48 +00:00
|
|
|
cache-name: linux-template-mono
|
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
|
|
|
target: template_release
|
2022-03-18 16:28:48 +00:00
|
|
|
tests: false
|
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
|
|
|
sconsflags: module_mono_enabled=yes
|
2022-03-18 16:28:48 +00:00
|
|
|
build-mono: false
|
|
|
|
artifact: true
|
2020-07-20 22:36:22 +00:00
|
|
|
|
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
|
|
|
- name: Minimal template (target=template_release, everything disabled)
|
2021-11-12 15:30:34 +00:00
|
|
|
cache-name: linux-template-minimal
|
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
|
|
|
target: template_release
|
2021-11-12 15:30:34 +00:00
|
|
|
tests: false
|
|
|
|
sconsflags: modules_enabled_by_default=no disable_3d=yes disable_advanced_gui=yes deprecated=no minizip=no
|
|
|
|
artifact: true
|
|
|
|
|
2020-07-20 22:36:22 +00:00
|
|
|
steps:
|
2022-08-25 11:44:22 +00:00
|
|
|
- uses: actions/checkout@v3
|
2020-07-20 22:36:22 +00:00
|
|
|
|
2021-09-01 15:26:01 +00:00
|
|
|
- name: Linux dependencies
|
|
|
|
shell: bash
|
2020-07-20 22:36:22 +00:00
|
|
|
run: |
|
2021-09-01 15:26:01 +00:00
|
|
|
# Azure repositories are not reliable, we need to prevent azure giving us packages.
|
2020-08-11 15:14:47 +00:00
|
|
|
sudo rm -f /etc/apt/sources.list.d/*
|
2020-07-20 22:36:22 +00:00
|
|
|
sudo cp -f misc/ci/sources.list /etc/apt/sources.list
|
|
|
|
sudo apt-get update
|
2021-09-01 15:26:01 +00:00
|
|
|
# The actual dependencies
|
2020-07-20 22:36:22 +00:00
|
|
|
sudo apt-get install build-essential pkg-config libx11-dev libxcursor-dev \
|
2021-09-01 15:26:01 +00:00
|
|
|
libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev \
|
2022-04-01 10:15:35 +00:00
|
|
|
libdbus-1-dev libudev-dev libxi-dev libxrandr-dev yasm xvfb wget unzip \
|
2022-07-08 12:38:30 +00:00
|
|
|
llvm libspeechd-dev speech-dispatcher fontconfig libfontconfig-dev
|
2020-07-20 22:36:22 +00:00
|
|
|
|
2021-09-01 15:26:01 +00:00
|
|
|
- name: Setup Godot build cache
|
|
|
|
uses: ./.github/actions/godot-cache
|
2020-07-20 22:36:22 +00:00
|
|
|
with:
|
2021-09-01 15:26:01 +00:00
|
|
|
cache-name: ${{ matrix.cache-name }}
|
2021-08-18 19:00:56 +00:00
|
|
|
continue-on-error: true
|
2020-07-20 22:36:22 +00:00
|
|
|
|
2021-09-01 15:26:01 +00:00
|
|
|
- name: Setup python and scons
|
|
|
|
uses: ./.github/actions/godot-deps
|
2020-07-20 22:36:22 +00:00
|
|
|
|
2021-09-22 03:11:05 +00:00
|
|
|
- name: Set up .NET Sdk
|
2022-08-25 11:44:22 +00:00
|
|
|
uses: actions/setup-dotnet@v2
|
2021-09-22 03:11:05 +00:00
|
|
|
if: ${{ matrix.build-mono }}
|
|
|
|
with:
|
2022-02-27 20:57:50 +00:00
|
|
|
dotnet-version: '6.0.x'
|
2021-09-22 03:11:05 +00:00
|
|
|
|
2020-07-20 22:36:22 +00:00
|
|
|
- name: Compilation
|
2021-09-01 15:26:01 +00:00
|
|
|
uses: ./.github/actions/godot-build
|
|
|
|
with:
|
|
|
|
sconsflags: ${{ env.SCONSFLAGS }} ${{ matrix.sconsflags }}
|
|
|
|
platform: linuxbsd
|
|
|
|
target: ${{ matrix.target }}
|
|
|
|
tests: ${{ matrix.tests }}
|
2020-07-20 22:36:22 +00:00
|
|
|
|
2021-09-22 03:11:05 +00:00
|
|
|
- name: Generate C# glue
|
|
|
|
if: ${{ matrix.build-mono }}
|
|
|
|
run: |
|
|
|
|
${{ matrix.bin }} --headless --generate-mono-glue ./modules/mono/glue || true
|
|
|
|
|
|
|
|
- name: Build .NET solutions
|
2021-10-01 06:14:54 +00:00
|
|
|
if: ${{ matrix.build-mono }}
|
|
|
|
run: |
|
2021-09-22 03:11:05 +00:00
|
|
|
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
|
2021-10-01 06:14:54 +00:00
|
|
|
|
2020-07-20 16:35:34 +00:00
|
|
|
# Execute unit tests for the editor
|
2021-09-01 15:26:01 +00:00
|
|
|
- name: Unit tests
|
|
|
|
if: ${{ matrix.tests }}
|
2020-07-20 16:35:34 +00:00
|
|
|
run: |
|
2022-07-01 23:05:20 +00:00
|
|
|
${{ matrix.bin }} --version
|
|
|
|
${{ matrix.bin }} --help
|
2021-10-01 06:14:54 +00:00
|
|
|
${{ matrix.bin }} --test --headless
|
2020-07-20 16:35:34 +00:00
|
|
|
|
2021-10-20 14:38:22 +00:00
|
|
|
# Check class reference
|
|
|
|
- name: Check for class reference updates
|
|
|
|
if: ${{ matrix.doc-test }}
|
|
|
|
run: |
|
|
|
|
echo "Running --doctool to see if this changes the public API without updating the documentation."
|
|
|
|
echo -e "If a diff is shown, it means that your code/doc changes are incomplete and you should update the class reference with --doctool.\n\n"
|
|
|
|
${{ matrix.bin }} --doctool --headless 2>&1 > /dev/null || true
|
|
|
|
git diff --color --exit-code && ! git ls-files --others --exclude-standard | sed -e 's/^/New doc file missing in PR: /' | grep 'xml$'
|
|
|
|
|
2022-01-06 11:01:00 +00:00
|
|
|
# Download, unzip and setup SwiftShader library
|
|
|
|
# See https://github.com/godotengine/regression-test-project/releases/tag/_ci-deps for details
|
2021-05-03 14:57:55 +00:00
|
|
|
- name: Download SwiftShader
|
2021-09-01 15:26:01 +00:00
|
|
|
if: ${{ matrix.tests }}
|
2021-05-03 14:57:55 +00:00
|
|
|
run: |
|
2022-01-06 14:17:34 +00:00
|
|
|
wget https://github.com/godotengine/regression-test-project/releases/download/_ci-deps/swiftshader-ubuntu20.04-20211002.zip
|
|
|
|
unzip swiftshader-ubuntu20.04-20211002.zip
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2021-05-03 14:57:55 +00:00
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curr="$(pwd)/libvk_swiftshader.so"
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sed -i "s|PATH_TO_CHANGE|$curr|" vk_swiftshader_icd.json
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2022-03-10 15:21:22 +00:00
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# Test 3.x -> 4.x project converter
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|
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- name: Test project converter
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if: ${{ matrix.proj-conv }}
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run: |
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mkdir converter_test
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cd converter_test
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touch project.godot
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../${{ matrix.bin }} --headless --audio-driver Dummy --validate-conversion-3to4
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cd ..
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rm converter_test -rf
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|
2021-04-15 14:17:28 +00:00
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# Download and extract zip archive with project, folder is renamed to be able to easy change used project
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|
|
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- name: Download test project
|
2021-09-01 15:26:01 +00:00
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|
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if: ${{ matrix.proj-test }}
|
2021-04-15 14:17:28 +00:00
|
|
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run: |
|
2022-01-06 11:01:00 +00:00
|
|
|
wget https://github.com/godotengine/regression-test-project/archive/4.0.zip
|
2021-04-15 14:17:28 +00:00
|
|
|
unzip 4.0.zip
|
2022-01-06 11:01:00 +00:00
|
|
|
mv "regression-test-project-4.0" "test_project"
|
2021-04-15 14:17:28 +00:00
|
|
|
|
|
|
|
# Editor is quite complicated piece of software, so it is easy to introduce bug here
|
2022-08-05 20:00:35 +00:00
|
|
|
- name: Open and close editor (Vulkan)
|
2021-09-01 15:26:01 +00:00
|
|
|
if: ${{ matrix.proj-test }}
|
2021-04-15 14:17:28 +00:00
|
|
|
run: |
|
2021-12-07 17:06:40 +00:00
|
|
|
VK_ICD_FILENAMES=$(pwd)/vk_swiftshader_icd.json DRI_PRIME=0 xvfb-run ${{ matrix.bin }} --audio-driver Dummy --editor --quit --path test_project 2>&1 | tee sanitizers_log.txt || true
|
2022-08-05 20:00:35 +00:00
|
|
|
misc/scripts/check_ci_log.py sanitizers_log.txt
|
|
|
|
|
|
|
|
- name: Open and close editor (GLES3)
|
|
|
|
if: ${{ matrix.proj-test }}
|
|
|
|
run: |
|
|
|
|
DRI_PRIME=0 xvfb-run ${{ matrix.bin }} --audio-driver Dummy --rendering-driver opengl3 --editor --quit --path test_project 2>&1 | tee sanitizers_log.txt || true
|
2021-04-15 14:17:28 +00:00
|
|
|
misc/scripts/check_ci_log.py sanitizers_log.txt
|
|
|
|
|
|
|
|
# Run test project
|
|
|
|
- name: Run project
|
2021-09-01 15:26:01 +00:00
|
|
|
if: ${{ matrix.proj-test }}
|
2021-04-15 14:17:28 +00:00
|
|
|
run: |
|
2021-09-01 15:26:01 +00:00
|
|
|
VK_ICD_FILENAMES=$(pwd)/vk_swiftshader_icd.json DRI_PRIME=0 xvfb-run ${{ matrix.bin }} 40 --audio-driver Dummy --path test_project 2>&1 | tee sanitizers_log.txt || true
|
2021-04-15 14:17:28 +00:00
|
|
|
misc/scripts/check_ci_log.py sanitizers_log.txt
|
2020-08-16 06:32:44 +00:00
|
|
|
|
2021-10-20 07:22:49 +00:00
|
|
|
# Checkout godot-cpp
|
|
|
|
- name: Checkout godot-cpp
|
|
|
|
if: ${{ matrix.godot-cpp-test }}
|
2022-08-25 11:44:22 +00:00
|
|
|
uses: actions/checkout@v3
|
2021-10-20 07:22:49 +00:00
|
|
|
with:
|
|
|
|
repository: godotengine/godot-cpp
|
|
|
|
submodules: 'recursive'
|
|
|
|
path: 'godot-cpp'
|
|
|
|
|
|
|
|
# Check extension API
|
|
|
|
- name: Check for extension api updates
|
|
|
|
if: ${{ matrix.godot-cpp-test }}
|
|
|
|
run: |
|
|
|
|
echo "Running --dump-extension-api to create extensions api."
|
|
|
|
VK_ICD_FILENAMES=$(pwd)/vk_swiftshader_icd.json DRI_PRIME=0 xvfb-run ${{ matrix.bin }} --audio-driver Dummy --dump-extension-api 2>&1 > /dev/null || true
|
|
|
|
misc/scripts/compare_extension_api.py godot-cpp/godot-headers/extension_api.json extension_api.json
|
|
|
|
|
|
|
|
# Copy new extension API files into place
|
|
|
|
- name: Copy new extension API files into place
|
|
|
|
if: ${{ matrix.godot-cpp-test }}
|
|
|
|
run: |
|
|
|
|
cp -f extension_api.json godot-cpp/godot-headers/
|
|
|
|
cp -f core/extension/gdnative_interface.h godot-cpp/godot-headers/godot/
|
|
|
|
|
|
|
|
# Build godot-cpp test extension
|
|
|
|
- name: Build godot-cpp test extension
|
|
|
|
if: ${{ matrix.godot-cpp-test }}
|
|
|
|
run: |
|
|
|
|
cd godot-cpp/test
|
2022-10-04 14:51:58 +00:00
|
|
|
scons target=template_debug dev_build=yes
|
2021-10-20 07:22:49 +00:00
|
|
|
cd ../..
|
|
|
|
|
2021-09-21 19:54:55 +00:00
|
|
|
- name: Prepare artifact
|
|
|
|
if: ${{ matrix.artifact }}
|
|
|
|
run: |
|
|
|
|
strip bin/godot.*
|
2022-07-29 10:52:40 +00:00
|
|
|
chmod +x bin/godot.*
|
2021-09-21 19:54:55 +00:00
|
|
|
|
2021-09-01 15:26:01 +00:00
|
|
|
- name: Upload artifact
|
|
|
|
uses: ./.github/actions/upload-artifact
|
|
|
|
if: ${{ matrix.artifact }}
|
2020-09-29 21:42:41 +00:00
|
|
|
with:
|
2021-09-01 15:26:01 +00:00
|
|
|
name: ${{ matrix.cache-name }}
|