godot/platform/windows/detect.py

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import methods
import os
import subprocess
import sys
from methods import print_warning, print_error
from platform_methods import detect_arch
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from SCons.Script.SConscript import SConsEnvironment
# To match other platforms
STACK_SIZE = 8388608
def get_name():
return "Windows"
def get_mingw_tool(tool, prefix="", arch="", test="--version"):
if not prefix:
prefix = os.getenv("MINGW_PREFIX", "")
supported_arches = ["x86_64", "x86_32", "arm64", "arm32"]
if arch in supported_arches:
arches = [arch, ""]
else:
arches = ["x86_64", "x86_32", "arm64", "arm32", ""]
for a in arches:
try:
path = f"{get_mingw_bin_prefix(prefix, a)}{tool}"
out = subprocess.Popen(
f"{path} {test}",
shell=True,
stderr=subprocess.PIPE,
stdout=subprocess.PIPE,
)
out.communicate()
if out.returncode == 0:
return path
except Exception:
pass
return ""
def can_build():
if os.name == "nt":
# Building natively on Windows
# If VCINSTALLDIR is set in the OS environ, use traditional Godot logic to set up MSVC
if os.getenv("VCINSTALLDIR"): # MSVC, manual setup
return True
# Otherwise, let SCons find MSVC if installed, or else MinGW.
# Since we're just returning True here, if there's no compiler
# installed, we'll get errors when it tries to build with the
# null compiler.
return True
if os.name == "posix":
# Cross-compiling with MinGW-w64 (old MinGW32 is not supported)
if get_mingw_tool("gcc") or get_mingw_tool("clang"):
return True
return False
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def get_mingw_bin_prefix(prefix, arch):
if not prefix:
mingw_bin_prefix = ""
elif prefix[-1] != "/":
mingw_bin_prefix = prefix + "/bin/"
else:
mingw_bin_prefix = prefix + "bin/"
if arch == "x86_64":
mingw_bin_prefix += "x86_64-w64-mingw32-"
elif arch == "x86_32":
mingw_bin_prefix += "i686-w64-mingw32-"
elif arch == "arm32":
mingw_bin_prefix += "armv7-w64-mingw32-"
elif arch == "arm64":
mingw_bin_prefix += "aarch64-w64-mingw32-"
return mingw_bin_prefix
def detect_build_env_arch():
msvc_target_aliases = {
"amd64": "x86_64",
"i386": "x86_32",
"i486": "x86_32",
"i586": "x86_32",
"i686": "x86_32",
"x86": "x86_32",
"x64": "x86_64",
"x86_64": "x86_64",
"arm": "arm32",
"arm64": "arm64",
"aarch64": "arm64",
}
if os.getenv("VCINSTALLDIR") or os.getenv("VCTOOLSINSTALLDIR"):
if os.getenv("Platform"):
msvc_arch = os.getenv("Platform").lower()
if msvc_arch in msvc_target_aliases.keys():
return msvc_target_aliases[msvc_arch]
if os.getenv("VSCMD_ARG_TGT_ARCH"):
msvc_arch = os.getenv("VSCMD_ARG_TGT_ARCH").lower()
if msvc_arch in msvc_target_aliases.keys():
return msvc_target_aliases[msvc_arch]
# Pre VS 2017 checks.
if os.getenv("VCINSTALLDIR"):
PATH = os.getenv("PATH").upper()
VCINSTALLDIR = os.getenv("VCINSTALLDIR").upper()
path_arch = {
"BIN\\x86_ARM;": "arm32",
"BIN\\amd64_ARM;": "arm32",
"BIN\\x86_ARM64;": "arm64",
"BIN\\amd64_ARM64;": "arm64",
"BIN\\x86_amd64;": "a86_64",
"BIN\\amd64;": "x86_64",
"BIN\\amd64_x86;": "x86_32",
"BIN;": "x86_32",
}
for path, arch in path_arch.items():
final_path = VCINSTALLDIR + path
if final_path in PATH:
return arch
# VS 2017 and newer.
if os.getenv("VCTOOLSINSTALLDIR"):
host_path_index = os.getenv("PATH").upper().find(os.getenv("VCTOOLSINSTALLDIR").upper() + "BIN\\HOST")
if host_path_index > -1:
first_path_arch = os.getenv("PATH").split(";")[0].rsplit("\\", 1)[-1].lower()
return msvc_target_aliases[first_path_arch]
msys_target_aliases = {
"mingw32": "x86_32",
"mingw64": "x86_64",
"ucrt64": "x86_64",
"clang64": "x86_64",
"clang32": "x86_32",
"clangarm64": "arm64",
}
if os.getenv("MSYSTEM"):
msys_arch = os.getenv("MSYSTEM").lower()
if msys_arch in msys_target_aliases.keys():
return msys_target_aliases[msys_arch]
return ""
def get_opts():
from SCons.Variables import BoolVariable, EnumVariable
mingw = os.getenv("MINGW_PREFIX", "")
# Direct3D 12 SDK dependencies folder.
d3d12_deps_folder = os.getenv("LOCALAPPDATA")
if d3d12_deps_folder:
d3d12_deps_folder = os.path.join(d3d12_deps_folder, "Godot", "build_deps")
else:
# Cross-compiling, the deps install script puts things in `bin`.
# Getting an absolute path to it is a bit hacky in Python.
try:
import inspect
caller_frame = inspect.stack()[1]
caller_script_dir = os.path.dirname(os.path.abspath(caller_frame[1]))
d3d12_deps_folder = os.path.join(caller_script_dir, "bin", "build_deps")
except: # Give up.
d3d12_deps_folder = ""
return [
("mingw_prefix", "MinGW prefix", mingw),
# Targeted Windows version: 7 (and later), minimum supported version
# XP support dropped after EOL due to missing API for IPv6 and other issues
# Vista support dropped after EOL due to GH-10243
(
"target_win_version",
"Targeted Windows version, >= 0x0601 (Windows 7)",
"0x0601",
),
EnumVariable("windows_subsystem", "Windows subsystem", "gui", ("gui", "console")),
(
"msvc_version",
"MSVC version to use. Ignored if VCINSTALLDIR is set in shell env.",
None,
),
BoolVariable("use_mingw", "Use the Mingw compiler, even if MSVC is installed.", False),
BoolVariable("use_llvm", "Use the LLVM compiler", False),
BoolVariable("use_static_cpp", "Link MinGW/MSVC C++ runtime libraries statically", True),
BoolVariable("use_asan", "Use address sanitizer (ASAN)", False),
BoolVariable("debug_crt", "Compile with MSVC's debug CRT (/MDd)", False),
BoolVariable("incremental_link", "Use MSVC incremental linking. May increase or decrease build times.", False),
BoolVariable("silence_msvc", "Silence MSVC's cl/link stdout bloat, redirecting any errors to stderr.", True),
("angle_libs", "Path to the ANGLE static libraries", ""),
# Direct3D 12 support.
(
"mesa_libs",
"Path to the MESA/NIR static libraries (required for D3D12)",
os.path.join(d3d12_deps_folder, "mesa"),
),
(
"dxc_path",
"Path to the DirectX Shader Compiler distribution (required for D3D12)",
os.path.join(d3d12_deps_folder, "dxc"),
),
(
"agility_sdk_path",
"Path to the Agility SDK distribution (optional for D3D12)",
os.path.join(d3d12_deps_folder, "agility_sdk"),
),
BoolVariable(
"agility_sdk_multiarch",
"Whether the Agility SDK DLLs will be stored in arch-specific subdirectories",
False,
),
BoolVariable("use_pix", "Use PIX (Performance tuning and debugging for DirectX 12) runtime", False),
(
"pix_path",
"Path to the PIX runtime distribution (optional for D3D12)",
os.path.join(d3d12_deps_folder, "pix"),
),
]
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def get_doc_classes():
return [
"EditorExportPlatformWindows",
]
def get_doc_path():
return "doc_classes"
def get_flags():
arch = detect_build_env_arch() or detect_arch()
return [
("arch", arch),
("supported", ["mono"]),
]
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def build_res_file(target, source, env: "SConsEnvironment"):
cmdbase = get_mingw_tool("windres", env["mingw_prefix"], env["arch"])
if not cmdbase:
return -1
arch_aliases = {
"x86_32": "pe-i386",
"x86_64": "pe-x86-64",
"arm32": "armv7-w64-mingw32",
"arm64": "aarch64-w64-mingw32",
}
cmdbase += " --include-dir . --target=" + arch_aliases[env["arch"]]
for x in range(len(source)):
cmd = f"{cmdbase} -i {source[x]} -o {target[x]}"
try:
out = subprocess.Popen(cmd, shell=True, stderr=subprocess.PIPE).communicate()
if len(out[1]):
return -1
except Exception:
return -1
return 0
def setup_msvc_manual(env: "SConsEnvironment"):
"""Running from VCVARS environment"""
env_arch = detect_build_env_arch()
if env["arch"] != env_arch:
print_error(
"Arch argument (%s) is not matching Native/Cross Compile Tools Prompt/Developer Console (or Visual Studio settings) that is being used to run SCons (%s).\n"
"Run SCons again without arch argument (example: scons p=windows) and SCons will attempt to detect what MSVC compiler will be executed and inform you."
% (env["arch"], env_arch)
)
sys.exit(255)
print("Using VCVARS-determined MSVC, arch %s" % (env_arch))
def setup_msvc_auto(env: "SConsEnvironment"):
"""Set up MSVC using SCons's auto-detection logic"""
# If MSVC_VERSION is set by SCons, we know MSVC is installed.
# But we may want a different version or target arch.
# Valid architectures for MSVC's TARGET_ARCH:
# ['amd64', 'emt64', 'i386', 'i486', 'i586', 'i686', 'ia64', 'itanium', 'x86', 'x86_64', 'arm', 'arm64', 'aarch64']
# Our x86_64 and arm64 are the same, and we need to map the 32-bit
# architectures to other names since MSVC isn't as explicit.
# The rest we don't need to worry about because they are
# aliases or aren't supported by Godot (itanium & ia64).
msvc_arch_aliases = {"x86_32": "x86", "arm32": "arm"}
if env["arch"] in msvc_arch_aliases.keys():
env["TARGET_ARCH"] = msvc_arch_aliases[env["arch"]]
else:
env["TARGET_ARCH"] = env["arch"]
# The env may have already been set up with default MSVC tools, so
# reset a few things so we can set it up with the tools we want.
# (Ideally we'd decide on the tool config before configuring any
# environment, and just set the env up once, but this function runs
# on an existing env so this is the simplest way.)
env["MSVC_SETUP_RUN"] = False # Need to set this to re-run the tool
env["MSVS_VERSION"] = None
env["MSVC_VERSION"] = None
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if "msvc_version" in env:
env["MSVC_VERSION"] = env["msvc_version"]
env.Tool("msvc")
env.Tool("mssdk") # we want the MS SDK
# Note: actual compiler version can be found in env['MSVC_VERSION'], e.g. "14.1" for VS2015
print("Using SCons-detected MSVC version %s, arch %s" % (env["MSVC_VERSION"], env["arch"]))
def setup_mingw(env: "SConsEnvironment"):
"""Set up env for use with mingw"""
env_arch = detect_build_env_arch()
if os.getenv("MSYSTEM") == "MSYS":
print_error(
"Running from base MSYS2 console/environment, use target specific environment instead (e.g., mingw32, mingw64, clang32, clang64)."
)
sys.exit(255)
if env_arch != "" and env["arch"] != env_arch:
print_error(
"Arch argument (%s) is not matching MSYS2 console/environment that is being used to run SCons (%s).\n"
"Run SCons again without arch argument (example: scons p=windows) and SCons will attempt to detect what MSYS2 compiler will be executed and inform you."
% (env["arch"], env_arch)
)
sys.exit(255)
if not get_mingw_tool("gcc", env["mingw_prefix"], env["arch"]) and not get_mingw_tool(
"clang", env["mingw_prefix"], env["arch"]
):
print_error("No valid compilers found, use MINGW_PREFIX environment variable to set MinGW path.")
sys.exit(255)
print("Using MinGW, arch %s" % (env["arch"]))
def configure_msvc(env: "SConsEnvironment", vcvars_msvc_config):
"""Configure env to work with MSVC"""
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.
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## Build type
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.
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# TODO: Re-evaluate the need for this / streamline with common config.
if env["target"] == "template_release":
env.Append(LINKFLAGS=["/ENTRY:mainCRTStartup"])
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if env["windows_subsystem"] == "gui":
env.Append(LINKFLAGS=["/SUBSYSTEM:WINDOWS"])
else:
env.Append(LINKFLAGS=["/SUBSYSTEM:CONSOLE"])
env.AppendUnique(CPPDEFINES=["WINDOWS_SUBSYSTEM_CONSOLE"])
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## Compile/link flags
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env["MAXLINELENGTH"] = 8192 # Windows Vista and beyond, so always applicable.
if env["silence_msvc"]:
from tempfile import mkstemp
old_spawn = env["SPAWN"]
def spawn_capture(sh, escape, cmd, args, env):
# We only care about cl/link, process everything else as normal.
if args[0] not in ["cl", "link"]:
return old_spawn(sh, escape, cmd, args, env)
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tmp_stdout, tmp_stdout_name = mkstemp()
os.close(tmp_stdout)
args.append(f">{tmp_stdout_name}")
ret = old_spawn(sh, escape, cmd, args, env)
try:
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with open(tmp_stdout_name, "rb") as tmp_stdout:
# First line is always bloat, subsequent lines are always errors. If content
# exists after discarding the first line, safely decode & send to stderr.
tmp_stdout.readline()
content = tmp_stdout.read()
if content:
sys.stderr.write(content.decode(sys.stdout.encoding, "replace"))
os.remove(tmp_stdout_name)
except OSError:
pass
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return ret
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env["SPAWN"] = spawn_capture
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if env["debug_crt"]:
# Always use dynamic runtime, static debug CRT breaks thread_local.
env.AppendUnique(CCFLAGS=["/MDd"])
else:
if env["use_static_cpp"]:
env.AppendUnique(CCFLAGS=["/MT"])
else:
env.AppendUnique(CCFLAGS=["/MD"])
# MSVC incremental linking is broken and may _increase_ link time (GH-77968).
if not env["incremental_link"]:
env.Append(LINKFLAGS=["/INCREMENTAL:NO"])
if env["arch"] == "x86_32":
env["x86_libtheora_opt_vc"] = True
env.AppendUnique(CCFLAGS=["/Gd", "/GR", "/nologo"])
env.AppendUnique(CCFLAGS=["/utf-8"]) # Force to use Unicode encoding.
env.AppendUnique(CXXFLAGS=["/TP"]) # assume all sources are C++
# Once it was thought that only debug builds would be too large,
# but this has recently stopped being true. See the mingw function
# for notes on why this shouldn't be enabled for gcc
env.AppendUnique(CCFLAGS=["/bigobj"])
if vcvars_msvc_config: # should be automatic if SCons found it
if os.getenv("WindowsSdkDir") is not None:
env.Prepend(CPPPATH=[str(os.getenv("WindowsSdkDir")) + "/Include"])
else:
print_warning("Missing environment variable: WindowsSdkDir")
if int(env["target_win_version"], 16) < 0x0601:
print_error("`target_win_version` should be 0x0601 or higher (Windows 7).")
sys.exit(255)
env.AppendUnique(
CPPDEFINES=[
"WINDOWS_ENABLED",
"WASAPI_ENABLED",
"WINMIDI_ENABLED",
"TYPED_METHOD_BIND",
"WIN32",
"WINVER=%s" % env["target_win_version"],
"_WIN32_WINNT=%s" % env["target_win_version"],
]
)
env.AppendUnique(CPPDEFINES=["NOMINMAX"]) # disable bogus min/max WinDef.h macros
if env["arch"] == "x86_64":
env.AppendUnique(CPPDEFINES=["_WIN64"])
## Libs
LIBS = [
"winmm",
"dsound",
"kernel32",
"ole32",
"oleaut32",
"sapi",
"user32",
"gdi32",
"IPHLPAPI",
"Shlwapi",
"wsock32",
"Ws2_32",
"shell32",
"advapi32",
"dinput8",
"dxguid",
"imm32",
"bcrypt",
"Crypt32",
"Avrt",
"dwmapi",
"dwrite",
"wbemuuid",
"ntdll",
]
if env.debug_features:
LIBS += ["psapi", "dbghelp"]
if env["vulkan"]:
env.AppendUnique(CPPDEFINES=["VULKAN_ENABLED", "RD_ENABLED"])
if not env["use_volk"]:
LIBS += ["vulkan"]
if env["d3d12"]:
# Check whether we have d3d12 dependencies installed.
if not os.path.exists(env["mesa_libs"]):
print_error(
"The Direct3D 12 rendering driver requires dependencies to be installed.\n"
"You can install them by running `python misc\\scripts\\install_d3d12_sdk_windows.py`.\n"
"See the documentation for more information:\n\t"
"https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html"
)
sys.exit(255)
env.AppendUnique(CPPDEFINES=["D3D12_ENABLED", "RD_ENABLED"])
LIBS += ["dxgi", "dxguid"]
LIBS += ["version"] # Mesa dependency.
# Needed for avoiding C1128.
if env["target"] == "release_debug":
env.Append(CXXFLAGS=["/bigobj"])
# PIX
if not env["arch"] in ["x86_64", "arm64"] or env["pix_path"] == "" or not os.path.exists(env["pix_path"]):
env["use_pix"] = False
if env["use_pix"]:
arch_subdir = "arm64" if env["arch"] == "arm64" else "x64"
env.Append(LIBPATH=[env["pix_path"] + "/bin/" + arch_subdir])
LIBS += ["WinPixEventRuntime"]
env.Append(LIBPATH=[env["mesa_libs"] + "/bin"])
LIBS += ["libNIR.windows." + env["arch"]]
if env["opengl3"]:
env.AppendUnique(CPPDEFINES=["GLES3_ENABLED"])
if env["angle_libs"] != "":
env.AppendUnique(CPPDEFINES=["EGL_STATIC"])
env.Append(LIBPATH=[env["angle_libs"]])
LIBS += [
"libANGLE.windows." + env["arch"],
"libEGL.windows." + env["arch"],
"libGLES.windows." + env["arch"],
]
LIBS += ["dxgi", "d3d9", "d3d11"]
env.Prepend(CPPPATH=["#thirdparty/angle/include"])
if env["target"] in ["editor", "template_debug"]:
LIBS += ["psapi", "dbghelp"]
env.Append(LINKFLAGS=[p + env["LIBSUFFIX"] for p in LIBS])
if vcvars_msvc_config:
if os.getenv("WindowsSdkDir") is not None:
env.Append(LIBPATH=[str(os.getenv("WindowsSdkDir")) + "/Lib"])
else:
print_warning("Missing environment variable: WindowsSdkDir")
## LTO
if env["lto"] == "auto": # No LTO by default for MSVC, doesn't help.
env["lto"] = "none"
if env["lto"] != "none":
if env["lto"] == "thin":
print_error("ThinLTO is only compatible with LLVM, use `use_llvm=yes` or `lto=full`.")
sys.exit(255)
env.AppendUnique(CCFLAGS=["/GL"])
env.AppendUnique(ARFLAGS=["/LTCG"])
if env["progress"]:
env.AppendUnique(LINKFLAGS=["/LTCG:STATUS"])
else:
env.AppendUnique(LINKFLAGS=["/LTCG"])
if vcvars_msvc_config:
env.Prepend(CPPPATH=[p for p in str(os.getenv("INCLUDE")).split(";")])
env.Append(LIBPATH=[p for p in str(os.getenv("LIB")).split(";")])
# Sanitizers
if env["use_asan"]:
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env.extra_suffix += ".san"
env.Append(LINKFLAGS=["/INFERASANLIBS"])
env.Append(CCFLAGS=["/fsanitize=address"])
# Incremental linking fix
env["BUILDERS"]["ProgramOriginal"] = env["BUILDERS"]["Program"]
env["BUILDERS"]["Program"] = methods.precious_program
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env.Append(LINKFLAGS=["/NATVIS:platform\\windows\\godot.natvis"])
env.AppendUnique(LINKFLAGS=["/STACK:" + str(STACK_SIZE)])
def configure_mingw(env: "SConsEnvironment"):
# Workaround for MinGW. See:
# https://www.scons.org/wiki/LongCmdLinesOnWin32
env.use_windows_spawn_fix()
## Build type
if not env["use_llvm"] and not get_mingw_tool("gcc", env["mingw_prefix"], env["arch"]):
env["use_llvm"] = True
if env["use_llvm"] and not get_mingw_tool("clang", env["mingw_prefix"], env["arch"]):
env["use_llvm"] = 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
# TODO: Re-evaluate the need for this / streamline with common config.
if env["target"] == "template_release":
env.Append(CCFLAGS=["-msse2"])
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
elif env.dev_build:
# Allow big objects. It's supposed not to have drawbacks but seems to break
# GCC LTO, so enabling for debug builds only (which are not built with LTO
# and are the only ones with too big objects).
env.Append(CCFLAGS=["-Wa,-mbig-obj"])
2020-08-17 16:07:12 +00:00
if env["windows_subsystem"] == "gui":
env.Append(LINKFLAGS=["-Wl,--subsystem,windows"])
else:
env.Append(LINKFLAGS=["-Wl,--subsystem,console"])
env.AppendUnique(CPPDEFINES=["WINDOWS_SUBSYSTEM_CONSOLE"])
2020-08-17 16:07:12 +00:00
## Compiler configuration
if os.name != "nt":
env["PROGSUFFIX"] = env["PROGSUFFIX"] + ".exe" # for linux cross-compilation
if env["arch"] == "x86_32":
if env["use_static_cpp"]:
env.Append(LINKFLAGS=["-static"])
env.Append(LINKFLAGS=["-static-libgcc"])
env.Append(LINKFLAGS=["-static-libstdc++"])
else:
if env["use_static_cpp"]:
env.Append(LINKFLAGS=["-static"])
if env["arch"] in ["x86_32", "x86_64"]:
env["x86_libtheora_opt_gcc"] = True
if env["use_llvm"]:
env["CC"] = get_mingw_tool("clang", env["mingw_prefix"], env["arch"])
env["CXX"] = get_mingw_tool("clang++", env["mingw_prefix"], env["arch"])
tool_as = get_mingw_tool("as", env["mingw_prefix"], env["arch"])
tool_ar = get_mingw_tool("ar", env["mingw_prefix"], env["arch"])
tool_ranlib = get_mingw_tool("ranlib", env["mingw_prefix"], env["arch"])
env.extra_suffix = ".llvm" + env.extra_suffix
else:
env["CC"] = get_mingw_tool("gcc", env["mingw_prefix"], env["arch"])
env["CXX"] = get_mingw_tool("g++", env["mingw_prefix"], env["arch"])
tool_as = get_mingw_tool("as", env["mingw_prefix"], env["arch"])
tool_ar = get_mingw_tool("gcc-ar", env["mingw_prefix"], env["arch"])
tool_ranlib = get_mingw_tool("gcc-ranlib", env["mingw_prefix"], env["arch"])
if tool_as:
env["AS"] = tool_as
if tool_ar:
env["AR"] = tool_ar
if tool_ranlib:
env["RANLIB"] = tool_ranlib
## LTO
if env["lto"] == "auto": # Full LTO for production with MinGW.
env["lto"] = "full"
if env["lto"] != "none":
if env["lto"] == "thin":
if not env["use_llvm"]:
print("ThinLTO is only compatible with LLVM, use `use_llvm=yes` or `lto=full`.")
sys.exit(255)
env.Append(CCFLAGS=["-flto=thin"])
env.Append(LINKFLAGS=["-flto=thin"])
elif not env["use_llvm"] and env.GetOption("num_jobs") > 1:
env.Append(CCFLAGS=["-flto"])
env.Append(LINKFLAGS=["-flto=" + str(env.GetOption("num_jobs"))])
else:
env.Append(CCFLAGS=["-flto"])
env.Append(LINKFLAGS=["-flto"])
env.Append(LINKFLAGS=["-Wl,--stack," + str(STACK_SIZE)])
## Compile flags
if int(env["target_win_version"], 16) < 0x0601:
print_error("`target_win_version` should be 0x0601 or higher (Windows 7).")
sys.exit(255)
if not env["use_llvm"]:
env.Append(CCFLAGS=["-mwindows"])
env.Append(CPPDEFINES=["WINDOWS_ENABLED", "WASAPI_ENABLED", "WINMIDI_ENABLED"])
env.Append(
CPPDEFINES=[
("WINVER", env["target_win_version"]),
("_WIN32_WINNT", env["target_win_version"]),
]
)
env.Append(
LIBS=[
"mingw32",
"dsound",
"ole32",
"d3d9",
"winmm",
"gdi32",
"iphlpapi",
"shlwapi",
"wsock32",
"ws2_32",
"kernel32",
"oleaut32",
"sapi",
"dinput8",
"dxguid",
"ksuser",
"imm32",
"bcrypt",
"crypt32",
"avrt",
"uuid",
"dwmapi",
"dwrite",
"wbemuuid",
"ntdll",
]
)
if env.debug_features:
env.Append(LIBS=["psapi", "dbghelp"])
if env["vulkan"]:
env.Append(CPPDEFINES=["VULKAN_ENABLED", "RD_ENABLED"])
if not env["use_volk"]:
env.Append(LIBS=["vulkan"])
if env["d3d12"]:
# Check whether we have d3d12 dependencies installed.
if not os.path.exists(env["mesa_libs"]):
print_error(
"The Direct3D 12 rendering driver requires dependencies to be installed.\n"
"You can install them by running `python misc\\scripts\\install_d3d12_sdk_windows.py`.\n"
"See the documentation for more information:\n\t"
"https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html"
)
sys.exit(255)
env.AppendUnique(CPPDEFINES=["D3D12_ENABLED", "RD_ENABLED"])
env.Append(LIBS=["dxgi", "dxguid"])
# PIX
if not env["arch"] in ["x86_64", "arm64"] or env["pix_path"] == "" or not os.path.exists(env["pix_path"]):
env["use_pix"] = False
if env["use_pix"]:
arch_subdir = "arm64" if env["arch"] == "arm64" else "x64"
env.Append(LIBPATH=[env["pix_path"] + "/bin/" + arch_subdir])
env.Append(LIBS=["WinPixEventRuntime"])
env.Append(LIBPATH=[env["mesa_libs"] + "/bin"])
env.Append(LIBS=["libNIR.windows." + env["arch"]])
env.Append(LIBS=["version"]) # Mesa dependency.
if env["opengl3"]:
env.Append(CPPDEFINES=["GLES3_ENABLED"])
if env["angle_libs"] != "":
env.AppendUnique(CPPDEFINES=["EGL_STATIC"])
env.Append(LIBPATH=[env["angle_libs"]])
env.Append(
LIBS=[
"EGL.windows." + env["arch"],
"GLES.windows." + env["arch"],
"ANGLE.windows." + env["arch"],
]
)
env.Append(LIBS=["dxgi", "d3d9", "d3d11"])
env.Prepend(CPPPATH=["#thirdparty/angle/include"])
env.Append(CPPDEFINES=["MINGW_ENABLED", ("MINGW_HAS_SECURE_API", 1)])
# resrc
env.Append(BUILDERS={"RES": env.Builder(action=build_res_file, suffix=".o", src_suffix=".rc")})
def configure(env: "SConsEnvironment"):
# Validate arch.
supported_arches = ["x86_32", "x86_64", "arm32", "arm64"]
if env["arch"] not in supported_arches:
print_error(
'Unsupported CPU architecture "%s" for Windows. Supported architectures are: %s.'
% (env["arch"], ", ".join(supported_arches))
)
sys.exit(255)
# At this point the env has been set up with basic tools/compilers.
env.Prepend(CPPPATH=["#platform/windows"])
if os.name == "nt":
env["ENV"] = os.environ # this makes build less repeatable, but simplifies some things
env["ENV"]["TMP"] = os.environ["TMP"]
# First figure out which compiler, version, and target arch we're using
if os.getenv("VCINSTALLDIR") and detect_build_env_arch() and not env["use_mingw"]:
setup_msvc_manual(env)
env.msvc = True
vcvars_msvc_config = True
elif env.get("MSVC_VERSION", "") and not env["use_mingw"]:
setup_msvc_auto(env)
env.msvc = True
vcvars_msvc_config = False
else:
setup_mingw(env)
env.msvc = False
# Now set compiler/linker flags
if env.msvc:
configure_msvc(env, vcvars_msvc_config)
else: # MinGW
configure_mingw(env)