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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GODOT_BASE_BRANCH: master-v2
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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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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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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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# Temporarily disabled until Mono is fixed
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#
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# - name: Editor w Mono (target=release_debug, tools=yes, tests=yes)
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# cache-name: linux-editor-mono
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# target: release_debug
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# tools: true
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# tests: false # Disabled due freeze caused by mix Mono build and CI
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# sconsflags: module_mono_enabled=yes mono_static=yes mono_glue=no
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# doc-test: true
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# bin: "./bin/godot.linuxbsd.opt.tools.64.mono"
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# build-mono: true
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# proj-conv: true
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# artifact: true
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# Temporary replacement:
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- name: Editor w/o Mono (target=release_debug, tools=yes, tests=yes)
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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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target: release_debug
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tools: true
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tests: false # Disabled due freeze caused by mix Mono build and CI
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doc-test: true
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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bin: "./bin/godot.linuxbsd.opt.tools.64"
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build-mono: false
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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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2022-07-21 09:35:38 +00:00
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- name: Editor with doubles and GCC sanitizers (target=debug, tools=yes, float=64, tests=yes, 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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2021-09-01 15:26:01 +00:00
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target: debug
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tools: true
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tests: true
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2022-07-21 09:35:38 +00:00
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sconsflags: 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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2021-12-10 16:10:47 +00:00
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bin: "./bin/godot.linuxbsd.double.tools.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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2022-07-21 09:35:38 +00:00
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- name: Editor with clang sanitizers (target=debug, tools=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
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target: debug
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tools: true
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tests: true
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2022-07-21 09:35:38 +00:00
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sconsflags: 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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bin: "./bin/godot.linuxbsd.tools.64.llvm.san"
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build-mono: false
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# Skip 2GiB artifact speeding up action.
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artifact: false
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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# Temporarily disabled:
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#
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# - name: Template w/ Mono (target=release, tools=no)
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# cache-name: linux-template-mono
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# target: release
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# tools: false
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# tests: false
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# sconsflags: module_mono_enabled=yes mono_static=yes mono_glue=no debug_symbols=no
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# build-mono: false
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# artifact: true
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# Temporary replacement:
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- name: Template w/o Mono (target=release, tools=no)
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2022-03-18 16:28:48 +00:00
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cache-name: linux-template-mono
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target: release
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tools: false
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tests: false
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build-mono: false
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artifact: true
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2020-07-20 22:36:22 +00:00
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2021-11-12 15:30:34 +00:00
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- name: Minimal Template (target=release, tools=no, everything disabled)
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cache-name: linux-template-minimal
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target: release
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tools: false
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tests: false
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sconsflags: modules_enabled_by_default=no disable_3d=yes disable_advanced_gui=yes deprecated=no minizip=no
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artifact: true
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2020-07-20 22:36:22 +00:00
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steps:
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- uses: actions/checkout@v2
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2021-09-01 15:26:01 +00:00
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- name: Linux dependencies
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shell: bash
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2020-07-20 22:36:22 +00:00
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run: |
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2021-09-01 15:26:01 +00:00
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# Azure repositories are not reliable, we need to prevent azure giving us packages.
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2020-08-11 15:14:47 +00:00
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sudo rm -f /etc/apt/sources.list.d/*
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2020-07-20 22:36:22 +00:00
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sudo cp -f misc/ci/sources.list /etc/apt/sources.list
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sudo apt-get update
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2021-09-01 15:26:01 +00:00
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# The actual dependencies
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2020-07-20 22:36:22 +00:00
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sudo apt-get install build-essential pkg-config libx11-dev libxcursor-dev \
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2021-09-01 15:26:01 +00:00
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libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev \
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2022-04-01 10:15:35 +00:00
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libdbus-1-dev libudev-dev libxi-dev libxrandr-dev yasm xvfb wget unzip \
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2021-11-04 12:33:37 +00:00
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llvm libspeechd-dev speech-dispatcher
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2020-07-20 22:36:22 +00:00
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2021-09-01 15:26:01 +00:00
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- name: Setup Godot build cache
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uses: ./.github/actions/godot-cache
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2020-07-20 22:36:22 +00:00
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with:
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2021-09-01 15:26:01 +00:00
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cache-name: ${{ matrix.cache-name }}
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2021-08-18 19:00:56 +00:00
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continue-on-error: true
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2020-07-20 22:36:22 +00:00
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2021-09-01 15:26:01 +00:00
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- name: Setup python and scons
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uses: ./.github/actions/godot-deps
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2020-07-20 22:36:22 +00:00
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- name: Compilation
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2021-09-01 15:26:01 +00:00
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uses: ./.github/actions/godot-build
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with:
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sconsflags: ${{ env.SCONSFLAGS }} ${{ matrix.sconsflags }}
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platform: linuxbsd
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target: ${{ matrix.target }}
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tools: ${{ matrix.tools }}
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tests: ${{ matrix.tests }}
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2020-07-20 22:36:22 +00:00
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2021-10-01 06:14:54 +00:00
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- name: Generate Mono glue
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if: ${{ matrix.build-mono }}
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run: |
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${{ matrix.bin }} --headless --generate-mono-glue modules/mono/glue || true
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# Rebuild with mono
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- name: Compilation (mono_glue=yes)
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uses: ./.github/actions/godot-build
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if: ${{ matrix.build-mono }}
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with:
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sconsflags: ${{ env.SCONSFLAGS }} ${{ matrix.sconsflags }} mono_glue=yes
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platform: linuxbsd
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target: ${{ matrix.target }}
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tools: ${{ matrix.tools }}
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2020-07-20 16:35:34 +00:00
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# Execute unit tests for the editor
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2021-09-01 15:26:01 +00:00
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- name: Unit tests
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if: ${{ matrix.tests }}
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2020-07-20 16:35:34 +00:00
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run: |
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2022-07-01 23:05:20 +00:00
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${{ matrix.bin }} --version
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${{ matrix.bin }} --help
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2021-10-01 06:14:54 +00:00
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${{ matrix.bin }} --test --headless
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2020-07-20 16:35:34 +00:00
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2021-10-20 14:38:22 +00:00
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# Check class reference
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- name: Check for class reference updates
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if: ${{ matrix.doc-test }}
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run: |
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echo "Running --doctool to see if this changes the public API without updating the documentation."
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echo -e "If a diff is shown, it means that your code/doc changes are incomplete and you should update the class reference with --doctool.\n\n"
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${{ matrix.bin }} --doctool --headless 2>&1 > /dev/null || true
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git diff --color --exit-code && ! git ls-files --others --exclude-standard | sed -e 's/^/New doc file missing in PR: /' | grep 'xml$'
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2022-01-06 11:01:00 +00:00
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# Download, unzip and setup SwiftShader library
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# See https://github.com/godotengine/regression-test-project/releases/tag/_ci-deps for details
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2021-05-03 14:57:55 +00:00
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- name: Download SwiftShader
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2021-09-01 15:26:01 +00:00
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if: ${{ matrix.tests }}
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2021-05-03 14:57:55 +00:00
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run: |
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2022-01-06 14:17:34 +00:00
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wget https://github.com/godotengine/regression-test-project/releases/download/_ci-deps/swiftshader-ubuntu20.04-20211002.zip
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unzip swiftshader-ubuntu20.04-20211002.zip
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2021-05-03 14:57:55 +00:00
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curr="$(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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- 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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- name: Download test project
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2021-09-01 15:26:01 +00:00
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if: ${{ matrix.proj-test }}
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2021-04-15 14:17:28 +00:00
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run: |
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2022-01-06 11:01:00 +00:00
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wget https://github.com/godotengine/regression-test-project/archive/4.0.zip
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2021-04-15 14:17:28 +00:00
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unzip 4.0.zip
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2022-01-06 11:01:00 +00:00
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mv "regression-test-project-4.0" "test_project"
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2021-04-15 14:17:28 +00:00
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# Editor is quite complicated piece of software, so it is easy to introduce bug here
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- name: Open and close editor
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2021-09-01 15:26:01 +00:00
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if: ${{ matrix.proj-test }}
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2021-04-15 14:17:28 +00:00
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run: |
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2021-12-07 17:06:40 +00:00
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VK_ICD_FILENAMES=$(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
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2021-04-15 14:17:28 +00:00
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misc/scripts/check_ci_log.py sanitizers_log.txt
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# Run test project
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- name: Run project
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2021-09-01 15:26:01 +00:00
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if: ${{ matrix.proj-test }}
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2021-04-15 14:17:28 +00:00
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run: |
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2021-09-01 15:26:01 +00:00
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VK_ICD_FILENAMES=$(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
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2021-04-15 14:17:28 +00:00
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misc/scripts/check_ci_log.py sanitizers_log.txt
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2020-08-16 06:32:44 +00:00
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2021-10-20 07:22:49 +00:00
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# Checkout godot-cpp
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- name: Checkout godot-cpp
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if: ${{ matrix.godot-cpp-test }}
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uses: actions/checkout@v2
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with:
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repository: godotengine/godot-cpp
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submodules: 'recursive'
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path: 'godot-cpp'
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# Check extension API
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- name: Check for extension api updates
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if: ${{ matrix.godot-cpp-test }}
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run: |
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echo "Running --dump-extension-api to create extensions api."
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VK_ICD_FILENAMES=$(pwd)/vk_swiftshader_icd.json DRI_PRIME=0 xvfb-run ${{ matrix.bin }} --audio-driver Dummy --dump-extension-api 2>&1 > /dev/null || true
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misc/scripts/compare_extension_api.py godot-cpp/godot-headers/extension_api.json extension_api.json
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# Copy new extension API files into place
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- name: Copy new extension API files into place
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if: ${{ matrix.godot-cpp-test }}
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run: |
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cp -f extension_api.json godot-cpp/godot-headers/
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cp -f core/extension/gdnative_interface.h godot-cpp/godot-headers/godot/
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# Build godot-cpp test extension
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- name: Build godot-cpp test extension
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if: ${{ matrix.godot-cpp-test }}
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run: |
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cd godot-cpp/test
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2022-07-16 23:09:18 +00:00
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scons target=${{ matrix.target }}
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2021-10-20 07:22:49 +00:00
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cd ../..
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2021-09-21 19:54:55 +00:00
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- name: Prepare artifact
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if: ${{ matrix.artifact }}
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run: |
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strip bin/godot.*
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2021-09-01 15:26:01 +00:00
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- name: Upload artifact
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uses: ./.github/actions/upload-artifact
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if: ${{ matrix.artifact }}
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2020-09-29 21:42:41 +00:00
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|
with:
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2021-09-01 15:26:01 +00:00
|
|
|
name: ${{ matrix.cache-name }}
|