2016-10-17 06:50:25 +00:00
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#!/usr/bin/env python
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2020-03-25 13:36:03 +00:00
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EnsureSConsVersion(3, 0, 0)
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2021-10-15 07:55:50 +00:00
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EnsurePythonVersion(3, 6)
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2014-02-10 01:10:30 +00:00
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2019-02-10 14:22:31 +00:00
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# System
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2021-07-08 11:52:39 +00:00
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import atexit
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2014-02-10 01:10:30 +00:00
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import glob
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2019-02-10 14:22:31 +00:00
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import os
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2019-12-19 09:03:11 +00:00
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import pickle
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2014-02-10 01:10:30 +00:00
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import sys
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2021-07-08 11:52:39 +00:00
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import time
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2022-01-13 20:50:56 +00:00
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from types import ModuleType
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2020-05-28 15:17:14 +00:00
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from collections import OrderedDict
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2022-01-11 16:42:14 +00:00
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from importlib.util import spec_from_file_location, module_from_spec
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# Explicitly resolve the helper modules, this is done to avoid clash with
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# modules of the same name that might be randomly added (e.g. someone adding
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# an `editor.py` file at the root of the module creates a clash with the editor
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# folder when doing `import editor.template_builder`)
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def _helper_module(name, path):
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spec = spec_from_file_location(name, path)
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module = module_from_spec(spec)
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spec.loader.exec_module(module)
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sys.modules[name] = module
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2022-01-13 20:50:56 +00:00
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# Ensure the module's parents are in loaded to avoid loading the wrong parent
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# when doing "import foo.bar" while only "foo.bar" as declared as helper module
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child_module = module
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parent_name = name
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while True:
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try:
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parent_name, child_name = parent_name.rsplit(".", 1)
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except ValueError:
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break
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try:
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parent_module = sys.modules[parent_name]
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except KeyError:
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parent_module = ModuleType(parent_name)
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sys.modules[parent_name] = parent_module
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setattr(parent_module, child_name, child_module)
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2022-01-11 16:42:14 +00:00
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_helper_module("gles3_builders", "gles3_builders.py")
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_helper_module("glsl_builders", "glsl_builders.py")
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_helper_module("methods", "methods.py")
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_helper_module("platform_methods", "platform_methods.py")
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_helper_module("version", "version.py")
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_helper_module("core.core_builders", "core/core_builders.py")
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_helper_module("main.main_builders", "main/main_builders.py")
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_helper_module("modules.modules_builders", "modules/modules_builders.py")
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2019-02-10 14:22:31 +00:00
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# Local
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2014-02-10 01:10:30 +00:00
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import methods
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2020-08-13 07:35:41 +00:00
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import glsl_builders
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2021-10-26 15:18:39 +00:00
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import gles3_builders
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2023-05-17 15:22:26 +00:00
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import scu_builders
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2023-06-19 09:28:22 +00:00
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from platform_methods import architectures, architecture_aliases, generate_export_icons
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2014-03-07 19:20:06 +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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if ARGUMENTS.get("target", "editor") == "editor":
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2022-03-28 13:39:24 +00:00
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_helper_module("editor.editor_builders", "editor/editor_builders.py")
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_helper_module("editor.template_builders", "editor/template_builders.py")
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2020-03-25 13:36:03 +00:00
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# Scan possible build platforms
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2014-02-10 01:10:30 +00:00
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2016-10-30 17:57:40 +00:00
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platform_list = [] # list of platforms
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2020-12-17 10:30:19 +00:00
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platform_opts = {} # options for each platform
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2016-10-30 17:57:40 +00:00
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platform_flags = {} # flags for each platform
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2023-04-19 09:23:22 +00:00
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platform_doc_class_path = {}
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2016-10-30 17:57:40 +00:00
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platform_exporters = []
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2017-11-16 00:33:48 +00:00
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platform_apis = []
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2014-02-10 01:10:30 +00:00
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2021-07-08 11:52:39 +00:00
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time_at_start = time.time()
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2018-08-28 18:40:51 +00:00
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for x in sorted(glob.glob("platform/*")):
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2020-03-30 06:28:32 +00:00
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if not os.path.isdir(x) or not os.path.exists(x + "/detect.py"):
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2016-10-30 17:44:57 +00:00
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continue
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2016-10-30 17:57:40 +00:00
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tmppath = "./" + x
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2016-10-30 17:44:57 +00:00
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2019-02-10 14:22:31 +00:00
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sys.path.insert(0, tmppath)
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2016-10-30 17:44:57 +00:00
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import detect
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2023-04-19 09:23:22 +00:00
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# Get doc classes paths (if present)
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try:
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doc_classes = detect.get_doc_classes()
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doc_path = detect.get_doc_path()
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for c in doc_classes:
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platform_doc_class_path[c] = x.replace("\\", "/") + "/" + doc_path
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except Exception:
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pass
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2023-06-19 09:28:22 +00:00
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platform_name = x[9:]
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2020-03-30 06:28:32 +00:00
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if os.path.exists(x + "/export/export.cpp"):
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2023-06-19 09:28:22 +00:00
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platform_exporters.append(platform_name)
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generate_export_icons(x, platform_name)
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2020-03-30 06:28:32 +00:00
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if os.path.exists(x + "/api/api.cpp"):
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2023-06-19 09:28:22 +00:00
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platform_apis.append(platform_name)
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2020-03-30 06:28:32 +00:00
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if detect.can_build():
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2016-10-30 17:57:40 +00:00
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x = x.replace("platform/", "") # rest of world
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x = x.replace("platform\\", "") # win32
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platform_list += [x]
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2020-12-17 10:30:19 +00:00
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platform_opts[x] = detect.get_opts()
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2016-10-30 17:57:40 +00:00
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platform_flags[x] = detect.get_flags()
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2016-10-30 17:44:57 +00:00
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sys.path.remove(tmppath)
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2020-03-30 06:28:32 +00:00
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sys.modules.pop("detect")
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2014-02-10 01:10:30 +00:00
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2020-03-30 06:28:32 +00:00
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custom_tools = ["default"]
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2014-02-10 01:10:30 +00:00
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2016-10-09 19:23:27 +00:00
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platform_arg = ARGUMENTS.get("platform", ARGUMENTS.get("p", False))
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2015-07-24 00:04:50 +00:00
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2022-06-01 07:54:08 +00:00
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if platform_arg == "android":
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custom_tools = ["clang", "clang++", "as", "ar", "link"]
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2022-08-28 18:27:45 +00:00
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elif platform_arg == "web":
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2018-03-21 14:51:44 +00:00
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# Use generic POSIX build toolchain for Emscripten.
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2020-03-30 06:28:32 +00:00
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custom_tools = ["cc", "c++", "ar", "link", "textfile", "zip"]
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2022-06-01 07:54:08 +00:00
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elif os.name == "nt" and methods.get_cmdline_bool("use_mingw", False):
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custom_tools = ["mingw"]
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2014-02-10 01:10:30 +00:00
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2021-03-10 10:05:39 +00:00
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# We let SCons build its default ENV as it includes OS-specific things which we don't
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# want to have to pull in manually.
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# Then we prepend PATH to make it take precedence, while preserving SCons' own entries.
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env_base = Environment(tools=custom_tools)
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env_base.PrependENVPath("PATH", os.getenv("PATH"))
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env_base.PrependENVPath("PKG_CONFIG_PATH", os.getenv("PKG_CONFIG_PATH"))
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if "TERM" in os.environ: # Used for colored output.
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env_base["ENV"]["TERM"] = os.environ["TERM"]
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2021-03-09 08:21:37 +00:00
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2016-10-30 17:57:40 +00:00
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env_base.disabled_modules = []
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2017-11-02 02:12:28 +00:00
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env_base.module_version_string = ""
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2018-03-02 19:51:29 +00:00
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env_base.msvc = False
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2016-10-30 17:57:40 +00:00
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2014-02-10 01:10:30 +00:00
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env_base.__class__.disable_module = methods.disable_module
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2017-11-02 02:12:28 +00:00
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env_base.__class__.add_module_version_string = methods.add_module_version_string
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2014-02-10 01:10:30 +00:00
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env_base.__class__.add_source_files = methods.add_source_files
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2016-01-25 03:21:04 +00:00
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env_base.__class__.use_windows_spawn_fix = methods.use_windows_spawn_fix
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2014-02-10 01:10:30 +00:00
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2017-11-28 20:27:57 +00:00
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env_base.__class__.add_shared_library = methods.add_shared_library
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env_base.__class__.add_library = methods.add_library
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env_base.__class__.add_program = methods.add_program
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2018-06-21 04:33:25 +00:00
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env_base.__class__.CommandNoCache = methods.CommandNoCache
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2020-07-27 18:00:26 +00:00
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env_base.__class__.Run = methods.Run
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2018-09-28 11:29:52 +00:00
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env_base.__class__.disable_warnings = methods.disable_warnings
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2021-09-28 09:59:56 +00:00
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env_base.__class__.force_optimization_on_debug = methods.force_optimization_on_debug
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2022-08-04 17:11:01 +00:00
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env_base.__class__.module_add_dependencies = methods.module_add_dependencies
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2020-06-02 11:16:42 +00:00
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env_base.__class__.module_check_dependencies = methods.module_check_dependencies
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2017-11-28 20:27:57 +00:00
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2016-10-30 17:57:40 +00:00
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env_base["x86_libtheora_opt_gcc"] = False
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env_base["x86_libtheora_opt_vc"] = False
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2015-11-25 03:28:03 +00:00
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2019-12-19 09:03:11 +00:00
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# avoid issues when building with different versions of python out of the same directory
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env_base.SConsignFile(".sconsign{0}.dblite".format(pickle.HIGHEST_PROTOCOL))
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2016-11-02 23:23:55 +00:00
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# Build options
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2020-03-30 06:28:32 +00:00
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customs = ["custom.py"]
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2014-02-10 01:10:30 +00:00
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2021-02-25 22:45:36 +00:00
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profile = ARGUMENTS.get("profile", "")
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2014-02-10 01:10:30 +00:00
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if profile:
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2016-10-30 17:44:57 +00:00
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if os.path.isfile(profile):
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customs.append(profile)
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2016-10-30 17:57:40 +00:00
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elif os.path.isfile(profile + ".py"):
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customs.append(profile + ".py")
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2014-02-10 01:10:30 +00:00
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2016-10-30 17:57:40 +00:00
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opts = Variables(customs, ARGUMENTS)
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2016-11-02 23:23:55 +00:00
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# Target build options
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2020-03-30 06:28:32 +00:00
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opts.Add("platform", "Target platform (%s)" % ("|".join(platform_list),), "")
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2021-12-16 01:38:10 +00:00
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opts.Add("p", "Platform (alias for 'platform')", "")
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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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opts.Add(EnumVariable("target", "Compilation target", "editor", ("editor", "template_release", "template_debug")))
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2021-12-16 01:38:10 +00:00
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opts.Add(EnumVariable("arch", "CPU architecture", "auto", ["auto"] + architectures, architecture_aliases))
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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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opts.Add(BoolVariable("dev_build", "Developer build with dev-only debugging code (DEV_ENABLED)", False))
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opts.Add(
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EnumVariable(
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"optimize", "Optimization level", "speed_trace", ("none", "custom", "debug", "speed", "speed_trace", "size")
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)
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)
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2023-02-01 10:16:35 +00:00
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opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", 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
|
|
|
opts.Add(BoolVariable("separate_debug_symbols", "Extract debugging symbols to a separate file", False))
|
|
|
|
opts.Add(EnumVariable("lto", "Link-time optimization (production builds)", "none", ("none", "auto", "thin", "full")))
|
2021-02-03 09:47:06 +00:00
|
|
|
opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False))
|
2016-11-02 23:23:55 +00:00
|
|
|
|
|
|
|
# Components
|
2021-12-06 16:24:45 +00:00
|
|
|
opts.Add(BoolVariable("deprecated", "Enable compatibility code for deprecated and removed features", True))
|
2022-10-14 16:53:07 +00:00
|
|
|
opts.Add(EnumVariable("precision", "Set the floating-point precision level", "single", ("single", "double")))
|
2020-03-30 06:28:32 +00:00
|
|
|
opts.Add(BoolVariable("minizip", "Enable ZIP archive support using minizip", True))
|
2023-03-29 06:31:25 +00:00
|
|
|
opts.Add(BoolVariable("brotli", "Enable Brotli for decompresson and WOFF2 fonts support", True))
|
2020-03-30 06:28:32 +00:00
|
|
|
opts.Add(BoolVariable("xaudio2", "Enable the XAudio2 audio driver", False))
|
2022-10-06 18:45:56 +00:00
|
|
|
opts.Add(BoolVariable("vulkan", "Enable the vulkan rendering driver", True))
|
|
|
|
opts.Add(BoolVariable("opengl3", "Enable the OpenGL/GLES3 rendering driver", True))
|
2021-12-14 01:44:12 +00:00
|
|
|
opts.Add(BoolVariable("openxr", "Enable the OpenXR driver", 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
|
|
|
opts.Add(BoolVariable("use_volk", "Use the volk library to load the Vulkan loader dynamically", True))
|
2023-08-14 11:02:40 +00:00
|
|
|
opts.Add(BoolVariable("disable_exceptions", "Force disabling exception handling code", True))
|
2020-03-08 16:34:09 +00:00
|
|
|
opts.Add("custom_modules", "A list of comma-separated directory paths containing custom modules to build.", "")
|
2020-10-23 19:28:21 +00:00
|
|
|
opts.Add(BoolVariable("custom_modules_recursive", "Detect custom modules recursively for each specified path.", True))
|
2016-11-02 23:23:55 +00:00
|
|
|
|
|
|
|
# Advanced options
|
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
|
|
|
opts.Add(BoolVariable("dev_mode", "Alias for dev options: verbose=yes warnings=extra werror=yes tests=yes", False))
|
2021-02-03 09:47:06 +00:00
|
|
|
opts.Add(BoolVariable("tests", "Build the unit tests", False))
|
2022-02-08 14:35:13 +00:00
|
|
|
opts.Add(BoolVariable("fast_unsafe", "Enable unsafe options for faster rebuilds", False))
|
2022-02-08 20:46:47 +00:00
|
|
|
opts.Add(BoolVariable("compiledb", "Generate compilation DB (`compile_commands.json`) for external tools", False))
|
2021-02-03 09:47:06 +00:00
|
|
|
opts.Add(BoolVariable("verbose", "Enable verbose output for the compilation", False))
|
2022-02-08 14:35:13 +00:00
|
|
|
opts.Add(BoolVariable("progress", "Show a progress indicator during compilation", True))
|
2020-03-30 06:28:32 +00:00
|
|
|
opts.Add(EnumVariable("warnings", "Level of compilation warnings", "all", ("extra", "all", "moderate", "no")))
|
2020-07-14 10:33:15 +00:00
|
|
|
opts.Add(BoolVariable("werror", "Treat compiler warnings as errors", False))
|
2020-03-30 06:28:32 +00:00
|
|
|
opts.Add("extra_suffix", "Custom extra suffix added to the base filename of all generated binary files", "")
|
|
|
|
opts.Add(BoolVariable("vsproj", "Generate a Visual Studio solution", False))
|
2023-02-16 19:07:52 +00:00
|
|
|
opts.Add("vsproj_name", "Name of the Visual Studio solution", "godot")
|
2020-03-30 06:28:32 +00:00
|
|
|
opts.Add(BoolVariable("disable_3d", "Disable 3D nodes for a smaller executable", False))
|
|
|
|
opts.Add(BoolVariable("disable_advanced_gui", "Disable advanced GUI nodes and behaviors", False))
|
2023-01-16 11:15:48 +00:00
|
|
|
opts.Add("build_profile", "Path to a file containing a feature build profile", "")
|
2020-08-04 07:22:30 +00:00
|
|
|
opts.Add(BoolVariable("modules_enabled_by_default", "If no, disable all modules except ones explicitly enabled", True))
|
2021-11-30 11:36:56 +00:00
|
|
|
opts.Add(BoolVariable("no_editor_splash", "Don't use the custom splash screen for the editor", True))
|
2023-04-13 19:17:55 +00:00
|
|
|
opts.Add(
|
|
|
|
"system_certs_path",
|
|
|
|
"Use this path as TLS certificates default for editor and Linux/BSD export templates (for package maintainers)",
|
|
|
|
"",
|
|
|
|
)
|
2020-12-16 15:29:32 +00:00
|
|
|
opts.Add(BoolVariable("use_precise_math_checks", "Math checks use very precise epsilon (debug option)", False))
|
2023-06-07 18:30:40 +00:00
|
|
|
opts.Add(BoolVariable("scu_build", "Use single compilation unit build", False))
|
2023-07-02 18:23:28 +00:00
|
|
|
opts.Add("scu_limit", "Max includes per SCU file when using scu_build (determines RAM use)", "0")
|
2016-11-02 23:23:55 +00:00
|
|
|
|
|
|
|
# Thirdparty libraries
|
2023-07-06 12:46:34 +00:00
|
|
|
opts.Add(BoolVariable("builtin_brotli", "Use the built-in Brotli library", True))
|
2020-03-30 06:28:32 +00:00
|
|
|
opts.Add(BoolVariable("builtin_certs", "Use the built-in SSL certificates bundles", True))
|
2023-08-17 16:32:30 +00:00
|
|
|
opts.Add(BoolVariable("builtin_clipper2", "Use the built-in Clipper2 library", True))
|
2021-05-04 10:06:54 +00:00
|
|
|
opts.Add(BoolVariable("builtin_embree", "Use the built-in Embree library", True))
|
2020-03-30 06:28:32 +00:00
|
|
|
opts.Add(BoolVariable("builtin_enet", "Use the built-in ENet library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_freetype", "Use the built-in FreeType library", True))
|
2020-12-27 13:30:33 +00:00
|
|
|
opts.Add(BoolVariable("builtin_msdfgen", "Use the built-in MSDFgen library", True))
|
2020-03-30 06:28:32 +00:00
|
|
|
opts.Add(BoolVariable("builtin_glslang", "Use the built-in glslang library", True))
|
2020-08-11 09:10:23 +00:00
|
|
|
opts.Add(BoolVariable("builtin_graphite", "Use the built-in Graphite library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_harfbuzz", "Use the built-in HarfBuzz library", True))
|
2023-02-16 11:15:16 +00:00
|
|
|
opts.Add(BoolVariable("builtin_icu4c", "Use the built-in ICU library", True))
|
2020-03-30 06:28:32 +00:00
|
|
|
opts.Add(BoolVariable("builtin_libogg", "Use the built-in libogg library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_libpng", "Use the built-in libpng library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_libtheora", "Use the built-in libtheora library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_libvorbis", "Use the built-in libvorbis library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_libwebp", "Use the built-in libwebp library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_wslay", "Use the built-in wslay library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_mbedtls", "Use the built-in mbedTLS library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_miniupnpc", "Use the built-in miniupnpc library", True))
|
2023-02-16 13:47:31 +00:00
|
|
|
opts.Add(BoolVariable("builtin_openxr", "Use the built-in OpenXR library", True))
|
2020-03-30 06:28:32 +00:00
|
|
|
opts.Add(BoolVariable("builtin_pcre2", "Use the built-in PCRE2 library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_pcre2_with_jit", "Use JIT compiler for the built-in PCRE2 library", True))
|
2023-02-16 11:15:16 +00:00
|
|
|
opts.Add(BoolVariable("builtin_recastnavigation", "Use the built-in Recast navigation library", True))
|
2023-01-10 06:14:16 +00:00
|
|
|
opts.Add(BoolVariable("builtin_rvo2_2d", "Use the built-in RVO2 2D library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_rvo2_3d", "Use the built-in RVO2 3D library", True))
|
2020-03-30 06:28:32 +00:00
|
|
|
opts.Add(BoolVariable("builtin_squish", "Use the built-in squish library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_xatlas", "Use the built-in xatlas library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_zlib", "Use the built-in zlib library", True))
|
|
|
|
opts.Add(BoolVariable("builtin_zstd", "Use the built-in Zstd library", True))
|
2016-11-02 23:23:55 +00:00
|
|
|
|
2018-01-05 19:37:18 +00:00
|
|
|
# Compilation environment setup
|
2016-11-02 23:23:55 +00:00
|
|
|
opts.Add("CXX", "C++ compiler")
|
|
|
|
opts.Add("CC", "C compiler")
|
2018-01-05 19:37:18 +00:00
|
|
|
opts.Add("LINK", "Linker")
|
|
|
|
opts.Add("CCFLAGS", "Custom flags for both the C and C++ compilers")
|
2016-10-31 23:24:30 +00:00
|
|
|
opts.Add("CFLAGS", "Custom flags for the C compiler")
|
2019-04-24 14:49:12 +00:00
|
|
|
opts.Add("CXXFLAGS", "Custom flags for the C++ compiler")
|
2016-10-31 23:24:30 +00:00
|
|
|
opts.Add("LINKFLAGS", "Custom flags for the linker")
|
2016-11-02 23:23:55 +00:00
|
|
|
|
2020-12-17 10:30:19 +00:00
|
|
|
# Update the environment to have all above options defined
|
|
|
|
# in following code (especially platform and custom_modules).
|
2020-05-29 00:02:32 +00:00
|
|
|
opts.Update(env_base)
|
|
|
|
|
2020-12-17 10:30:19 +00:00
|
|
|
# Platform selection: validate input, and add options.
|
|
|
|
|
|
|
|
selected_platform = ""
|
|
|
|
|
|
|
|
if env_base["platform"] != "":
|
|
|
|
selected_platform = env_base["platform"]
|
|
|
|
elif env_base["p"] != "":
|
|
|
|
selected_platform = env_base["p"]
|
|
|
|
else:
|
|
|
|
# Missing `platform` argument, try to detect platform automatically
|
2021-08-09 13:11:53 +00:00
|
|
|
if (
|
|
|
|
sys.platform.startswith("linux")
|
|
|
|
or sys.platform.startswith("dragonfly")
|
|
|
|
or sys.platform.startswith("freebsd")
|
|
|
|
or sys.platform.startswith("netbsd")
|
|
|
|
or sys.platform.startswith("openbsd")
|
|
|
|
):
|
2020-12-17 10:30:19 +00:00
|
|
|
selected_platform = "linuxbsd"
|
|
|
|
elif sys.platform == "darwin":
|
2022-07-20 06:28:22 +00:00
|
|
|
selected_platform = "macos"
|
2020-12-17 10:30:19 +00:00
|
|
|
elif sys.platform == "win32":
|
|
|
|
selected_platform = "windows"
|
|
|
|
else:
|
|
|
|
print("Could not detect platform automatically. Supported platforms:")
|
|
|
|
for x in platform_list:
|
|
|
|
print("\t" + x)
|
|
|
|
print("\nPlease run SCons again and select a valid platform: platform=<string>")
|
|
|
|
|
|
|
|
if selected_platform != "":
|
|
|
|
print("Automatically detected platform: " + selected_platform)
|
|
|
|
|
2022-07-20 06:28:22 +00:00
|
|
|
if selected_platform in ["macos", "osx"]:
|
|
|
|
if selected_platform == "osx":
|
|
|
|
# Deprecated alias kept for compatibility.
|
2023-07-10 11:08:11 +00:00
|
|
|
print('Platform "osx" has been renamed to "macos" in Godot 4. Building for platform "macos".')
|
2022-07-20 06:28:22 +00:00
|
|
|
# Alias for convenience.
|
|
|
|
selected_platform = "macos"
|
|
|
|
|
|
|
|
if selected_platform in ["ios", "iphone"]:
|
|
|
|
if selected_platform == "iphone":
|
|
|
|
# Deprecated alias kept for compatibility.
|
2023-07-10 11:08:11 +00:00
|
|
|
print('Platform "iphone" has been renamed to "ios" in Godot 4. Building for platform "ios".')
|
2022-07-20 06:28:22 +00:00
|
|
|
# Alias for convenience.
|
|
|
|
selected_platform = "ios"
|
|
|
|
|
2020-12-17 10:30:19 +00:00
|
|
|
if selected_platform in ["linux", "bsd", "x11"]:
|
|
|
|
if selected_platform == "x11":
|
|
|
|
# Deprecated alias kept for compatibility.
|
2023-07-10 11:08:11 +00:00
|
|
|
print('Platform "x11" has been renamed to "linuxbsd" in Godot 4. Building for platform "linuxbsd".')
|
2020-12-17 10:30:19 +00:00
|
|
|
# Alias for convenience.
|
|
|
|
selected_platform = "linuxbsd"
|
|
|
|
|
|
|
|
# Make sure to update this to the found, valid platform as it's used through the buildsystem as the reference.
|
|
|
|
# It should always be re-set after calling `opts.Update()` otherwise it uses the original input value.
|
|
|
|
env_base["platform"] = selected_platform
|
|
|
|
|
|
|
|
# Add platform-specific options.
|
|
|
|
if selected_platform in platform_opts:
|
|
|
|
for opt in platform_opts[selected_platform]:
|
|
|
|
opts.Add(opt)
|
|
|
|
|
|
|
|
# Update the environment to take platform-specific options into account.
|
|
|
|
opts.Update(env_base)
|
|
|
|
env_base["platform"] = selected_platform # Must always be re-set after calling opts.Update().
|
|
|
|
|
2020-03-08 16:34:09 +00:00
|
|
|
# Detect modules.
|
2020-05-28 15:17:14 +00:00
|
|
|
modules_detected = OrderedDict()
|
2020-03-08 16:34:09 +00:00
|
|
|
module_search_paths = ["modules"] # Built-in path.
|
|
|
|
|
2020-05-29 00:02:32 +00:00
|
|
|
if env_base["custom_modules"]:
|
|
|
|
paths = env_base["custom_modules"].split(",")
|
2020-03-08 16:34:09 +00:00
|
|
|
for p in paths:
|
|
|
|
try:
|
|
|
|
module_search_paths.append(methods.convert_custom_modules_path(p))
|
|
|
|
except ValueError as e:
|
|
|
|
print(e)
|
2020-05-28 19:54:06 +00:00
|
|
|
Exit(255)
|
2020-03-08 16:34:09 +00:00
|
|
|
|
|
|
|
for path in module_search_paths:
|
2020-10-23 19:28:21 +00:00
|
|
|
if path == "modules":
|
|
|
|
# Built-in modules don't have nested modules,
|
|
|
|
# so save the time it takes to parse directories.
|
|
|
|
modules = methods.detect_modules(path, recursive=False)
|
2021-03-08 16:02:12 +00:00
|
|
|
else: # Custom.
|
2020-10-23 19:28:21 +00:00
|
|
|
modules = methods.detect_modules(path, env_base["custom_modules_recursive"])
|
2021-03-08 16:02:12 +00:00
|
|
|
# Provide default include path for both the custom module search `path`
|
|
|
|
# and the base directory containing custom modules, as it may be different
|
|
|
|
# from the built-in "modules" name (e.g. "custom_modules/summator/summator.h"),
|
|
|
|
# so it can be referenced simply as `#include "summator/summator.h"`
|
|
|
|
# independently of where a module is located on user's filesystem.
|
|
|
|
env_base.Prepend(CPPPATH=[path, os.path.dirname(path)])
|
2020-03-08 16:34:09 +00:00
|
|
|
# Note: custom modules can override built-in ones.
|
2020-10-23 19:28:21 +00:00
|
|
|
modules_detected.update(modules)
|
2020-03-08 16:34:09 +00:00
|
|
|
|
|
|
|
# Add module options.
|
|
|
|
for name, path in modules_detected.items():
|
2022-08-03 10:38:37 +00:00
|
|
|
sys.path.insert(0, path)
|
|
|
|
import config
|
|
|
|
|
2020-08-04 07:22:30 +00:00
|
|
|
if env_base["modules_enabled_by_default"]:
|
|
|
|
enabled = True
|
|
|
|
try:
|
|
|
|
enabled = config.is_enabled()
|
|
|
|
except AttributeError:
|
|
|
|
pass
|
|
|
|
else:
|
|
|
|
enabled = False
|
|
|
|
|
2023-02-05 09:58:35 +00:00
|
|
|
opts.Add(BoolVariable("module_" + name + "_enabled", "Enable module '%s'" % (name,), enabled))
|
|
|
|
|
2022-08-03 10:38:37 +00:00
|
|
|
# Add module-specific options.
|
|
|
|
try:
|
|
|
|
for opt in config.get_opts(selected_platform):
|
|
|
|
opts.Add(opt)
|
|
|
|
except AttributeError:
|
|
|
|
pass
|
|
|
|
|
|
|
|
sys.path.remove(path)
|
|
|
|
sys.modules.pop("config")
|
2020-03-08 16:34:09 +00:00
|
|
|
|
|
|
|
methods.write_modules(modules_detected)
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2020-05-29 00:02:32 +00:00
|
|
|
# Update the environment again after all the module options are added.
|
|
|
|
opts.Update(env_base)
|
2020-12-17 10:30:19 +00:00
|
|
|
env_base["platform"] = selected_platform # Must always be re-set after calling opts.Update().
|
|
|
|
Help(opts.GenerateHelpText(env_base))
|
2014-02-10 01:10:30 +00:00
|
|
|
|
|
|
|
# add default include paths
|
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
env_base.Prepend(CPPPATH=["#"])
|
2014-12-27 16:42:37 +00:00
|
|
|
|
|
|
|
# configure ENV for platform
|
2016-10-30 17:57:40 +00:00
|
|
|
env_base.platform_exporters = platform_exporters
|
2017-11-16 00:33:48 +00:00
|
|
|
env_base.platform_apis = platform_apis
|
2014-02-10 01:10:30 +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
|
|
|
# Configuration of build targets:
|
|
|
|
# - Editor or template
|
|
|
|
# - Debug features (DEBUG_ENABLED code)
|
|
|
|
# - Dev only code (DEV_ENABLED code)
|
|
|
|
# - Optimization level
|
|
|
|
# - Debug symbols for crash traces / debuggers
|
|
|
|
|
|
|
|
env_base.editor_build = env_base["target"] == "editor"
|
|
|
|
env_base.dev_build = env_base["dev_build"]
|
|
|
|
env_base.debug_features = env_base["target"] in ["editor", "template_debug"]
|
|
|
|
|
|
|
|
if env_base.dev_build:
|
|
|
|
opt_level = "none"
|
|
|
|
elif env_base.debug_features:
|
|
|
|
opt_level = "speed_trace"
|
|
|
|
else: # Release
|
|
|
|
opt_level = "speed"
|
|
|
|
|
|
|
|
env_base["optimize"] = ARGUMENTS.get("optimize", opt_level)
|
|
|
|
env_base["debug_symbols"] = methods.get_cmdline_bool("debug_symbols", env_base.dev_build)
|
|
|
|
|
|
|
|
if env_base.editor_build:
|
|
|
|
env_base.Append(CPPDEFINES=["TOOLS_ENABLED"])
|
|
|
|
|
|
|
|
if env_base.debug_features:
|
2021-10-15 06:39:29 +00:00
|
|
|
# DEBUG_ENABLED enables debugging *features* and debug-only code, which is intended
|
|
|
|
# to give *users* extra debugging information for their game development.
|
|
|
|
env_base.Append(CPPDEFINES=["DEBUG_ENABLED"])
|
2019-02-26 00:46:24 +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
|
|
|
if env_base.dev_build:
|
2021-10-15 06:39:29 +00:00
|
|
|
# DEV_ENABLED enables *engine developer* code which should only be compiled for those
|
|
|
|
# working on the engine itself.
|
|
|
|
env_base.Append(CPPDEFINES=["DEV_ENABLED"])
|
2022-09-23 12:49:11 +00:00
|
|
|
else:
|
|
|
|
# Disable assert() for production targets (only used in thirdparty code).
|
|
|
|
env_base.Append(CPPDEFINES=["NDEBUG"])
|
2021-10-15 06:39:29 +00:00
|
|
|
|
2022-02-08 14:35:13 +00:00
|
|
|
# SCons speed optimization controlled by the `fast_unsafe` option, which provide
|
|
|
|
# more than 10 s speed up for incremental rebuilds.
|
|
|
|
# Unsafe as they reduce the certainty of rebuilding all changed files, so it's
|
|
|
|
# enabled by default for `debug` builds, and can be overridden from command line.
|
|
|
|
# Ref: https://github.com/SCons/scons/wiki/GoFastButton
|
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
|
|
|
if methods.get_cmdline_bool("fast_unsafe", env_base.dev_build):
|
2022-02-08 14:35:13 +00:00
|
|
|
# Renamed to `content-timestamp` in SCons >= 4.2, keeping MD5 for compat.
|
|
|
|
env_base.Decider("MD5-timestamp")
|
|
|
|
env_base.SetOption("implicit_cache", 1)
|
|
|
|
env_base.SetOption("max_drift", 60)
|
|
|
|
|
2021-10-15 06:39:29 +00:00
|
|
|
if env_base["use_precise_math_checks"]:
|
|
|
|
env_base.Append(CPPDEFINES=["PRECISE_MATH_CHECKS"])
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2021-11-30 11:36:56 +00:00
|
|
|
if not env_base.File("#main/splash_editor.png").exists():
|
|
|
|
# Force disabling editor splash if missing.
|
|
|
|
env_base["no_editor_splash"] = True
|
2020-03-30 06:28:32 +00:00
|
|
|
if env_base["no_editor_splash"]:
|
|
|
|
env_base.Append(CPPDEFINES=["NO_EDITOR_SPLASH"])
|
2017-12-16 19:11:13 +00:00
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
if not env_base["deprecated"]:
|
|
|
|
env_base.Append(CPPDEFINES=["DISABLE_DEPRECATED"])
|
2016-06-28 16:10:15 +00:00
|
|
|
|
2022-10-14 16:53:07 +00:00
|
|
|
if env_base["precision"] == "double":
|
2021-08-09 22:15:17 +00:00
|
|
|
env_base.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"])
|
|
|
|
|
2014-10-07 04:31:49 +00:00
|
|
|
if selected_platform in platform_list:
|
2019-02-10 14:22:31 +00:00
|
|
|
tmppath = "./platform/" + selected_platform
|
|
|
|
sys.path.insert(0, tmppath)
|
2016-10-30 17:44:57 +00:00
|
|
|
import detect
|
2020-03-30 06:28:32 +00:00
|
|
|
|
2022-06-01 07:54:08 +00:00
|
|
|
env = env_base.Clone()
|
2017-10-02 22:01:15 +00:00
|
|
|
|
2022-07-16 23:09:18 +00:00
|
|
|
# Default num_jobs to local cpu count if not user specified.
|
|
|
|
# SCons has a peculiarity where user-specified options won't be overridden
|
|
|
|
# by SetOption, so we can rely on this to know if we should use our default.
|
|
|
|
initial_num_jobs = env.GetOption("num_jobs")
|
|
|
|
altered_num_jobs = initial_num_jobs + 1
|
|
|
|
env.SetOption("num_jobs", altered_num_jobs)
|
|
|
|
if env.GetOption("num_jobs") == altered_num_jobs:
|
|
|
|
cpu_count = os.cpu_count()
|
|
|
|
if cpu_count is None:
|
|
|
|
print("Couldn't auto-detect CPU count to configure build parallelism. Specify it with the -j argument.")
|
|
|
|
else:
|
|
|
|
safer_cpu_count = cpu_count if cpu_count <= 4 else cpu_count - 1
|
|
|
|
print(
|
|
|
|
"Auto-detected %d CPU cores available for build parallelism. Using %d cores by default. You can override it with the -j argument."
|
|
|
|
% (cpu_count, safer_cpu_count)
|
|
|
|
)
|
|
|
|
env.SetOption("num_jobs", safer_cpu_count)
|
|
|
|
|
2016-10-30 17:57:40 +00:00
|
|
|
env.extra_suffix = ""
|
2016-10-30 17:44:57 +00:00
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
if env["extra_suffix"] != "":
|
|
|
|
env.extra_suffix += "." + env["extra_suffix"]
|
2016-10-30 17:44:57 +00:00
|
|
|
|
2020-02-20 10:09:20 +00:00
|
|
|
# Environment flags
|
2020-03-30 06:28:32 +00:00
|
|
|
CCFLAGS = env.get("CCFLAGS", "")
|
|
|
|
env["CCFLAGS"] = ""
|
2017-08-26 16:53:49 +00:00
|
|
|
env.Append(CCFLAGS=str(CCFLAGS).split())
|
2016-10-30 17:44:57 +00:00
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
CFLAGS = env.get("CFLAGS", "")
|
|
|
|
env["CFLAGS"] = ""
|
2017-08-26 16:53:49 +00:00
|
|
|
env.Append(CFLAGS=str(CFLAGS).split())
|
2014-02-22 12:34:40 +00:00
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
CXXFLAGS = env.get("CXXFLAGS", "")
|
|
|
|
env["CXXFLAGS"] = ""
|
2019-04-24 14:49:12 +00:00
|
|
|
env.Append(CXXFLAGS=str(CXXFLAGS).split())
|
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
LINKFLAGS = env.get("LINKFLAGS", "")
|
|
|
|
env["LINKFLAGS"] = ""
|
2017-08-26 16:53:49 +00:00
|
|
|
env.Append(LINKFLAGS=str(LINKFLAGS).split())
|
2016-10-30 17:44:57 +00:00
|
|
|
|
2023-01-16 11:15:48 +00:00
|
|
|
# Feature build profile
|
|
|
|
disabled_classes = []
|
|
|
|
if env["build_profile"] != "":
|
|
|
|
print("Using feature build profile: " + env["build_profile"])
|
|
|
|
import json
|
|
|
|
|
|
|
|
try:
|
|
|
|
ft = json.load(open(env["build_profile"]))
|
|
|
|
if "disabled_classes" in ft:
|
|
|
|
disabled_classes = ft["disabled_classes"]
|
|
|
|
if "disabled_build_options" in ft:
|
|
|
|
dbo = ft["disabled_build_options"]
|
|
|
|
for c in dbo:
|
|
|
|
env[c] = dbo[c]
|
|
|
|
except:
|
|
|
|
print("Error opening feature build profile: " + env["build_profile"])
|
|
|
|
Exit(255)
|
|
|
|
methods.write_disabled_classes(disabled_classes)
|
|
|
|
|
2022-09-13 15:01:47 +00:00
|
|
|
# Platform specific flags.
|
|
|
|
# These can sometimes override default options.
|
2020-02-22 21:01:48 +00:00
|
|
|
flag_list = platform_flags[selected_platform]
|
|
|
|
for f in flag_list:
|
2021-12-16 01:38:10 +00:00
|
|
|
if not (f[0] in ARGUMENTS) or ARGUMENTS[f[0]] == "auto": # Allow command line to override platform flags
|
2020-02-22 21:01:48 +00:00
|
|
|
env[f[0]] = f[1]
|
|
|
|
|
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
|
|
|
# 'dev_mode' and 'production' are aliases to set default options if they haven't been
|
2022-09-13 15:01:47 +00:00
|
|
|
# set manually by the user.
|
|
|
|
# These need to be checked *after* platform specific flags so that different
|
|
|
|
# default values can be set (e.g. to keep LTO off for `production` on some platforms).
|
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
|
|
|
if env["dev_mode"]:
|
2022-07-21 13:15:54 +00:00
|
|
|
env["verbose"] = methods.get_cmdline_bool("verbose", True)
|
|
|
|
env["warnings"] = ARGUMENTS.get("warnings", "extra")
|
|
|
|
env["werror"] = methods.get_cmdline_bool("werror", 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
|
|
|
env["tests"] = methods.get_cmdline_bool("tests", True)
|
2022-07-21 13:15:54 +00:00
|
|
|
if env["production"]:
|
|
|
|
env["use_static_cpp"] = methods.get_cmdline_bool("use_static_cpp", True)
|
|
|
|
env["debug_symbols"] = methods.get_cmdline_bool("debug_symbols", False)
|
2022-09-13 15:01:47 +00:00
|
|
|
# LTO "auto" means we handle the preferred option in each platform detect.py.
|
|
|
|
env["lto"] = ARGUMENTS.get("lto", "auto")
|
|
|
|
|
2023-05-17 15:22:26 +00:00
|
|
|
# Run SCU file generation script if in a SCU build.
|
2023-06-07 18:30:40 +00:00
|
|
|
if env["scu_build"]:
|
2023-07-02 18:23:28 +00:00
|
|
|
max_includes_per_scu = 8
|
|
|
|
if env_base.dev_build == True:
|
|
|
|
max_includes_per_scu = 1024
|
|
|
|
|
|
|
|
read_scu_limit = int(env["scu_limit"])
|
|
|
|
read_scu_limit = max(0, min(read_scu_limit, 1024))
|
|
|
|
if read_scu_limit != 0:
|
|
|
|
max_includes_per_scu = read_scu_limit
|
|
|
|
|
|
|
|
methods.set_scu_folders(scu_builders.generate_scu_files(env["verbose"], max_includes_per_scu))
|
2023-05-17 15:22:26 +00:00
|
|
|
|
2022-09-13 15:01:47 +00:00
|
|
|
# Must happen after the flags' definition, as configure is when most flags
|
|
|
|
# are actually handled to change compile options, etc.
|
|
|
|
detect.configure(env)
|
|
|
|
|
2022-10-01 06:53:43 +00:00
|
|
|
print(f'Building for platform "{selected_platform}", architecture "{env["arch"]}", target "{env["target"]}".')
|
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
|
|
|
if env.dev_build:
|
|
|
|
print("NOTE: Developer build, with debug optimization level and debug symbols (unless overridden).")
|
|
|
|
|
|
|
|
# Set optimize and debug_symbols flags.
|
|
|
|
# "custom" means do nothing and let users set their own optimization flags.
|
|
|
|
# Needs to happen after configure to have `env.msvc` defined.
|
|
|
|
if env.msvc:
|
|
|
|
if env["debug_symbols"]:
|
|
|
|
env.Append(CCFLAGS=["/Zi", "/FS"])
|
|
|
|
env.Append(LINKFLAGS=["/DEBUG:FULL"])
|
2021-11-12 12:49:49 +00:00
|
|
|
else:
|
|
|
|
env.Append(LINKFLAGS=["/DEBUG:NONE"])
|
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
|
|
|
|
2023-06-11 16:02:38 +00:00
|
|
|
if env["optimize"] == "speed":
|
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
|
|
|
env.Append(CCFLAGS=["/O2"])
|
|
|
|
env.Append(LINKFLAGS=["/OPT:REF"])
|
2023-06-11 16:02:38 +00:00
|
|
|
elif env["optimize"] == "speed_trace":
|
|
|
|
env.Append(CCFLAGS=["/O2"])
|
|
|
|
env.Append(LINKFLAGS=["/OPT:REF", "/OPT:NOICF"])
|
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["optimize"] == "size":
|
|
|
|
env.Append(CCFLAGS=["/O1"])
|
|
|
|
env.Append(LINKFLAGS=["/OPT:REF"])
|
|
|
|
elif env["optimize"] == "debug" or env["optimize"] == "none":
|
|
|
|
env.Append(CCFLAGS=["/Od"])
|
|
|
|
else:
|
|
|
|
if env["debug_symbols"]:
|
2023-01-14 22:18:00 +00:00
|
|
|
# Adding dwarf-4 explicitly makes stacktraces work with clang builds,
|
|
|
|
# otherwise addr2line doesn't understand them
|
|
|
|
env.Append(CCFLAGS=["-gdwarf-4"])
|
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
|
|
|
if env.dev_build:
|
|
|
|
env.Append(CCFLAGS=["-g3"])
|
|
|
|
else:
|
|
|
|
env.Append(CCFLAGS=["-g2"])
|
2022-12-02 11:17:21 +00:00
|
|
|
else:
|
|
|
|
if methods.using_clang(env) and not methods.is_vanilla_clang(env):
|
|
|
|
# Apple Clang, its linker doesn't like -s.
|
|
|
|
env.Append(LINKFLAGS=["-Wl,-S", "-Wl,-x", "-Wl,-dead_strip"])
|
|
|
|
else:
|
|
|
|
env.Append(LINKFLAGS=["-s"])
|
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
|
|
|
|
|
|
|
if env["optimize"] == "speed":
|
|
|
|
env.Append(CCFLAGS=["-O3"])
|
|
|
|
# `-O2` is friendlier to debuggers than `-O3`, leading to better crash backtraces.
|
|
|
|
elif env["optimize"] == "speed_trace":
|
|
|
|
env.Append(CCFLAGS=["-O2"])
|
|
|
|
elif env["optimize"] == "size":
|
|
|
|
env.Append(CCFLAGS=["-Os"])
|
|
|
|
elif env["optimize"] == "debug":
|
|
|
|
env.Append(CCFLAGS=["-Og"])
|
|
|
|
elif env["optimize"] == "none":
|
|
|
|
env.Append(CCFLAGS=["-O0"])
|
|
|
|
|
2022-09-13 15:01:47 +00:00
|
|
|
# Needs to happen after configure to handle "auto".
|
2022-07-21 13:15:54 +00:00
|
|
|
if env["lto"] != "none":
|
|
|
|
print("Using LTO: " + env["lto"])
|
|
|
|
|
2022-09-13 15:01:47 +00:00
|
|
|
# Set our C and C++ standard requirements.
|
|
|
|
# C++17 is required as we need guaranteed copy elision as per GH-36436.
|
|
|
|
# Prepending to make it possible to override.
|
|
|
|
# This needs to come after `configure`, otherwise we don't have env.msvc.
|
|
|
|
if not env.msvc:
|
|
|
|
# Specifying GNU extensions support explicitly, which are supported by
|
|
|
|
# both GCC and Clang. Both currently default to gnu11 and gnu++14.
|
|
|
|
env.Prepend(CFLAGS=["-std=gnu11"])
|
|
|
|
env.Prepend(CXXFLAGS=["-std=gnu++17"])
|
|
|
|
else:
|
|
|
|
# MSVC doesn't have clear C standard support, /std only covers C++.
|
|
|
|
# We apply it to CCFLAGS (both C and C++ code) in case it impacts C features.
|
|
|
|
env.Prepend(CCFLAGS=["/std:c++17"])
|
|
|
|
|
2020-02-23 16:43:15 +00:00
|
|
|
# Enforce our minimal compiler version requirements
|
2021-05-27 17:42:30 +00:00
|
|
|
cc_version = methods.get_compiler_version(env) or {
|
|
|
|
"major": None,
|
|
|
|
"minor": None,
|
|
|
|
"patch": None,
|
|
|
|
"metadata1": None,
|
|
|
|
"metadata2": None,
|
|
|
|
"date": None,
|
|
|
|
}
|
|
|
|
cc_version_major = int(cc_version["major"] or -1)
|
|
|
|
cc_version_minor = int(cc_version["minor"] or -1)
|
|
|
|
cc_version_metadata1 = cc_version["metadata1"] or ""
|
2020-02-26 12:23:37 +00:00
|
|
|
|
|
|
|
if methods.using_gcc(env):
|
2021-05-27 17:42:30 +00:00
|
|
|
if cc_version_major == -1:
|
|
|
|
print(
|
|
|
|
"Couldn't detect compiler version, skipping version checks. "
|
|
|
|
"Build may fail if the compiler doesn't support C++17 fully."
|
|
|
|
)
|
2020-02-26 06:46:44 +00:00
|
|
|
# GCC 8 before 8.4 has a regression in the support of guaranteed copy elision
|
2020-02-23 16:43:15 +00:00
|
|
|
# which causes a build failure: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=86521
|
2021-05-27 17:42:30 +00:00
|
|
|
elif cc_version_major == 8 and cc_version_minor < 4:
|
2020-03-30 06:28:32 +00:00
|
|
|
print(
|
|
|
|
"Detected GCC 8 version < 8.4, which is not supported due to a "
|
|
|
|
"regression in its C++17 guaranteed copy elision support. Use a "
|
|
|
|
'newer GCC version, or Clang 6 or later by passing "use_llvm=yes" '
|
|
|
|
"to the SCons command line."
|
|
|
|
)
|
2020-05-28 19:54:06 +00:00
|
|
|
Exit(255)
|
2020-02-26 12:23:37 +00:00
|
|
|
elif cc_version_major < 7:
|
2020-03-30 06:28:32 +00:00
|
|
|
print(
|
|
|
|
"Detected GCC version older than 7, which does not fully support "
|
|
|
|
"C++17. Supported versions are GCC 7, 9 and later. Use a newer GCC "
|
|
|
|
'version, or Clang 6 or later by passing "use_llvm=yes" to the '
|
|
|
|
"SCons command line."
|
|
|
|
)
|
2020-05-28 19:54:06 +00:00
|
|
|
Exit(255)
|
2021-05-27 17:42:30 +00:00
|
|
|
elif cc_version_metadata1 == "win32":
|
|
|
|
print(
|
|
|
|
"Detected mingw version is not using posix threads. Only posix "
|
|
|
|
"version of mingw is supported. "
|
2023-03-05 17:16:06 +00:00
|
|
|
'Use "update-alternatives --config x86_64-w64-mingw32-g++" '
|
2021-05-27 17:42:30 +00:00
|
|
|
"to switch to posix threads."
|
|
|
|
)
|
|
|
|
Exit(255)
|
2020-02-26 12:23:37 +00:00
|
|
|
elif methods.using_clang(env):
|
2021-05-27 17:42:30 +00:00
|
|
|
if cc_version_major == -1:
|
|
|
|
print(
|
|
|
|
"Couldn't detect compiler version, skipping version checks. "
|
|
|
|
"Build may fail if the compiler doesn't support C++17 fully."
|
|
|
|
)
|
2020-02-23 16:43:15 +00:00
|
|
|
# Apple LLVM versions differ from upstream LLVM version \o/, compare
|
|
|
|
# in https://en.wikipedia.org/wiki/Xcode#Toolchain_versions
|
2022-07-20 06:28:22 +00:00
|
|
|
elif env["platform"] == "macos" or env["platform"] == "ios":
|
2020-02-24 09:03:58 +00:00
|
|
|
vanilla = methods.is_vanilla_clang(env)
|
2020-02-26 12:23:37 +00:00
|
|
|
if vanilla and cc_version_major < 6:
|
2020-03-30 06:28:32 +00:00
|
|
|
print(
|
|
|
|
"Detected Clang version older than 6, which does not fully support "
|
|
|
|
"C++17. Supported versions are Clang 6 and later."
|
|
|
|
)
|
2020-05-28 19:54:06 +00:00
|
|
|
Exit(255)
|
2020-02-26 12:23:37 +00:00
|
|
|
elif not vanilla and cc_version_major < 10:
|
2020-03-30 06:28:32 +00:00
|
|
|
print(
|
|
|
|
"Detected Apple Clang version older than 10, which does not fully "
|
|
|
|
"support C++17. Supported versions are Apple Clang 10 and later."
|
|
|
|
)
|
2020-05-28 19:54:06 +00:00
|
|
|
Exit(255)
|
2020-02-26 12:23:37 +00:00
|
|
|
elif cc_version_major < 6:
|
2020-03-30 06:28:32 +00:00
|
|
|
print(
|
|
|
|
"Detected Clang version older than 6, which does not fully support "
|
|
|
|
"C++17. Supported versions are Clang 6 and later."
|
|
|
|
)
|
2020-05-28 19:54:06 +00:00
|
|
|
Exit(255)
|
2020-02-23 16:43:15 +00:00
|
|
|
|
2023-08-14 11:02:40 +00:00
|
|
|
# Disable exception handling. Godot doesn't use exceptions anywhere, and this
|
|
|
|
# saves around 20% of binary size and very significant build time (GH-80513).
|
|
|
|
if env["disable_exceptions"]:
|
|
|
|
if env.msvc:
|
|
|
|
env.Append(CPPDEFINES=[("_HAS_EXCEPTIONS", 0)])
|
|
|
|
else:
|
|
|
|
env.Append(CCFLAGS=["-fno-exceptions"])
|
|
|
|
elif env.msvc:
|
|
|
|
env.Append(CCFLAGS=["/EHsc"])
|
|
|
|
|
2018-10-03 11:38:09 +00:00
|
|
|
# Configure compiler warnings
|
2020-10-08 08:49:33 +00:00
|
|
|
if env.msvc: # MSVC
|
2022-09-29 09:53:28 +00:00
|
|
|
if env["warnings"] == "no":
|
2020-03-30 06:28:32 +00:00
|
|
|
env.Append(CCFLAGS=["/w"])
|
2022-09-29 09:53:28 +00:00
|
|
|
else:
|
|
|
|
if env["warnings"] == "extra":
|
|
|
|
env.Append(CCFLAGS=["/W4"])
|
|
|
|
elif env["warnings"] == "all":
|
2023-05-11 10:32:23 +00:00
|
|
|
# C4458 is like -Wshadow. Part of /W4 but let's apply it for the default /W3 too.
|
2023-05-12 11:55:34 +00:00
|
|
|
env.Append(CCFLAGS=["/W3", "/w34458"])
|
2022-09-29 09:53:28 +00:00
|
|
|
elif env["warnings"] == "moderate":
|
|
|
|
env.Append(CCFLAGS=["/W2"])
|
|
|
|
# Disable warnings which we don't plan to fix.
|
|
|
|
|
|
|
|
env.Append(
|
|
|
|
CCFLAGS=[
|
|
|
|
"/wd4100", # C4100 (unreferenced formal parameter): Doesn't play nice with polymorphism.
|
|
|
|
"/wd4127", # C4127 (conditional expression is constant)
|
|
|
|
"/wd4201", # C4201 (non-standard nameless struct/union): Only relevant for C89.
|
|
|
|
"/wd4244", # C4244 C4245 C4267 (narrowing conversions): Unavoidable at this scale.
|
|
|
|
"/wd4245",
|
|
|
|
"/wd4267",
|
|
|
|
"/wd4305", # C4305 (truncation): double to float or real_t, too hard to avoid.
|
|
|
|
"/wd4514", # C4514 (unreferenced inline function has been removed)
|
|
|
|
"/wd4714", # C4714 (function marked as __forceinline not inlined)
|
|
|
|
"/wd4820", # C4820 (padding added after construct)
|
|
|
|
]
|
|
|
|
)
|
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
if env["werror"]:
|
|
|
|
env.Append(CCFLAGS=["/WX"])
|
2023-08-17 11:01:15 +00:00
|
|
|
env.Append(LINKFLAGS=["/WX"])
|
2020-10-08 08:49:33 +00:00
|
|
|
else: # GCC, Clang
|
2021-07-15 14:57:47 +00:00
|
|
|
common_warnings = []
|
2019-02-12 20:10:08 +00:00
|
|
|
|
2019-04-05 10:51:15 +00:00
|
|
|
if methods.using_gcc(env):
|
2023-05-11 10:32:23 +00:00
|
|
|
common_warnings += ["-Wshadow", "-Wno-misleading-indentation"]
|
2022-10-10 10:57:35 +00:00
|
|
|
if cc_version_major == 7: # Bogus warning fixed in 8+.
|
|
|
|
common_warnings += ["-Wno-strict-overflow"]
|
|
|
|
if cc_version_major < 11:
|
|
|
|
# Regression in GCC 9/10, spams so much in our variadic templates
|
|
|
|
# that we need to outright disable it.
|
|
|
|
common_warnings += ["-Wno-type-limits"]
|
|
|
|
if cc_version_major >= 12: # False positives in our error macros, see GH-58747.
|
|
|
|
common_warnings += ["-Wno-return-type"]
|
2021-07-15 15:11:15 +00:00
|
|
|
elif methods.using_clang(env) or methods.using_emcc(env):
|
2023-05-11 10:32:23 +00:00
|
|
|
common_warnings += ["-Wshadow-field-in-constructor", "-Wshadow-uncaptured-local"]
|
2021-07-15 14:57:47 +00:00
|
|
|
# We often implement `operator<` for structs of pointers as a requirement
|
|
|
|
# for putting them in `Set` or `Map`. We don't mind about unreliable ordering.
|
|
|
|
common_warnings += ["-Wno-ordered-compare-function-pointers"]
|
2019-04-05 12:06:16 +00:00
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
if env["warnings"] == "extra":
|
2021-07-15 14:57:47 +00:00
|
|
|
env.Append(CCFLAGS=["-Wall", "-Wextra", "-Wwrite-strings", "-Wno-unused-parameter"] + common_warnings)
|
2020-03-30 06:28:32 +00:00
|
|
|
env.Append(CXXFLAGS=["-Wctor-dtor-privacy", "-Wnon-virtual-dtor"])
|
2019-04-05 10:51:15 +00:00
|
|
|
if methods.using_gcc(env):
|
2020-03-30 06:28:32 +00:00
|
|
|
env.Append(
|
|
|
|
CCFLAGS=[
|
|
|
|
"-Walloc-zero",
|
|
|
|
"-Wduplicated-branches",
|
|
|
|
"-Wduplicated-cond",
|
|
|
|
"-Wstringop-overflow=4",
|
|
|
|
]
|
|
|
|
)
|
|
|
|
env.Append(CXXFLAGS=["-Wplacement-new=1"])
|
2022-10-10 10:57:35 +00:00
|
|
|
# Need to fix a warning with AudioServer lambdas before enabling.
|
|
|
|
# if cc_version_major != 9: # GCC 9 had a regression (GH-36325).
|
|
|
|
# env.Append(CXXFLAGS=["-Wnoexcept"])
|
2020-02-26 12:23:37 +00:00
|
|
|
if cc_version_major >= 9:
|
2020-03-30 06:28:32 +00:00
|
|
|
env.Append(CCFLAGS=["-Wattribute-alias=2"])
|
2022-10-10 10:57:35 +00:00
|
|
|
if cc_version_major >= 11: # Broke on MethodBind templates before GCC 11.
|
|
|
|
env.Append(CCFLAGS=["-Wlogical-op"])
|
2021-07-15 15:11:15 +00:00
|
|
|
elif methods.using_clang(env) or methods.using_emcc(env):
|
2020-03-30 06:28:32 +00:00
|
|
|
env.Append(CCFLAGS=["-Wimplicit-fallthrough"])
|
|
|
|
elif env["warnings"] == "all":
|
2021-07-15 14:57:47 +00:00
|
|
|
env.Append(CCFLAGS=["-Wall"] + common_warnings)
|
2020-03-30 06:28:32 +00:00
|
|
|
elif env["warnings"] == "moderate":
|
2021-07-15 14:57:47 +00:00
|
|
|
env.Append(CCFLAGS=["-Wall", "-Wno-unused"] + common_warnings)
|
2020-03-30 06:28:32 +00:00
|
|
|
else: # 'no'
|
|
|
|
env.Append(CCFLAGS=["-w"])
|
2020-10-08 08:49:33 +00:00
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
if env["werror"]:
|
|
|
|
env.Append(CCFLAGS=["-Werror"])
|
2022-10-10 10:57:35 +00:00
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
if hasattr(detect, "get_program_suffix"):
|
2018-10-25 13:59:26 +00:00
|
|
|
suffix = "." + detect.get_program_suffix()
|
|
|
|
else:
|
|
|
|
suffix = "." + selected_platform
|
2014-10-07 04:31:49 +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
|
|
|
suffix += "." + env["target"]
|
|
|
|
if env.dev_build:
|
|
|
|
suffix += ".dev"
|
|
|
|
|
2022-10-14 16:53:07 +00:00
|
|
|
if env_base["precision"] == "double":
|
2021-08-09 22:15:17 +00:00
|
|
|
suffix += ".double"
|
|
|
|
|
2021-12-16 01:38:10 +00:00
|
|
|
suffix += "." + env["arch"]
|
2016-10-30 17:57:40 +00:00
|
|
|
suffix += env.extra_suffix
|
|
|
|
|
2019-02-10 14:22:31 +00:00
|
|
|
sys.path.remove(tmppath)
|
2020-03-30 06:28:32 +00:00
|
|
|
sys.modules.pop("detect")
|
2016-10-30 17:44:57 +00:00
|
|
|
|
2020-05-28 15:17:14 +00:00
|
|
|
modules_enabled = OrderedDict()
|
2022-08-04 17:11:01 +00:00
|
|
|
env.module_dependencies = {}
|
2019-06-28 20:42:26 +00:00
|
|
|
env.module_icons_paths = []
|
2023-04-19 09:23:22 +00:00
|
|
|
env.doc_class_path = platform_doc_class_path
|
2016-10-30 17:44:57 +00:00
|
|
|
|
2020-05-28 15:17:14 +00:00
|
|
|
for name, path in modules_detected.items():
|
2020-03-08 16:34:09 +00:00
|
|
|
if not env["module_" + name + "_enabled"]:
|
2016-10-30 17:44:57 +00:00
|
|
|
continue
|
2020-03-08 16:34:09 +00:00
|
|
|
sys.path.insert(0, path)
|
|
|
|
env.current_module = name
|
2016-10-30 17:44:57 +00:00
|
|
|
import config
|
2020-03-30 06:28:32 +00:00
|
|
|
|
2020-02-13 10:37:37 +00:00
|
|
|
if config.can_build(env, selected_platform):
|
2022-08-04 17:11:01 +00:00
|
|
|
# Disable it if a required dependency is missing.
|
|
|
|
if not env.module_check_dependencies(name):
|
|
|
|
continue
|
|
|
|
|
2016-10-30 17:44:57 +00:00
|
|
|
config.configure(env)
|
2019-06-28 20:42:26 +00:00
|
|
|
# Get doc classes paths (if present)
|
2017-09-14 12:34:53 +00:00
|
|
|
try:
|
2019-06-28 20:42:26 +00:00
|
|
|
doc_classes = config.get_doc_classes()
|
|
|
|
doc_path = config.get_doc_path()
|
|
|
|
for c in doc_classes:
|
2020-03-08 16:34:09 +00:00
|
|
|
env.doc_class_path[c] = path + "/" + doc_path
|
2020-12-12 10:05:42 +00:00
|
|
|
except Exception:
|
2017-09-14 12:34:53 +00:00
|
|
|
pass
|
2019-06-28 20:42:26 +00:00
|
|
|
# Get icon paths (if present)
|
|
|
|
try:
|
|
|
|
icons_path = config.get_icons_path()
|
2020-03-08 16:34:09 +00:00
|
|
|
env.module_icons_paths.append(path + "/" + icons_path)
|
2020-12-12 10:05:42 +00:00
|
|
|
except Exception:
|
2019-06-28 20:42:26 +00:00
|
|
|
# Default path for module icons
|
2020-03-08 16:34:09 +00:00
|
|
|
env.module_icons_paths.append(path + "/" + "icons")
|
|
|
|
modules_enabled[name] = path
|
2017-09-12 20:42:36 +00:00
|
|
|
|
2020-03-08 16:34:09 +00:00
|
|
|
sys.path.remove(path)
|
2020-03-30 06:28:32 +00:00
|
|
|
sys.modules.pop("config")
|
2016-10-30 17:44:57 +00:00
|
|
|
|
2020-03-08 16:34:09 +00:00
|
|
|
env.module_list = modules_enabled
|
2022-08-04 17:11:01 +00:00
|
|
|
methods.sort_module_list(env)
|
2020-03-08 16:34:09 +00:00
|
|
|
|
2023-03-16 10:39:50 +00:00
|
|
|
if env.editor_build:
|
|
|
|
# Add editor-specific dependencies to the dependency graph.
|
|
|
|
env.module_add_dependencies("editor", ["freetype", "svg"])
|
|
|
|
|
|
|
|
# And check if they are met.
|
|
|
|
if not env.module_check_dependencies("editor"):
|
|
|
|
print("Not all modules required by editor builds are enabled.")
|
|
|
|
Exit(255)
|
|
|
|
|
2022-09-14 09:28:58 +00:00
|
|
|
methods.generate_version_header(env.module_version_string)
|
2017-11-02 02:12:28 +00:00
|
|
|
|
2022-10-14 10:18:25 +00:00
|
|
|
env["PROGSUFFIX_WRAP"] = suffix + env.module_version_string + ".console" + env["PROGSUFFIX"]
|
2017-12-21 17:51:57 +00:00
|
|
|
env["PROGSUFFIX"] = suffix + env.module_version_string + env["PROGSUFFIX"]
|
2017-11-02 02:12:28 +00:00
|
|
|
env["OBJSUFFIX"] = suffix + env["OBJSUFFIX"]
|
2018-07-23 12:38:30 +00:00
|
|
|
# (SH)LIBSUFFIX will be used for our own built libraries
|
|
|
|
# LIBSUFFIXES contains LIBSUFFIX and SHLIBSUFFIX by default,
|
|
|
|
# so we need to append the default suffixes to keep the ability
|
2018-11-17 17:04:08 +00:00
|
|
|
# to link against thirdparty libraries (.a, .so, .lib, etc.).
|
|
|
|
if os.name == "nt":
|
|
|
|
# On Windows, only static libraries and import libraries can be
|
|
|
|
# statically linked - both using .lib extension
|
|
|
|
env["LIBSUFFIXES"] += [env["LIBSUFFIX"]]
|
|
|
|
else:
|
|
|
|
env["LIBSUFFIXES"] += [env["LIBSUFFIX"], env["SHLIBSUFFIX"]]
|
2017-11-02 02:12:28 +00:00
|
|
|
env["LIBSUFFIX"] = suffix + env["LIBSUFFIX"]
|
|
|
|
env["SHLIBSUFFIX"] = suffix + env["SHLIBSUFFIX"]
|
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
if env["disable_3d"]:
|
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
|
|
|
if env.editor_build:
|
2023-03-16 10:39:50 +00:00
|
|
|
print("Build option 'disable_3d=yes' cannot be used for editor builds, only for export template builds.")
|
2020-05-28 19:54:06 +00:00
|
|
|
Exit(255)
|
2018-07-21 21:17:03 +00:00
|
|
|
else:
|
2020-03-30 06:28:32 +00:00
|
|
|
env.Append(CPPDEFINES=["_3D_DISABLED"])
|
|
|
|
if env["disable_advanced_gui"]:
|
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
|
|
|
if env.editor_build:
|
2020-03-30 06:28:32 +00:00
|
|
|
print(
|
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
|
|
|
"Build option 'disable_advanced_gui=yes' cannot be used for editor builds, "
|
2023-03-16 10:39:50 +00:00
|
|
|
"only for export template builds."
|
2020-03-30 06:28:32 +00:00
|
|
|
)
|
2020-05-28 19:54:06 +00:00
|
|
|
Exit(255)
|
2018-07-21 21:17:03 +00:00
|
|
|
else:
|
2020-03-30 06:28:32 +00:00
|
|
|
env.Append(CPPDEFINES=["ADVANCED_GUI_DISABLED"])
|
|
|
|
if env["minizip"]:
|
|
|
|
env.Append(CPPDEFINES=["MINIZIP_ENABLED"])
|
2023-03-29 06:31:25 +00:00
|
|
|
if env["brotli"]:
|
|
|
|
env.Append(CPPDEFINES=["BROTLI_ENABLED"])
|
2016-10-30 17:44:57 +00:00
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
if not env["verbose"]:
|
2016-10-30 17:57:40 +00:00
|
|
|
methods.no_verbose(sys, env)
|
2017-01-08 13:08:18 +00:00
|
|
|
|
2021-05-25 14:17:08 +00:00
|
|
|
GLSL_BUILDERS = {
|
|
|
|
"RD_GLSL": env.Builder(
|
|
|
|
action=env.Run(glsl_builders.build_rd_headers, 'Building RD_GLSL header: "$TARGET"'),
|
|
|
|
suffix="glsl.gen.h",
|
|
|
|
src_suffix=".glsl",
|
|
|
|
),
|
|
|
|
"GLSL_HEADER": env.Builder(
|
|
|
|
action=env.Run(glsl_builders.build_raw_headers, 'Building GLSL header: "$TARGET"'),
|
|
|
|
suffix="glsl.gen.h",
|
|
|
|
src_suffix=".glsl",
|
|
|
|
),
|
2021-10-25 17:16:40 +00:00
|
|
|
"GLES3_GLSL": env.Builder(
|
|
|
|
action=env.Run(gles3_builders.build_gles3_headers, 'Building GLES3 GLSL header: "$TARGET"'),
|
|
|
|
suffix="glsl.gen.h",
|
|
|
|
src_suffix=".glsl",
|
|
|
|
),
|
2021-05-25 14:17:08 +00:00
|
|
|
}
|
|
|
|
env.Append(BUILDERS=GLSL_BUILDERS)
|
2016-10-30 17:44:57 +00:00
|
|
|
|
2017-11-26 01:47:54 +00:00
|
|
|
scons_cache_path = os.environ.get("SCONS_CACHE")
|
|
|
|
if scons_cache_path != None:
|
|
|
|
CacheDir(scons_cache_path)
|
|
|
|
print("Scons cache enabled... (path: '" + scons_cache_path + "')")
|
|
|
|
|
2020-09-19 14:39:11 +00:00
|
|
|
if env["vsproj"]:
|
|
|
|
env.vs_incs = []
|
|
|
|
env.vs_srcs = []
|
|
|
|
|
2022-09-06 20:59:08 +00:00
|
|
|
if env["compiledb"]:
|
|
|
|
# Generating the compilation DB (`compile_commands.json`) requires SCons 4.0.0 or later.
|
|
|
|
from SCons import __version__ as scons_raw_version
|
|
|
|
|
|
|
|
scons_ver = env._get_major_minor_revision(scons_raw_version)
|
|
|
|
|
|
|
|
if scons_ver < (4, 0, 0):
|
|
|
|
print("The `compiledb=yes` option requires SCons 4.0 or later, but your version is %s." % scons_raw_version)
|
|
|
|
Exit(255)
|
|
|
|
|
|
|
|
env.Tool("compilation_db")
|
|
|
|
env.Alias("compiledb", env.CompilationDatabase())
|
|
|
|
|
2020-03-30 06:28:32 +00:00
|
|
|
Export("env")
|
2016-10-30 17:44:57 +00:00
|
|
|
|
2020-07-25 21:06:07 +00:00
|
|
|
# Build subdirs, the build order is dependent on link order.
|
2016-10-30 17:44:57 +00:00
|
|
|
SConscript("core/SCsub")
|
|
|
|
SConscript("servers/SCsub")
|
|
|
|
SConscript("scene/SCsub")
|
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
|
|
|
if env.editor_build:
|
2022-07-07 11:16:37 +00:00
|
|
|
SConscript("editor/SCsub")
|
2016-10-30 17:44:57 +00:00
|
|
|
SConscript("drivers/SCsub")
|
|
|
|
|
2017-11-16 00:33:48 +00:00
|
|
|
SConscript("platform/SCsub")
|
2016-10-30 17:44:57 +00:00
|
|
|
SConscript("modules/SCsub")
|
2020-07-25 21:06:07 +00:00
|
|
|
if env["tests"]:
|
|
|
|
SConscript("tests/SCsub")
|
2016-10-30 17:44:57 +00:00
|
|
|
SConscript("main/SCsub")
|
|
|
|
|
2020-07-25 21:06:07 +00:00
|
|
|
SConscript("platform/" + selected_platform + "/SCsub") # Build selected platform.
|
2016-10-30 17:44:57 +00:00
|
|
|
|
|
|
|
# Microsoft Visual Studio Project Generation
|
2020-03-30 06:28:32 +00:00
|
|
|
if env["vsproj"]:
|
2022-07-22 10:53:01 +00:00
|
|
|
if os.name != "nt":
|
|
|
|
print("Error: The `vsproj` option is only usable on Windows with Visual Studio.")
|
|
|
|
Exit(255)
|
2020-03-30 06:28:32 +00:00
|
|
|
env["CPPPATH"] = [Dir(path) for path in env["CPPPATH"]]
|
2023-07-09 11:19:38 +00:00
|
|
|
methods.generate_vs_project(env, ARGUMENTS, env["vsproj_name"])
|
2017-11-18 17:09:18 +00:00
|
|
|
methods.generate_cpp_hint_file("cpp.hint")
|
2014-10-07 04:31:49 +00:00
|
|
|
|
2017-09-12 15:00:14 +00:00
|
|
|
# Check for the existence of headers
|
|
|
|
conf = Configure(env)
|
2020-03-30 06:28:32 +00:00
|
|
|
if "check_c_headers" in env:
|
2017-09-12 15:00:14 +00:00
|
|
|
for header in env["check_c_headers"]:
|
2020-03-30 06:28:32 +00:00
|
|
|
if conf.CheckCHeader(header[0]):
|
2018-03-02 19:51:29 +00:00
|
|
|
env.AppendUnique(CPPDEFINES=[header[1]])
|
2017-09-12 15:00:14 +00:00
|
|
|
|
2019-05-26 17:05:31 +00:00
|
|
|
elif selected_platform != "":
|
2019-07-17 09:25:57 +00:00
|
|
|
if selected_platform == "list":
|
|
|
|
print("The following platforms are available:\n")
|
|
|
|
else:
|
|
|
|
print('Invalid target platform "' + selected_platform + '".')
|
|
|
|
print("The following platforms were detected:\n")
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2016-10-30 17:44:57 +00:00
|
|
|
for x in platform_list:
|
2016-10-30 17:57:40 +00:00
|
|
|
print("\t" + x)
|
2019-07-17 09:25:57 +00:00
|
|
|
|
2019-05-26 17:05:31 +00:00
|
|
|
print("\nPlease run SCons again and select a valid platform: platform=<string>")
|
2017-07-08 09:39:07 +00:00
|
|
|
|
2019-07-17 09:25:57 +00:00
|
|
|
if selected_platform == "list":
|
|
|
|
# Exit early to suppress the rest of the built-in SCons messages
|
2020-05-28 19:54:06 +00:00
|
|
|
Exit()
|
2019-07-17 09:25:57 +00:00
|
|
|
else:
|
2020-05-28 19:54:06 +00:00
|
|
|
Exit(255)
|
2019-07-17 09:25:57 +00:00
|
|
|
|
2020-03-20 20:49:38 +00:00
|
|
|
# The following only makes sense when the 'env' is defined, and assumes it is.
|
2020-03-30 06:28:32 +00:00
|
|
|
if "env" in locals():
|
2022-02-08 20:46:47 +00:00
|
|
|
# FIXME: This method mixes both cosmetic progress stuff and cache handling...
|
2020-03-30 14:35:13 +00:00
|
|
|
methods.show_progress(env)
|
2020-03-20 20:49:38 +00:00
|
|
|
# TODO: replace this with `env.Dump(format="json")`
|
|
|
|
# once we start requiring SCons 4.0 as min version.
|
|
|
|
methods.dump(env)
|
2021-07-08 11:52:39 +00:00
|
|
|
|
|
|
|
|
|
|
|
def print_elapsed_time():
|
|
|
|
elapsed_time_sec = round(time.time() - time_at_start, 3)
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time_ms = round((elapsed_time_sec % 1) * 1000)
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2021-07-20 08:12:46 +00:00
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print("[Time elapsed: {}.{:03}]".format(time.strftime("%H:%M:%S", time.gmtime(elapsed_time_sec)), time_ms))
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2021-07-08 11:52:39 +00:00
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atexit.register(print_elapsed_time)
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