2021-12-14 01:44:12 +00:00
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#!/usr/bin/env python
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Import("env")
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Import("env_modules")
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env_openxr = env_modules.Clone()
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2023-02-16 13:47:31 +00:00
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# Thirdparty source files
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2021-12-14 01:44:12 +00:00
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thirdparty_obj = []
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2023-02-16 13:47:31 +00:00
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# Khronos OpenXR loader
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# Needs even for build against shared library, at least the defines used in public headers.
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2021-12-14 01:44:12 +00:00
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if env["platform"] == "android":
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# may need to set OPENXR_ANDROID_VERSION_SUFFIX
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2022-09-24 11:56:00 +00:00
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env_openxr.AppendUnique(CPPDEFINES=["XR_OS_ANDROID", "XR_USE_PLATFORM_ANDROID"])
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env_openxr.AppendUnique(CPPDEFINES=["JSON_USE_EXCEPTION=0"])
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2021-12-14 01:44:12 +00:00
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# may need to include java parts of the openxr loader
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elif env["platform"] == "linuxbsd":
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2022-09-24 11:56:00 +00:00
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env_openxr.AppendUnique(CPPDEFINES=["XR_OS_LINUX"])
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2022-07-20 01:42:15 +00:00
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if env["x11"]:
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2022-09-24 11:56:00 +00:00
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env_openxr.AppendUnique(CPPDEFINES=["XR_USE_PLATFORM_XLIB"])
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2022-07-20 01:42:15 +00:00
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Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2023-12-15 01:55:34 +00:00
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if env["wayland"]:
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env_openxr.AppendUnique(CPPDEFINES=["XR_USE_PLATFORM_WAYLAND"])
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2021-12-14 01:44:12 +00:00
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# FIXME: Review what needs to be set for Android and macOS.
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2022-09-24 11:56:00 +00:00
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env_openxr.AppendUnique(CPPDEFINES=["HAVE_SECURE_GETENV"])
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2021-12-14 01:44:12 +00:00
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elif env["platform"] == "windows":
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2022-09-24 11:56:00 +00:00
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env_openxr.AppendUnique(CPPDEFINES=["XR_OS_WINDOWS", "NOMINMAX", "XR_USE_PLATFORM_WIN32"])
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2023-07-18 14:02:47 +00:00
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elif env["platform"] == "macos":
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env_openxr.AppendUnique(CPPDEFINES=["XR_OS_APPLE"])
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# There does not seem to be a XR_USE_PLATFORM_XYZ for Apple
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2021-12-14 01:44:12 +00:00
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2022-09-24 11:56:00 +00:00
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# may need to check and set:
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# - XR_USE_TIMESPEC
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2021-12-14 01:44:12 +00:00
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2023-02-16 13:47:31 +00:00
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if env["builtin_openxr"]:
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thirdparty_dir = "#thirdparty/openxr"
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env_openxr.Prepend(
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CPPPATH=[
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thirdparty_dir,
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thirdparty_dir + "/include",
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thirdparty_dir + "/src",
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thirdparty_dir + "/src/common",
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thirdparty_dir + "/src/external/jsoncpp/include",
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]
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)
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env_thirdparty = env_openxr.Clone()
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env_thirdparty.disable_warnings()
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2023-08-14 11:02:40 +00:00
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2023-02-16 13:47:31 +00:00
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env_thirdparty.AppendUnique(CPPDEFINES=["DISABLE_STD_FILESYSTEM"])
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2023-08-14 11:02:40 +00:00
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if env["disable_exceptions"]:
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env_thirdparty.AppendUnique(CPPDEFINES=["XRLOADER_DISABLE_EXCEPTION_HANDLING", ("JSON_USE_EXCEPTION", 0)])
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2023-02-16 13:47:31 +00:00
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env_thirdparty.Append(CPPPATH=[thirdparty_dir + "/src/loader"])
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# add in external jsoncpp dependency
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thirdparty_jsoncpp_dir = thirdparty_dir + "/src/external/jsoncpp/src/lib_json/"
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_jsoncpp_dir + "json_reader.cpp")
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_jsoncpp_dir + "json_value.cpp")
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_jsoncpp_dir + "json_writer.cpp")
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# add in load
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if env["platform"] != "android":
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# On Android the openxr_loader is provided by separate plugins for each device
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# Build the engine using object files
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khrloader_obj = []
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2023-10-26 07:25:05 +00:00
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env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/xr_generated_dispatch_table_core.c")
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2023-02-16 13:47:31 +00:00
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env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/common/filesystem_utils.cpp")
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env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/common/object_info.cpp")
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env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/api_layer_interface.cpp")
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env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/loader_core.cpp")
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env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/loader_instance.cpp")
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env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/loader_logger_recorders.cpp")
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env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/loader_logger.cpp")
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env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/manifest_file.cpp")
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env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/runtime_interface.cpp")
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env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/xr_generated_loader.cpp")
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env.modules_sources += khrloader_obj
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env.modules_sources += thirdparty_obj
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# Godot source files
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2021-12-14 01:44:12 +00:00
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module_obj = []
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env_openxr.add_source_files(module_obj, "*.cpp")
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2023-12-27 03:49:25 +00:00
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env.modules_sources += module_obj
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2021-12-14 01:44:12 +00:00
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2023-12-27 03:49:25 +00:00
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Export("env_openxr")
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2022-03-09 08:09:25 +00:00
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2023-12-27 03:49:25 +00:00
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SConscript("action_map/SCsub")
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SConscript("extensions/SCsub")
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SConscript("scene/SCsub")
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2021-12-14 01:44:12 +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 env.editor_build:
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2022-03-16 23:24:47 +00:00
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SConscript("editor/SCsub")
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2021-12-14 01:44:12 +00:00
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# Needed to force rebuilding the module files when the thirdparty library is updated.
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env.Depends(module_obj, thirdparty_obj)
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