2020-08-22 21:04:57 +00:00
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name: 🐧 Linux Builds
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2023-04-04 13:56:53 +00:00
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on:
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workflow_call:
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2020-07-20 22:36:22 +00:00
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2020-10-09 20:18:51 +00:00
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# Global Settings
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2020-07-20 22:36:22 +00:00
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env:
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2023-08-01 18:38:07 +00:00
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# Used for the cache key. Add version suffix to force clean build.
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2022-08-25 11:44:22 +00:00
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GODOT_BASE_BRANCH: master
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2021-09-21 19:54:55 +00:00
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SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes
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2021-09-22 03:11:05 +00:00
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DOTNET_NOLOGO: true
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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DOTNET_CLI_TELEMETRY_OPTOUT: true
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2023-02-22 19:20:29 +00:00
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TSAN_OPTIONS: suppressions=misc/error_suppressions/tsan.txt
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2020-07-20 22:36:22 +00:00
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2021-08-24 18:49:06 +00:00
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concurrency:
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2021-08-25 13:04:05 +00:00
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group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-linux
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2021-08-24 18:49:06 +00:00
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cancel-in-progress: true
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2020-07-20 22:36:22 +00:00
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jobs:
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2021-09-01 15:26:01 +00:00
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build-linux:
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2020-07-20 22:36:22 +00:00
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runs-on: "ubuntu-20.04"
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2021-09-01 15:26:01 +00:00
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name: ${{ matrix.name }}
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strategy:
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fail-fast: false
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matrix:
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include:
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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- name: Editor w/ Mono (target=editor)
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2022-03-18 16:28:48 +00:00
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cache-name: linux-editor-mono
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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target: editor
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2022-08-23 02:23:29 +00:00
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sconsflags: module_mono_enabled=yes
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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bin: "./bin/godot.linuxbsd.editor.x86_64.mono"
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2022-07-26 14:19:05 +00:00
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build-mono: true
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2023-08-01 18:38:07 +00:00
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tests: false # Disabled due freeze caused by mix Mono build and CI
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doc-test: true
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2022-03-10 15:21:22 +00:00
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proj-conv: true
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2023-08-01 18:38:07 +00:00
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api-compat: true
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2022-03-18 16:28:48 +00:00
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artifact: true
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2021-09-01 15:26:01 +00:00
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2023-06-20 08:09:01 +00:00
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- name: Editor with doubles and GCC sanitizers (target=editor, tests=yes, dev_build=yes, scu_build=yes, precision=double, use_asan=yes, use_ubsan=yes, linker=gold)
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2021-09-16 06:03:50 +00:00
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cache-name: linux-editor-double-sanitizers
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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target: editor
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2023-02-18 22:41:44 +00:00
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# Debug symbols disabled as they're huge on this build and we hit the 14 GB limit for runners.
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2023-06-20 08:09:01 +00:00
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sconsflags: dev_build=yes scu_build=yes debug_symbols=no precision=double use_asan=yes use_ubsan=yes linker=gold
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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bin: "./bin/godot.linuxbsd.editor.dev.double.x86_64.san"
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2021-10-01 06:14:54 +00:00
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build-mono: false
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2023-08-01 18:38:07 +00:00
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tests: true
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proj-test: true
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# Generate an API dump for godot-cpp tests.
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api-dump: true
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2021-09-01 15:26:01 +00:00
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# Skip 2GiB artifact speeding up action.
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artifact: false
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
|
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- name: Editor with clang sanitizers (target=editor, tests=yes, dev_build=yes, use_asan=yes, use_ubsan=yes, use_llvm=yes, linker=lld)
|
2022-04-01 10:15:35 +00:00
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cache-name: linux-editor-llvm-sanitizers
|
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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target: editor
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sconsflags: dev_build=yes use_asan=yes use_ubsan=yes use_llvm=yes linker=lld
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bin: "./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san"
|
2022-04-01 10:15:35 +00:00
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build-mono: false
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2023-08-01 18:38:07 +00:00
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tests: true
|
2022-04-01 10:15:35 +00:00
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# Skip 2GiB artifact speeding up action.
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artifact: false
|
2024-05-17 07:28:56 +00:00
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# Test our oldest supported SCons/Python versions on one arbitrary editor build.
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legacy-scons: true
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2022-04-01 10:15:35 +00:00
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2023-02-22 19:20:29 +00:00
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- name: Editor with ThreadSanitizer (target=editor, tests=yes, dev_build=yes, use_tsan=yes, use_llvm=yes, linker=lld)
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cache-name: linux-editor-thread-sanitizer
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target: editor
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tests: true
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sconsflags: dev_build=yes use_tsan=yes use_llvm=yes linker=lld
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bin: "./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san"
|
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build-mono: false
|
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# Skip 2GiB artifact speeding up action.
|
2022-04-01 10:15:35 +00:00
|
|
|
artifact: false
|
|
|
|
|
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
|
|
|
- name: Template w/ Mono (target=template_release)
|
2022-03-18 16:28:48 +00:00
|
|
|
cache-name: linux-template-mono
|
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
|
|
|
target: template_release
|
|
|
|
sconsflags: module_mono_enabled=yes
|
2022-03-18 16:28:48 +00:00
|
|
|
build-mono: false
|
2023-08-01 18:38:07 +00:00
|
|
|
tests: false
|
2022-03-18 16:28:48 +00:00
|
|
|
artifact: true
|
2020-07-20 22:36:22 +00:00
|
|
|
|
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
|
|
|
- name: Minimal template (target=template_release, everything disabled)
|
2021-11-12 15:30:34 +00:00
|
|
|
cache-name: linux-template-minimal
|
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
|
|
|
target: template_release
|
2021-11-12 15:30:34 +00:00
|
|
|
sconsflags: modules_enabled_by_default=no disable_3d=yes disable_advanced_gui=yes deprecated=no minizip=no
|
2023-08-01 18:38:07 +00:00
|
|
|
tests: false
|
2021-11-12 15:30:34 +00:00
|
|
|
artifact: true
|
|
|
|
|
2020-07-20 22:36:22 +00:00
|
|
|
steps:
|
2023-09-04 14:05:38 +00:00
|
|
|
- uses: actions/checkout@v4
|
2024-03-16 02:52:47 +00:00
|
|
|
with:
|
|
|
|
submodules: recursive
|
2020-07-20 22:36:22 +00:00
|
|
|
|
2023-02-06 13:23:14 +00:00
|
|
|
# Need newer mesa for lavapipe to work properly.
|
|
|
|
- name: Linux dependencies for tests
|
|
|
|
if: ${{ matrix.proj-test }}
|
2020-07-20 22:36:22 +00:00
|
|
|
run: |
|
2023-02-10 20:59:47 +00:00
|
|
|
sudo rm -f /etc/apt/sources.list.d/microsoft-prod.list
|
2023-10-12 20:27:53 +00:00
|
|
|
sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys EB8B81E14DA65431D7504EA8F63F0F2B90935439
|
|
|
|
sudo add-apt-repository "deb https://ppa.launchpadcontent.net/kisak/turtle/ubuntu focal main"
|
2023-02-06 13:23:14 +00:00
|
|
|
sudo apt-get install -qq mesa-vulkan-drivers
|
2020-07-20 22:36:22 +00:00
|
|
|
|
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
|
|
|
# TODO: Figure out somehow how to embed this one.
|
|
|
|
- name: wayland-scanner dependency
|
|
|
|
run: |
|
|
|
|
sudo apt-get install libwayland-bin
|
|
|
|
|
2023-08-01 12:28:56 +00:00
|
|
|
- name: Free disk space on runner
|
|
|
|
run: |
|
|
|
|
echo "Disk usage before:" && df -h
|
|
|
|
sudo rm -rf /usr/local/lib/android
|
|
|
|
echo "Disk usage after:" && df -h
|
|
|
|
|
2021-09-01 15:26:01 +00:00
|
|
|
- name: Setup Godot build cache
|
|
|
|
uses: ./.github/actions/godot-cache
|
2020-07-20 22:36:22 +00:00
|
|
|
with:
|
2021-09-01 15:26:01 +00:00
|
|
|
cache-name: ${{ matrix.cache-name }}
|
2021-08-18 19:00:56 +00:00
|
|
|
continue-on-error: true
|
2020-07-20 22:36:22 +00:00
|
|
|
|
2024-05-17 07:28:56 +00:00
|
|
|
- name: Setup Python and SCons
|
|
|
|
if: ${{ ! matrix.legacy-scons }}
|
2021-09-01 15:26:01 +00:00
|
|
|
uses: ./.github/actions/godot-deps
|
2020-07-20 22:36:22 +00:00
|
|
|
|
2024-05-17 07:28:56 +00:00
|
|
|
- name: Setup Python and SCons (legacy versions)
|
|
|
|
if: ${{ matrix.legacy-scons }}
|
|
|
|
uses: ./.github/actions/godot-deps
|
|
|
|
with:
|
|
|
|
# Sync with Ensure*Version in SConstruct.
|
|
|
|
python-version: 3.6
|
|
|
|
scons-version: 3.1.2
|
|
|
|
|
2022-10-31 15:21:33 +00:00
|
|
|
- name: Setup GCC problem matcher
|
|
|
|
uses: ammaraskar/gcc-problem-matcher@master
|
|
|
|
|
2020-07-20 22:36:22 +00:00
|
|
|
- name: Compilation
|
2021-09-01 15:26:01 +00:00
|
|
|
uses: ./.github/actions/godot-build
|
|
|
|
with:
|
|
|
|
sconsflags: ${{ env.SCONSFLAGS }} ${{ matrix.sconsflags }}
|
|
|
|
platform: linuxbsd
|
|
|
|
target: ${{ matrix.target }}
|
|
|
|
tests: ${{ matrix.tests }}
|
2020-07-20 22:36:22 +00:00
|
|
|
|
2021-09-22 03:11:05 +00:00
|
|
|
- name: Generate C# glue
|
|
|
|
if: ${{ matrix.build-mono }}
|
|
|
|
run: |
|
2023-08-21 11:21:19 +00:00
|
|
|
${{ matrix.bin }} --headless --generate-mono-glue ./modules/mono/glue
|
2021-09-22 03:11:05 +00:00
|
|
|
|
|
|
|
- name: Build .NET solutions
|
2021-10-01 06:14:54 +00:00
|
|
|
if: ${{ matrix.build-mono }}
|
|
|
|
run: |
|
2021-09-22 03:11:05 +00:00
|
|
|
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
|
2021-10-01 06:14:54 +00:00
|
|
|
|
2023-08-01 18:38:07 +00:00
|
|
|
- name: Prepare artifact
|
|
|
|
if: ${{ matrix.artifact }}
|
|
|
|
run: |
|
|
|
|
strip bin/godot.*
|
|
|
|
chmod +x bin/godot.*
|
|
|
|
|
|
|
|
- name: Upload artifact
|
|
|
|
uses: ./.github/actions/upload-artifact
|
|
|
|
if: ${{ matrix.artifact }}
|
|
|
|
with:
|
|
|
|
name: ${{ matrix.cache-name }}
|
|
|
|
|
|
|
|
- name: Dump Godot API
|
|
|
|
uses: ./.github/actions/godot-api-dump
|
|
|
|
if: ${{ matrix.api-dump }}
|
|
|
|
with:
|
|
|
|
bin: ${{ matrix.bin }}
|
|
|
|
|
2020-07-20 16:35:34 +00:00
|
|
|
# Execute unit tests for the editor
|
2021-09-01 15:26:01 +00:00
|
|
|
- name: Unit tests
|
|
|
|
if: ${{ matrix.tests }}
|
2020-07-20 16:35:34 +00:00
|
|
|
run: |
|
2022-07-01 23:05:20 +00:00
|
|
|
${{ matrix.bin }} --version
|
|
|
|
${{ matrix.bin }} --help
|
2023-10-28 07:22:27 +00:00
|
|
|
${{ matrix.bin }} --headless --test --force-colors
|
2020-07-20 16:35:34 +00:00
|
|
|
|
2024-02-06 04:36:59 +00:00
|
|
|
- name: .NET source generators tests
|
|
|
|
if: ${{ matrix.build-mono }}
|
|
|
|
run: |
|
|
|
|
dotnet test modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests
|
|
|
|
|
2021-10-20 14:38:22 +00:00
|
|
|
# Check class reference
|
|
|
|
- name: Check for class reference updates
|
|
|
|
if: ${{ matrix.doc-test }}
|
|
|
|
run: |
|
|
|
|
echo "Running --doctool to see if this changes the public API without updating the documentation."
|
|
|
|
echo -e "If a diff is shown, it means that your code/doc changes are incomplete and you should update the class reference with --doctool.\n\n"
|
|
|
|
${{ matrix.bin }} --doctool --headless 2>&1 > /dev/null || true
|
|
|
|
git diff --color --exit-code && ! git ls-files --others --exclude-standard | sed -e 's/^/New doc file missing in PR: /' | grep 'xml$'
|
|
|
|
|
2023-08-01 18:38:07 +00:00
|
|
|
# Check API backwards compatibility
|
2023-05-16 16:38:46 +00:00
|
|
|
- name: Check for GDExtension compatibility
|
2023-08-01 18:38:07 +00:00
|
|
|
if: ${{ matrix.api-compat }}
|
2023-05-16 16:38:46 +00:00
|
|
|
run: |
|
2023-08-03 13:56:25 +00:00
|
|
|
./misc/scripts/validate_extension_api.sh "${{ matrix.bin }}"
|
2023-05-16 16:38:46 +00:00
|
|
|
|
2023-08-01 18:38:07 +00:00
|
|
|
# Download and run the test project
|
|
|
|
- name: Test Godot project
|
|
|
|
uses: ./.github/actions/godot-project-test
|
|
|
|
if: ${{ matrix.proj-test }}
|
|
|
|
with:
|
|
|
|
bin: ${{ matrix.bin }}
|
2021-09-21 19:54:55 +00:00
|
|
|
|
2023-08-01 18:38:07 +00:00
|
|
|
# Test the project converter
|
|
|
|
- name: Test project converter
|
|
|
|
uses: ./.github/actions/godot-converter-test
|
|
|
|
if: ${{ matrix.proj-conv }}
|
2020-09-29 21:42:41 +00:00
|
|
|
with:
|
2023-08-01 18:38:07 +00:00
|
|
|
bin: ${{ matrix.bin }}
|