godot/modules/openxr/SCsub

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#!/usr/bin/env python
from misc.utility.scons_hints import *
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Import("env")
Import("env_modules")
env_openxr = env_modules.Clone()
# Thirdparty source files
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thirdparty_obj = []
# Khronos OpenXR loader
# Needs even for build against shared library, at least the defines used in public headers.
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if env["platform"] == "android":
# may need to set OPENXR_ANDROID_VERSION_SUFFIX
env_openxr.AppendUnique(CPPDEFINES=["XR_OS_ANDROID", "XR_USE_PLATFORM_ANDROID"])
env_openxr.AppendUnique(CPPDEFINES=["JSON_USE_EXCEPTION=0"])
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# may need to include java parts of the openxr loader
elif env["platform"] == "linuxbsd":
env_openxr.AppendUnique(CPPDEFINES=["XR_OS_LINUX"])
if env["x11"]:
env_openxr.AppendUnique(CPPDEFINES=["XR_USE_PLATFORM_XLIB"])
if env["wayland"]:
env_openxr.AppendUnique(CPPDEFINES=["XR_USE_PLATFORM_WAYLAND"])
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# FIXME: Review what needs to be set for Android and macOS.
env_openxr.AppendUnique(CPPDEFINES=["HAVE_SECURE_GETENV"])
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elif env["platform"] == "windows":
env_openxr.AppendUnique(CPPDEFINES=["XR_OS_WINDOWS", "NOMINMAX", "XR_USE_PLATFORM_WIN32"])
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elif env["platform"] == "macos":
env_openxr.AppendUnique(CPPDEFINES=["XR_OS_APPLE"])
# There does not seem to be a XR_USE_PLATFORM_XYZ for Apple
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# may need to check and set:
# - XR_USE_TIMESPEC
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if env["builtin_openxr"]:
thirdparty_dir = "#thirdparty/openxr"
env_openxr.Prepend(
CPPPATH=[
thirdparty_dir,
thirdparty_dir + "/include",
thirdparty_dir + "/src",
thirdparty_dir + "/src/common",
thirdparty_dir + "/src/external/jsoncpp/include",
]
)
env_thirdparty = env_openxr.Clone()
env_thirdparty.disable_warnings()
env_thirdparty.AppendUnique(CPPDEFINES=["DISABLE_STD_FILESYSTEM"])
if env["disable_exceptions"]:
env_thirdparty.AppendUnique(CPPDEFINES=["XRLOADER_DISABLE_EXCEPTION_HANDLING", ("JSON_USE_EXCEPTION", 0)])
env_thirdparty.Append(CPPPATH=[thirdparty_dir + "/src/loader"])
# add in external jsoncpp dependency
thirdparty_jsoncpp_dir = thirdparty_dir + "/src/external/jsoncpp/src/lib_json/"
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_jsoncpp_dir + "json_reader.cpp")
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_jsoncpp_dir + "json_value.cpp")
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_jsoncpp_dir + "json_writer.cpp")
# add in load
if env["platform"] != "android":
# On Android the openxr_loader is provided by separate plugins for each device
# Build the engine using object files
khrloader_obj = []
env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/xr_generated_dispatch_table_core.c")
env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/common/filesystem_utils.cpp")
env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/common/object_info.cpp")
env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/api_layer_interface.cpp")
env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/loader_core.cpp")
env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/loader_instance.cpp")
env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/loader_logger_recorders.cpp")
env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/loader_logger.cpp")
env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/manifest_file.cpp")
env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/runtime_interface.cpp")
env_thirdparty.add_source_files(khrloader_obj, thirdparty_dir + "/src/loader/xr_generated_loader.cpp")
env.modules_sources += khrloader_obj
env.modules_sources += thirdparty_obj
# Godot source files
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module_obj = []
env_openxr.add_source_files(module_obj, "*.cpp")
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env.modules_sources += module_obj
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Export("env_openxr")
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SConscript("action_map/SCsub")
SConscript("extensions/SCsub")
SConscript("scene/SCsub")
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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.
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if env.editor_build:
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SConscript("editor/SCsub")
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# Needed to force rebuilding the module files when the thirdparty library is updated.
env.Depends(module_obj, thirdparty_obj)