godot/platform/uwp/detect.py

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import methods
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import os
import sys
from platform_methods import detect_arch
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from typing import TYPE_CHECKING
if TYPE_CHECKING:
from SCons import Environment
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def is_active():
return True
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def get_name():
return "UWP"
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def can_build():
if os.name == "nt":
# building natively on windows!
if os.getenv("VSINSTALLDIR"):
if os.getenv("ANGLE_SRC_PATH") is None:
return False
return True
return False
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def get_opts():
return [
("msvc_version", "MSVC version to use (ignored if the VCINSTALLDIR environment variable is set)", None),
]
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def get_flags():
return [
("arch", detect_arch()),
("tools", False),
("xaudio2", True),
("builtin_pcre2_with_jit", False),
]
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def configure(env: "Environment"):
# Validate arch.
supported_arches = ["x86_32", "x86_64", "arm32"]
if env["arch"] not in supported_arches:
print(
'Unsupported CPU architecture "%s" for UWP. Supported architectures are: %s.'
% (env["arch"], ", ".join(supported_arches))
)
sys.exit()
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env.msvc = True
## Build type
if env["target"] == "release":
env.Append(CCFLAGS=["/MD"])
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env.Append(LINKFLAGS=["/SUBSYSTEM:WINDOWS"])
if env["optimize"] != "none":
env.Append(CCFLAGS=["/O2", "/GL"])
env.Append(LINKFLAGS=["/LTCG"])
elif env["target"] == "release_debug":
env.Append(CCFLAGS=["/MD"])
env.Append(LINKFLAGS=["/SUBSYSTEM:CONSOLE"])
env.AppendUnique(CPPDEFINES=["WINDOWS_SUBSYSTEM_CONSOLE"])
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if env["optimize"] != "none":
env.Append(CCFLAGS=["/O2", "/Zi"])
elif env["target"] == "debug":
env.Append(CCFLAGS=["/Zi"])
env.Append(CCFLAGS=["/MDd"])
env.Append(LINKFLAGS=["/SUBSYSTEM:CONSOLE"])
env.AppendUnique(CPPDEFINES=["WINDOWS_SUBSYSTEM_CONSOLE"])
env.Append(LINKFLAGS=["/DEBUG"])
## Compiler configuration
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env["ENV"] = os.environ
vc_base_path = os.environ["VCTOOLSINSTALLDIR"] if "VCTOOLSINSTALLDIR" in os.environ else os.environ["VCINSTALLDIR"]
# Force to use Unicode encoding
env.AppendUnique(CCFLAGS=["/utf-8"])
# ANGLE
angle_root = os.environ["ANGLE_SRC_PATH"]
env.Prepend(CPPPATH=[angle_root + "/include"])
jobs = str(env.GetOption("num_jobs"))
angle_build_cmd = (
"msbuild.exe "
+ angle_root
+ "/winrt/10/src/angle.sln /nologo /v:m /m:"
+ jobs
+ " /p:Configuration=Release /p:Platform="
)
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if os.path.isfile(f"{angle_root}/winrt/10/src/angle.sln"):
env["build_angle"] = True
## Architecture
arch = ""
if str(os.getenv("Platform")).lower() == "arm":
print("Compiled program architecture will be an ARM executable (forcing arch=arm32).")
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arch = "arm"
env["arch"] = "arm32"
env.Append(LINKFLAGS=["/MACHINE:ARM"])
env.Append(LIBPATH=[vc_base_path + "lib/store/arm"])
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angle_build_cmd += "ARM"
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env.Append(LIBPATH=[angle_root + "/winrt/10/src/Release_ARM/lib"])
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else:
compiler_version_str = methods.detect_visual_c_compiler_version(env["ENV"])
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if compiler_version_str == "amd64" or compiler_version_str == "x86_amd64":
env["arch"] = "x86_64"
print("Compiled program architecture will be a x64 executable (forcing arch=x86_64).")
elif compiler_version_str == "x86" or compiler_version_str == "amd64_x86":
env["arch"] = "x86_32"
print("Compiled program architecture will be a x86 executable (forcing arch=x86_32).")
else:
print(
"Failed to detect MSVC compiler architecture version... Defaulting to x86 32-bit executable settings"
" (forcing arch=x86_32). Compilation attempt will continue, but SCons can not detect for what architecture"
" this build is compiled for. You should check your settings/compilation setup."
)
env["arch"] = "x86_32"
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if env["arch"] == "x86_32":
arch = "x86"
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angle_build_cmd += "Win32"
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env.Append(LINKFLAGS=["/MACHINE:X86"])
env.Append(LIBPATH=[vc_base_path + "lib/store"])
env.Append(LIBPATH=[angle_root + "/winrt/10/src/Release_Win32/lib"])
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else:
arch = "x64"
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angle_build_cmd += "x64"
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env.Append(LINKFLAGS=["/MACHINE:X64"])
env.Append(LIBPATH=[os.environ["VCINSTALLDIR"] + "lib/store/amd64"])
env.Append(LIBPATH=[angle_root + "/winrt/10/src/Release_x64/lib"])
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env["PROGSUFFIX"] = "." + arch + env["PROGSUFFIX"]
env["OBJSUFFIX"] = "." + arch + env["OBJSUFFIX"]
env["LIBSUFFIX"] = "." + arch + env["LIBSUFFIX"]
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## Compile flags
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env.Prepend(CPPPATH=["#platform/uwp", "#drivers/windows"])
env.Append(CPPDEFINES=["UWP_ENABLED", "WINDOWS_ENABLED", "TYPED_METHOD_BIND"])
env.Append(CPPDEFINES=["GLES_ENABLED", "GL_GLEXT_PROTOTYPES", "EGL_EGLEXT_PROTOTYPES", "ANGLE_ENABLED"])
winver = "0x0602" # Windows 8 is the minimum target for UWP build
env.Append(CPPDEFINES=[("WINVER", winver), ("_WIN32_WINNT", winver), "WIN32"])
env.Append(CPPDEFINES=["__WRL_NO_DEFAULT_LIB__", ("PNG_ABORT", "abort")])
env.Append(CPPFLAGS=["/AI", vc_base_path + "lib/store/references"])
env.Append(CPPFLAGS=["/AI", vc_base_path + "lib/x86/store/references"])
env.Append(
CCFLAGS=(
'/FS /MP /GS /wd"4453" /wd"28204" /wd"4291" /Zc:wchar_t /Gm- /fp:precise /errorReport:prompt /WX-'
" /Zc:forScope /Gd /EHsc /nologo".split()
)
)
env.Append(CPPDEFINES=["_UNICODE", "UNICODE", ("WINAPI_FAMILY", "WINAPI_FAMILY_APP")])
env.Append(CXXFLAGS=["/ZW"])
env.Append(
CCFLAGS=[
"/AI",
vc_base_path + "\\vcpackages",
"/AI",
os.environ["WINDOWSSDKDIR"] + "\\References\\CommonConfiguration\\Neutral",
]
)
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## Link flags
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env.Append(
LINKFLAGS=[
"/MANIFEST:NO",
"/NXCOMPAT",
"/DYNAMICBASE",
"/WINMD",
"/APPCONTAINER",
"/ERRORREPORT:PROMPT",
"/NOLOGO",
"/TLBID:1",
'/NODEFAULTLIB:"kernel32.lib"',
'/NODEFAULTLIB:"ole32.lib"',
]
)
LIBS = [
"WindowsApp",
"mincore",
"ws2_32",
"libANGLE",
"libEGL",
"libGLESv2",
"bcrypt",
]
env.Append(LINKFLAGS=[p + ".lib" for p in LIBS])
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# Incremental linking fix
env["BUILDERS"]["ProgramOriginal"] = env["BUILDERS"]["Program"]
env["BUILDERS"]["Program"] = methods.precious_program
env.Append(BUILDERS={"ANGLE": env.Builder(action=angle_build_cmd)})