Use bigobj for release MSVC builds

Previously it was used only on debug builds, but recent
additions to variant_call.cpp have made that unit too
large even in release_debug.

It was originally set to debug only because using it
breaks mingw, so this only reinstates it for MSVC where
it shouldn't have any drawbacks (famous last words).

Test-Information:
Builds for me with
scons -j 40 platform=windows target=release_debug
and my game then runs from it.
This commit is contained in:
Kevin Smith 2022-07-25 20:10:20 +01:00
parent 18596f6b3d
commit d8900e0020
1 changed files with 4 additions and 1 deletions

View File

@ -198,7 +198,6 @@ def configure_msvc(env, manual_msvc_config):
elif env["target"] == "debug":
env.AppendUnique(CCFLAGS=["/Zi", "/FS", "/Od", "/EHsc"])
# Allow big objects. Only needed for debug, see MinGW branch for rationale.
env.AppendUnique(CCFLAGS=["/bigobj"])
env.Append(LINKFLAGS=["/DEBUG"])
if env["debug_symbols"]:
@ -221,6 +220,10 @@ def configure_msvc(env, manual_msvc_config):
env.AppendUnique(CCFLAGS=["/Gd", "/GR", "/nologo"])
env.AppendUnique(CCFLAGS=["/utf-8"]) # Force to use Unicode encoding.
env.AppendUnique(CXXFLAGS=["/TP"]) # assume all sources are C++
# Once it was thought that only debug builds would be too large,
# but this has recently stopped being true. See the mingw function
# for notes on why this shouldn't be enabled for gcc
env.AppendUnique(CCFLAGS=["/bigobj"])
if manual_msvc_config: # should be automatic if SCons found it
if os.getenv("WindowsSdkDir") is not None: