This is useful to speed up iteration when working on the engine
(or editor).
This can be combined with a script that calls `adb` to deploy the APK
on a device (coupled with Godot's `--export-*` for projects)
to further speed up iteration.
Verbose output is meant for debugging the SCU mode itself and can be
triggered by changing the `_verbose` bool manually.
Prefix all prints with "SCU:" for context, and print the processed
folders all at once instead of when adding the sources.
Add `object_prefix` as an scons option to add a custom prefix to
all generated object files, via the `OBJPREFIX` and `SHOBJPREFIX`
environment variables.
This is useful for instance to hide object files on unix-like
systems and make the source directories less cluttered by
setting `object_prefix = '.'` in `custom.py`.
Upon investigating the extremely slow MSVC build times in #80513, I noticed
that while Godot policy is to never use exceptions, we weren't enforcing it
with compiler flags, and thus still included exception handling code and
stack unwinding.
This is wasteful on multiple aspects:
- Binary size: Around 20% binary size reduction with exceptions disabled
for both MSVC and GCC binaries.
- Compile time:
* More than 50% build time reduction with MSVC.
* 10% to 25% build time reduction with GCC + LTO.
- Performance: Possibly, needs to be benchmarked.
Since users may want to re-enable exceptions in their own thirdparty code
or the libraries they compile with Godot, this behavior can be toggled with
the `disable_exceptions` SCons option, which defaults to true.
"scu_limit" allows specifying the maximum number of includes in a single SCU file (translation unit). A lower limit (e.g. 8) uses less RAM during compilation, but may be slower to compile.
Follow-up to #75932.
Since these icons are only used by the export plugin, it makes sense to
move them and generate the headers there.
The whole `detect.is_active()` logic seems to be a leftover from before
times, as far back as 1.0-stable it already wasn't used for anything.
So I'm removing it and moving the export icon generation to
`platform_methods`, where it makes more sense.
Adds a new OS::get_system_ca_certs method which can be implemented by
platforms to retrieve the list of trusted CA certificates using OS
specific APIs.
The function should return the certificates in PEM format, and is
currently implemented for Windows/macOS/LinuxBSD(*)/Android.
mbedTLS will fall back to bundled certificates when the OS returns no
certificates.
(*) LinuxBSD does not have a standardized certificates store location.
The current implementation will test for common locations and may
return an empty string on some distributions (falling back to the
bundled certificates).
- Use -gdwarf-4 to support both LLVM and GCC when calling addr2line
- Subtract position-independant execuable relocation when passing the
address to addr2line
This is equivalent to calling `strip` on the resulting binary, which is what
we do for official builds.
This applies for GCC/Clang.
For MSVC `/DEBUG:NONE` should already be the default.
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.
We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
- Outright disable spammy warnings due to past or present GCC bugs:
* `-Wno-strict-overflow` for GCC 7.
* `-Wno-type-limits` for GCC before 11 (regressed in 9/10, might work in
earlier releases but at this stage we don't care).
* `-Wno-return-type` for GCC 12/13 (regression, still not fixed).
- Enable extra warnings conditionally when broken on earlier GCC:
* `-Wnoexcept` was removed due to an upstream regression in GCC 9, could
be re-enabled (but commented out for now as we actually have `-Wnoexcept`
warnings to fix.
* `-Wlogical-op` was broken on our variadic templates before GCC 11, now
seems fine.
Mainly:
- Make `max_descriptors_per_pool` project setting Vulkan-specific.
- Use a common, render driver agnostic magic FourCC for shader binary data.
- Downgrade spirv_reflect to Vulkan-only dependency.
- Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.