A new `methods.dump(env)` is added to dump the construction environment
used by SCons to build Godot to a `.scons_env.json`. The file can be used
for debugging purposes and any external tool.
(cherry picked from commit 42bee75e86)
Some required changes are made:
- locally imported SCons-specific packages within the method;
- `global` variables converted to `nonlocal` (used in nested functions).
(cherry picked from commit d753a7630a)
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
The `custom_modules` option was only read via the command line
by fetching `ARGUMENTS` dictionary directly.
Instead, the option's value can now be read via any existing
configuration files (`custom.py`) as well as command line, while also
updating the environment.
(cherry picked from commit 6304d16915)
The insertion order for dictionaries is only a language feature for
Python 3.6/3.7+ implementations, and not prior to that.
This ensures that the engine won't be rebuilt if the order of detected
modules changes in any way, as the `OrderedDict` should guarantee
inerstion order.
This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.
```
scons platform=x11 tools=yes custom_modules="../project/modules"
```
Features:
- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.
Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.
Implementation details:
- `env.module_list` is a dictionary now, which holds both module name as
key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
split into `detect_modules` which collects a list of available modules
and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
or absolute paths respectively. `custom_modules` scons converter
ensures that the path is absolute even if relative path is supplied,
including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
that there's no need to change include paths in cases where custom
modules are included as dependencies in other modules.
(cherry picked from commit a96f0e98d7)
There's a builtin `toolpath` option we can use for that, so no need to hack
around a custom `scons_site` path.
The script requires SCons 3.1.1 or later, so we enable it conditionally.
Follow-up to #32848.
(cherry picked from commit 22c718ab17)
This tool is originally from mongodb.
- Updated CPPSUFFIXES to use scons suffixes
- objective-c files will also be loaded into the compilation database where the compiler / tooling is available to compile the files.
Known limitations:
- This will not work with msvc as your compiler.
(cherry picked from commit 5a6f275b74)
- Improve the SCsub to allow unbundling and remove unnecessary code.
- Move files around to match upstream source.
- Re-sync with upstream commit 308db73d0b3c2d1870cd3e465eaa283692a4cf23
to ensure we don't have local modifications.
- Doesn't actually build against current version 5.0.1 due to the lack
of the new ArmaturePopulate API that Gordon authored. We'll have to
wait for a public release with that API (5.1?) to enable unbundling.
(cherry picked from commit 9d8a9ea826)
Otherwise comparisons would fail for compiler versions above 10.
Also simplified code somewhat to avoid using subprocess too much
needlessly.
(cherry picked from commits c7dc5142b5
and df7ecfc4a7)
On GCC and Clang, we use C11 and C++14 with GNU extensions (`std=gnu11`
and `std=gnu++14`). Those are the defaults for current GCC and Clang,
and also match the feature sets we want to use in Godot.
On MSVC, we require C++14 support explicitly with `/std:c++14`, and
make it strict with the use of `/permissive-` (so features of C++17 or
later can't be used).
Moves the definition before querying environment flags and platform
config so that it can be overridden when necessary.
(cherry picked from commit 342f127362)
The new 'split_libmodules=yes' option is useful to work around linker
command line size limitations when linking a huge number of objects.
We're currently over 64k chars when linking libmodules.a on Windows
with MinGW, which triggers issues as seen in #30892.
Even on Linux, we can also reach linker command line size limitations
by adding more custom modules.
We force this option to True for MinGW on Windows, which fixes#30892.
Additional changes to lib splitting:
- Fix linking of the split module libs with interdependent symbols,
hacking our way into LINKCOM and SHLINKCOM to set the `--start-group`
and `--end-group` flags.
- Fix Python 3 compatibility in `methods.split_lib()`.
- Drop seemingly obsolete condition for 'msys' on 'posix'.
- Drop the unnecessary 'split_drivers' as the drivers lib is no longer
too big since we moved all thirdparty builds to modules.
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
Third-party platforms (e.g. console ports) need to be able to
disable JIT support in the regex module too, so it can't be
hardcoded in the module SCsub. This is cleaner this way anyway.
Fixes#19316.
- Add or remove the necessary subdirectorires to the includes to remove
dependency on the editor directory being in the build's include path.
- Ensure includes in modified files conform to style guideline.
- Remove editor from the build include path.
**Important:** This does not mean *yet* that C++11 features should be used
in contributions to Godot's codebase.
For now this change is done solely for feature branches working on Vulkan
support and GDScript typed instruction sets for Godot 4.0, which will both
use C++11 features and are based on the master branch.
The plan is to start porting the codebase to C++11 after Godot 3.2 is
released, following upcoming guidelines on the subset of new features that
should be used, and when/how to use them.
We will advertise clearly when C++11 contributions are open, especially
once we start a coordinated effort to port Godot's massive codebase. In the
meantime, please bear with us and good ol' C++03. :)
The functionality is similar to how `doc_classes` are retrieved per module.
The build system will search for custom icons path defined per module via
`get_icons_path()` method in `config.py` or default icons path.
If such paths don't exist, only the editor's own icons will be built.
Most module icons were moved from editor/icons to respective modules.
This can help to solve compilation issues on systems with Japanese
locale with encodings like Shift_JIS and UTF-8-BOM.
Also be more consistent using String::utf8() to represent cyrilic
unicode characters in test_string.cpp
Clarified some comments in test_string.cpp for some Unicode characters.
We're close to being able to compile all platforms with -Werror -Wextra,
so it's best if developers use those options when compiling their code
as those checks are also done on CI.
Also enabled -Wduplicated-branches on GCC.
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
Many contributors (me included) did not fully understand what CCFLAGS,
CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them
in the way they are intended to be.
As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html
- CCFLAGS: General options that are passed to the C and C++ compilers.
- CFLAGS: General options that are passed to the C compiler (C only;
not C++).
- CXXFLAGS: General options that are passed to the C++ compiler. By
default, this includes the value of $CCFLAGS, so that setting
$CCFLAGS affects both C and C++ compilation.
- CPPFLAGS: User-specified C preprocessor options. These will be
included in any command that uses the C preprocessor, including not
just compilation of C and C++ source files [...], but also [...]
Fortran [...] and [...] assembly language source file[s].
TL;DR: Compiler options go to CCFLAGS, unless they must be restricted
to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to
CPPFLAGS.
Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional.
Can be replaced by `[[fallthrough]]` if/when we switch to C++17.
The warning is now enabled by default for GCC on `extra` warnings level
(part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet,
but we could enable it manually once we switch to C++11. There's no
equivalent feature in MSVC for now.
Fixes#26135.
See #24965 for details. `sys.path.insert` is hacky, but should work
relatively well for both Python 2 and Python 3. When we eventually
deprecate Python 2 support, we could look into using importlib.
Fixes#24965.
As advised by @bdbaddog in #25403, those options reduce the certainty
that all everything will be rebuilt as it should, so they are not advised
for release builds.
Disabled signed/unsigned warnings like for GCC/Clang
(warning C4018: '>=': signed/unsigned mismatch).
Fixes the following MSVC 2017 warnings:
```
core\image.cpp(999): warning C4804: '>': unsafe use of type 'bool' in operation
core\io\compression.cpp(178): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)
editor\doc\doc_dump.cpp(226): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)
scene/resources/material.h(289): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)
scene/resources/material.h(298): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)
editor\editor_themes.cpp(379): warning C4805: '==': unsafe mix of type 'int' and type 'bool' in operation
```
Also finally move freetype to its own env and disable warnings for it.
Still needs some work to fix the awkward situation of the freetype and
svg modules used in scene/ and editor/ respectively.
Also turn off -Wsign-compare warnings in the future, we do not consider them important.
Fixes the following GCC 5 warnings:
```
core/node_path.cpp:279:24: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:169:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:314:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/shader_gles2.cpp:985:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles3/rasterizer_storage_gles3.cpp:1075:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/pulseaudio/audio_driver_pulseaudio.cpp:343:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_plugin.cpp:525:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_properties_array_dict.cpp:747:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:2078:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:4096:27: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/sprite_editor_plugin.cpp💯20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:122:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:134:77: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:339:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/etc/image_etc.cpp:222:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:242:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:258:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:200:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:222:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:246:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1085:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1489:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1623:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:206:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:356:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:406:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:493:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/audio_stream_player_3d.cpp:420:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:565:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:571:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_rb_resampler.cpp:156:36: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```
The following warnings were not fixed, as they implied casting for no gain:
```
core/io/packet_peer.cpp:228:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/io/resource_format_binary.cpp:109:11: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/rasterizer_scene_gles2.cpp:144:57: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/unix/file_access_unix.cpp:249:46: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:889:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1020:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1154:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:2255:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/bit_mask.cpp:336:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:141:49: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:150:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:154:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:86:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:89:17: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```
Note, it will only used by the Editor, not when running the game.
This allows package maintainer to compile Godot to use system installed
certificates when accessing the AssetLib.
If this is undesired it can be avoided by specifying builtin_certs=no .
Bundled SSL certs will be used unless you specify an override in:
Project Settings -> SSL -> Certificates .
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
so that godot package builds reproducibly
in spite of indeterministic filesystem readdir order
and http://bugs.python.org/issue30461
See https://reproducible-builds.org/ for why this is good.
Sort font input file list, so that builtin_fonts.gen.h
is created in a reproducible way
Sort list of platforms, so that editor/register_exporters.gen.cpp
is created in a reproducible way
Sort list of source files, so that .a files and resulting godot binaries
are created in a reproducible way
- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function
There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.
Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.
Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.
Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
We used to fully override the default lib extensions from LIBSUFFIXES,
leading to issues such as #20045 where thirdparty libraries could not
easily be linked unless they adopted Godot's platform/config suffix.
Fixes#20045.
Those make no sense for tools build, as the editor uses advanced GUI
features heavily, and adding checks for 3D/physics features everywhere
in the editor would be cumbersome (and error-prone).
Fixes#1701.
SCons has good compiler detection logic for MSVC compilers. Up to now,
Godot hasn't used it; it depends on passed-in OS environment vars from
a specific Visual Studio cmd.exe windows. This makes it harder to
build from a msys or cygwin shell.
This change allows SCons to autodetect Visual Studio unless it sees
VCINSTALLDIR in the os.environ. It also adds a 'msvc_version' arg for
manual specification of compiler version, and uses the existing 'bits'
arg to specify the target architecture. More detail could be added as
desired. It also adds 'use_mingw' to always use mingw, even if Visual
Studio is installed. That uses the existing mingw setup logic.
If people are used to building Godot in a Visual Studio cmd window,
this should not change the behavior in that case, since VCINSTALLDIR
will be set in those windows. (However, note that you could now unset
that var and build with any other MSVC version or target arch, even in
that window.)
I refactored much of platform/windows/detect.py during this, to
simplify and clarify the logic. I also cleaned up a bunch of env var
settings in windows/detect.py and SConstruct to use modern SCons
idioms and simplify things.
I suspect this will also enable using the Intel compiler on Windows,
though that hasn't been tested.
A traceback is printed on invoking scons without the compulsory
platform option. This is confusing, since the problem is not in
the code. Fix is to explicitly exit from the build right after
printing the error message, so the missing env variable cannot
cause the traceback later.
Fixes#17414
This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.
Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
This makes the output more readable if it is written to a file,
and more compact in continuous integration environments, keeping
the log sizes low.
This commit also adds myself to .mailmap.
Also made LINK and CXXFLAGS configurable as command line options.
Note that LINK currently expects the *compiler* that will be used
for linking and will call its configured linker behind the scenes
(so g++, clang++, etc., not ld.gold). See #15364 for details.
Only append the module suffixes to the resulting binary instead of all object files.
That means we can keep most of our build artifacts when toggling modules like mono.