import os import sys from typing import TYPE_CHECKING from emscripten_helpers import ( add_js_externs, add_js_libraries, add_js_pre, create_engine_file, create_template_zip, get_template_zip_path, run_closure_compiler, ) from SCons.Util import WhereIs from methods import get_compiler_version, print_error, print_warning if TYPE_CHECKING: from SCons.Script.SConscript import SConsEnvironment def get_name(): return "Web" def can_build(): return WhereIs("emcc") is not None def get_opts(): from SCons.Variables import BoolVariable return [ ("initial_memory", "Initial WASM memory (in MiB)", 32), # Matches default values from before Emscripten 3.1.27. New defaults are too low for Godot. ("stack_size", "WASM stack size (in KiB)", 5120), ("default_pthread_stack_size", "WASM pthread default stack size (in KiB)", 2048), BoolVariable("use_assertions", "Use Emscripten runtime assertions", False), BoolVariable("use_ubsan", "Use Emscripten undefined behavior sanitizer (UBSAN)", False), BoolVariable("use_asan", "Use Emscripten address sanitizer (ASAN)", False), BoolVariable("use_lsan", "Use Emscripten leak sanitizer (LSAN)", False), BoolVariable("use_safe_heap", "Use Emscripten SAFE_HEAP sanitizer", False), # eval() can be a security concern, so it can be disabled. BoolVariable("javascript_eval", "Enable JavaScript eval interface", True), BoolVariable( "dlink_enabled", "Enable WebAssembly dynamic linking (GDExtension support). Produces bigger binaries", False ), BoolVariable("use_closure_compiler", "Use closure compiler to minimize JavaScript code", False), BoolVariable( "proxy_to_pthread", "Use Emscripten PROXY_TO_PTHREAD option to run the main application code to a separate thread", False, ), ] def get_doc_classes(): return [ "EditorExportPlatformWeb", ] def get_doc_path(): return "doc_classes" def get_flags(): return { "arch": "wasm32", "target": "template_debug", "builtin_pcre2_with_jit": False, "vulkan": False, # Embree is heavy and requires too much memory (GH-70621). "module_raycast_enabled": False, # Use -Os to prioritize optimizing for reduced file size. This is # particularly valuable for the web platform because it directly # decreases download time. # -Os reduces file size by around 5 MiB over -O3. -Oz only saves about # 100 KiB over -Os, which does not justify the negative impact on # run-time performance. # Note that this overrides the "auto" behavior for target/dev_build. "optimize": "size", } def configure(env: "SConsEnvironment"): # Validate arch. supported_arches = ["wasm32"] if env["arch"] not in supported_arches: print_error( 'Unsupported CPU architecture "%s" for Web. Supported architectures are: %s.' % (env["arch"], ", ".join(supported_arches)) ) sys.exit(255) try: env["initial_memory"] = int(env["initial_memory"]) except Exception: print_error("Initial memory must be a valid integer") sys.exit(255) ## Build type if env.debug_features: # Retain function names for backtraces at the cost of file size. env.Append(LINKFLAGS=["--profiling-funcs"]) else: env["use_assertions"] = True if env["use_assertions"]: env.Append(LINKFLAGS=["-sASSERTIONS=1"]) if env.editor_build and env["initial_memory"] < 64: print("Note: Forcing `initial_memory=64` as it is required for the web editor.") env["initial_memory"] = 64 env.Append(LINKFLAGS=["-sINITIAL_MEMORY=%sMB" % env["initial_memory"]]) ## Copy env variables. env["ENV"] = os.environ # LTO if env["lto"] == "auto": # Full LTO for production. env["lto"] = "full" if env["lto"] != "none": if env["lto"] == "thin": env.Append(CCFLAGS=["-flto=thin"]) env.Append(LINKFLAGS=["-flto=thin"]) else: env.Append(CCFLAGS=["-flto"]) env.Append(LINKFLAGS=["-flto"]) # Sanitizers if env["use_ubsan"]: env.Append(CCFLAGS=["-fsanitize=undefined"]) env.Append(LINKFLAGS=["-fsanitize=undefined"]) if env["use_asan"]: env.Append(CCFLAGS=["-fsanitize=address"]) env.Append(LINKFLAGS=["-fsanitize=address"]) if env["use_lsan"]: env.Append(CCFLAGS=["-fsanitize=leak"]) env.Append(LINKFLAGS=["-fsanitize=leak"]) if env["use_safe_heap"]: env.Append(LINKFLAGS=["-sSAFE_HEAP=1"]) # Closure compiler if env["use_closure_compiler"]: # For emscripten support code. env.Append(LINKFLAGS=["--closure", "1"]) # Register builder for our Engine files jscc = env.Builder(generator=run_closure_compiler, suffix=".cc.js", src_suffix=".js") env.Append(BUILDERS={"BuildJS": jscc}) # Add helper method for adding libraries, externs, pre-js. env["JS_LIBS"] = [] env["JS_PRE"] = [] env["JS_EXTERNS"] = [] env.AddMethod(add_js_libraries, "AddJSLibraries") env.AddMethod(add_js_pre, "AddJSPre") env.AddMethod(add_js_externs, "AddJSExterns") # Add method that joins/compiles our Engine files. env.AddMethod(create_engine_file, "CreateEngineFile") # Add method for getting the final zip path env.AddMethod(get_template_zip_path, "GetTemplateZipPath") # Add method for creating the final zip file env.AddMethod(create_template_zip, "CreateTemplateZip") # Closure compiler extern and support for ecmascript specs (const, let, etc). env["ENV"]["EMCC_CLOSURE_ARGS"] = "--language_in ECMASCRIPT_2021" env["CC"] = "emcc" env["CXX"] = "em++" env["AR"] = "emar" env["RANLIB"] = "emranlib" # Use TempFileMunge since some AR invocations are too long for cmd.exe. # Use POSIX-style paths, required with TempFileMunge. env["ARCOM_POSIX"] = env["ARCOM"].replace("$TARGET", "$TARGET.posix").replace("$SOURCES", "$SOURCES.posix") env["ARCOM"] = "${TEMPFILE('$ARCOM_POSIX','$ARCOMSTR')}" # All intermediate files are just object files. env["OBJPREFIX"] = "" env["OBJSUFFIX"] = ".o" env["PROGPREFIX"] = "" # Program() output consists of multiple files, so specify suffixes manually at builder. env["PROGSUFFIX"] = "" env["LIBPREFIX"] = "lib" env["LIBSUFFIX"] = ".a" env["LIBPREFIXES"] = ["$LIBPREFIX"] env["LIBSUFFIXES"] = ["$LIBSUFFIX"] # Get version info for checks below. cc_version = get_compiler_version(env) cc_semver = (cc_version["major"], cc_version["minor"], cc_version["patch"]) env.Prepend(CPPPATH=["#platform/web"]) env.Append(CPPDEFINES=["WEB_ENABLED", "UNIX_ENABLED"]) if env["opengl3"]: env.AppendUnique(CPPDEFINES=["GLES3_ENABLED"]) # This setting just makes WebGL 2 APIs available, it does NOT disable WebGL 1. env.Append(LINKFLAGS=["-sMAX_WEBGL_VERSION=2"]) # Allow use to take control of swapping WebGL buffers. env.Append(LINKFLAGS=["-sOFFSCREEN_FRAMEBUFFER=1"]) # Disables the use of *glGetProcAddress() which is inefficient. # See https://emscripten.org/docs/tools_reference/settings_reference.html#gl-enable-get-proc-address if cc_semver >= (3, 1, 51): env.Append(LINKFLAGS=["-sGL_ENABLE_GET_PROC_ADDRESS=0"]) if env["javascript_eval"]: env.Append(CPPDEFINES=["JAVASCRIPT_EVAL_ENABLED"]) stack_size_opt = "STACK_SIZE" if cc_semver >= (3, 1, 25) else "TOTAL_STACK" env.Append(LINKFLAGS=["-s%s=%sKB" % (stack_size_opt, env["stack_size"])]) if env["threads"]: # Thread support (via SharedArrayBuffer). env.Append(CPPDEFINES=["PTHREAD_NO_RENAME"]) env.Append(CCFLAGS=["-sUSE_PTHREADS=1"]) env.Append(LINKFLAGS=["-sUSE_PTHREADS=1"]) env.Append(LINKFLAGS=["-sDEFAULT_PTHREAD_STACK_SIZE=%sKB" % env["default_pthread_stack_size"]]) env.Append(LINKFLAGS=["-sPTHREAD_POOL_SIZE=8"]) env.Append(LINKFLAGS=["-sWASM_MEM_MAX=2048MB"]) if not env["dlink_enabled"]: # Workaround https://github.com/emscripten-core/emscripten/issues/21844#issuecomment-2116936414. # Not needed (and potentially dangerous) when dlink_enabled=yes, since we set EXPORT_ALL=1 in that case. env.Append(LINKFLAGS=["-sEXPORTED_FUNCTIONS=['__emscripten_thread_crashed','_main']"]) elif env["proxy_to_pthread"]: print_warning('"threads=no" support requires "proxy_to_pthread=no", disabling proxy to pthread.') env["proxy_to_pthread"] = False if env["lto"] != "none": # Workaround https://github.com/emscripten-core/emscripten/issues/19781. if cc_semver >= (3, 1, 42) and cc_semver < (3, 1, 46): env.Append(LINKFLAGS=["-Wl,-u,scalbnf"]) # Workaround https://github.com/emscripten-core/emscripten/issues/16836. if cc_semver >= (3, 1, 47): env.Append(LINKFLAGS=["-Wl,-u,_emscripten_run_callback_on_thread"]) if env["dlink_enabled"]: if env["proxy_to_pthread"]: print_warning("GDExtension support requires proxy_to_pthread=no, disabling proxy to pthread.") env["proxy_to_pthread"] = False if cc_semver < (3, 1, 14): print_error("GDExtension support requires emscripten >= 3.1.14, detected: %s.%s.%s" % cc_semver) sys.exit(255) env.Append(CCFLAGS=["-sSIDE_MODULE=2"]) env.Append(LINKFLAGS=["-sSIDE_MODULE=2"]) env.Append(CCFLAGS=["-fvisibility=hidden"]) env.Append(LINKFLAGS=["-fvisibility=hidden"]) env.extra_suffix = ".dlink" + env.extra_suffix # WASM_BIGINT is needed since emscripten ≥ 3.1.41 needs_wasm_bigint = cc_semver >= (3, 1, 41) # Run the main application in a web worker if env["proxy_to_pthread"]: env.Append(LINKFLAGS=["-sPROXY_TO_PTHREAD=1"]) env.Append(CPPDEFINES=["PROXY_TO_PTHREAD_ENABLED"]) env.Append(LINKFLAGS=["-sEXPORTED_RUNTIME_METHODS=['_emscripten_proxy_main']"]) # https://github.com/emscripten-core/emscripten/issues/18034#issuecomment-1277561925 env.Append(LINKFLAGS=["-sTEXTDECODER=0"]) # BigInt support to pass object pointers between contexts needs_wasm_bigint = True if needs_wasm_bigint: env.Append(LINKFLAGS=["-sWASM_BIGINT"]) # Reduce code size by generating less support code (e.g. skip NodeJS support). env.Append(LINKFLAGS=["-sENVIRONMENT=web,worker"]) # Wrap the JavaScript support code around a closure named Godot. env.Append(LINKFLAGS=["-sMODULARIZE=1", "-sEXPORT_NAME='Godot'"]) # Force long jump mode to 'wasm' env.Append(CCFLAGS=["-sSUPPORT_LONGJMP='wasm'"]) env.Append(LINKFLAGS=["-sSUPPORT_LONGJMP='wasm'"]) # Allow increasing memory buffer size during runtime. This is efficient # when using WebAssembly (in comparison to asm.js) and works well for # us since we don't know requirements at compile-time. env.Append(LINKFLAGS=["-sALLOW_MEMORY_GROWTH=1"]) # Do not call main immediately when the support code is ready. env.Append(LINKFLAGS=["-sINVOKE_RUN=0"]) # callMain for manual start, cwrap for the mono version. env.Append(LINKFLAGS=["-sEXPORTED_RUNTIME_METHODS=['callMain','cwrap']"]) # Add code that allow exiting runtime. env.Append(LINKFLAGS=["-sEXIT_RUNTIME=1"]) # This workaround creates a closure that prevents the garbage collector from freeing the WebGL context. # We also only use WebGL2, and changing context version is not widely supported anyway. env.Append(LINKFLAGS=["-sGL_WORKAROUND_SAFARI_GETCONTEXT_BUG=0"])