Godot supports many different compilers and for production releases we
have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers
all do slightly different things with -ffast-math and it is causing
issues now. See #24841, #24540, #10758, #10070. And probably other
complaints about physics differences between release and release_debug
builds.
I've done some performance comparisons on Linux x86_64. All tests are
ran 20 times.
Bunnymark: (higher is better)
(bunnies) min max stdev average
fast-math 7332 7597 71 7432
this pr 7379 7779 108 7621 (102%)
FPBench (gdscript port http://fpbench.org/) (lower is better)
(ms)
fast-math 15441 16127 192 15764
this pr 15671 16855 326 16001 (99%)
Float_add (adding floats in a tight loop) (lower is better)
(sec)
fast-math 5.49 5.78 0.07 5.65
this pr 5.65 5.90 0.06 5.76 (98%)
Float_div (dividing floats in a tight loop) (lower is better)
(sec)
fast-math 11.70 12.36 0.18 11.99
this pr 11.92 12.32 0.12 12.12 (99%)
Float_mul (multiplying floats in a tight loop) (lower is better)
(sec)
fast-math 11.72 12.17 0.12 11.93
this pr 12.01 12.62 0.17 12.26 (97%)
I have also looked at FPS numbers for tps-demo, 3d platformer, 2d
platformer, and sponza and could not find any measurable difference.
I believe that given the issues and oft-reported (physics) glitches on
release builds I believe that the couple of percent of tight-loop
floating point performance regression is well worth it.
This fixes #24540 and fixes #24841
(cherry picked from commit e5b335d367
)
75 lines
1.7 KiB
Python
75 lines
1.7 KiB
Python
import os
|
|
import sys
|
|
|
|
|
|
def is_active():
|
|
return True
|
|
|
|
|
|
def get_name():
|
|
return "Haiku"
|
|
|
|
|
|
def can_build():
|
|
|
|
if (os.name != "posix" or sys.platform == "darwin"):
|
|
return False
|
|
|
|
return True
|
|
|
|
|
|
def get_opts():
|
|
from SCons.Variables import EnumVariable
|
|
|
|
return [
|
|
EnumVariable('debug_symbols', 'Add debug symbols to release version', 'yes', ('yes', 'no', 'full')),
|
|
]
|
|
|
|
|
|
def get_flags():
|
|
|
|
return [
|
|
]
|
|
|
|
|
|
def configure(env):
|
|
|
|
## Build type
|
|
|
|
if (env["target"] == "release"):
|
|
env.Prepend(CCFLAGS=['-O3'])
|
|
if (env["debug_symbols"] == "yes"):
|
|
env.Prepend(CCFLAGS=['-g1'])
|
|
if (env["debug_symbols"] == "full"):
|
|
env.Prepend(CCFLAGS=['-g2'])
|
|
|
|
elif (env["target"] == "release_debug"):
|
|
env.Prepend(CCFLAGS=['-O2', '-DDEBUG_ENABLED'])
|
|
if (env["debug_symbols"] == "yes"):
|
|
env.Prepend(CCFLAGS=['-g1'])
|
|
if (env["debug_symbols"] == "full"):
|
|
env.Prepend(CCFLAGS=['-g2'])
|
|
|
|
elif (env["target"] == "debug"):
|
|
env.Prepend(CCFLAGS=['-g3', '-DDEBUG_ENABLED', '-DDEBUG_MEMORY_ENABLED'])
|
|
|
|
## Architecture
|
|
|
|
is64 = sys.maxsize > 2**32
|
|
if (env["bits"] == "default"):
|
|
env["bits"] = "64" if is64 else "32"
|
|
|
|
## Compiler configuration
|
|
|
|
env["CC"] = "gcc-x86"
|
|
env["CXX"] = "g++-x86"
|
|
|
|
## Flags
|
|
|
|
env.Append(CPPPATH=['#platform/haiku'])
|
|
env.Append(CPPFLAGS=['-DUNIX_ENABLED', '-DOPENGL_ENABLED', '-DGLES_ENABLED', '-DGLES_OVER_GL'])
|
|
env.Append(CPPFLAGS=['-DMEDIA_KIT_ENABLED'])
|
|
# env.Append(CCFLAGS=['-DFREETYPE_ENABLED'])
|
|
env.Append(CPPFLAGS=['-DPTHREAD_NO_RENAME']) # TODO: enable when we have pthread_setname_np
|
|
env.Append(LIBS=['be', 'game', 'media', 'network', 'bnetapi', 'z', 'GL'])
|