269b115d9c
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.
(cherry picked from commit
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.. | ||
api | ||
doc_classes | ||
export | ||
README.md | ||
SCsub | ||
app_delegate.h | ||
app_delegate.mm | ||
detect.py | ||
device_metrics.h | ||
device_metrics.m | ||
display_layer.h | ||
display_layer.mm | ||
display_server_ios.h | ||
display_server_ios.mm | ||
godot_app_delegate.h | ||
godot_app_delegate.m | ||
godot_ios.mm | ||
godot_view.h | ||
godot_view.mm | ||
godot_view_renderer.h | ||
godot_view_renderer.mm | ||
ios.h | ||
ios.mm | ||
joypad_ios.h | ||
joypad_ios.mm | ||
key_mapping_ios.h | ||
key_mapping_ios.mm | ||
keyboard_input_view.h | ||
keyboard_input_view.mm | ||
main.m | ||
os_ios.h | ||
os_ios.mm | ||
platform_config.h | ||
tts_ios.h | ||
tts_ios.mm | ||
view_controller.h | ||
view_controller.mm | ||
vulkan_context_ios.h | ||
vulkan_context_ios.mm |
README.md
iOS platform port
This folder contains the C++, Objective-C and Objective-C++ code for the iOS platform port.
See also misc/dist/ios_xcode
folder for the Xcode
project template used for packaging the iOS export templates.
Documentation
- Compiling for iOS
- Instructions on building this platform port from source.
- Exporting for iOS
- Instructions on using the compiled export templates to export a project.