7638a6c981
Custom Visual Studio project generation logic that supports any platform that has a msvs.py script, so Visual Studio can be used to run scons for any platform, with the right defines per target. Invoked with `scons vsproj=yes` To generate build configuration files for all platforms+targets+arch combinations, users should call ``` scons vsproj=yes platform=XXX target=YYY [other build flags] ``` for each combination of platform+target[+arch]. This will generate the relevant vs project files but skip the build process, so that project files can be quickly generated without waiting for a command line build. This lets project files be quickly generated even if there are build errors. All possible combinations of platform+target are created in the solution file by default, but they won't do anything until each one is set up with a scons vsproj=yes command for the respective platform in the appropriate command line. This lets users only generate the combinations they need, and VS won't have to parse settings for other combos. Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included. Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch will have a build configuration generated, because we only know what the right defines/includes/flags/etc are on the active build target currently being processed by scons. Platforms that don't support an editor target will have a dummy editor target that won't do anything on build, but will have the files and configuration for the windows editor target. To generate AND build from the command line, run ``` scons vsproj=yes vsproj_gen_only=no ```
143 lines
4.6 KiB
Python
143 lines
4.6 KiB
Python
#!/usr/bin/env python
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Import("env")
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import os
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from pathlib import Path
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from platform_methods import run_in_subprocess
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import platform_windows_builders
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sources = []
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common_win = [
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"godot_windows.cpp",
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"crash_handler_windows.cpp",
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"os_windows.cpp",
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"display_server_windows.cpp",
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"key_mapping_windows.cpp",
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"joypad_windows.cpp",
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"tts_windows.cpp",
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"windows_terminal_logger.cpp",
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"vulkan_context_win.cpp",
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"gl_manager_windows_native.cpp",
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"gl_manager_windows_angle.cpp",
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"wgl_detect_version.cpp",
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]
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common_win_wrap = [
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"console_wrapper_windows.cpp",
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]
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def arrange_program_clean(prog):
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"""
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Given an SCons program, arrange for output files SCons doesn't know about
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to be cleaned when SCons is called with --clean
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"""
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extensions_to_clean = [".ilk", ".exp", ".pdb", ".lib"]
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for program in prog:
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executable_stem = Path(program.name).stem
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extra_files_to_clean = [f"#bin/{executable_stem}{extension}" for extension in extensions_to_clean]
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Clean(prog, extra_files_to_clean)
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res_file = "godot_res.rc"
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res_target = "godot_res" + env["OBJSUFFIX"]
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res_obj = env.RES(res_target, res_file)
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env.add_source_files(sources, common_win)
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sources += res_obj
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prog = env.add_program("#bin/godot", sources, PROGSUFFIX=env["PROGSUFFIX"])
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arrange_program_clean(prog)
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# Build console wrapper app.
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if env["windows_subsystem"] == "gui":
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env_wrap = env.Clone()
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res_wrap_file = "godot_res_wrap.rc"
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res_wrap_target = "godot_res_wrap" + env["OBJSUFFIX"]
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res_wrap_obj = env_wrap.RES(res_wrap_target, res_wrap_file)
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if env.msvc:
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env_wrap.Append(LINKFLAGS=["/SUBSYSTEM:CONSOLE"])
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env_wrap.Append(LINKFLAGS=["version.lib"])
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else:
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env_wrap.Append(LINKFLAGS=["-Wl,--subsystem,console"])
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env_wrap.Append(LIBS=["version"])
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prog_wrap = env_wrap.add_program("#bin/godot", common_win_wrap + res_wrap_obj, PROGSUFFIX=env["PROGSUFFIX_WRAP"])
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arrange_program_clean(prog_wrap)
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env_wrap.Depends(prog_wrap, prog)
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sources += common_win_wrap + res_wrap_obj
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# Microsoft Visual Studio Project Generation
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if env["vsproj"]:
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env.vs_srcs += ["platform/windows/" + res_file]
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env.vs_srcs += ["platform/windows/godot.natvis"]
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for x in common_win:
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env.vs_srcs += ["platform/windows/" + str(x)]
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if env["windows_subsystem"] == "gui":
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for x in common_win_wrap:
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env.vs_srcs += ["platform/windows/" + str(x)]
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if env["d3d12"]:
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dxc_target_aliases = {
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"x86_32": "x86",
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"x86_64": "x64",
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"arm32": "arm",
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"arm64": "arm64",
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}
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dxc_arch_subdir = dxc_target_aliases[env["arch"]]
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agility_target_aliases = {
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"x86_32": "win32",
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"x86_64": "x64",
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"arm32": "arm",
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"arm64": "arm64",
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}
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agility_arch_subdir = agility_target_aliases[env["arch"]]
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# Used in cases where we can have multiple archs side-by-side.
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arch_bin_dir = "#bin/" + env["arch"]
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# DXC
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if env["dxc_path"] != "" and os.path.exists(env["dxc_path"]):
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dxc_dll = "dxil.dll"
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# Whether this one is loaded from arch-specific directory or not can be determined at runtime.
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# Let's copy to both and let the user decide the distribution model.
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for v in ["#bin", arch_bin_dir]:
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env.Command(
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v + "/" + dxc_dll,
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env["dxc_path"] + "/bin/" + dxc_arch_subdir + "/" + dxc_dll,
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Copy("$TARGET", "$SOURCE"),
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)
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# Agility SDK
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if env["agility_sdk_path"] != "" and os.path.exists(env["agility_sdk_path"]):
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agility_dlls = ["D3D12Core.dll", "d3d12SDKLayers.dll"]
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# Whether these are loaded from arch-specific directory or not has to be known at build time.
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target_dir = arch_bin_dir if env["agility_sdk_multiarch"] else "#bin"
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for dll in agility_dlls:
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env.Command(
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target_dir + "/" + dll,
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env["agility_sdk_path"] + "/build/native/bin/" + agility_arch_subdir + "/" + dll,
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Copy("$TARGET", "$SOURCE"),
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)
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# PIX
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if env["use_pix"]:
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pix_dll = "WinPixEventRuntime.dll"
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env.Command(
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"#bin/" + pix_dll,
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env["pix_path"] + "/bin/" + dxc_arch_subdir + "/" + pix_dll,
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Copy("$TARGET", "$SOURCE"),
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)
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if not os.getenv("VCINSTALLDIR"):
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if env["debug_symbols"] and env["separate_debug_symbols"]:
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env.AddPostAction(prog, run_in_subprocess(platform_windows_builders.make_debug_mingw))
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if env["windows_subsystem"] == "gui":
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env.AddPostAction(prog_wrap, run_in_subprocess(platform_windows_builders.make_debug_mingw))
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env.platform_sources += sources
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