[SCons] Split targets.py, apply flags from tools

Split `targets` tool logic, moving all the compiler-specific flags to a
new `common_compiler_flags.py` file, and everything else (CPPDEFINES,
optimize option logic, dev build logic, etc) to the `godotcpp` tool.

The default tools now apply the common compiler flags by importing the
file and explicitly calling `configure`.

(cherry picked from commit 16df4bff30)
This commit is contained in:
Fabio Alessandrelli
2024-02-14 15:32:27 +01:00
committed by David Snopek
parent 1b8cfaab71
commit 1517a24f72
9 changed files with 177 additions and 177 deletions

View File

@@ -1,9 +1,12 @@
import os, sys, platform
from SCons.Variables import EnumVariable, PathVariable, BoolVariable
from SCons.Variables.BoolVariable import _text2bool
from SCons.Tool import Tool
from SCons.Builder import Builder
from SCons.Errors import UserError
from SCons.Script import ARGUMENTS
from binding_generator import scons_generate_bindings, scons_emit_files
@@ -14,6 +17,17 @@ def add_sources(sources, dir, extension):
sources.append(dir + "/" + f)
def get_cmdline_bool(option, default):
"""We use `ARGUMENTS.get()` to check if options were manually overridden on the command line,
and SCons' _text2bool helper to convert them to booleans, otherwise they're handled as strings.
"""
cmdline_val = ARGUMENTS.get(option)
if cmdline_val is not None:
return _text2bool(cmdline_val)
else:
return default
def normalize_path(val, env):
return val if os.path.isabs(val) else os.path.join(env.Dir("#").abspath, val)
@@ -230,16 +244,23 @@ def options(opts, env):
)
)
opts.Add(
EnumVariable(
"optimize",
"The desired optimization flags",
"speed_trace",
("none", "custom", "debug", "speed", "speed_trace", "size"),
)
)
opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", True))
opts.Add(BoolVariable("dev_build", "Developer build with dev-only debugging code (DEV_ENABLED)", False))
# Add platform options (custom tools can override platforms)
for pl in sorted(set(platforms + custom_platforms)):
tool = Tool(pl, toolpath=get_platform_tools_paths(env))
if hasattr(tool, "options"):
tool.options(opts)
# Targets flags tool (optimizations, debug symbols)
target_tool = Tool("targets", toolpath=["tools"])
target_tool.options(opts)
def generate(env):
# Default num_jobs to local cpu count if not user specified.
@@ -286,10 +307,21 @@ def generate(env):
print("Building for architecture " + env["arch"] + " on platform " + env["platform"])
if env.get("use_hot_reload") is None:
env["use_hot_reload"] = env["target"] != "template_release"
if env["use_hot_reload"]:
env.Append(CPPDEFINES=["HOT_RELOAD_ENABLED"])
# These defaults may be needed by platform tools
env.use_hot_reload = env.get("use_hot_reload", env["target"] != "template_release")
env.editor_build = env["target"] == "editor"
env.dev_build = env["dev_build"]
env.debug_features = env["target"] in ["editor", "template_debug"]
if env.dev_build:
opt_level = "none"
elif env.debug_features:
opt_level = "speed_trace"
else: # Release
opt_level = "speed"
env["optimize"] = ARGUMENTS.get("optimize", opt_level)
env["debug_symbols"] = get_cmdline_bool("debug_symbols", env.dev_build)
tool = Tool(env["platform"], toolpath=get_platform_tools_paths(env))
@@ -297,32 +329,34 @@ def generate(env):
raise ValueError("Required toolchain not found for platform " + env["platform"])
tool.generate(env)
target_tool = Tool("targets", toolpath=["tools"])
target_tool.generate(env)
# Disable exception handling. Godot doesn't use exceptions anywhere, and this
# saves around 20% of binary size and very significant build time.
if env["disable_exceptions"]:
if env.get("is_msvc", False):
env.Append(CPPDEFINES=[("_HAS_EXCEPTIONS", 0)])
else:
env.Append(CXXFLAGS=["-fno-exceptions"])
elif env.get("is_msvc", False):
env.Append(CXXFLAGS=["/EHsc"])
if env.use_hot_reload:
env.Append(CPPDEFINES=["HOT_RELOAD_ENABLED"])
if not env.get("is_msvc", False):
if env["symbols_visibility"] == "visible":
env.Append(CCFLAGS=["-fvisibility=default"])
env.Append(LINKFLAGS=["-fvisibility=default"])
elif env["symbols_visibility"] == "hidden":
env.Append(CCFLAGS=["-fvisibility=hidden"])
env.Append(LINKFLAGS=["-fvisibility=hidden"])
if env.editor_build:
env.Append(CPPDEFINES=["TOOLS_ENABLED"])
# Require C++17
if env.get("is_msvc", False):
env.Append(CXXFLAGS=["/std:c++17"])
# Configuration of build targets:
# - Editor or template
# - Debug features (DEBUG_ENABLED code)
# - Dev only code (DEV_ENABLED code)
# - Optimization level
# - Debug symbols for crash traces / debuggers
# Keep this configuration in sync with SConstruct in upstream Godot.
if env.debug_features:
# DEBUG_ENABLED enables debugging *features* and debug-only code, which is intended
# to give *users* extra debugging information for their game development.
env.Append(CPPDEFINES=["DEBUG_ENABLED"])
# In upstream Godot this is added in typedefs.h when DEBUG_ENABLED is set.
env.Append(CPPDEFINES=["DEBUG_METHODS_ENABLED"])
if env.dev_build:
# DEV_ENABLED enables *engine developer* code which should only be compiled for those
# working on the engine itself.
env.Append(CPPDEFINES=["DEV_ENABLED"])
else:
env.Append(CXXFLAGS=["-std=c++17"])
# Disable assert() for production targets (only used in thirdparty code).
env.Append(CPPDEFINES=["NDEBUG"])
if env["precision"] == "double":
env.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"])