Updating commenting to be consistent

This commit is contained in:
Samuel Nicholas
2025-03-02 12:04:30 +10:30
parent 05f5d73876
commit 671e309cfa
11 changed files with 150 additions and 77 deletions

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@@ -9,7 +9,9 @@ To enable use of the emscripten emsdk hack for pseudo shared library support
without polluting options for consumers we need to use the
CMAKE_PROJECT_<PROJECT-NAME>_INCLUDE which was introduced in version 3.17
Scons Compatibility
For more information check cmake/emsdkHack.cmake
SCons Compatibility
-------------------
There is an understandable conflict between build systems as they define
@@ -18,6 +20,9 @@ compromises need to be made to resolve those differences.
As we are attempting to maintain feature parity, and ease of maintenance, these
CMake scripts are built to resemble the SCons build system wherever possible.
Where they are not, we will attempt to document common difference in
doc/cmake.rst and platform specific differences in their respective
cmake/<platform>.cmake file.
The file structure and file content are made to match, if not in content then
in spirit. The closer the two build systems look the easier they will be to
@@ -26,8 +31,7 @@ maintain.
Where the SCons additional scripts in the tools directory, The CMake scripts
are in the cmake directory.
For example, the tools/godotcpp.py is sourced into SCons, and the 'options'
function is run.
For example; the tools/godotcpp.py is matched by the cmake/godotcpp.cmake file
.. highlight:: python
@@ -58,7 +62,7 @@ if(GODOTCPP_ENABLE_TESTING)
add_subdirectory(test)
endif()
# If this is the top level CMakeLists.txt, Generators which honor the
# USE_FOLDERS flag will organize godot-cpp targets under the subfolder
# 'godot-cpp'. This is enable by default from CMake version 3.26
#[[ If this is the top level CMakeLists.txt, Generators which honor the
USE_FOLDERS flag will organize godot-cpp targets under a subfolder named
'godot-cpp'. This is enable by default from CMake version 3.26 ]]
set_property(GLOBAL PROPERTY USE_FOLDERS ON)

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@@ -25,10 +25,23 @@ Android platforms.
There is further information and examples in the doc/cmake.rst file.
]=======================================================================]
#[============================[ Android Options ]============================]
function(android_options)
# Android Options
#[[ Options from SCons
The options below are managed by CMake toolchain files, doc.cmake.rst has
more information
android_api_level : Target Android API level.
Default = 21
ANDROID_HOME : Path to your Android SDK installation.
Default = os.environ.get("ANDROID_HOME", os.environ.get("ANDROID_SDK_ROOT")
]]
endfunction()
#[===========================[ Target Generation ]===========================]
function(android_generate)
target_compile_definitions(${TARGET_NAME} PUBLIC ANDROID_ENABLED UNIX_ENABLED)

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@@ -7,6 +7,16 @@ configuration. It includes flags like optimization levels, warnings, and
features. For target platform specific flags look to each of the
``cmake/<platform>.cmake`` files.
The default compile and link options CMake adds can be found in the
platform modules_. When a project is created it initializes its variables from
the ``CMAKE_*`` values. The cleanest way I have found to alter these defaults
is the use of the ``CMAKE_PROJECT_<PROJECT-NAME>_INCLUDE`` as demonstrated by
the emsdkHack.cmake to overcome the limitation on shared library creation.
So far the emsdkHack is the only modification to the defaults we have made.
.. _modules: https://github.com/Kitware/CMake/blob/master/Modules/Platform/
]=======================================================================]
#[[ Compiler Configuration, not to be confused with build targets ]]
@@ -25,6 +35,7 @@ set(GNU_GT_V11 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,11>")
set(GNU_LT_V11 "$<VERSION_LESS:$<CXX_COMPILER_VERSION>,11>")
set(GNU_GE_V12 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,12>")
#[===========================[ compiler_detection ]===========================]
#[[ Check for clang-cl with MSVC frontend
The compiler is tested and set when the project command is called.
The variable CXX_COMPILER_FRONTEND_VARIANT was introduced in 3.14
@@ -44,6 +55,9 @@ function(compiler_detection)
endif()
endfunction()
#[=========================[ common_compiler_flags ]=========================]
#[[ This function assumes it is being called from within one of the platform
generate functions, with all the variables from lower scopes defined. ]]
function(common_compiler_flags)
# gersemi: off
# These compiler options reflect what is in godot/SConstruct.

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@@ -31,7 +31,7 @@ if(EMSCRIPTEN)
set(CMAKE_STRIP FALSE) # used by default in pybind11 on .so modules
# The Emscripten toolchain sets the default value for EMSCRIPTEN_SYSTEM_PROCESSOR to x86
# and CMAKE_SYSTEM_PROCESSOR to this value. I don't want that.
# and copies that to CMAKE_SYSTEM_PROCESSOR. We don't want that.
set(CMAKE_SYSTEM_PROCESSOR "wasm32")
# the above prevents the need for logic like:
#if( ${CMAKE_SYSTEM_NAME} STREQUAL Emscripten )

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@@ -11,18 +11,12 @@ This if statement simply silences that warning.
if(CMAKE_C_COMPILER)
endif()
#[=======================================================================[.rst:
Include Platform Files
----------------------
Because these files are included into the top level CMakelists.txt before the
#[[ Include Platform Files
Because these files are included into the top level CMakeLists.txt before the
project directive, it means that
* ``CMAKE_CURRENT_SOURCE_DIR`` is the location of godot-cpp's CMakeLists.txt
* ``CMAKE_SOURCE_DIR`` is the location where any prior ``project(...)``
directive was
]=======================================================================]
CMAKE_CURRENT_SOURCE_DIR is the location of godot-cpp's CMakeLists.txt
CMAKE_SOURCE_DIR is the location where any prior project() directive was ]]
include(${CMAKE_CURRENT_SOURCE_DIR}/cmake/GodotCPPModule.cmake)
include(${CMAKE_CURRENT_SOURCE_DIR}/cmake/common_compiler_flags.cmake)
include(${CMAKE_CURRENT_SOURCE_DIR}/cmake/android.cmake)
@@ -59,7 +53,8 @@ set(ARCH_LIST
wasm32
)
# Function to map processors to known architectures
#[=============================[ godot_arch_name ]=============================]
#[[ Function to map CMAKE_SYSTEM_PROCESSOR names to godot arch equivalents ]]
function(godot_arch_name OUTVAR)
# Special case for macos universal builds that target both x86_64 and arm64
if(DEFINED CMAKE_OSX_ARCHITECTURES)
@@ -109,7 +104,7 @@ endfunction()
function(godotcpp_options)
#NOTE: platform is managed using toolchain files.
#NOTE: arch is managed by using toolchain files.
# Except for macos universal, which can be set by GODOTCPP_MACOS_UNIVERSAL=YES
# To create a universal build for macos, set CMAKE_OSX_ARCHITECTURES
# Input from user for GDExtension interface header and the API JSON file
set(GODOTCPP_GDEXTENSION_DIR
@@ -183,7 +178,7 @@ function(godotcpp_options)
windows_options()
endfunction()
# Function to configure and generate the targets
#[===========================[ Target Generation ]===========================]
function(godotcpp_generate)
#[[ Multi-Threaded MSVC Compilation
When using the MSVC compiler the build command -j <n> only specifies

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@@ -1,15 +1,34 @@
#[=======================================================================[.rst:
Ios
iOS
---
This file contains functions for options and configuration for targeting the
Ios platform
iOS platform
]=======================================================================]
#[==============================[ iOS Options ]==============================]
function(ios_options)
# iOS options
#[[ Options from SCons
TODO ios_simulator: Target iOS Simulator
Default: False
TODO ios_min_version: Target minimum iphoneos/iphonesimulator version
Default: 12.0
TODO IOS_TOOLCHAIN_PATH: Path to iOS toolchain
Default: "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain",
TODO IOS_SDK_PATH: Path to the iOS SDK
Default: ''
TODO ios_triple: Triple for ios toolchain
Default: if has_ios_osxcross(): 'ios_triple' else ''
]]
endfunction()
#[===========================[ Target Generation ]===========================]
function(ios_generate)
target_compile_definitions(${TARGET_NAME} PUBLIC IOS_ENABLED UNIX_ENABLED)

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@@ -6,10 +6,17 @@ This file contains functions for options and configuration for targeting the
Linux platform
]=======================================================================]
#[=============================[ Linux Options ]=============================]
function(linux_options)
# Linux Options
#[[ Options from SCons
use_llvm : Use the LLVM compiler
Not implemented as compiler selection is managed by CMake. Look to
doc/cmake.rst for examples.
]]
endfunction()
#[===========================[ Target Generation ]===========================]
function(linux_generate)
target_compile_definitions(${TARGET_NAME} PUBLIC LINUX_ENABLED UNIX_ENABLED)

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@@ -5,9 +5,12 @@ MacOS
This file contains functions for options and configuration for targeting the
MacOS platform
# To build universal binaries, ie targeting both x86_64 and arm64, use
# the CMAKE_OSX_ARCHITECTURES variable prior to any project calls.
# https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_ARCHITECTURES.html
Universal Builds
----------------
To build universal binaries, ie targeting both x86_64 and arm64, use
the CMAKE_OSX_ARCHITECTURES variable prior to any project calls.
https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_ARCHITECTURES.html
]=======================================================================]
@@ -24,9 +27,21 @@ if(APPLE)
)
endif(APPLE)
#[=============================[ MacOS Options ]=============================]
function(macos_options)
#[[ Options from SCons
TODO macos_deployment_target: macOS deployment target
Default: 'default'
TODO macos_sdk_path: macOS SDK path
Default: ''
TODO osxcross_sdk: OSXCross SDK version
Default: if has_osxcross(): "darwin16" else None
]]
endfunction()
#[===========================[ Target Generation ]===========================]
function(macos_generate)
target_compile_definitions(${TARGET_NAME} PUBLIC MACOS_ENABLED UNIX_ENABLED)

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@@ -10,17 +10,13 @@ Web platform
# Emscripten requires this hack for use of the SHARED option
set(CMAKE_PROJECT_godot-cpp_INCLUDE cmake/emsdkHack.cmake)
#[==============================[ Web Options ]==============================]
function(web_options)
# web options
endfunction()
#[===========================[ Target Generation ]===========================]
function(web_generate)
target_compile_definitions(
${TARGET_NAME}
PUBLIC #
WEB_ENABLED
UNIX_ENABLED
)
target_compile_definitions(${TARGET_NAME} PUBLIC WEB_ENABLED UNIX_ENABLED)
target_compile_options(
${TARGET_NAME}

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@@ -53,7 +53,21 @@ documentation.
.. _issues: https://github.com/godotengine/godot-cpp/issues/1699
]=======================================================================]
#[============================[ Windows Options ]============================]
function(windows_options)
#[[ Options from SCons
TODO silence_msvc: Silence MSVC's cl/link stdout bloat, redirecting errors to stderr
Default: True
These three options will not implemented as compiler selection is managed
by CMake toolchain files. Look to doc/cmake.rst for examples.
use_mingw: Use the MinGW compiler instead of MSVC - only effective on Windows
use_llvm: Use the LLVM compiler (MVSC or MinGW depending on the use_mingw flag
mingw_prefix: MinGW prefix
]]
option(GODOTCPP_USE_STATIC_CPP "Link MinGW/MSVC C++ runtime libraries statically" ON)
option(GODOTCPP_DEBUG_CRT "Compile with MSVC's debug CRT (/MDd)" OFF)

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@@ -24,6 +24,22 @@ Configuration examples are listed at the bottom of the page.
.. _godot-cpp-template: https://github.com/godotengine/godot-cpp-template
Debug vs template_debug
-----------------------
Something I've seen come up many times is the conflation of a compilation of c++
source code with debug symbols enabled, and compiling a Godot extension with
debug features enabled. The two concepts are not mutually inclusive.
- debug_features
Enables a pre-processor definition to selectively compile code to help
users of a Godot extension with their own project.
- Debug
Sets compiler flags so that debug symbols are generated to help godot
extension developers debug their extension.
SCons Deviations
----------------
@@ -312,22 +328,9 @@ Toolchains
This section attempts to list the host and target combinations that have been
at tested.
Info on cross compiling triplets indicates that the naming is a little more
freeform that expected, and tailored to its use case. Triplets tend to have the
format ``<arch>[sub][-vendor][-OS][-env]``
* `osdev.org <https://wiki.osdev.org/Target_Triplet>`_
* `stack overflow <https://stackoverflow.com/questions/13819857/does-a-list-of-all-known-target-triplets-in-use-exist>`_
* `LLVM <https://llvm.org/doxygen/classllvm_1_1Triple.html>`_
* `clang target triple <https://clang.llvm.org/docs/CrossCompilation.html#target-triple>`_
* `vcpkg <https://learn.microsoft.com/en-us/vcpkg/concepts/triplets>`_
* `wasm32-unknown-emscripten <https://blog.therocode.net/2020/10/a-guide-to-rust-sdl2-emscripten>`_
Linux Host
~~~~~~~~~~
:Target: x86_64-linux
Macos Host
~~~~~~~~~~
@@ -335,43 +338,36 @@ Macos Host
:OS Name: Sequoia 15.0.1
:Processor: Apple M2
* AppleClang
Windows Host
~~~~~~~~~~~~
:OS Name: Microsoft Windows 11 Home, 10.0.22631 N/A Build 22631
:OS Name: Windows 11
:Processor: AMD Ryzen 7 6800HS Creator Edition
`Microsoft Visual Studio 17 2022 <https://visualstudio.microsoft.com/vs/>`_
:Target: x86_64-w64
`LLVM <https://llvm.org/>`_
:Target: x86_64-pc-windows-msvc
* `Microsoft Visual Studio 17 2022 <https://visualstudio.microsoft.com/vs/>`_
* `LLVM <https://llvm.org/>`_
* `LLVM-MinGW <https://github.com/mstorsjo/llvm-mingw/releases>`_
`AndroidSDK <https://developer.android.com/studio/#command-tools>`_
armv7-none-linux-androideabi16
* aarch64-w64-mingw32
* armv7-w64-mingw32
* i686-w64-mingw32
* x86_64-w64-mingw32
`Emscripten <https://emscripten.org/>`_
:Compiler: Emscripten
:Target: wasm32-unknown-emscripten
* `AndroidSDK <https://developer.android.com/studio/#command-tools>`_
* `Emscripten <https://emscripten.org/>`_
* `MinGW-W64-builds <https://github.com/niXman/mingw-builds-binaries/releases>`_
* `Jetbrains-CLion <https://www.jetbrains.com/clion/>`_
`MinGW-w64 <https://www.mingw-w64.org/>`_ based toolchains
Jetbrains builtin compiler is just the MingW64 above.
`MSYS2 <https://www.msys2.org/>`_
Necessary reading about MSYS2 `environments <https://www.msys2.org/docs/environments/>`_
* `MSYS2 <https://www.msys2.org/>`_
Necessary reading about MSYS2 `environments <https://www.msys2.org/docs/environments/>`_
ucrt64
:Compiler: gcc version 14.2.0 (Rev1, Built by MSYS2 project)
:Target: x86_64-w64-mingw32
clang64
:Compiler: clang version 18.1.8
:Target: x86_64-w64-windows-gnu
`LLVM-MinGW <https://github.com/mstorsjo/llvm-mingw/releases>`_
`MinGW-W64-builds <https://github.com/niXman/mingw-builds-binaries/releases>`_
:Compiler: gcc
:Target: x86_64-w64-mingw32-ucrt
`Jetbrains-CLion <https://www.jetbrains.com/clion/>`_
:Target: x86_64-w64-mingw32-msvcrt
* ucrt64
* clang64
* mingw32
* mingw64
* clangarm64