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SCons: Sync targets.py fully with upstream Godot #1204

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Aug 16, 2023
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70 changes: 61 additions & 9 deletions tools/targets.py
Original file line number Diff line number Diff line change
@@ -1,10 +1,14 @@
import os
import subprocess
import sys
from SCons.Script import ARGUMENTS
from SCons.Variables import *
from SCons.Variables.BoolVariable import _text2bool


# Helper methods


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.
Expand All @@ -16,6 +20,24 @@ def get_cmdline_bool(option, default):
return default


def using_clang(env):
return "clang" in os.path.basename(env["CC"])


def is_vanilla_clang(env):
if not using_clang(env):
return False
try:
version = subprocess.check_output([env.subst(env["CXX"]), "--version"]).strip().decode("utf-8")
except (subprocess.CalledProcessError, OSError):
print("Couldn't parse CXX environment variable to infer compiler version.")
return False
return not version.startswith("Apple")


# Main tool definition


def options(opts):
opts.Add(
EnumVariable(
Expand All @@ -34,19 +56,21 @@ def exists(env):


def generate(env):
env.dev_build = env["dev_build"]
env.debug_features = env["target"] in ["editor", "template_debug"]
env.editor_build = env["target"] == "editor"
# 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

if env.editor_build:
env.AppendUnique(CPPDEFINES=["TOOLS_ENABLED"])
# Keep this configuration in sync with SConstruct in upstream Godot.

if env.debug_features:
env.AppendUnique(CPPDEFINES=["DEBUG_ENABLED", "DEBUG_METHODS_ENABLED"])
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"
env.AppendUnique(CPPDEFINES=["DEV_ENABLED"])
elif env.debug_features:
opt_level = "speed_trace"
else: # Release
Expand All @@ -55,6 +79,26 @@ def generate(env):
env["optimize"] = ARGUMENTS.get("optimize", opt_level)
env["debug_symbols"] = get_cmdline_bool("debug_symbols", env.dev_build)

if env.editor_build:
env.Append(CPPDEFINES=["TOOLS_ENABLED"])

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:
# Disable assert() for production targets (only used in thirdparty code).
env.Append(CPPDEFINES=["NDEBUG"])

# Set optimize and debug_symbols flags.
# "custom" means do nothing and let users set their own optimization flags.
if env.get("is_msvc", False):
if env["debug_symbols"]:
env.Append(CCFLAGS=["/Zi", "/FS"])
Expand All @@ -71,13 +115,21 @@ def generate(env):
env.Append(LINKFLAGS=["/OPT:REF"])
elif env["optimize"] == "debug" or env["optimize"] == "none":
env.Append(CCFLAGS=["/Od"])

else:
if env["debug_symbols"]:
# Adding dwarf-4 explicitly makes stacktraces work with clang builds,
# otherwise addr2line doesn't understand them.
env.Append(CCFLAGS=["-gdwarf-4"])
if env.dev_build:
env.Append(CCFLAGS=["-g3"])
else:
env.Append(CCFLAGS=["-g2"])
else:
if using_clang(env) and not is_vanilla_clang(env):
# Apple Clang, its linker doesn't like -s.
env.Append(LINKFLAGS=["-Wl,-S", "-Wl,-x", "-Wl,-dead_strip"])
else:
env.Append(LINKFLAGS=["-s"])

if env["optimize"] == "speed":
env.Append(CCFLAGS=["-O3"])
Expand Down