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[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 16df4bff300b1e3ec6256936802ece4a158a28be)
Fabio Alessandrelli 1 年之前
父节点
当前提交
670c4d0eac
共有 9 个文件被更改,包括 167 次插入166 次删除
  1. 3 0
      tools/android.py
  2. 86 0
      tools/common_compiler_flags.py
  3. 63 20
      tools/godotcpp.py
  4. 3 0
      tools/ios.py
  5. 3 0
      tools/linux.py
  6. 3 0
      tools/macos.py
  7. 0 144
      tools/targets.py
  8. 3 0
      tools/web.py
  9. 3 2
      tools/windows.py

+ 3 - 0
tools/android.py

@@ -1,6 +1,7 @@
 import os
 import sys
 import my_spawn
+import common_compiler_flags
 from SCons.Script import ARGUMENTS
 
 
@@ -118,3 +119,5 @@ def generate(env):
     env.Append(LINKFLAGS=["--target=" + arch_info["target"] + env["android_api_level"], "-march=" + arch_info["march"]])
 
     env.Append(CPPDEFINES=["ANDROID_ENABLED", "UNIX_ENABLED"])
+
+    common_compiler_flags.generate(env)

+ 86 - 0
tools/common_compiler_flags.py

@@ -0,0 +1,86 @@
+import os
+import subprocess
+import sys
+
+
+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")
+
+
+def exists(env):
+    return True
+
+
+def generate(env):
+    # Require C++17
+    if env.get("is_msvc", False):
+        env.Append(CXXFLAGS=["/std:c++17"])
+    else:
+        env.Append(CXXFLAGS=["-std=c++17"])
+
+    # 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"])
+
+    # 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"])
+            env.Append(LINKFLAGS=["/DEBUG:FULL"])
+
+        if env["optimize"] == "speed":
+            env.Append(CCFLAGS=["/O2"])
+            env.Append(LINKFLAGS=["/OPT:REF"])
+        elif env["optimize"] == "speed_trace":
+            env.Append(CCFLAGS=["/O2"])
+            env.Append(LINKFLAGS=["/OPT:REF", "/OPT:NOICF"])
+        elif env["optimize"] == "size":
+            env.Append(CCFLAGS=["/O1"])
+            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"])
+        # `-O2` is friendlier to debuggers than `-O3`, leading to better crash backtraces.
+        elif env["optimize"] == "speed_trace":
+            env.Append(CCFLAGS=["-O2"])
+        elif env["optimize"] == "size":
+            env.Append(CCFLAGS=["-Os"])
+        elif env["optimize"] == "debug":
+            env.Append(CCFLAGS=["-Og"])
+        elif env["optimize"] == "none":
+            env.Append(CCFLAGS=["-O0"])

+ 63 - 20
tools/godotcpp.py

@@ -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)
 
@@ -215,16 +229,23 @@ 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.
@@ -271,30 +292,52 @@ def generate(env):
 
     print("Building for architecture " + env["arch"] + " on platform " + env["platform"])
 
+    # These defaults may be needed by platform tools
+    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))
 
     if tool is None or not tool.exists(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"])
 
-    # Require C++17
-    if env.get("is_msvc", False):
-        env.Append(CXXFLAGS=["/std:c++17"])
+    if env.editor_build:
+        env.Append(CPPDEFINES=["TOOLS_ENABLED"])
+
+    # 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"])

+ 3 - 0
tools/ios.py

@@ -1,6 +1,7 @@
 import os
 import sys
 import subprocess
+import common_compiler_flags
 from SCons.Variables import *
 
 if sys.version_info < (3,):
@@ -104,3 +105,5 @@ def generate(env):
     env.Append(LINKFLAGS=["-isysroot", env["IOS_SDK_PATH"], "-F" + env["IOS_SDK_PATH"]])
 
     env.Append(CPPDEFINES=["IOS_ENABLED", "UNIX_ENABLED"])
+
+    common_compiler_flags.generate(env)

+ 3 - 0
tools/linux.py

@@ -1,3 +1,4 @@
+import common_compiler_flags
 from SCons.Variables import *
 from SCons.Tool import clang, clangxx
 
@@ -34,3 +35,5 @@ def generate(env):
         env.Append(LINKFLAGS=["-march=rv64gc"])
 
     env.Append(CPPDEFINES=["LINUX_ENABLED", "UNIX_ENABLED"])
+
+    common_compiler_flags.generate(env)

+ 3 - 0
tools/macos.py

@@ -1,5 +1,6 @@
 import os
 import sys
+import common_compiler_flags
 
 
 def has_osxcross():
@@ -70,3 +71,5 @@ def generate(env):
     )
 
     env.Append(CPPDEFINES=["MACOS_ENABLED", "UNIX_ENABLED"])
+
+    common_compiler_flags.generate(env)

+ 0 - 144
tools/targets.py

@@ -1,144 +0,0 @@
-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.
-    """
-    cmdline_val = ARGUMENTS.get(option)
-    if cmdline_val is not None:
-        return _text2bool(cmdline_val)
-    else:
-        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(
-            "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))
-
-
-def exists(env):
-    return True
-
-
-def generate(env):
-    # 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.
-
-    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)
-
-    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"])
-            env.Append(LINKFLAGS=["/DEBUG:FULL"])
-
-        if env["optimize"] == "speed":
-            env.Append(CCFLAGS=["/O2"])
-            env.Append(LINKFLAGS=["/OPT:REF"])
-        elif env["optimize"] == "speed_trace":
-            env.Append(CCFLAGS=["/O2"])
-            env.Append(LINKFLAGS=["/OPT:REF", "/OPT:NOICF"])
-        elif env["optimize"] == "size":
-            env.Append(CCFLAGS=["/O1"])
-            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"])
-        # `-O2` is friendlier to debuggers than `-O3`, leading to better crash backtraces.
-        elif env["optimize"] == "speed_trace":
-            env.Append(CCFLAGS=["-O2"])
-        elif env["optimize"] == "size":
-            env.Append(CCFLAGS=["-Os"])
-        elif env["optimize"] == "debug":
-            env.Append(CCFLAGS=["-Og"])
-        elif env["optimize"] == "none":
-            env.Append(CCFLAGS=["-O0"])

+ 3 - 0
tools/web.py

@@ -1,4 +1,5 @@
 import os
+import common_compiler_flags
 from SCons.Util import WhereIs
 
 
@@ -42,3 +43,5 @@ def generate(env):
     env.Append(LINKFLAGS=["-s", "SIDE_MODULE=1"])
 
     env.Append(CPPDEFINES=["WEB_ENABLED", "UNIX_ENABLED"])
+
+    common_compiler_flags.generate(env)

+ 3 - 2
tools/windows.py

@@ -1,7 +1,6 @@
 import sys
-
 import my_spawn
-
+import common_compiler_flags
 from SCons.Tool import msvc, mingw
 from SCons.Variables import *
 
@@ -90,3 +89,5 @@ def generate(env):
             )
 
     env.Append(CPPDEFINES=["WINDOWS_ENABLED"])
+
+    common_compiler_flags.generate(env)