Procházet zdrojové kódy

Fix .sln project generation logic for Rider to support all OS and all C++ toolchains

Co-authored-by: Andreia Gaita <[email protected]>
Co-authored-by: Rémi Verschelde <[email protected]>
Ivan Shakhov před 5 měsíci
rodič
revize
6ff86e49cf

+ 4 - 0
.editorconfig

@@ -15,3 +15,7 @@ indent_style = space
 [{*.{yml,yaml},.clang{-format,-tidy,d}}]
 indent_size = 2
 indent_style = space
+
+[{*.props,*.vcxproj}]
+indent_size = 2
+indent_style = space

+ 75 - 27
methods.py

@@ -14,6 +14,7 @@ from pathlib import Path
 from typing import Generator, List, Optional, Union, cast
 
 from misc.utility.color import print_error, print_info, print_warning
+from platform_methods import detect_arch
 
 # Get the "Godot" folder name ahead of time
 base_folder = Path(__file__).resolve().parent
@@ -1067,8 +1068,22 @@ def generate_vs_project(env, original_args, project_name="godot"):
     platform = env["platform"]
     target = env["target"]
     arch = env["arch"]
+    host_arch = detect_arch()
+
+    host_platform = "windows"
+    if (
+        sys.platform.startswith("linux")
+        or sys.platform.startswith("dragonfly")
+        or sys.platform.startswith("freebsd")
+        or sys.platform.startswith("netbsd")
+        or sys.platform.startswith("openbsd")
+    ):
+        host_platform = "linuxbsd"
+    elif sys.platform == "darwin":
+        host_platform = "macos"
 
     vs_configuration = {}
+    host_vs_configuration = {}
     common_build_prefix = []
     confs = []
     for x in sorted(glob.glob("platform/*")):
@@ -1097,6 +1112,12 @@ def generate_vs_project(env, original_args, project_name="godot"):
             if platform == platform_name:
                 common_build_prefix = msvs.get_build_prefix(env)
                 vs_configuration = vsconf
+            if platform_name == host_platform:
+                host_vs_configuration = vsconf
+                for a in vsconf["arches"]:
+                    if host_arch == a["architecture"]:
+                        host_arch = a["platform"]
+                        break
         except Exception:
             pass
 
@@ -1254,12 +1275,11 @@ def generate_vs_project(env, original_args, project_name="godot"):
             properties.append(
                 "<ActiveProjectItemList_%s>;%s;</ActiveProjectItemList_%s>" % (x, ";".join(itemlist[x]), x)
             )
-        output = f"bin\\godot{env['PROGSUFFIX']}"
+        output = os.path.join("bin", f"godot{env['PROGSUFFIX']}")
 
         with open("misc/msvs/props.template", "r", encoding="utf-8") as file:
             props_template = file.read()
 
-        props_template = props_template.replace("%%VSCONF%%", vsconf)
         props_template = props_template.replace("%%CONDITION%%", condition)
         props_template = props_template.replace("%%PROPERTIES%%", "\n    ".join(properties))
         props_template = props_template.replace("%%EXTRA_ITEMS%%", "\n    ".join(extraItems))
@@ -1272,6 +1292,7 @@ def generate_vs_project(env, original_args, project_name="godot"):
 
         proplist = [str(j) for j in env["CPPPATH"]]
         proplist += [str(j) for j in env.get("VSHINT_INCLUDES", [])]
+        proplist += [str(j) for j in get_default_include_paths(env)]
         props_template = props_template.replace("%%INCLUDES%%", ";".join(proplist))
 
         proplist = env["CCFLAGS"]
@@ -1307,17 +1328,17 @@ def generate_vs_project(env, original_args, project_name="godot"):
 
         commands = "scons"
         if len(common_build_prefix) == 0:
-            commands = "echo Starting SCons &amp;&amp; cmd /V /C " + commands
+            commands = "echo Starting SCons &amp; " + commands
         else:
-            common_build_prefix[0] = "echo Starting SCons &amp;&amp; cmd /V /C " + common_build_prefix[0]
+            common_build_prefix[0] = "echo Starting SCons &amp; " + common_build_prefix[0]
 
-        cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
+        cmd = " ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
         props_template = props_template.replace("%%BUILD%%", cmd)
 
-        cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + cmd_rebuild)])
+        cmd = " ".join(common_build_prefix + [" ".join([commands] + cmd_rebuild)])
         props_template = props_template.replace("%%REBUILD%%", cmd)
 
-        cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + cmd_clean)])
+        cmd = " ".join(common_build_prefix + [" ".join([commands] + cmd_clean)])
         props_template = props_template.replace("%%CLEAN%%", cmd)
 
         with open(
@@ -1348,18 +1369,45 @@ def generate_vs_project(env, original_args, project_name="godot"):
     section2 = []
     for conf in confs:
         godot_platform = conf["platform"]
+        has_editor = "editor" in conf["targets"]
+
+        # Skip any platforms that can build the editor and don't match the host platform.
+        #
+        # When both Windows and Mac define an editor target, it's defined as platform+target+arch (windows+editor+x64 for example).
+        # VS only supports two attributes, a "Configuration" and a "Platform", and we currently map our target to the Configuration
+        # (i.e. editor/template_debug/template_release), and our architecture to the "Platform" (i.e. x64, arm64, etc).
+        # Those two are not enough to disambiguate multiple godot targets for different godot platforms with the same architecture,
+        # i.e. editor|x64 would currently match both windows editor intel 64 and linux editor intel 64.
+        #
+        # TODO: More work is needed in order to support generating VS projects that unambiguously support all platform+target+arch variations.
+        # The VS "Platform" has to be a known architecture that VS recognizes, so we can only play around with the "Configuration" part of the combo.
+        if has_editor and godot_platform != host_vs_configuration["platform"]:
+            continue
+
         for p in conf["arches"]:
             sln_plat = p["platform"]
             proj_plat = sln_plat
             godot_arch = p["architecture"]
 
-            # Redirect editor configurations for non-Windows platforms to the Windows one, so the solution has all the permutations
-            # and VS doesn't complain about missing project configurations.
+            # Redirect editor configurations for platforms that don't support the editor target to the default editor target on the
+            # active host platform, so the solution has all the permutations and VS doesn't complain about missing project configurations.
             # These configurations are disabled, so they show up but won't build.
-            if godot_platform != "windows":
+            if not has_editor:
                 section1 += [f"editor|{sln_plat} = editor|{proj_plat}"]
-                section2 += [
-                    f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{proj_plat}",
+                section2 += [f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{host_arch}"]
+
+                configurations += [
+                    f'<ProjectConfiguration Include="editor|{proj_plat}">',
+                    "  <Configuration>editor</Configuration>",
+                    f"  <Platform>{proj_plat}</Platform>",
+                    "</ProjectConfiguration>",
+                ]
+
+                properties += [
+                    f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='editor|{proj_plat}'\">",
+                    "  <GodotConfiguration>editor</GodotConfiguration>",
+                    f"  <GodotPlatform>{proj_plat}</GodotPlatform>",
+                    "</PropertyGroup>",
                 ]
 
             for t in conf["targets"]:
@@ -1383,21 +1431,6 @@ def generate_vs_project(env, original_args, project_name="godot"):
                     "</PropertyGroup>",
                 ]
 
-                if godot_platform != "windows":
-                    configurations += [
-                        f'<ProjectConfiguration Include="editor|{proj_plat}">',
-                        "  <Configuration>editor</Configuration>",
-                        f"  <Platform>{proj_plat}</Platform>",
-                        "</ProjectConfiguration>",
-                    ]
-
-                    properties += [
-                        f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='editor|{proj_plat}'\">",
-                        "  <GodotConfiguration>editor</GodotConfiguration>",
-                        f"  <GodotPlatform>{proj_plat}</GodotPlatform>",
-                        "</PropertyGroup>",
-                    ]
-
                 p = f"{project_name}.{godot_platform}.{godot_target}.{godot_arch}.generated.props"
                 imports += [
                     f'<Import Project="$(MSBuildProjectDirectory)\\{p}" Condition="Exists(\'$(MSBuildProjectDirectory)\\{p}\')"/>'
@@ -1606,3 +1639,18 @@ def to_raw_cstring(value: Union[str, List[str]]) -> str:
     else:
         # Wrap multiple segments in parenthesis to suppress `string-concatenation` warnings on clang.
         return "({})".format(" ".join(f'R"<!>({segment.decode()})<!>"' for segment in split))
+
+
+def get_default_include_paths(env):
+    if env.msvc:
+        return []
+    compiler = env.subst("$CXX")
+    target = os.path.join(env.Dir("#main").abspath, "main.cpp")
+    args = [compiler, target, "-x", "c++", "-v"]
+    ret = subprocess.run(args, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True)
+    output = ret.stdout
+    match = re.search(r"#include <\.\.\.> search starts here:([\S\s]*)End of search list.", output)
+    if not match:
+        print_warning("Failed to find the include paths in the compiler output.")
+        return []
+    return [x.strip() for x in match[1].strip().splitlines()]

+ 19 - 0
misc/msvs/nmake.substitution.props

@@ -0,0 +1,19 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <PropertyGroup>
+      <!-- override the PlatformToolset, which is set in the godot.vcxproj-->
+      <!-- Unknown matches to a set of conservative rules for the code analysis-->
+    <PlatformToolset>Unknown</PlatformToolset>
+    <LocalDebuggerCommand Condition="'$(LocalDebuggerCommand)' == ''">$(NMakeOutput)</LocalDebuggerCommand>
+  </PropertyGroup>
+  <!-- Build/Rebuild/Clean targets for NMake are defined in MSVC, so we need to provide them, when using MSBuild without MSVC targets -->
+  <Target Name="Build">
+    <Exec Command="$(NMakeBuildCommandLine)"/>
+  </Target>
+  <Target Name="Rebuild">
+    <Exec Command="$(NMakeReBuildCommandLine)"/>
+  </Target>
+  <Target Name="Clean">
+    <Exec Command="$(NMakeCleanCommandLine)"/>
+  </Target>
+</Project>

+ 4 - 1
misc/msvs/props.template

@@ -1,6 +1,6 @@
 <?xml version="1.0" encoding="utf-8"?>
 <Project ToolsVersion="17.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <PropertyGroup Condition="'$(GodotConfiguration)|$(GodotPlatform)'=='%%VSCONF%%'">
+  <PropertyGroup Condition="%%CONDITION%%">
     <NMakeBuildCommandLine>%%BUILD%%</NMakeBuildCommandLine>
     <NMakeReBuildCommandLine>%%REBUILD%%</NMakeReBuildCommandLine>
     <NMakeCleanCommandLine>%%CLEAN%%</NMakeCleanCommandLine>
@@ -18,6 +18,9 @@
   <ItemGroup Condition="%%CONDITION%%">
     %%EXTRA_ITEMS%%
   </ItemGroup>
+
+  <!-- Build/Rebuild/Clean targets for NMake are defined in MSVC, so we need to provide them, when using MSBuild without MSVC targets -->
+  <Import Project="$(MSBuildProjectDirectory)\misc\msvs\nmake.substitution.props" Condition="%%CONDITION%% And !Exists('$(VCTargetsPath)\Microsoft.Cpp.targets')" />
 </Project>
 <!-- CHECKSUM
 %%HASH%%

+ 7 - 6
misc/msvs/vcxproj.template

@@ -10,31 +10,32 @@
     <VCProjectUpgraderObjectName>NoUpgrade</VCProjectUpgraderObjectName>
   </PropertyGroup>
   %%PROPERTIES%%
-  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" Condition="Exists('$(VCTargetsPath)\Microsoft.Cpp.Default.props') "/>
   <PropertyGroup Label="Configuration">
     <ConfigurationType>Makefile</ConfigurationType>
     <UseOfMfc>false</UseOfMfc>
-    <PlatformToolset>v143</PlatformToolset>
+    <PlatformToolset>v143</PlatformToolset> <!--Might be overridden in the platform specific import or Microsoft.Cpp.$(GodotPlatform).user.props -->
+    <DefaultPlatformToolset Condition="'$(DefaultPlatformToolset)'==''"/> <!--Workaround until https://youtrack.jetbrains.com/issue/RIDER-123783 is resolved. -->
     <OutDir>$(SolutionDir)\bin\$(GodotPlatform)\$(GodotConfiguration)\</OutDir>
     <IntDir>obj\$(GodotPlatform)\$(GodotConfiguration)\</IntDir>
     <LayoutDir>$(OutDir)\Layout</LayoutDir>
   </PropertyGroup>
-  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" Condition="Exists('$(VCTargetsPath)\Microsoft.Cpp.props') "/>
   <ImportGroup Label="ExtensionSettings">
   </ImportGroup>
   <ImportGroup Label="PropertySheets">
-    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props')" Label="LocalAppDataPlatform" />
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props" Condition="Exists('$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props')" Label="LocalAppDataPlatform" />
   </ImportGroup>
   <PropertyGroup Label="UserMacros" />
+  %%IMPORTS%%
   <PropertyGroup>
     <_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
     <ActiveProjectItemList></ActiveProjectItemList>
   </PropertyGroup>
-  %%IMPORTS%%
   <ItemGroup Condition="'$(IncludeListImported)'==''">
     %%DEFAULT_ITEMS%%
   </ItemGroup>
-  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" Condition="Exists('$(VCTargetsPath)\Microsoft.Cpp.targets') "/>
   <ImportGroup Label="ExtensionTargets">
   </ImportGroup>
 </Project>

+ 11 - 0
platform/linuxbsd/msvs.py

@@ -0,0 +1,11 @@
+# Tuples with the name of the arch
+def get_platforms():
+    return [("x64", "x86_64")]
+
+
+def get_configurations():
+    return ["editor", "template_debug", "template_release"]
+
+
+def get_build_prefix(env):
+    return []

+ 11 - 0
platform/macos/msvs.py

@@ -0,0 +1,11 @@
+# Tuples with the name of the arch
+def get_platforms():
+    return [("arm64", "arm64"), ("x64", "x86_64")]
+
+
+def get_configurations():
+    return ["editor", "template_debug", "template_release"]
+
+
+def get_build_prefix(env):
+    return []

+ 6 - 2
platform/windows/msvs.py

@@ -12,9 +12,13 @@ def get_configurations():
 
 
 def get_build_prefix(env):
+    if not env.msvc:
+        return []
     batch_file = methods.find_visual_c_batch_file(env)
     return [
+        "cmd /V /C",
         "set &quot;plat=$(PlatformTarget)&quot;",
-        "(if &quot;$(PlatformTarget)&quot;==&quot;x64&quot; (set &quot;plat=x86_amd64&quot;))",
-        f"call &quot;{batch_file}&quot; !plat!",
+        "^&amp; (if &quot;$(PlatformTarget)&quot;==&quot;x64&quot; (set &quot;plat=x86_amd64&quot;))",
+        f"^&amp; call &quot;{batch_file}&quot; !plat!",
+        "^&amp;",
     ]