godot-cpp/SConstruct
Fabio Alessandrelli 8d6982be3b [SCons] Platform agnostic default toolchain (GNU).
Create the SCons Environment with an empty PLATFORM variable to force
the default tools to use the GNU toolchain.

Platform specific toolchains are then setup in our custom tools.
2022-12-20 17:41:34 +01:00

245 lines
8.0 KiB
Python

#!/usr/bin/env python
import os
import platform
import sys
import subprocess
from binding_generator import scons_generate_bindings, scons_emit_files
EnsureSConsVersion(4, 0)
def add_sources(sources, dir, extension):
for f in os.listdir(dir):
if f.endswith("." + extension):
sources.append(dir + "/" + f)
# Try to detect the host platform automatically.
# This is used if no `platform` argument is passed
if sys.platform.startswith("linux"):
default_platform = "linux"
elif sys.platform == "darwin":
default_platform = "macos"
elif sys.platform == "win32" or sys.platform == "msys":
default_platform = "windows"
elif ARGUMENTS.get("platform", ""):
default_platform = ARGUMENTS.get("platform")
else:
raise ValueError("Could not detect platform automatically, please specify with platform=<platform>")
# Default tools with no platform defaults to gnu toolchain.
# We apply platform specific toolchains via our custom tools.
env = Environment(tools=["default"], PLATFORM="")
# Default num_jobs to local cpu count if not user specified.
# SCons has a peculiarity where user-specified options won't be overridden
# by SetOption, so we can rely on this to know if we should use our default.
initial_num_jobs = env.GetOption("num_jobs")
altered_num_jobs = initial_num_jobs + 1
env.SetOption("num_jobs", altered_num_jobs)
if env.GetOption("num_jobs") == altered_num_jobs:
cpu_count = os.cpu_count()
if cpu_count is None:
print("Couldn't auto-detect CPU count to configure build parallelism. Specify it with the -j argument.")
else:
safer_cpu_count = cpu_count if cpu_count <= 4 else cpu_count - 1
print(
"Auto-detected %d CPU cores available for build parallelism. Using %d cores by default. You can override it with the -j argument."
% (cpu_count, safer_cpu_count)
)
env.SetOption("num_jobs", safer_cpu_count)
# Custom options and profile flags.
customs = ["custom.py"]
profile = ARGUMENTS.get("profile", "")
if profile:
if os.path.isfile(profile):
customs.append(profile)
elif os.path.isfile(profile + ".py"):
customs.append(profile + ".py")
opts = Variables(customs, ARGUMENTS)
platforms = ("linux", "macos", "windows", "android", "ios", "javascript")
opts.Add(
EnumVariable(
"platform",
"Target platform",
default_platform,
allowed_values=platforms,
ignorecase=2,
)
)
# Editor and template_debug are compatible (i.e. you can use the same binary for Godot editor builds and Godot debug templates).
# Godot release templates are only compatible with "template_release" builds.
# For this reason, we default to template_debug builds, unlike Godot which defaults to editor builds.
opts.Add(
EnumVariable("target", "Compilation target", "template_debug", ("editor", "template_release", "template_debug"))
)
opts.Add(
PathVariable(
"gdextension_dir",
"Path to the directory containing GDExtension interface header and API JSON file",
"gdextension",
PathVariable.PathIsDir,
)
)
opts.Add(
PathVariable(
"custom_api_file",
"Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)",
None,
PathVariable.PathIsFile,
)
)
opts.Add(
BoolVariable("generate_bindings", "Force GDExtension API bindings generation. Auto-detected by default.", False)
)
opts.Add(BoolVariable("generate_template_get_node", "Generate a template version of the Node class's get_node.", True))
opts.Add(BoolVariable("build_library", "Build the godot-cpp library.", True))
opts.Add(EnumVariable("float", "Floating-point precision", "32", ("32", "64")))
# Add platform options
tools = {}
for pl in platforms:
tool = Tool(pl, toolpath=["tools"])
if hasattr(tool, "options"):
tool.options(opts)
tools[pl] = tool
# CPU architecture options.
architecture_array = ["", "universal", "x86_32", "x86_64", "arm32", "arm64", "rv64", "ppc32", "ppc64", "wasm32"]
architecture_aliases = {
"x64": "x86_64",
"amd64": "x86_64",
"armv7": "arm32",
"armv8": "arm64",
"arm64v8": "arm64",
"aarch64": "arm64",
"rv": "rv64",
"riscv": "rv64",
"riscv64": "rv64",
"ppcle": "ppc32",
"ppc": "ppc32",
"ppc64le": "ppc64",
}
opts.Add(EnumVariable("arch", "CPU architecture", "", architecture_array, architecture_aliases))
# Targets flags tool (optimizations, debug symbols)
target_tool = Tool("targets", toolpath=["tools"])
target_tool.options(opts)
opts.Update(env)
Help(opts.GenerateHelpText(env))
# Process CPU architecture argument.
if env["arch"] == "":
# No architecture specified. Default to arm64 if building for Android,
# universal if building for macOS or iOS, wasm32 if building for web,
# otherwise default to the host architecture.
if env["platform"] in ["macos", "ios"]:
env["arch"] = "universal"
elif env["platform"] == "android":
env["arch"] = "arm64"
elif env["platform"] == "javascript":
env["arch"] = "wasm32"
else:
host_machine = platform.machine().lower()
if host_machine in architecture_array:
env["arch"] = host_machine
elif host_machine in architecture_aliases.keys():
env["arch"] = architecture_aliases[host_machine]
elif "86" in host_machine:
# Catches x86, i386, i486, i586, i686, etc.
env["arch"] = "x86_32"
else:
print("Unsupported CPU architecture: " + host_machine)
Exit()
tool = Tool(env["platform"], toolpath=["tools"])
if tool is None or not tool.exists(env):
raise ValueError("Required toolchain not found for platform " + env["platform"])
tool.generate(env)
target_tool.generate(env)
# Detect and print a warning listing unknown SCons variables to ease troubleshooting.
unknown = opts.UnknownVariables()
if unknown:
print("WARNING: Unknown SCons variables were passed and will be ignored:")
for item in unknown.items():
print(" " + item[0] + "=" + item[1])
print("Building for architecture " + env["arch"] + " on platform " + env["platform"])
# Require C++17
if env.get("is_msvc", False):
env.Append(CXXFLAGS=["/std:c++17"])
else:
env.Append(CXXFLAGS=["-std=c++17"])
if env["float"] == "64":
env.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"])
# Generate bindings
env.Append(BUILDERS={"GenerateBindings": Builder(action=scons_generate_bindings, emitter=scons_emit_files)})
json_api_file = ""
if "custom_api_file" in env:
json_api_file = env["custom_api_file"]
else:
json_api_file = os.path.join(os.getcwd(), env["gdextension_dir"], "extension_api.json")
bindings = env.GenerateBindings(
env.Dir("."),
[json_api_file, os.path.join(env["gdextension_dir"], "gdextension_interface.h"), "binding_generator.py"],
)
scons_cache_path = os.environ.get("SCONS_CACHE")
if scons_cache_path is not None:
CacheDir(scons_cache_path)
Decider("MD5")
# Forces bindings regeneration.
if env["generate_bindings"]:
AlwaysBuild(bindings)
NoCache(bindings)
# Includes
env.Append(CPPPATH=[[env.Dir(d) for d in [env["gdextension_dir"], "include", os.path.join("gen", "include")]]])
# Sources to compile
sources = []
add_sources(sources, "src", "cpp")
add_sources(sources, "src/classes", "cpp")
add_sources(sources, "src/core", "cpp")
add_sources(sources, "src/variant", "cpp")
sources.extend([f for f in bindings if str(f).endswith(".cpp")])
suffix = ".{}.{}".format(env["platform"], env["target"])
if env.dev_build:
suffix += ".dev"
if env["float"] == "64":
suffix += ".double"
suffix += "." + env["arch"]
if env["ios_simulator"]:
suffix += ".simulator"
# Expose it when included from another project
env["suffix"] = suffix
library = None
env["OBJSUFFIX"] = suffix + env["OBJSUFFIX"]
library_name = "libgodot-cpp{}{}".format(suffix, env["LIBSUFFIX"])
if env["build_library"]:
library = env.StaticLibrary(target=env.File("bin/%s" % library_name), source=sources)
Default(library)
env.Append(LIBPATH=[env.Dir("bin")])
env.Append(LIBS=library_name)
Return("env")