SCons: Sync `targets.py` fully with upstream Godot
- Reorders existing code to match Godot. - Adds `NDEBUG` for non-dev builds. - Adds `-gdwarf-4` for Clang debug symbols. - Adds strip link flag for GCC/Clang builds without debug symbols.pull/1204/head
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c47bd60c73
commit
600e749d9b
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@ -1,10 +1,14 @@
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import os
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import subprocess
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import sys
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from SCons.Script import ARGUMENTS
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from SCons.Variables import *
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from SCons.Variables.BoolVariable import _text2bool
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# Helper methods
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def get_cmdline_bool(option, default):
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"""We use `ARGUMENTS.get()` to check if options were manually overridden on the command line,
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and SCons' _text2bool helper to convert them to booleans, otherwise they're handled as strings.
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@ -16,6 +20,24 @@ def get_cmdline_bool(option, default):
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return default
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def using_clang(env):
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return "clang" in os.path.basename(env["CC"])
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def is_vanilla_clang(env):
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if not using_clang(env):
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return False
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try:
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version = subprocess.check_output([env.subst(env["CXX"]), "--version"]).strip().decode("utf-8")
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except (subprocess.CalledProcessError, OSError):
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print("Couldn't parse CXX environment variable to infer compiler version.")
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return False
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return not version.startswith("Apple")
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# Main tool definition
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def options(opts):
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opts.Add(
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EnumVariable(
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@ -34,19 +56,21 @@ def exists(env):
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def generate(env):
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# Configuration of build targets:
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# - Editor or template
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# - Debug features (DEBUG_ENABLED code)
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# - Dev only code (DEV_ENABLED code)
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# - Optimization level
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# - Debug symbols for crash traces / debuggers
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# Keep this configuration in sync with SConstruct in upstream Godot.
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env.editor_build = env["target"] == "editor"
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env.dev_build = env["dev_build"]
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env.debug_features = env["target"] in ["editor", "template_debug"]
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env.editor_build = env["target"] == "editor"
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if env.editor_build:
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env.AppendUnique(CPPDEFINES=["TOOLS_ENABLED"])
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if env.debug_features:
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env.AppendUnique(CPPDEFINES=["DEBUG_ENABLED", "DEBUG_METHODS_ENABLED"])
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if env.dev_build:
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opt_level = "none"
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env.AppendUnique(CPPDEFINES=["DEV_ENABLED"])
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elif env.debug_features:
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opt_level = "speed_trace"
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else: # Release
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@ -55,6 +79,26 @@ def generate(env):
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env["optimize"] = ARGUMENTS.get("optimize", opt_level)
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env["debug_symbols"] = get_cmdline_bool("debug_symbols", env.dev_build)
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if env.editor_build:
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env.Append(CPPDEFINES=["TOOLS_ENABLED"])
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if env.debug_features:
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# DEBUG_ENABLED enables debugging *features* and debug-only code, which is intended
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# to give *users* extra debugging information for their game development.
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env.Append(CPPDEFINES=["DEBUG_ENABLED"])
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# In upstream Godot this is added in typedefs.h when DEBUG_ENABLED is set.
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env.Append(CPPDEFINES=["DEBUG_METHODS_ENABLED"])
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if env.dev_build:
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# DEV_ENABLED enables *engine developer* code which should only be compiled for those
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# working on the engine itself.
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env.Append(CPPDEFINES=["DEV_ENABLED"])
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else:
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# Disable assert() for production targets (only used in thirdparty code).
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env.Append(CPPDEFINES=["NDEBUG"])
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# Set optimize and debug_symbols flags.
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# "custom" means do nothing and let users set their own optimization flags.
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if env.get("is_msvc", False):
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if env["debug_symbols"]:
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env.Append(CCFLAGS=["/Zi", "/FS"])
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@ -71,13 +115,21 @@ def generate(env):
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env.Append(LINKFLAGS=["/OPT:REF"])
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elif env["optimize"] == "debug" or env["optimize"] == "none":
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env.Append(CCFLAGS=["/Od"])
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else:
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if env["debug_symbols"]:
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# Adding dwarf-4 explicitly makes stacktraces work with clang builds,
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# otherwise addr2line doesn't understand them.
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env.Append(CCFLAGS=["-gdwarf-4"])
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if env.dev_build:
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env.Append(CCFLAGS=["-g3"])
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else:
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env.Append(CCFLAGS=["-g2"])
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else:
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if using_clang(env) and not is_vanilla_clang(env):
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# Apple Clang, its linker doesn't like -s.
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env.Append(LINKFLAGS=["-Wl,-S", "-Wl,-x", "-Wl,-dead_strip"])
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else:
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env.Append(LINKFLAGS=["-s"])
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if env["optimize"] == "speed":
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env.Append(CCFLAGS=["-O3"])
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