Merge pull request #759 from aaronfranke/scons-cpu-arch

Unify bits, android_arch, macos_arch ios_arch into arch, support non-x86 Linux
pull/761/head
Fabio Alessandrelli 2022-06-05 13:31:13 +02:00 committed by GitHub
commit 851ec2f923
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
9 changed files with 142 additions and 85 deletions

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@ -13,26 +13,26 @@ jobs:
os: ubuntu-18.04
platform: linux
artifact-name: godot-cpp-linux-glibc2.27-x86_64-release
artifact-path: bin/libgodot-cpp.linux.release.64.a
artifact-path: bin/libgodot-cpp.linux.release.x86_64.a
- name: 🐧 Linux (GCC, Double Precision)
os: ubuntu-18.04
platform: linux
artifact-name: godot-cpp-linux-glibc2.27-x86_64-double-release
artifact-path: bin/libgodot-cpp.linux.release.64.a
artifact-path: bin/libgodot-cpp.linux.release.x86_64.a
flags: float=64
- name: 🏁 Windows (x86_64, MSVC)
os: windows-2019
platform: windows
artifact-name: godot-cpp-windows-msvc2019-x86_64-release
artifact-path: bin/libgodot-cpp.windows.release.64.lib
artifact-path: bin/libgodot-cpp.windows.release.x86_64.lib
- name: 🏁 Windows (x86_64, MinGW)
os: windows-2019
platform: windows
artifact-name: godot-cpp-linux-mingw-x86_64-release
artifact-path: bin/libgodot-cpp.windows.release.64.a
artifact-path: bin/libgodot-cpp.windows.release.x86_64.a
flags: use_mingw=yes
- name: 🍎 macOS (universal)
@ -40,20 +40,21 @@ jobs:
platform: osx
artifact-name: godot-cpp-macos-universal-release
artifact-path: bin/libgodot-cpp.osx.release.universal.a
flags: macos_arch=universal
flags: arch=universal
- name: 🤖 Android (arm64)
os: ubuntu-18.04
platform: android
artifact-name: godot-cpp-android-arm64-release
artifact-path: bin/libgodot-cpp.android.release.arm64v8.a
flags: android_arch=arm64v8
artifact-path: bin/libgodot-cpp.android.release.arm64.a
flags: arch=arm64
- name: 🍏 iOS (arm64)
os: macos-11
platform: ios
artifact-name: godot-cpp-ios-arm64-release
artifact-path: bin/libgodot-cpp.ios.release.arm64.a
flags: arch=arm64
steps:
- name: Checkout

View File

@ -42,12 +42,15 @@ so formatting is done before your changes are submitted.
## Getting Started
It's a bit similar to what it was for 3.x but also a bit different. This new approach is much more akin to how core Godot modules are structured.
It's a bit similar to what it was for 3.x but also a bit different.
This new approach is much more akin to how core Godot modules are structured.
Compiling this repository generates a static library to be linked with your shared lib,
just like before.
To use the shared lib in your Godot project you'll need a `.gdextension` file, which replaces what was the `.gdnlib` before. Follow the example:
To use the shared lib in your Godot project you'll need a `.gdextension`
file, which replaces what was the `.gdnlib` before.
Follow [the example](test/demo/example.gdextension):
```ini
[configuration]
@ -56,15 +59,17 @@ entry_symbol = "example_library_init"
[libraries]
linux.64.debug = "bin/libgdexample.linux.debug.64.so"
linux.64.release = "bin/libgdexample.linux.release.64.so"
windows.64.debug = "bin/libgdexample.windows.debug.64.dll"
windows.64.release = "bin/libgdexample.windows.release.64.dll"
macos.debug = "bin/libgdexample.debug.framework"
macos.release = "bin/libgdexample.release.framework"
macos.debug = "bin/libgdexample.osx.debug.framework"
macos.release = "bin/libgdexample.osx.release.framework"
windows.debug.x86_64 = "bin/libgdexample.windows.debug.x86_64.dll"
windows.release.x86_64 = "bin/libgdexample.windows.release.x86_64.dll"
linux.debug.x86_64 = "bin/libgdexample.linux.debug.x86_64.so"
linux.release.x86_64 = "bin/libgdexample.linux.release.x86_64.so"
# Repeat for other architectures to support arm64, rv64, etc.
```
The `entry_symbol` is the name of the function that initializes your library. It should be similar to following layout:
The `entry_symbol` is the name of the function that initializes
your library. It should be similar to following layout:
```cpp
extern "C" {

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@ -1,6 +1,7 @@
#!/usr/bin/env python
import os
import platform
import sys
import subprocess
from binding_generator import scons_generate_bindings, scons_emit_files
@ -82,15 +83,6 @@ else:
env = Environment(ENV=os.environ)
is64 = sys.maxsize > 2**32
if (
env["TARGET_ARCH"] == "amd64"
or env["TARGET_ARCH"] == "emt64"
or env["TARGET_ARCH"] == "x86_64"
or env["TARGET_ARCH"] == "arm64-v8a"
):
is64 = True
opts = Variables([], ARGUMENTS)
opts.Add(
EnumVariable(
@ -101,7 +93,7 @@ opts.Add(
ignorecase=2,
)
)
opts.Add(EnumVariable("bits", "Target platform bits", "64" if is64 else "32", ("32", "64")))
opts.Add(BoolVariable("use_llvm", "Use the LLVM compiler - only effective when targeting Linux or FreeBSD", False))
opts.Add(BoolVariable("use_mingw", "Use the MinGW compiler instead of MSVC - only effective on Windows", False))
# Must be the same setting as used for cpp_bindings
@ -115,11 +107,8 @@ opts.Add(PathVariable("custom_api_file", "Path to a custom JSON API file", None,
opts.Add(
BoolVariable("generate_bindings", "Force GDExtension API bindings generation. Auto-detected by default.", False)
)
opts.Add(EnumVariable("android_arch", "Target Android architecture", "armv7", ["armv7", "arm64v8", "x86", "x86_64"]))
opts.Add("macos_deployment_target", "macOS deployment target", "default")
opts.Add("macos_sdk_path", "macOS SDK path", "")
opts.Add(EnumVariable("macos_arch", "Target macOS architecture", "universal", ["universal", "x86_64", "arm64"]))
opts.Add(EnumVariable("ios_arch", "Target iOS architecture", "arm64", ["universal", "arm64", "x86_64"]))
opts.Add(BoolVariable("ios_simulator", "Target iOS Simulator", False))
opts.Add(
"IPHONEPATH",
@ -129,7 +118,7 @@ opts.Add(
opts.Add(
"android_api_level",
"Target Android API level",
"18" if ARGUMENTS.get("android_arch", "armv7") in ["armv7", "x86"] else "21",
"18" if "32" in ARGUMENTS.get("arch", "arm64") else "21",
)
opts.Add(
"ANDROID_NDK_ROOT",
@ -141,9 +130,54 @@ opts.Add(BoolVariable("generate_template_get_node", "Generate a template version
opts.Add(BoolVariable("build_library", "Build the godot-cpp library.", True))
opts.Add(EnumVariable("float", "Floating-point precision", "32", ("32", "64")))
# 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))
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 ["osx", "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()
# We use this to re-set env["arch"] anytime we call opts.Update(env).
env_arch = env["arch"]
# Detect and print a warning listing unknown SCons variables to ease troubleshooting.
unknown = opts.UnknownVariables()
if unknown:
@ -151,16 +185,19 @@ if unknown:
for item in unknown.items():
print(" " + item[0] + "=" + item[1])
print("Building for architecture " + env["arch"] + " on platform " + env["platform"])
# This makes sure to keep the session environment variables on Windows.
# This way, you can run SCons in a Visual Studio 2017 prompt and it will find
# all the required tools
if host_platform == "windows" and env["platform"] != "android":
if env["bits"] == "64":
if env["arch"] == "x86_64":
env = Environment(TARGET_ARCH="amd64")
elif env["bits"] == "32":
elif env["arch"] == "x86_32":
env = Environment(TARGET_ARCH="x86")
opts.Update(env)
env["arch"] = env_arch
# Require C++17
if host_platform == "windows" and env["platform"] == "windows" and not env["use_mingw"]:
@ -187,26 +224,35 @@ if env["platform"] == "linux" or env["platform"] == "freebsd":
elif env["target"] == "release":
env.Append(CCFLAGS=["-O3"])
if env["bits"] == "64":
env.Append(CCFLAGS=["-m64"])
env.Append(LINKFLAGS=["-m64"])
elif env["bits"] == "32":
env.Append(CCFLAGS=["-m32"])
env.Append(LINKFLAGS=["-m32"])
if env["arch"] == "x86_64":
# -m64 and -m32 are x86-specific already, but it doesn't hurt to
# be clear and also specify -march=x86-64. Similar with 32-bit.
env.Append(CCFLAGS=["-m64", "-march=x86-64"])
env.Append(LINKFLAGS=["-m64", "-march=x86-64"])
elif env["arch"] == "x86_32":
env.Append(CCFLAGS=["-m32", "-march=i686"])
env.Append(LINKFLAGS=["-m32", "-march=i686"])
elif env_arch == "arm64":
env.Append(CCFLAGS=["-march=armv8-a"])
env.Append(LINKFLAGS=["-march=armv8-a"])
elif env_arch == "rv64":
env.Append(CCFLAGS=["-march=rv64gc"])
env.Append(LINKFLAGS=["-march=rv64gc"])
elif env["platform"] == "osx":
if env["arch"] not in ("universal", "arm64", "x86_64"):
print("Only universal, arm64, and x86_64 are supported on macOS. Exiting.")
Exit()
# Use Clang on macOS by default
env["CXX"] = "clang++"
if env["bits"] == "32":
raise ValueError("Only 64-bit builds are supported for the macOS target.")
if env["macos_arch"] == "universal":
if env["arch"] == "universal":
env.Append(LINKFLAGS=["-arch", "x86_64", "-arch", "arm64"])
env.Append(CCFLAGS=["-arch", "x86_64", "-arch", "arm64"])
else:
env.Append(LINKFLAGS=["-arch", env["macos_arch"]])
env.Append(CCFLAGS=["-arch", env["macos_arch"]])
env.Append(LINKFLAGS=["-arch", env["arch"]])
env.Append(CCFLAGS=["-arch", env["arch"]])
if env["macos_deployment_target"] != "default":
env.Append(CCFLAGS=["-mmacosx-version-min=" + env["macos_deployment_target"]])
@ -230,6 +276,10 @@ elif env["platform"] == "osx":
env.Append(CCFLAGS=["-O3"])
elif env["platform"] == "ios":
if env["arch"] not in ("universal", "arm64", "x86_64"):
print("Only universal, arm64, and x86_64 are supported on iOS. Exiting.")
Exit()
if env["ios_simulator"]:
sdk_name = "iphonesimulator"
env.Append(CCFLAGS=["-mios-simulator-version-min=10.0"])
@ -251,7 +301,7 @@ elif env["platform"] == "ios":
env["RANLIB"] = compiler_path + "ranlib"
env["SHLIBSUFFIX"] = ".dylib"
if env["ios_arch"] == "universal":
if env["arch"] == "universal":
if env["ios_simulator"]:
env.Append(LINKFLAGS=["-arch", "x86_64", "-arch", "arm64"])
env.Append(CCFLAGS=["-arch", "x86_64", "-arch", "arm64"])
@ -259,8 +309,8 @@ elif env["platform"] == "ios":
env.Append(LINKFLAGS=["-arch", "arm64"])
env.Append(CCFLAGS=["-arch", "arm64"])
else:
env.Append(LINKFLAGS=["-arch", env["ios_arch"]])
env.Append(CCFLAGS=["-arch", env["ios_arch"]])
env.Append(LINKFLAGS=["-arch", env["arch"]])
env.Append(CCFLAGS=["-arch", env["arch"]])
env.Append(CCFLAGS=["-isysroot", sdk_path])
env.Append(LINKFLAGS=["-isysroot", sdk_path, "-F" + sdk_path])
@ -282,12 +332,12 @@ elif env["platform"] == "windows":
elif host_platform == "linux" or host_platform == "freebsd" or host_platform == "osx":
# Cross-compilation using MinGW
if env["bits"] == "64":
if env["arch"] == "x86_64":
env["CXX"] = "x86_64-w64-mingw32-g++"
env["AR"] = "x86_64-w64-mingw32-ar"
env["RANLIB"] = "x86_64-w64-mingw32-ranlib"
env["LINK"] = "x86_64-w64-mingw32-g++"
elif env["bits"] == "32":
elif env["arch"] == "x86_32":
env["CXX"] = "i686-w64-mingw32-g++"
env["AR"] = "i686-w64-mingw32-ar"
env["RANLIB"] = "i686-w64-mingw32-ranlib"
@ -297,6 +347,7 @@ elif env["platform"] == "windows":
# Don't Clone the environment. Because otherwise, SCons will pick up msvc stuff.
env = Environment(ENV=os.environ, tools=["mingw"])
opts.Update(env)
env["arch"] = env_arch
# Still need to use C++17.
env.Append(CCFLAGS=["-std=c++17"])
@ -322,10 +373,15 @@ elif env["platform"] == "windows":
)
elif env["platform"] == "android":
if env["arch"] not in ("arm64", "x86_64", "arm32", "x86_32"):
print("Only arm64, x86_64, arm32, and x86_32 are supported on Android. Exiting.")
Exit()
if host_platform == "windows":
# Don't Clone the environment. Because otherwise, SCons will pick up msvc stuff.
env = Environment(ENV=os.environ, tools=["mingw"])
opts.Update(env)
env["arch"] = env_arch
# Long line hack. Use custom spawn, quick AR append (to avoid files with the same names to override each other).
env["SPAWN"] = mySpawn
@ -339,7 +395,7 @@ elif env["platform"] == "android":
# Validate API level
api_level = int(env["android_api_level"])
if env["android_arch"] in ["x86_64", "arm64v8"] and api_level < 21:
if "64" in env["arch"] and api_level < 21:
print("WARN: 64-bit Android architectures require an API level of at least 21; setting android_api_level=21")
env["android_api_level"] = "21"
api_level = 21
@ -360,21 +416,21 @@ elif env["platform"] == "android":
# Get architecture info
arch_info_table = {
"armv7": {
"arm32": {
"march": "armv7-a",
"target": "armv7a-linux-androideabi",
"tool_path": "arm-linux-androideabi",
"compiler_path": "armv7a-linux-androideabi",
"ccflags": ["-mfpu=neon"],
},
"arm64v8": {
"arm64": {
"march": "armv8-a",
"target": "aarch64-linux-android",
"tool_path": "aarch64-linux-android",
"compiler_path": "aarch64-linux-android",
"ccflags": [],
},
"x86": {
"x86_32": {
"march": "i686",
"target": "i686-linux-android",
"tool_path": "i686-linux-android",
@ -389,7 +445,7 @@ elif env["platform"] == "android":
"ccflags": [],
},
}
arch_info = arch_info_table[env["android_arch"]]
arch_info = arch_info_table[env["arch"]]
# Setup tools
env["CC"] = toolchain + "/bin/clang"
@ -409,9 +465,14 @@ elif env["platform"] == "android":
env.Append(CCFLAGS=["-O3"])
elif env["platform"] == "javascript":
if env["arch"] not in ("wasm32"):
print("Only wasm32 supported on web. Exiting.")
Exit()
if host_platform == "windows":
env = Environment(ENV=os.environ, tools=["cc", "c++", "ar", "link", "textfile", "zip"])
opts.Update(env)
env["arch"] = env_arch
else:
env["ENV"] = os.environ
@ -474,17 +535,9 @@ add_sources(sources, "src/core", "cpp")
add_sources(sources, "src/variant", "cpp")
sources.extend([f for f in bindings if str(f).endswith(".cpp")])
env["arch_suffix"] = env["bits"]
if env["platform"] == "android":
env["arch_suffix"] = env["android_arch"]
elif env["platform"] == "ios":
env["arch_suffix"] = env["ios_arch"]
env["arch_suffix"] = env["arch"]
if env["ios_simulator"]:
env["arch_suffix"] += ".simulator"
elif env["platform"] == "javascript":
env["arch_suffix"] = "wasm"
elif env["platform"] == "osx":
env["arch_suffix"] = env["macos_arch"]
library = None
env["OBJSUFFIX"] = ".{}.{}.{}{}".format(env["platform"], env["target"], env["arch_suffix"], env["OBJSUFFIX"])

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@ -67,7 +67,7 @@ def scons_generate_bindings(target, source, env):
generate_bindings(
str(source[0]),
env["generate_template_get_node"],
env["bits"],
"32" if "32" in env["arch"] else "64",
"double" if (env["float"] == "64") else "float",
target[0].abspath,
)

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@ -4,9 +4,13 @@ entry_symbol = "example_library_init"
[libraries]
linux.64.debug = "bin/libgdexample.linux.debug.64.so"
linux.64.release = "bin/libgdexample.linux.release.64.so"
windows.64.debug = "bin/libgdexample.windows.debug.64.dll"
windows.64.release = "bin/libgdexample.windows.release.64.dll"
macos.debug = "bin/libgdexample.osx.debug.framework"
macos.release = "bin/libgdexample.osx.release.framework"
windows.debug.x86_64 = "bin/libgdexample.windows.debug.x86_64.dll"
windows.release.x86_64 = "bin/libgdexample.windows.release.x86_64.dll"
linux.debug.x86_64 = "bin/libgdexample.linux.debug.x86_64.so"
linux.release.x86_64 = "bin/libgdexample.linux.release.x86_64.so"
linux.debug.arm64 = "bin/libgdexample.linux.debug.arm64.so"
linux.release.arm64 = "bin/libgdexample.linux.release.arm64.so"
linux.debug.rv64 = "bin/libgdexample.linux.debug.rv64.so"
linux.release.rv64 = "bin/libgdexample.linux.release.rv64.so"

View File

@ -1,9 +1,9 @@
[remap]
importer="texture"
type="StreamTexture2D"
type="CompressedTexture2D"
uid="uid://cswr8vy4lt7dt"
path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"
metadata={
"vram_texture": false
}
@ -11,7 +11,7 @@ metadata={
[deps]
source_file="res://icon.png"
dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"]
dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"]
[params]
@ -21,7 +21,6 @@ compress/hdr_compression=1
compress/bptc_ldr=0
compress/normal_map=0
compress/channel_pack=0
compress/streamed=false
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
@ -29,7 +28,7 @@ roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/HDR_as_SRGB=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0

View File

@ -46,5 +46,5 @@ func _ready():
prints(" ANSWER_TO_EVERYTHING", $Example.ANSWER_TO_EVERYTHING)
prints(" CONSTANT_WITHOUT_ENUM", $Example.CONSTANT_WITHOUT_ENUM)
func _on_Example_custom_signal(name, value):
prints("Example emitted:", name, value)
func _on_Example_custom_signal(signal_name, value):
prints("Example emitted:", signal_name, value)

View File

@ -12,16 +12,10 @@ offset_left = 194.0
offset_top = -2.0
offset_right = 234.0
offset_bottom = 21.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Button" type="Button" parent="."]
offset_right = 79.0
offset_bottom = 29.0
text = "Click me!"
__meta__ = {
"_edit_use_anchors_": false
}
[connection signal="custom_signal" from="Example" to="." method="_on_Example_custom_signal"]

View File

@ -6,13 +6,14 @@
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
config_version=5
[application]
config/name="GDExtension Test Project"
run/main_scene="res://main.tscn"
config/icon="res://icon.png"
config/features=PackedStringArray("4.0")
[native_extensions]