Merge pull request #636 from Faless/build/tools_pr

Android/iOS build, Scons boilerplate for building projects.
pull/690/head
Fabio Alessandrelli 2022-02-10 02:39:22 +01:00 committed by GitHub
commit 9d5caf6baa
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 112 additions and 270 deletions

View File

@ -2,9 +2,52 @@ name: Continuous integration
on: [push, pull_request]
jobs:
linux:
name: Build (Linux, GCC)
runs-on: ubuntu-18.04
build:
name: ${{ matrix.name }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
- name: 🐧 Linux (GCC)
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
- 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
- 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
flags: use_mingw=yes
- name: 🍎 macOS (universal)
os: macos-11
platform: osx
artifact-name: godot-cpp-macos-universal-release
artifact-path: bin/libgodot-cpp.osx.release.universal.a
flags: macos_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
- name: 🍏 iOS (arm64)
os: macos-11
platform: ios
artifact-name: godot-cpp-ios-arm64-release
artifact-path: bin/libgodot-cpp.ios.release.arm64.a
steps:
- name: Checkout
uses: actions/checkout@v2
@ -16,26 +59,44 @@ jobs:
with:
python-version: '3.x'
- name: Install dependencies
- name: Linux dependencies
if: ${{ matrix.platform == 'linux' }}
run: |
sudo apt-get update -qq
sudo apt-get install -qqq build-essential pkg-config
- name: Install scons
run: |
python -m pip install scons
- name: Build godot-cpp
- name: Windows GCC dependency
if: ${{ matrix.platform == 'windows' }}
# Install GCC from Scoop as the default supplied GCC doesn't work ("Error 1").
run: |
scons target=release generate_bindings=yes -j $(nproc)
Invoke-Expression (New-Object System.Net.WebClient).DownloadString('https://get.scoop.sh')
scoop install gcc
g++ --version
gcc --version
- name: Build test project
- name: Build godot-cpp (debug)
run: |
scons platform=${{ matrix.platform }} target=debug generate_bindings=yes ${{ matrix.flags }} -j2
- name: Build test without rebuilding godot-cpp (debug)
run: |
cd test
scons target=release -j $(nproc)
scons platform=${{ matrix.platform }} target=debug ${{ matrix.flags }} build_library=no -j2
- name: Build test and godot-cpp (release)
run: |
cd test
scons platform=${{ matrix.platform }} target=release ${{ matrix.flags }} -j2
- name: Upload artifact
uses: actions/upload-artifact@v2
with:
name: godot-cpp-linux-glibc2.27-x86_64-release
path: bin/libgodot-cpp.linux.release.64.a
name: ${{ matrix.artifact-name }}
path: ${{ matrix.artifact-path }}
if-no-files-found: error
linux-cmake:
@ -86,106 +147,6 @@ jobs:
cd test && cmake -DCMAKE_BUILD_TYPE=Release -GNinja .
cmake --build . -j $(nproc)
windows-msvc:
name: Build (Windows, MSVC)
runs-on: windows-2019
steps:
- name: Checkout
uses: actions/checkout@v2
with:
submodules: recursive
- name: Set up Python (for SCons)
uses: actions/setup-python@v2
with:
python-version: '3.x'
- name: Install dependencies
run: |
python -m pip install scons
- name: Build godot-cpp
run: |
scons target=release generate_bindings=yes -j $env:NUMBER_OF_PROCESSORS
- name: Build test project
run: |
cd test
scons target=release -j $env:NUMBER_OF_PROCESSORS
- name: Upload artifact
uses: actions/upload-artifact@v2
with:
name: godot-cpp-windows-msvc2019-x86_64-release
path: bin/libgodot-cpp.windows.release.64.lib
if-no-files-found: error
windows-mingw:
name: Build (Windows, MinGW)
runs-on: windows-2019
steps:
- name: Checkout
uses: actions/checkout@v2
with:
submodules: recursive
- name: Set up Python (for SCons)
uses: actions/setup-python@v2
with:
python-version: '3.x'
- name: Install dependencies
run: |
python -m pip install scons
- name: Build godot-cpp
# Install GCC from Scoop as the default supplied GCC doesn't work ("Error 1").
run: |
Invoke-Expression (New-Object System.Net.WebClient).DownloadString('https://get.scoop.sh')
scoop install gcc
g++ --version
gcc --version
scons target=release generate_bindings=yes use_mingw=yes -j $env:NUMBER_OF_PROCESSORS
#- name: Build test project (TODO currently not supported, leaving uncommented as a reminder to fix this)
# run: |
# cd test
# scons target=release use_mingw=yes -j $env:NUMBER_OF_PROCESSORS
- name: Upload artifact
uses: actions/upload-artifact@v2
with:
name: godot-cpp-linux-mingw-x86_64-release
path: bin/libgodot-cpp.windows.release.64.a
if-no-files-found: error
macos:
name: Build (macOS, Clang, universal / x86_64 + arm64)
runs-on: macos-11
steps:
- name: Checkout
uses: actions/checkout@v2
with:
submodules: recursive
- name: Set up Python (for SCons)
uses: actions/setup-python@v2
with:
python-version: '3.x'
- name: Install dependencies
run: |
python -m pip install scons
- name: Build godot-cpp
run: |
scons target=release generate_bindings=yes -j $(sysctl -n hw.logicalcpu)
- name: Build test project
run: |
cd test
scons target=release -j $(sysctl -n hw.logicalcpu)
static-checks:
name: Static Checks (clang-format)
runs-on: ubuntu-20.04

View File

@ -144,6 +144,9 @@ opts.Add(
)
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("build_projects", "List of projects to build (comma-separated list of paths).", "")
opts.Update(env)
Help(opts.GenerateHelpText(env))
@ -165,6 +168,13 @@ if host_platform == "windows" and env["platform"] != "android":
opts.Update(env)
# Require C++17
if host_platform == "windows" and env["platform"] == "windows" and not env["use_mingw"]:
# MSVC
env.Append(CCFLAGS=["/std:c++17"])
else:
env.Append(CCFLAGS=["-std=c++17"])
if env["target"] == "debug":
env.Append(CPPDEFINES=["DEBUG_ENABLED", "DEBUG_METHODS_ENABLED"])
@ -172,7 +182,7 @@ if env["platform"] == "linux" or env["platform"] == "freebsd":
if env["use_llvm"]:
env["CXX"] = "clang++"
env.Append(CCFLAGS=["-fPIC", "-std=c++17", "-Wwrite-strings"])
env.Append(CCFLAGS=["-fPIC", "-Wwrite-strings"])
env.Append(LINKFLAGS=["-Wl,-R,'$$ORIGIN'"])
if env["target"] == "debug":
@ -201,8 +211,6 @@ elif env["platform"] == "osx":
env.Append(LINKFLAGS=["-arch", env["macos_arch"]])
env.Append(CCFLAGS=["-arch", env["macos_arch"]])
env.Append(CCFLAGS=["-std=c++17"])
if env["macos_deployment_target"] != "default":
env.Append(CCFLAGS=["-mmacosx-version-min=" + env["macos_deployment_target"]])
env.Append(LINKFLAGS=["-mmacosx-version-min=" + env["macos_deployment_target"]])
@ -245,14 +253,13 @@ elif env["platform"] == "ios":
env["CXX"] = compiler_path + "clang++"
env["AR"] = compiler_path + "ar"
env["RANLIB"] = compiler_path + "ranlib"
env["SHLIBSUFFIX"] = ".dylib"
env.Append(CCFLAGS=["-std=c++17", "-arch", env["ios_arch"], "-isysroot", sdk_path])
env.Append(CCFLAGS=["-arch", env["ios_arch"], "-isysroot", sdk_path])
env.Append(
LINKFLAGS=[
"-arch",
env["ios_arch"],
"-framework",
"Cocoa",
"-Wl,-undefined,dynamic_lookup",
"-isysroot",
sdk_path,
@ -292,14 +299,21 @@ 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 = env.Clone(tools=['mingw'])
# Still need to use C++17.
env.Append(CCFLAGS=["-std=c++17"])
# Don't want lib prefixes
env["IMPLIBPREFIX"] = ""
env["SHLIBPREFIX"] = ""
# Long line hack. Use custom spawn, quick AR append (to avoid files with the same names to override each other).
env["SPAWN"] = mySpawn
env.Replace(ARFLAGS=["q"])
# Native or cross-compilation using MinGW
if host_platform == "linux" or host_platform == "freebsd" or host_platform == "osx" or env["use_mingw"]:
# These options are for a release build even using target=debug
env.Append(CCFLAGS=["-O3", "-std=c++17", "-Wwrite-strings"])
env.Append(CCFLAGS=["-O3", "-Wwrite-strings"])
env.Append(
LINKFLAGS=[
"--static",
@ -314,9 +328,10 @@ elif env["platform"] == "android":
# Don't Clone the environment. Because otherwise, SCons will pick up msvc stuff.
env = Environment(ENV=os.environ, tools=["mingw"])
opts.Update(env)
# env = env.Clone(tools=['mingw'])
# Long line hack. Use custom spawn, quick AR append (to avoid files with the same names to override each other).
env["SPAWN"] = mySpawn
env.Replace(ARFLAGS=["q"])
# Verify NDK root
if not "ANDROID_NDK_ROOT" in env:
@ -382,11 +397,13 @@ elif env["platform"] == "android":
env["CC"] = toolchain + "/bin/clang"
env["CXX"] = toolchain + "/bin/clang++"
env["AR"] = toolchain + "/bin/" + arch_info["tool_path"] + "-ar"
env["SHLIBSUFFIX"] = ".so"
env.Append(
CCFLAGS=["--target=" + arch_info["target"] + env["android_api_level"], "-march=" + arch_info["march"], "-fPIC"]
) # , '-fPIE', '-fno-addrsig', '-Oz'])
env.Append(CCFLAGS=arch_info["ccflags"])
env.Append(LINKFLAGS=["--target=" + arch_info["target"] + env["android_api_level"], "-march=" + arch_info["march"]])
if env["target"] == "debug":
env.Append(CCFLAGS=["-Og", "-g"])
@ -474,8 +491,16 @@ elif env["platform"] == "javascript":
elif env["platform"] == "osx":
arch_suffix = env["macos_arch"]
library = env.StaticLibrary(
target="bin/" + "libgodot-cpp.{}.{}.{}{}".format(env["platform"], env["target"], arch_suffix, env["LIBSUFFIX"]),
source=sources,
)
Default(library)
library = None
env["OBJSUFFIX"] = ".{}.{}.{}{}".format(env["platform"], env["target"], arch_suffix, env["OBJSUFFIX"])
library_name = "libgodot-cpp.{}.{}.{}{}".format(env["platform"], env["target"], arch_suffix, env["LIBSUFFIX"])
if env["build_library"]:
library = env.StaticLibrary(target=env.File("bin/%s" % library_name), source=sources)
Default(library)
env["SHLIBSUFFIX"] = "{}.{}.{}{}".format(env["platform"], env["target"], arch_suffix, env["SHLIBSUFFIX"])
env.Append(CPPPATH=[env.Dir(f) for f in ["gen/include", "include", "godot-headers"]])
env.Append(LIBPATH=[env.Dir("bin")])
env.Append(LIBS=library_name)
Return("env")

View File

@ -2,79 +2,7 @@
import os
import sys
# default values, adapt them to your setup
default_library_name = "libgdexample"
default_target_path = "demo/bin/"
# Local dependency paths, adapt them to your setup
cpp_bindings_path = "../"
# cpp_bindings_path = "godot-cpp/"
godot_headers_path = cpp_bindings_path + "godot-headers/"
cpp_library = "libgodot-cpp"
# Try to detect the host platform automatically.
# This is used if no `platform` argument is passed
if sys.platform.startswith("linux"):
host_platform = "linux"
elif sys.platform.startswith("freebsd"):
host_platform = "freebsd"
elif sys.platform == "darwin":
host_platform = "osx"
elif sys.platform == "win32" or sys.platform == "msys":
host_platform = "windows"
else:
raise ValueError("Could not detect platform automatically, please specify with " "platform=<platform>")
env = Environment(ENV=os.environ)
opts = Variables([], ARGUMENTS)
# Define our options
opts.Add(EnumVariable("target", "Compilation target", "debug", allowed_values=("debug", "release"), ignorecase=2))
opts.Add(
EnumVariable(
"platform",
"Compilation platform",
host_platform,
# We'll need to support these in due times
# allowed_values=("linux", "freebsd", "osx", "windows", "android", "ios", "javascript"),
allowed_values=("linux", "windows", "osx"),
ignorecase=2,
)
)
opts.Add(EnumVariable("bits", "Target platform bits", "64", ("32", "64")))
opts.Add(BoolVariable("use_llvm", "Use the LLVM / Clang compiler", "no"))
opts.Add(EnumVariable("macos_arch", "Target macOS architecture", "universal", ["universal", "x86_64", "arm64"]))
opts.Add(PathVariable("target_path", "The path where the lib is installed.", default_target_path, PathVariable.PathAccept))
opts.Add(PathVariable("target_name", "The library name.", default_library_name, PathVariable.PathAccept))
# only support 64 at this time..
bits = 64
# Updates the environment with the option variables.
opts.Update(env)
# Generates help for the -h scons option.
Help(opts.GenerateHelpText(env))
# 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":
env = Environment(TARGET_ARCH="amd64")
elif env["bits"] == "32":
env = Environment(TARGET_ARCH="x86")
opts.Update(env)
# Process some arguments
if env["use_llvm"]:
env["CC"] = "clang"
env["CXX"] = "clang++"
if env["platform"] == "":
print("No valid target platform selected.")
quit()
env = SConscript("../SConstruct")
# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
@ -84,82 +12,10 @@ if env["platform"] == "":
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
if env["target"] == "debug":
env.Append(CPPDEFINES=["DEBUG_ENABLED", "DEBUG_METHODS_ENABLED"])
# Check our platform specifics
if env["platform"] == "osx":
env["target_path"] += "{}.{}.framework/".format(env["target_name"], env["target"])
cpp_library += ".osx"
if env["bits"] == "32":
raise ValueError("Only 64-bit builds are supported for the macOS target.")
if env["macos_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(CXXFLAGS=["-std=c++17"])
if env["target"] == "debug":
env.Append(CCFLAGS=["-g", "-O2"])
else:
env.Append(CCFLAGS=["-g", "-O3"])
arch_suffix = env["macos_arch"]
elif env["platform"] in ("x11", "linux"):
cpp_library += ".linux"
env.Append(CCFLAGS=["-fPIC"])
env.Append(CXXFLAGS=["-std=c++17"])
if env["target"] == "debug":
env.Append(CCFLAGS=["-g3", "-Og"])
else:
env.Append(CCFLAGS=["-g", "-O3"])
arch_suffix = str(bits)
elif env["platform"] == "windows":
cpp_library += ".windows"
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env.Append(ENV=os.environ)
env.Append(CPPDEFINES=["WIN32", "_WIN32", "_WINDOWS", "_CRT_SECURE_NO_WARNINGS"])
env.Append(CCFLAGS=["-W3", "-GR"])
env.Append(CXXFLAGS=["-std:c++17"])
if env["target"] == "debug":
env.Append(CPPDEFINES=["_DEBUG"])
env.Append(CCFLAGS=["-EHsc", "-MDd", "-ZI", "-FS"])
env.Append(LINKFLAGS=["-DEBUG"])
else:
env.Append(CPPDEFINES=["NDEBUG"])
env.Append(CCFLAGS=["-O2", "-EHsc", "-MD"])
if not(env["use_llvm"]):
env.Append(CPPDEFINES=["TYPED_METHOD_BIND"])
arch_suffix = str(bits)
# suffix our godot-cpp library
cpp_library += "." + env["target"] + "." + arch_suffix
# make sure our binding library is properly includes
env.Append(CPPPATH=[".", godot_headers_path, cpp_bindings_path + "include/", cpp_bindings_path + "gen/include/"])
env.Append(LIBPATH=[cpp_bindings_path + "bin/"])
env.Append(LIBS=[cpp_library])
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=["src/"])
sources = Glob("src/*.cpp")
if env["platform"] == "osx":
target_name = "{}.{}".format(env["target_name"], env["target"])
else:
target_name = "{}.{}.{}.{}".format(env["target_name"], env["platform"], env["target"], arch_suffix)
print(target_name)
library = env.SharedLibrary(target=env["target_path"] + target_name, source=sources)
library = env.SharedLibrary("demo/bin/libgdexample" + env["SHLIBSUFFIX"], source=sources)
Default(library)