Merge pull request #691 from Faless/build/3.x_tools

pull/776/head
Rémi Verschelde 2022-06-13 14:17:34 +02:00 committed by GitHub
commit ac572d5f84
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4 changed files with 133 additions and 282 deletions

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@ -2,9 +2,56 @@ 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
godot_zip: Godot_v3.4-stable_linux_server.64.zip
executable: Godot_v3.4-stable_linux_server.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
- 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.64.a
flags: macos_arch=universal
godot_zip: Godot_v3.4-stable_osx.universal.zip
executable: Godot.app/Contents/MacOS/Godot
- 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
@ -16,132 +63,47 @@ 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
python -m pip install scons
curl -LO https://downloads.tuxfamily.org/godotengine/3.4/Godot_v3.4-stable_linux_server.64.zip
unzip Godot_v3.4-stable_linux_server.64.zip
- name: Build godot-cpp
run: |
scons target=release generate_bindings=yes -j $(nproc)
- 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
if-no-files-found: error
- name: Build test GDNative library
run: |
scons target=release platform=linux bits=64 -j $(nproc) -C test
- name: Run test GDNative library
run: |
./Godot_v3.4-stable_linux_server.64 --path test -s script.gd
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
- name: Install scons
run: |
python -m pip install scons
- name: Build godot-cpp
run: |
scons target=release generate_bindings=yes -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: Setup MinGW for Windows/MinGW build
- name: Windows dependency (MinGW)
if: ${{ matrix.platform == 'windows' }}
uses: egor-tensin/setup-mingw@v2
- name: Build godot-cpp
- name: Build godot-cpp (debug)
run: |
scons target=release generate_bindings=yes use_mingw=yes -j $env:NUMBER_OF_PROCESSORS
scons platform=${{ matrix.platform }} target=debug generate_bindings=yes ${{ matrix.flags }} -j2
- name: Upload artifact
uses: actions/upload-artifact@v2
with:
name: godot-cpp-linux-mingw-x86_64-release
path: bin/libgodot-cpp.windows.release.64.a
if-no-files-found: error
macos:
name: Build (macOS, Clang)
runs-on: macos-11
steps:
- name: Checkout
uses: actions/checkout@v2
with:
submodules: recursive
- name: Set up Python (for SCons)
uses: actions/setup-python@v2
with:
python-version: '3.x'
- name: Install dependencies
- name: Build test without rebuilding godot-cpp (debug)
run: |
python -m pip install scons
curl -LO https://downloads.tuxfamily.org/godotengine/3.4/Godot_v3.4-stable_osx.universal.zip
unzip Godot_v3.4-stable_osx.universal.zip
cd test
scons platform=${{ matrix.platform }} target=debug ${{ matrix.flags }} build_library=no -j2
- name: Build godot-cpp
- name: Build test and godot-cpp (release)
run: |
scons target=release generate_bindings=yes -j $(sysctl -n hw.logicalcpu)
- name: Upload artifact
uses: actions/upload-artifact@v2
with:
name: godot-cpp-macos-universal-release
path: bin/libgodot-cpp.osx.release.64.a
if-no-files-found: error
- name: Build test GDNative library
run: |
scons target=release platform=osx bits=64 macos_arch=universal -j $(sysctl -n hw.logicalcpu) -C test
cd test
scons platform=${{ matrix.platform }} target=release ${{ matrix.flags }} -j2
- name: Run test GDNative library
if: ${{ matrix.platform == 'linux' || matrix.platform == 'osx' }}
run: |
./Godot.app/Contents/MacOS/Godot --path test -s script.gd
curl -LO https://downloads.tuxfamily.org/godotengine/3.4/${{ matrix.godot_zip }}
unzip ${{ matrix.godot_zip }}
./${{ matrix.executable }} --path test -s script.gd
- name: Upload artifact
uses: actions/upload-artifact@v2
with:
name: ${{ matrix.artifact-name }}
path: ${{ matrix.artifact-path }}
if-no-files-found: error
static-checks:
name: Static Checks (clang-format)

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@ -159,6 +159,8 @@ opts.Add(
)
)
opts.Add(BoolVariable("build_library", "Build the godot-cpp library.", True))
opts.Update(env)
Help(opts.GenerateHelpText(env))
@ -173,11 +175,18 @@ if host_platform == "windows" and env["platform"] != "android":
opts.Update(env)
# Require C++14
if host_platform == "windows" and env["platform"] == "windows" and not env["use_mingw"]:
# MSVC
env.Append(CCFLAGS=["/std:c++14"])
else:
env.Append(CCFLAGS=["-std=c++14"])
if env["platform"] == "linux" or env["platform"] == "freebsd":
if env["use_llvm"]:
env["CXX"] = "clang++"
env.Append(CCFLAGS=["-fPIC", "-std=c++14", "-Wwrite-strings"])
env.Append(CCFLAGS=["-fPIC", "-Wwrite-strings"])
env.Append(LINKFLAGS=["-Wl,-R,'$$ORIGIN'"])
if env["target"] == "debug":
@ -206,8 +215,6 @@ elif env["platform"] == "osx":
env.Append(LINKFLAGS=["-arch", env["macos_arch"]])
env.Append(CCFLAGS=["-arch", env["macos_arch"]])
env.Append(CCFLAGS=["-std=c++14"])
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"]])
@ -216,13 +223,7 @@ elif env["platform"] == "osx":
env.Append(CCFLAGS=["-isysroot", env["macos_sdk_path"]])
env.Append(LINKFLAGS=["-isysroot", env["macos_sdk_path"]])
env.Append(
LINKFLAGS=[
"-framework",
"Cocoa",
"-Wl,-undefined,dynamic_lookup",
]
)
env.Append(LINKFLAGS=["-Wl,-undefined,dynamic_lookup"])
if env["target"] == "debug":
env.Append(CCFLAGS=["-Og", "-g"])
@ -233,7 +234,6 @@ elif env["platform"] == "ios":
if env["ios_simulator"]:
sdk_name = "iphonesimulator"
env.Append(CCFLAGS=["-mios-simulator-version-min=10.0"])
env["LIBSUFFIX"] = ".simulator" + env["LIBSUFFIX"]
else:
sdk_name = "iphoneos"
env.Append(CCFLAGS=["-miphoneos-version-min=10.0"])
@ -250,14 +250,13 @@ 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++14", "-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,
@ -296,14 +295,20 @@ 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++14.
env.Append(CCFLAGS=["-std=c++14"])
# Don't want lib prefixes
env["IMPLIBPREFIX"] = ""
env["SHLIBPREFIX"] = ""
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++14", "-Wwrite-strings"])
env.Append(CCFLAGS=["-O3", "-Wwrite-strings"])
env.Append(
LINKFLAGS=[
"--static",
@ -318,9 +323,10 @@ 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:
@ -385,11 +391,12 @@ elif env["platform"] == "android":
# Setup tools
env["CC"] = toolchain + "/bin/clang"
env["CXX"] = toolchain + "/bin/clang++"
env["AR"] = toolchain + "/bin/" + arch_info["tool_path"] + "-ar"
env["AS"] = toolchain + "/bin/" + arch_info["tool_path"] + "-as"
env["LD"] = toolchain + "/bin/" + arch_info["tool_path"] + "-ld"
env["STRIP"] = toolchain + "/bin/" + arch_info["tool_path"] + "-strip"
env["RANLIB"] = toolchain + "/bin/" + arch_info["tool_path"] + "-ranlib"
env["AR"] = toolchain + "/bin/llvm-ar"
env["AS"] = toolchain + "/bin/llvm-as"
env["LD"] = toolchain + "/bin/llvm-ld"
env["STRIP"] = toolchain + "/bin/llvm-strip"
env["RANLIB"] = toolchain + "/bin/llvm-ranlib"
env["SHLIBSUFFIX"] = ".so"
env.Append(
CCFLAGS=[
@ -399,6 +406,7 @@ elif env["platform"] == "android":
]
)
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"])
@ -478,14 +486,25 @@ if env["platform"] == "android":
arch_suffix = env["android_arch"]
elif env["platform"] == "ios":
arch_suffix = env["ios_arch"]
if env["ios_simulator"]:
arch_suffix += ".simulator"
elif env["platform"] == "osx":
if env["macos_arch"] != "universal":
arch_suffix = env["macos_arch"]
elif env["platform"] == "javascript":
arch_suffix = "wasm"
# Expose it to projects that import this env.
env["arch_suffix"] = arch_suffix
library = env.StaticLibrary(
target="bin/" + "libgodot-cpp.{}.{}.{}{}".format(env["platform"], env["target"], arch_suffix, env["LIBSUFFIX"]),
source=sources,
)
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.Append(CPPPATH=[env.Dir(f) for f in [env["headers_dir"], "include", "include/gen", "include/core"]])
env.Append(LIBPATH=[env.Dir("bin")])
env.Append(LIBS=library_name)
Return("env")

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@ -1,146 +1,16 @@
#!/usr/bin/env python
import os
import sys
# 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 == "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", ["d", "debug", "r", "release"]))
opts.Add(EnumVariable("platform", "Compilation platform", host_platform, ["", "windows", "x11", "linux", "osx"]))
opts.Add(
EnumVariable(
"p",
"Compilation target, alias for 'platform'",
host_platform,
["", "windows", "x11", "linux", "osx"],
)
)
opts.Add(EnumVariable("bits", "Target platform bits", "64", ("32", "64")))
opts.Add(BoolVariable("use_llvm", "Use the LLVM / Clang compiler", "no"))
opts.Add(PathVariable("target_path", "The path where the lib is installed.", "bin/", PathVariable.PathAccept))
opts.Add(PathVariable("target_name", "The library name.", "libgdexample", PathVariable.PathAccept))
# Local dependency paths, adapt them to your setup
godot_headers_path = "../godot-headers/"
cpp_bindings_path = "../"
cpp_library = "libgodot-cpp"
# 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["p"] != "":
env["platform"] = env["p"]
if env["platform"] == "":
print("No valid target platform selected.")
quit()
# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
# - CFLAGS are for C-specific compilation flags
# - CXXFLAGS are for C++-specific compilation flags
# - CPPFLAGS are for pre-processor flags
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
# Check our platform specifics
if env["platform"] == "osx":
env["target_path"] += "osx/"
cpp_library += ".osx"
env.Append(CCFLAGS=["-arch", "x86_64"])
env.Append(CXXFLAGS=["-std=c++17"])
env.Append(LINKFLAGS=["-arch", "x86_64"])
if env["target"] in ("debug", "d"):
env.Append(CCFLAGS=["-g", "-O2"])
else:
env.Append(CCFLAGS=["-g", "-O3"])
elif env["platform"] in ("x11", "linux"):
env["target_path"] += "x11/"
cpp_library += ".linux"
env.Append(CCFLAGS=["-fPIC"])
env.Append(CXXFLAGS=["-std=c++17"])
if env["target"] in ("debug", "d"):
env.Append(CCFLAGS=["-g3", "-Og"])
else:
env.Append(CCFLAGS=["-g", "-O3"])
elif env["platform"] == "windows":
env["target_path"] += "win64/"
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"] in ("debug", "d"):
env.Append(CPPDEFINES=["_DEBUG"])
env.Append(CCFLAGS=["-EHsc", "-MDd", "-ZI"])
env.Append(LINKFLAGS=["-DEBUG"])
else:
env.Append(CPPDEFINES=["NDEBUG"])
env.Append(CCFLAGS=["-O2", "-EHsc", "-MD"])
if env["target"] in ("debug", "d"):
cpp_library += ".debug"
else:
cpp_library += ".release"
cpp_library += "." + str(bits)
# make sure our binding library is properly includes
env.Append(
CPPPATH=[
".",
godot_headers_path,
cpp_bindings_path + "include/",
cpp_bindings_path + "include/core/",
cpp_bindings_path + "include/gen/",
]
)
env.Append(LIBPATH=[cpp_bindings_path + "bin/"])
env.Append(LIBS=[cpp_library])
env = SConscript("../SConstruct")
# 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")
env.Append(CPPPATH=['src/'])
sources = Glob('src/*.cpp')
library = env.SharedLibrary(target=env["target_path"] + env["target_name"], source=sources)
library = env.SharedLibrary(
"bin/libgdexample.{}.{}.{}{}".format(
env["platform"], env["target"], env["arch_suffix"], env["SHLIBSUFFIX"]
),
source=sources,
)
Default(library)

View File

@ -7,10 +7,10 @@ reloadable=false
[entry]
X11.64="res://bin/x11/libgdexample.so"
Server.64="res://bin/x11/libgdexample.so"
Windows.64="res://bin/win64/libgdexample.dll"
OSX.64="res://bin/osx/libgdexample.dylib"
X11.64="res://bin/libgdexample.linux.release.64.so"
Server.64="res://bin/libgdexample.linux.release.64.so"
Windows.64="res://bin/libgdexample.windows.release.64.dll"
OSX.64="res://bin/libgdexample.osx.release.64.dylib"
[dependencies]