godot-cpp/tools/linux.py

47 lines
1.5 KiB
Python

import common_compiler_flags
from SCons.Tool import clang, clangxx
from SCons.Variables import BoolVariable
def options(opts):
opts.Add(BoolVariable("use_llvm", "Use the LLVM compiler - only effective when targeting Linux", False))
def exists(env):
return True
def generate(env):
if env["use_llvm"]:
clang.generate(env)
clangxx.generate(env)
elif env.use_hot_reload:
# Required for extensions to truly unload.
env.Append(CXXFLAGS=["-fno-gnu-unique"])
env.Append(CCFLAGS=["-fPIC", "-Wwrite-strings"])
env.Append(LINKFLAGS=["-Wl,-R,'$$ORIGIN'"])
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"])
env.Append(CPPDEFINES=["LINUX_ENABLED", "UNIX_ENABLED"])
# Refer to https://github.com/godotengine/godot/blob/master/platform/linuxbsd/detect.py
if env["lto"] == "auto":
env["lto"] = "full"
common_compiler_flags.generate(env)