diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-09-22 08:28:55 +0200 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-09-26 16:31:46 +0200 |
commit | 39facb35a021f9301f742732fbbd3c6a5a548893 (patch) | |
tree | c84d1e46f176c069af1bbeef17d25512d18304f8 /SConstruct | |
parent | b9a64c77366361a0d45dcdd2b330911efd1eb3f4 (diff) |
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
Diffstat (limited to 'SConstruct')
-rw-r--r-- | SConstruct | 155 |
1 files changed, 93 insertions, 62 deletions
diff --git a/SConstruct b/SConstruct index b64e0bddd8..c86422c4e4 100644 --- a/SConstruct +++ b/SConstruct @@ -57,7 +57,7 @@ import glsl_builders import gles3_builders from platform_methods import architectures, architecture_aliases -if methods.get_cmdline_bool("tools", True): +if ARGUMENTS.get("target", "editor") == "editor": _helper_module("editor.editor_builders", "editor/editor_builders.py") _helper_module("editor.template_builders", "editor/template_builders.py") @@ -164,27 +164,33 @@ opts = Variables(customs, ARGUMENTS) # Target build options opts.Add("platform", "Target platform (%s)" % ("|".join(platform_list),), "") opts.Add("p", "Platform (alias for 'platform')", "") -opts.Add(BoolVariable("tools", "Build the tools (a.k.a. the Godot editor)", True)) -opts.Add(EnumVariable("target", "Compilation target", "debug", ("debug", "release_debug", "release"))) +opts.Add(EnumVariable("target", "Compilation target", "editor", ("editor", "template_release", "template_debug"))) opts.Add(EnumVariable("arch", "CPU architecture", "auto", ["auto"] + architectures, architecture_aliases)) -opts.Add(EnumVariable("float", "Floating-point precision", "32", ("32", "64"))) -opts.Add(EnumVariable("optimize", "Optimization type", "speed", ("speed", "size", "none"))) +opts.Add(BoolVariable("dev_build", "Developer build with dev-only debugging code (DEV_ENABLED)", False)) +opts.Add( + EnumVariable( + "optimize", "Optimization level", "speed_trace", ("none", "custom", "debug", "speed", "speed_trace", "size") + ) +) +opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", True)) +opts.Add(BoolVariable("separate_debug_symbols", "Extract debugging symbols to a separate file", False)) +opts.Add(EnumVariable("lto", "Link-time optimization (production builds)", "none", ("none", "auto", "thin", "full"))) opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False)) -opts.Add(EnumVariable("lto", "Link-time optimization (for production buids)", "none", ("none", "auto", "thin", "full"))) # Components opts.Add(BoolVariable("deprecated", "Enable compatibility code for deprecated and removed features", True)) +opts.Add(EnumVariable("float", "Floating-point precision", "32", ("32", "64"))) opts.Add(BoolVariable("minizip", "Enable ZIP archive support using minizip", True)) opts.Add(BoolVariable("xaudio2", "Enable the XAudio2 audio driver", False)) opts.Add(BoolVariable("vulkan", "Enable the vulkan video driver", True)) opts.Add(BoolVariable("opengl3", "Enable the OpenGL/GLES3 video driver", True)) opts.Add(BoolVariable("openxr", "Enable the OpenXR driver", True)) +opts.Add(BoolVariable("use_volk", "Use the volk library to load the Vulkan loader dynamically", True)) opts.Add("custom_modules", "A list of comma-separated directory paths containing custom modules to build.", "") opts.Add(BoolVariable("custom_modules_recursive", "Detect custom modules recursively for each specified path.", True)) -opts.Add(BoolVariable("use_volk", "Use the volk library to load the Vulkan loader dynamically", True)) # Advanced options -opts.Add(BoolVariable("dev", "If yes, alias for verbose=yes warnings=extra werror=yes", False)) +opts.Add(BoolVariable("dev_mode", "Alias for dev options: verbose=yes warnings=extra werror=yes tests=yes", False)) opts.Add(BoolVariable("tests", "Build the unit tests", False)) opts.Add(BoolVariable("fast_unsafe", "Enable unsafe options for faster rebuilds", False)) opts.Add(BoolVariable("compiledb", "Generate compilation DB (`compile_commands.json`) for external tools", False)) @@ -376,13 +382,36 @@ env_base.Prepend(CPPPATH=["#"]) env_base.platform_exporters = platform_exporters env_base.platform_apis = platform_apis -# Build type defines - more platform-specific ones can be in detect.py. -if env_base["target"] == "release_debug" or env_base["target"] == "debug": +# Configuration of build targets: +# - Editor or template +# - Debug features (DEBUG_ENABLED code) +# - Dev only code (DEV_ENABLED code) +# - Optimization level +# - Debug symbols for crash traces / debuggers + +env_base.editor_build = env_base["target"] == "editor" +env_base.dev_build = env_base["dev_build"] +env_base.debug_features = env_base["target"] in ["editor", "template_debug"] + +if env_base.dev_build: + opt_level = "none" +elif env_base.debug_features: + opt_level = "speed_trace" +else: # Release + opt_level = "speed" + +env_base["optimize"] = ARGUMENTS.get("optimize", opt_level) +env_base["debug_symbols"] = methods.get_cmdline_bool("debug_symbols", env_base.dev_build) + +if env_base.editor_build: + env_base.Append(CPPDEFINES=["TOOLS_ENABLED"]) + +if env_base.debug_features: # DEBUG_ENABLED enables debugging *features* and debug-only code, which is intended # to give *users* extra debugging information for their game development. env_base.Append(CPPDEFINES=["DEBUG_ENABLED"]) -if env_base["target"] == "debug": +if env_base.dev_build: # DEV_ENABLED enables *engine developer* code which should only be compiled for those # working on the engine itself. env_base.Append(CPPDEFINES=["DEV_ENABLED"]) @@ -395,7 +424,7 @@ else: # Unsafe as they reduce the certainty of rebuilding all changed files, so it's # enabled by default for `debug` builds, and can be overridden from command line. # Ref: https://github.com/SCons/scons/wiki/GoFastButton -if methods.get_cmdline_bool("fast_unsafe", env_base["target"] == "debug"): +if methods.get_cmdline_bool("fast_unsafe", env_base.dev_build): # Renamed to `content-timestamp` in SCons >= 4.2, keeping MD5 for compat. env_base.Decider("MD5-timestamp") env_base.SetOption("implicit_cache", 1) @@ -470,32 +499,64 @@ if selected_platform in platform_list: if not (f[0] in ARGUMENTS) or ARGUMENTS[f[0]] == "auto": # Allow command line to override platform flags env[f[0]] = f[1] - # 'dev' and 'production' are aliases to set default options if they haven't been + # 'dev_mode' and 'production' are aliases to set default options if they haven't been # set manually by the user. # These need to be checked *after* platform specific flags so that different # default values can be set (e.g. to keep LTO off for `production` on some platforms). - if env["dev"]: + if env["dev_mode"]: env["verbose"] = methods.get_cmdline_bool("verbose", True) env["warnings"] = ARGUMENTS.get("warnings", "extra") env["werror"] = methods.get_cmdline_bool("werror", True) - if env["tools"]: - env["tests"] = methods.get_cmdline_bool("tests", True) + env["tests"] = methods.get_cmdline_bool("tests", True) if env["production"]: env["use_static_cpp"] = methods.get_cmdline_bool("use_static_cpp", True) env["debug_symbols"] = methods.get_cmdline_bool("debug_symbols", False) # LTO "auto" means we handle the preferred option in each platform detect.py. env["lto"] = ARGUMENTS.get("lto", "auto") - if not env["tools"] and env["target"] == "debug": - print( - "WARNING: Requested `production` build with `tools=no target=debug`, " - "this will give you a full debug template (use `target=release_debug` " - "for an optimized template with debug features)." - ) # Must happen after the flags' definition, as configure is when most flags # are actually handled to change compile options, etc. detect.configure(env) + print(f'Building for platform "{selected_platform}", architecture "{env["arch"]}", target "{env["target"]}.') + if env.dev_build: + print("NOTE: Developer build, with debug optimization level and debug symbols (unless overridden).") + + # Set optimize and debug_symbols flags. + # "custom" means do nothing and let users set their own optimization flags. + # Needs to happen after configure to have `env.msvc` defined. + if env.msvc: + if env["debug_symbols"]: + env.Append(CCFLAGS=["/Zi", "/FS"]) + env.Append(LINKFLAGS=["/DEBUG:FULL"]) + + if env["optimize"] == "speed" or env["optimize"] == "speed_trace": + env.Append(CCFLAGS=["/O2"]) + env.Append(LINKFLAGS=["/OPT:REF"]) + elif env["optimize"] == "size": + env.Append(CCFLAGS=["/O1"]) + env.Append(LINKFLAGS=["/OPT:REF"]) + elif env["optimize"] == "debug" or env["optimize"] == "none": + env.Append(CCFLAGS=["/Od"]) + else: + if env["debug_symbols"]: + if env.dev_build: + env.Append(CCFLAGS=["-g3"]) + else: + env.Append(CCFLAGS=["-g2"]) + + if env["optimize"] == "speed": + env.Append(CCFLAGS=["-O3"]) + # `-O2` is friendlier to debuggers than `-O3`, leading to better crash backtraces. + elif env["optimize"] == "speed_trace": + env.Append(CCFLAGS=["-O2"]) + elif env["optimize"] == "size": + env.Append(CCFLAGS=["-Os"]) + elif env["optimize"] == "debug": + env.Append(CCFLAGS=["-Og"]) + elif env["optimize"] == "none": + env.Append(CCFLAGS=["-O0"]) + # Needs to happen after configure to handle "auto". if env["lto"] != "none": print("Using LTO: " + env["lto"]) @@ -514,11 +575,6 @@ if selected_platform in platform_list: # We apply it to CCFLAGS (both C and C++ code) in case it impacts C features. env.Prepend(CCFLAGS=["/std:c++17"]) - print( - 'Building for platform "%s", architecture "%s", %s, target "%s".' - % (selected_platform, env["arch"], "editor" if env["tools"] else "template", env["target"]) - ) - # Enforce our minimal compiler version requirements cc_version = methods.get_compiler_version(env) or { "major": None, @@ -663,32 +719,13 @@ if selected_platform in platform_list: else: suffix = "." + selected_platform + suffix += "." + env["target"] + if env.dev_build: + suffix += ".dev" + if env_base["float"] == "64": suffix += ".double" - if env["target"] == "release": - if env["tools"]: - print("ERROR: The editor can only be built with `target=debug` or `target=release_debug`.") - print(" Use `tools=no target=release` to build a release export template.") - Exit(255) - suffix += ".opt" - elif env["target"] == "release_debug": - if env["tools"]: - suffix += ".opt.tools" - else: - suffix += ".opt.debug" - else: - if env["tools"]: - print( - "Note: Building a debug binary (which will run slowly). Use `target=release_debug` to build an optimized release binary." - ) - suffix += ".tools" - else: - print( - "Note: Building a debug binary (which will run slowly). Use `target=release` to build an optimized release binary." - ) - suffix += ".debug" - suffix += "." + env["arch"] suffix += env.extra_suffix @@ -753,9 +790,6 @@ if selected_platform in platform_list: env["LIBSUFFIX"] = suffix + env["LIBSUFFIX"] env["SHLIBSUFFIX"] = suffix + env["SHLIBSUFFIX"] - if env["tools"]: - env.Append(CPPDEFINES=["TOOLS_ENABLED"]) - disabled_classes = [] if env["build_feature_profile"] != "": @@ -777,19 +811,16 @@ if selected_platform in platform_list: methods.write_disabled_classes(disabled_classes) if env["disable_3d"]: - if env["tools"]: - print( - "Build option 'disable_3d=yes' cannot be used with 'tools=yes' (editor), " - "only with 'tools=no' (export template)." - ) + if env.editor_build: + print("Build option 'disable_3d=yes' cannot be used for editor builds, but only for export templates.") Exit(255) else: env.Append(CPPDEFINES=["_3D_DISABLED"]) if env["disable_advanced_gui"]: - if env["tools"]: + if env.editor_build: print( - "Build option 'disable_advanced_gui=yes' cannot be used with 'tools=yes' (editor), " - "only with 'tools=no' (export template)." + "Build option 'disable_advanced_gui=yes' cannot be used for editor builds, " + "but only for export templates." ) Exit(255) else: @@ -847,7 +878,7 @@ if selected_platform in platform_list: SConscript("core/SCsub") SConscript("servers/SCsub") SConscript("scene/SCsub") - if env["tools"]: + if env.editor_build: SConscript("editor/SCsub") SConscript("drivers/SCsub") |