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-rw-r--r--platform/javascript/SCsub68
1 files changed, 54 insertions, 14 deletions
diff --git a/platform/javascript/SCsub b/platform/javascript/SCsub
index 627ae778b1..7a8005fe30 100644
--- a/platform/javascript/SCsub
+++ b/platform/javascript/SCsub
@@ -12,13 +12,8 @@ javascript_files = [
"api/javascript_tools_editor_plugin.cpp",
]
-build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"]
-if env["threads_enabled"]:
- build_targets.append("#bin/godot${PROGSUFFIX}.worker.js")
-
-build = env.add_program(build_targets, javascript_files)
-
-env.AddJSLibraries(
+sys_env = env.Clone()
+sys_env.AddJSLibraries(
[
"js/libs/library_godot_audio.js",
"js/libs/library_godot_display.js",
@@ -29,12 +24,48 @@ env.AddJSLibraries(
)
if env["tools"]:
- env.AddJSLibraries(["js/libs/library_godot_editor_tools.js"])
+ sys_env.AddJSLibraries(["js/libs/library_godot_editor_tools.js"])
if env["javascript_eval"]:
- env.AddJSLibraries(["js/libs/library_godot_eval.js"])
-for lib in env["JS_LIBS"]:
- env.Append(LINKFLAGS=["--js-library", lib])
-env.Depends(build, env["JS_LIBS"])
+ sys_env.AddJSLibraries(["js/libs/library_godot_eval.js"])
+for lib in sys_env["JS_LIBS"]:
+ sys_env.Append(LINKFLAGS=["--js-library", lib])
+
+build = []
+if env["gdnative_enabled"]:
+ build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"]
+ # Reset libraries. The main runtime will only link emscripten libraries, not godot ones.
+ sys_env["LIBS"] = []
+ # We use IDBFS. Since Emscripten 1.39.1 it needs to be linked explicitly.
+ sys_env.Append(LIBS=["idbfs.js"])
+ # JS prepended to the module code loading the side library.
+ sys_env.Append(LINKFLAGS=["--pre-js", sys_env.File("js/dynlink.pre.js")])
+ # Configure it as a main module (dynamic linking support).
+ sys_env.Append(CCFLAGS=["-s", "MAIN_MODULE=1"])
+ sys_env.Append(LINKFLAGS=["-s", "MAIN_MODULE=1"])
+ sys_env.Append(CCFLAGS=["-s", "EXPORT_ALL=1"])
+ sys_env.Append(LINKFLAGS=["-s", "EXPORT_ALL=1"])
+ # Force exporting the standard library (printf, malloc, etc.)
+ sys_env["ENV"]["EMCC_FORCE_STDLIBS"] = "libc,libc++,libc++abi"
+ # The main emscripten runtime, with exported standard libraries.
+ sys = sys_env.Program(build_targets, ["javascript_runtime.cpp"])
+ sys_env.Depends(sys, "js/dynlink.pre.js")
+
+ # The side library, containing all Godot code.
+ wasm_env = env.Clone()
+ wasm_env.Append(CPPDEFINES=["WASM_GDNATIVE"]) # So that OS knows it can run GDNative libraries.
+ wasm_env.Append(CCFLAGS=["-s", "SIDE_MODULE=2"])
+ wasm_env.Append(LINKFLAGS=["-s", "SIDE_MODULE=2"])
+ wasm = wasm_env.add_program("#bin/godot.side${PROGSUFFIX}.wasm", javascript_files)
+ build = [sys[0], sys[1], wasm[0]]
+else:
+ build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"]
+ if env["threads_enabled"]:
+ build_targets.append("#bin/godot${PROGSUFFIX}.worker.js")
+ # We use IDBFS. Since Emscripten 1.39.1 it needs to be linked explicitly.
+ sys_env.Append(LIBS=["idbfs.js"])
+ build = sys_env.Program(build_targets, javascript_files + ["javascript_runtime.cpp"])
+
+sys_env.Depends(build[0], sys_env["JS_LIBS"])
engine = [
"js/engine/preloader.js",
@@ -61,10 +92,19 @@ out_files = [
]
html_file = "#misc/dist/html/editor.html" if env["tools"] else "#misc/dist/html/full-size.html"
in_files = [js_wrapped, build[1], html_file, "#platform/javascript/js/libs/audio.worklet.js"]
-if env["threads_enabled"]:
- in_files.append(build[2])
+if env["gdnative_enabled"]:
+ in_files.append(build[2]) # Runtime
+ out_files.append(zip_dir.File(binary_name + ".side.wasm"))
+elif env["threads_enabled"]:
+ in_files.append(build[2]) # Worker
out_files.append(zip_dir.File(binary_name + ".worker.js"))
+if env["tools"]:
+ in_files.append("#misc/dist/html/logo.svg")
+ out_files.append(zip_dir.File("logo.svg"))
+ in_files.append("#icon.png")
+ out_files.append(zip_dir.File("favicon.png"))
+
zip_files = env.InstallAs(out_files, in_files)
env.Zip(
"#bin/godot",