Age | Commit message (Collapse) | Author |
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Working with emscripten >= 2.0.10
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HarfBuzz, Graphite).
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As of SCons 4.0.1, the default value for $LINK is $SMARTLINK, which itself
is a function that will use $CXX as linker for C++:
https://github.com/SCons/scons/blob/4.0.1/SCons/Tool/link.py#L327-L328
https://github.com/SCons/scons/blob/4.0.1/SCons/Tool/link.py#L54-L76
So we don't need to manually specify the same value as $CXX for $LINK.
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The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
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This fixes a "random" deadlock when quitting the editor.
I still haven't figure out the root cause, but having a bigger seems to
greatly mitigate the issue.
The new pool size (pre-allocated threads) is now 8.
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No longer parse emscripten/emsdk config to detect emcc/node paths.
Use WhereIs to find "emcc" and "node", look for "node_modules" in "emcc"
path.
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Move copyToFS into utils.js library included with '--pre-js'.
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Add missing semicolumns in engine.js
Add optional extra args to JS Engine.startGame
Remove loader.js, explicit noExitRuntime.
Also add onExit callback (undocumented in emscripten)
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Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
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- Refactored the Engine code, splitted across files.
- Use MODULARIZE option to build emscripten code into it's own closure.
- Enable lto support (saves ~2MiB in release).
- Enable optional closure compiler pass for JS and generated code.
- Enable optional pthreads support.
- Can now build with tools=yes (not much to see yet).
- Dropped some deprecated code for older toolchains.
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Excluding other unused environments like Node.js makes the support code
about 4 KB smaller.
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The option is needed when using the 'fastcomp' backend (default before
1.39.0), and must not be defined when using 'upstream' (new default).
So we define it conditionally to support both backends.
Follow-up to #30751.
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Third-party platforms (e.g. console ports) need to be able to
disable JIT support in the regex module too, so it can't be
hardcoded in the module SCsub. This is cleaner this way anyway.
Fixes #19316.
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Upstream Emscripten changed this in 1.39.1+, so IDBFS is no longer
included by default and has to be linked manually.
The explicit linking doesn't seem to be problematic on earlier
versions (tested `1.38.47-upstream`).
Fixes #33724.
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A change in upstream Emscripten 1.39.1+ made our buildsystem error
out where it was previously only issuing a warning:
```
[ 5%] Linking Static Library ==> main/libmain.javascript.opt.bc
shared:WARNING: Assuming object file output in the absence of `-c`, based on output filename. Please add with `-c` or `-r` to avoid this warning
Ranlib Library ==> main/libmain.javascript.opt.bc
/opt/emsdk/upstream/bin/llvm-ranlib: error: unable to load 'main/libmain.javascript.opt.bc': file too small to be an archive
```
As advised on emscripten-core/emscripten#9806, we should be using
`emar` here to create the static library and not `emcc`.
This was apparently done to workaround Emscripten issues in the past,
but evidently this is no longer necessary.
The rest of the `env` redefinitions should probably be re-assessed
against the current state of Emscripten.
Fixes #33374.
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this.rtenv.callMain is not a function when using latest-upstream backend
Added needed changed for normal compiling with emscripten 1.38.41 and later
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It is not supported in Emscripten's `latest-upstream` LLVM backend,
and doesn't seem necessary in the `latest` backend either.
It was initially added in #22857 to solve a compilation error with the latter.
Part of #30270.
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Emscripten is apparently changing the variables in its config file,
causing potential breakage of our build system.
Binaries of the latest/latest-upstream releases are located in a
subfolder of BINARYEN_ROOT called emscripten.
Binaries of the other releases (e.g. sdk-1.38.31-64bit) are instead
placed under the EMSCRIPTEN_ROOT folder.
This PR checks if BINARYEN_ROOT has a subfolder called emscripten, if
that does not exists, it falls back to checking the EMSCRIPTEN_ROOT.
This way we give precedence to the new releases, given that activating
multiple releases sequentially might result in having mismatching
BINARYEN_ROOT and EMSCRIPTEN_ROOT.
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Recent Emscripten SDK versions seem to only include the
`BINARYEN_ROOT` variable in the Emscripten configuration file,
whereas the platform's `detect.py` only looked at `EMSCRIPTEN_ROOT`.
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Those were disable to keep size small, and on Android avoid the dependency on the STL,
but for tools build (editor) this is not really a concern.
Note: as of today it's not possible to build tools=yes for those platforms, but this
change is one of the necessary steps to enable it.
Fixes #25262.
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Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
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Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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The increased build time is negligible in comparison to the decreased
file size.
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Drop logic for non-existent 'profile' target
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Handle directories in engine.js preloadFile()
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The messages generated by some assertions can be confusing to users.
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Rename engine.start() to startGame(), new start() takes string arguments
handed directly to main(). Rename Engine.loadEngine() to load().
Add setLocale(), setResizeCanvasOnStart(), setExecutableName() and
preloadFile().
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Since WebGL 2.0 is required, requiring WebAssembly support as well has
little impact on compatibility.
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HTML5 start-up overhaul with download progress display
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