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2022-12-27Allow building X11 without VulkanRiteo
This limit was likely introduced when Vulkan was the only option.
2022-12-03Load X11 dynamicallyRiteo
The loaders have been generated through hpvb's dynload-wrapper, although they had to be heavily handpatched to workaround some already reported issues with it. I added a note to each generated file to account for that. As GLAD uses X11 stuff directly, I had to define the GLAD_GLX_NO_X11 macro to not let do it that, and handle myself the display loading and screen handling part myself, which wasn't that hard but it's still something worth saying. I plan to improve greatly the X11 backend (including this aspect) but, as the release isn't that far and I'm also working on the Wayland backend, this will do for now, I hope.
2022-11-15Load GLX dynamically with GLADRiteo Siuga
This is accomplished through the addition of a GLAD GLX loader in the `thirdparty` directory. This is another step towards a nice Wayland/X11 interoperation.
2022-10-11Actually set the execinfo flag on non-glibc systemsRiteo
2022-10-04Automatically use execinfo for crash handler on *BSD and musl-based LinuxHugo Locurcio
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-09-30ci: add Python static analysis check via mypyJiri Suchan
2022-09-26SCons: Unify tools/target build type configurationRémi Verschelde
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.
2022-09-19SCons: Refactor handling of `production` flag and per-platform LTO defaultsRémi Verschelde
Fixup to #63288. See #65583 for the bug report. Co-authored-by: Cyberrebell <chainsaw75@web.de>
2022-09-08SCons: Refactor LTO options with `lto=<none|thin|full>`Rémi Verschelde
Adds support for LTO on macOS and Android. We don't have much experience with LTO on these platforms so for now we keep it disabled by default even when `production=yes` is set. Similarly for iOS where we ship object files for the user to link in Xcode so LTO makes builds extremely slow to link. `production=yes` defaults to full LTO. ThinLTO is much faster for LLVM-based compilers but seems to produce bigger binaries (at least for the Web platform).
2022-09-02Add support for system dark mode (Linux)Raul Santos
- Use `org.freedesktop.appearance color-scheme` to support system dark mode.
2022-08-26Linux: Fix GNU ld detection for pck_embed linker scriptRémi Verschelde
2022-08-25Unify bits, arch, and android_arch into env["arch"]Aaron Franke
Fully removes the `bits` option and adapts the code that relied on it. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-07-29[Linux] Fix build with missing DBUS.bruvzg
2022-07-29[Linux] Load dbus libraries dynamically.bruvzg
2022-07-27Load fontconfig libraries dynamically.bruvzg
2022-07-26Implement support for loading system fonts on Linux, macOS / iOS and Windows.bruvzg
2022-07-22SCons: Refactor Linux linker options with `linker=<bfd|gold|lld|mold>`Rémi Verschelde
The new option is `linker` and lets the user specify the argument to the`-fuse_ld=` linker flag directly. The supported options are: - `default`: No change, typically uses GNU ld (bfd) unless the user or distro picked a different default `/usr/bin/ld`. - `bfd`: GNU ld from binutils - `gold`: GNU gold from binutils - `lld`: lld from LLVM - `mold`: mold, an extremely fast modern linker, not (yet) intended for use in production but great for development speed. Provided by distro `mold` package or needs to be compiled from source and installed to `/usr` otherwise. Removes the `use_lld=yes` option, and make lld actually usable with GCC too. Not all the above are compatible or recommend for LTO, we recommend using GNU ld with GCC LTO, or lld with LLVM ThinLTO.
2022-07-20Improve `linuxbsd` headless building, cleanup build scriptsRiteo
Now the `linuxbsd` platform can be built headlessly (e.g. without X11 development libraries). I also cleaned up some weird (old?) usages of the `env` variable which seem to make no difference and are used nowhere else.
2022-07-20Remove `-pipe` from `LINKFLAGS`Riteo
For some reason this fixes the CI from going OOM.
2022-04-28[Linux] Disable speech-dispatcher, pulse audio and udev wrapper builds, when ↵bruvzg
library is not found.
2022-04-28Implement text-to-speech support on Android, iOS, HTML5, Linux, macOS and ↵bruvzg
Windows. Implement TextServer word break method.
2022-04-26Linux: Use pkg-config for alsa, libudev and GL tooRémi Verschelde
It's not needed on most distros as those are found in standard lib and include paths, but on NixOS they're all in non-standard prefixes, so we need to rely on information provided by pkg-config. Fixes #59913. Co-authored-by: David Lewis <davidalewis00@gmail.com>
2022-04-05CI: Update black formatter and apply changesRémi Verschelde
2022-04-01Add CI build with clang sanitizers, increase stack size to 30 MB for builds ↵bruvzg
with sanitizers.
2022-03-09Remove unused Bullet module and thirdparty codeRémi Verschelde
It has been disabled in `master` since one year (#45852) and our plan is for Bullet, and possibly other thirdparty physics engines, to be implemented via GDExtension so that they can be selected by the users who need them.
2021-12-10Misc build system fixesAaron Franke
2021-11-01Add support for PowerPC familyDaniel Kolesa
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-30Add GLES2 2D renderer + Linux display managerlawnjelly
First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-22Add support for the RISC-V architectureAaron Franke
Supports RV64GC (RISC-V 64-bit with general-purpose and compressed-instruction extensions)
2021-10-15Merge pull request #53833 from akien-mga/remove-webm-supportRémi Verschelde
2021-10-15Remove WebM support (and deps libvpx and opus)Rémi Verschelde
We've had many issues with WebM support and specifically the libvpx library over the years, mostly due to its poor integration in Godot's buildsystem, but without anyone really interested in improving this state. With the new GDExtensions in Godot 4.0, we intend to move video decoding to first-party extensions, and this would likely be done using something like libvlc to expose more codecs. Removing the `webm` module means we can remove libsimplewebm, libvpx and opus, which we were only used for that purpose. Both libvpx and opus were fairly complex pieces of the buildsystem, so this is a nice cleanup. This also removes the compile-time dependency on `yasm`. Fixes lots of compilation or non-working WebM issues which will be linked in the PR.
2021-10-15SCons: Set `DEBUG_ENABLED` and `DEV_ENABLED` in SConstructRémi Verschelde
They're the same for all platforms so they don't need to be repeated in all platform definitions.
2021-10-14SCons: Add `DEV_ENABLED` defines for `target=debug` buildsRémi Verschelde
This will allow adding developer checks which will be fully compiled out in user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and the editor builds. This define is not used yet, but we'll soon add code that uses it, and change some existing `DEBUG_ENABLED` checks to be performed only in dev builds. Related to godotengine/godot-proposals#3371.
2021-09-15Merge pull request #52282 from Calinou/scons-improve-linuxbsd-build-messagesRémi Verschelde
Improve messages when compiling for Linux/*BSD
2021-09-15Re-enable building position-independent executables on Linux/*BSDHugo Locurcio
This provides better security at the cost of having misleading binary icons on some file managers. Now that recent Linux distributions no longer allow executing binaries by double-clicking them in a file manager (even if the binary is set to be executable), the usability cost of PIE is lowered. You have to use a terminal or install a `.desktop` file nowadays.
2021-08-31Improve messages when compiling for Linux/*BSDHugo Locurcio
- Don't display messages when enabling PulseAudio/ALSA/D-Bus/udev as these become noisy in incremental builds. - Improve warning and error messages to be more descriptive and consistent.
2021-08-12Use "volk" instead of statically linked Vulkan loader.bruvzg
2021-06-20Add "Keep screen on" feature to `DisplayServerX11`Niklas Higi
2021-06-01LinuxBSD now compiles without vulkan/x11.Fabio Alessandrelli
2021-05-17Make all file access 64-bit (uint64_t)Pedro J. Estébanez
This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-04Port changes to the "raycast" module build files from 3.xjfons
2021-04-26Linux: Remove use_static_cpp override on x86_32Rémi Verschelde
After further testing it seems to work fine now when building binaries with GCC 5 on Ubuntu 16.04 (previously we were using GCC 9 on Ubuntu 14.04). Follow-up to #45629.
2021-04-16Fix macOS build with all sanitizers enabled.bruvzg
2021-04-15Add more sanitizer flags to shows more bugsRafał Mikrut
2021-03-14Allow to not optimize release buildRafał Mikrut
2021-03-02add msan sanitizer option for linus/bsd, lsan option for osxJordan Schidlowsky
2021-02-23Allow static linking with libatomic using clangHein-Pieter van Braam-Stewart
When using use_static_cpp we want to statically link with atomic as well to make sure we don't incur any new runtime dependencies. Scons doesn't quite support this so we do this little trick.
2021-02-20Use -latomic when linking whe using clang on LinuxHein-Pieter van Braam-Stewart
According to the LLVM documentation when using GNU's libstdc++ clang will not automatically link with -latomic. This is necessary since we merged c++11 atomics support. This fixes linking using Clang on Linux
2021-02-17Dynamically load libudev.so.1 on Linux if `udev=yes`Rémi Verschelde
This makes it possibly to run Linux binaries compiled with udev support on Linux systems which do not provide udev (typically systemd-less distros). If udev is missing, we fall back to parsing `/dev/input` like when compiled without udev support (`udev=no`). Also adding some verbose debug statements to know which method we're using when debugging Linux joypad issues. The libudev so wrappers were generated on Mageia 8 with libudev 246.9 using https://github.com/hpvb/dynload-wrapper: ``` ./generate-wrapper.py --include /usr/include/libudev.h --sys-include '<libudev.h>' \ --soname libudev.so.1 --init-name libudev --omit-prefix gnu_ \ --output-header libudev-so_wrap.h --output-implementation libudev-so_wrap.c ```