Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
(cherry picked from commit c7b53c03ae
)
119 lines
3.8 KiB
Python
119 lines
3.8 KiB
Python
#!/usr/bin/env python
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Import("env")
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Import("env_modules")
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from compat import isbasestring
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env_freetype = env_modules.Clone()
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# Thirdparty source files
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thirdparty_obj = []
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if env["builtin_freetype"]:
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thirdparty_dir = "#thirdparty/freetype/"
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thirdparty_sources = [
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"src/autofit/autofit.c",
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"src/base/ftbase.c",
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"src/base/ftbbox.c",
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"src/base/ftbdf.c",
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"src/base/ftbitmap.c",
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"src/base/ftcid.c",
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"src/base/ftdebug.c",
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"src/base/ftfstype.c",
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"src/base/ftgasp.c",
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"src/base/ftglyph.c",
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"src/base/ftgxval.c",
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"src/base/ftinit.c",
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"src/base/ftmm.c",
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"src/base/ftotval.c",
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"src/base/ftpatent.c",
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"src/base/ftpfr.c",
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"src/base/ftstroke.c",
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"src/base/ftsynth.c",
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"src/base/ftsystem.c",
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"src/base/fttype1.c",
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"src/base/ftwinfnt.c",
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"src/bdf/bdf.c",
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"src/bzip2/ftbzip2.c",
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"src/cache/ftcache.c",
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"src/cff/cff.c",
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"src/cid/type1cid.c",
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"src/gxvalid/gxvalid.c",
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"src/gzip/ftgzip.c",
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"src/lzw/ftlzw.c",
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"src/otvalid/otvalid.c",
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"src/pcf/pcf.c",
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"src/pfr/pfr.c",
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"src/psaux/psaux.c",
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"src/pshinter/pshinter.c",
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"src/psnames/psnames.c",
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"src/raster/raster.c",
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"src/smooth/smooth.c",
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"src/truetype/truetype.c",
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"src/type1/type1.c",
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"src/type42/type42.c",
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"src/winfonts/winfnt.c",
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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if env["platform"] == "uwp":
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# Include header for UWP to fix build issues
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env_freetype.Append(CCFLAGS=["/FI", '"modules/freetype/uwpdef.h"'])
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# Globally too, as freetype is used in scene (see bottom)
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env.Append(CCFLAGS=["/FI", '"modules/freetype/uwpdef.h"'])
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env_freetype.Prepend(CPPPATH=[thirdparty_dir + "/include"])
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# Also needed in main env for scene/
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env.Prepend(CPPPATH=[thirdparty_dir + "/include"])
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env_freetype.Append(CPPDEFINES=["FT2_BUILD_LIBRARY", "FT_CONFIG_OPTION_USE_PNG"])
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if env["target"] == "debug":
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env_freetype.Append(CPPDEFINES=["ZLIB_DEBUG"])
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# Also requires libpng headers
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if env["builtin_libpng"]:
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env_freetype.Prepend(CPPPATH=["#thirdparty/libpng"])
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sfnt = thirdparty_dir + "src/sfnt/sfnt.c"
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# Must be done after all CPPDEFINES are being set so we can copy them.
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if env["platform"] == "javascript":
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# Forcibly undefine this macro so SIMD is not used in this file,
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# since currently unsupported in WASM
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tmp_env = env_freetype.Clone()
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tmp_env.Append(CPPFLAGS=["-U__OPTIMIZE__"])
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sfnt = tmp_env.Object(sfnt)
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thirdparty_sources += [sfnt]
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env_thirdparty = env_freetype.Clone()
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env_thirdparty.disable_warnings()
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lib = env_thirdparty.add_library("freetype_builtin", thirdparty_sources)
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thirdparty_obj += lib
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# Needs to be appended to arrive after libscene in the linker call,
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# but we don't want it to arrive *after* system libs, so manual hack
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# LIBS contains first SCons Library objects ("SCons.Node.FS.File object")
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# and then plain strings for system library. We insert between the two.
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inserted = False
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for idx, linklib in enumerate(env["LIBS"]):
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if isbasestring(linklib): # first system lib such as "X11", otherwise SCons lib object
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env["LIBS"].insert(idx, lib)
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inserted = True
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break
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if not inserted:
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env.Append(LIBS=[lib])
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# Godot source files
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module_obj = []
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env_freetype.add_source_files(module_obj, "*.cpp")
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env.modules_sources += module_obj
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# Used in scene/, needs to be in main env
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env.Append(CPPDEFINES=["FREETYPE_ENABLED"])
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# Needed to force rebuilding the module files when the thirdparty library is updated.
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env.Depends(module_obj, thirdparty_obj)
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