godot/platform/osx/SCsub
Hein-Pieter van Braam 88be952fc9 Create separate debug info files by default
Now that we have a built-in stacktrace on a segfault it would be useful
to have debug information on debug_release builds so that bugreports can
include this information. Without this debug info we will still get
function names in the backtrace but not file location.

This commit will by default build all targets with minimal debug info
and then strip the information into separate files. On MacOS this is a
.dSYM file, on Linux/MingW this is a .debug file. MacOSX will
automatically load a dSYM file if it exists in its debugger. On
Linux/MingW we create a 'gnu debuglink' meaning that gdb and friends
will automatically find the debug symbols if they exist.

Existing workflow for developers does not change at all, except that we
now create two instead of one build artifact by default.

This commit also adds a 'debug_symbols' option to X11, MacOS, and MingW
targets. The default is 'yes' which corresponds to -g1. The alternatives
are 'no' (don't generate debug infos at all) or 'full' which runs with
-g2. A target=debug build will now build with -g3.
2017-09-16 12:00:46 +02:00

24 lines
502 B
Python

#!/usr/bin/env python
import os
Import('env')
def make_debug(target, source, env):
os.system('dsymutil %s -o %s.dSYM' % (target[0], target[0]))
files = [
'crash_handler_osx.mm',
'os_osx.mm',
'godot_main_osx.mm',
'audio_driver_osx.cpp',
'sem_osx.cpp',
'dir_access_osx.mm',
'joypad_osx.cpp',
'power_osx.cpp',
]
binary = env.Program('#bin/godot', files)
if env["debug_symbols"] == "full" or env["debug_symbols"] == "yes":
env.AddPostAction(binary, make_debug)