godot/drivers/vulkan/SCsub
Rémi Verschelde c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
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.
2020-12-18 10:29:34 +01:00

130 lines
4.2 KiB
Python

#!/usr/bin/env python
Import("env")
thirdparty_obj = []
# FIXME: Refactor all this to reduce code duplication.
if env["platform"] == "android":
# Use NDK Vulkan headers
thirdparty_dir = env["ANDROID_NDK_ROOT"] + "/sources/third_party/vulkan/src"
thirdparty_includes = [
thirdparty_dir,
thirdparty_dir + "/include",
thirdparty_dir + "/layers",
thirdparty_dir + "/layers/generated",
]
env.Prepend(CPPPATH=thirdparty_includes)
# Build Vulkan memory allocator
env_thirdparty = env.Clone()
env_thirdparty.disable_warnings()
thirdparty_dir = "#thirdparty/vulkan"
vma_sources = [thirdparty_dir + "/android/vk_mem_alloc.cpp"]
env_thirdparty.add_source_files(thirdparty_obj, vma_sources)
elif env["platform"] == "iphone":
# Use bundled Vulkan headers
thirdparty_dir = "#thirdparty/vulkan"
env.Prepend(CPPPATH=[thirdparty_dir, thirdparty_dir + "/include", thirdparty_dir + "/loader"])
# Build Vulkan memory allocator
env_thirdparty = env.Clone()
env_thirdparty.disable_warnings()
vma_sources = [thirdparty_dir + "/vk_mem_alloc.cpp"]
env_thirdparty.add_source_files(thirdparty_obj, vma_sources)
elif env["builtin_vulkan"]:
# Use bundled Vulkan headers
thirdparty_dir = "#thirdparty/vulkan"
env.Prepend(CPPPATH=[thirdparty_dir, thirdparty_dir + "/include", thirdparty_dir + "/loader"])
# Build Vulkan loader library
env_thirdparty = env.Clone()
env_thirdparty.disable_warnings()
loader_sources = [
"cJSON.c",
"debug_utils.c",
"dev_ext_trampoline.c",
"loader.c",
"murmurhash.c",
"phys_dev_ext.c",
"trampoline.c",
"unknown_ext_chain.c",
"wsi.c",
"extension_manual.c",
]
vma_sources = [thirdparty_dir + "/vk_mem_alloc.cpp"]
if env["platform"] == "windows":
loader_sources.append("dirent_on_windows.c")
env_thirdparty.AppendUnique(
CPPDEFINES=[
"VK_USE_PLATFORM_WIN32_KHR",
"VULKAN_NON_CMAKE_BUILD",
"WIN32_LEAN_AND_MEAN",
'API_NAME=\\"%s\\"' % "Vulkan",
]
)
if not env.msvc: # Windows 7+, missing in mingw headers
env_thirdparty.AppendUnique(
CPPDEFINES=["CM_GETIDLIST_FILTER_CLASS=0x00000200", "CM_GETIDLIST_FILTER_PRESENT=0x00000100"]
)
elif env["platform"] == "osx":
env_thirdparty.AppendUnique(
CPPDEFINES=[
"VK_USE_PLATFORM_MACOS_MVK",
"VULKAN_NON_CMAKE_BUILD",
'SYSCONFDIR=\\"%s\\"' % "/etc",
'FALLBACK_DATA_DIRS=\\"%s\\"' % "/usr/local/share:/usr/share",
'FALLBACK_CONFIG_DIRS=\\"%s\\"' % "/etc/xdg",
]
)
elif env["platform"] == "linuxbsd":
env_thirdparty.AppendUnique(
CPPDEFINES=[
"VK_USE_PLATFORM_XLIB_KHR",
"VULKAN_NON_CMAKE_BUILD",
'SYSCONFDIR=\\"%s\\"' % "/etc",
'FALLBACK_DATA_DIRS=\\"%s\\"' % "/usr/local/share:/usr/share",
'FALLBACK_CONFIG_DIRS=\\"%s\\"' % "/etc/xdg",
]
)
import platform
if platform.system() == "Linux":
# In glibc since 2.17 and musl libc since 1.1.24. Used by loader.c.
env_thirdparty.AppendUnique(CPPDEFINES=["HAVE_SECURE_GETENV"])
loader_sources = [thirdparty_dir + "/loader/" + file for file in loader_sources]
env_thirdparty.add_source_files(thirdparty_obj, loader_sources)
env_thirdparty.add_source_files(thirdparty_obj, vma_sources)
else: # Always build VMA.
thirdparty_dir = "#thirdparty/vulkan"
env.Prepend(CPPPATH=[thirdparty_dir])
# Build Vulkan loader library
env_thirdparty = env.Clone()
env_thirdparty.disable_warnings()
vma_sources = [thirdparty_dir + "/vk_mem_alloc.cpp"]
env_thirdparty.add_source_files(thirdparty_obj, vma_sources)
env.drivers_sources += thirdparty_obj
# Godot source files
driver_obj = []
env.add_source_files(driver_obj, "*.cpp")
env.drivers_sources += driver_obj
# Needed to force rebuilding the driver files when the thirdparty code is updated.
env.Depends(driver_obj, thirdparty_obj)