Its last use was removed in Godot 3.0, so it no longer makes sense to define. Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
208 lines
6.5 KiB
Python
208 lines
6.5 KiB
Python
import methods
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import os
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import sys
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def is_active():
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return True
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def get_name():
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return "UWP"
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def can_build():
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if os.name == "nt":
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# building natively on windows!
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if os.getenv("VSINSTALLDIR"):
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if os.getenv("ANGLE_SRC_PATH") is None:
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return False
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return True
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return False
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def get_opts():
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return [
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("msvc_version", "MSVC version to use (ignored if the VCINSTALLDIR environment variable is set)", None),
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]
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def get_flags():
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return [
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("tools", False),
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("xaudio2", True),
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("builtin_pcre2_with_jit", False),
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]
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def configure(env):
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env.msvc = True
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if env["bits"] != "default":
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print("Error: bits argument is disabled for MSVC")
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print(
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"""
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Bits argument is not supported for MSVC compilation. Architecture depends on the Native/Cross Compile Tools Prompt/Developer Console
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(or Visual Studio settings) that is being used to run SCons. As a consequence, bits argument is disabled. Run scons again without bits
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argument (example: scons p=uwp) and SCons will attempt to detect what MSVC compiler will be executed and inform you.
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"""
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)
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sys.exit()
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## Build type
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if env["target"] == "release":
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env.Append(CCFLAGS=["/O2", "/GL"])
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env.Append(CCFLAGS=["/MD"])
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env.Append(LINKFLAGS=["/SUBSYSTEM:WINDOWS", "/LTCG"])
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elif env["target"] == "release_debug":
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env.Append(CCFLAGS=["/O2", "/Zi"])
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env.Append(CCFLAGS=["/MD"])
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env.Append(CPPDEFINES=["DEBUG_ENABLED"])
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env.Append(LINKFLAGS=["/SUBSYSTEM:CONSOLE"])
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elif env["target"] == "debug":
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env.Append(CCFLAGS=["/Zi"])
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env.Append(CCFLAGS=["/MDd"])
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env.Append(CPPDEFINES=["DEBUG_ENABLED"])
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env.Append(LINKFLAGS=["/SUBSYSTEM:CONSOLE"])
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env.Append(LINKFLAGS=["/DEBUG"])
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## Compiler configuration
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env["ENV"] = os.environ
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vc_base_path = os.environ["VCTOOLSINSTALLDIR"] if "VCTOOLSINSTALLDIR" in os.environ else os.environ["VCINSTALLDIR"]
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# ANGLE
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angle_root = os.getenv("ANGLE_SRC_PATH")
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env.Prepend(CPPPATH=[angle_root + "/include"])
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jobs = str(env.GetOption("num_jobs"))
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angle_build_cmd = (
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"msbuild.exe "
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+ angle_root
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+ "/winrt/10/src/angle.sln /nologo /v:m /m:"
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+ jobs
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+ " /p:Configuration=Release /p:Platform="
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)
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if os.path.isfile(str(os.getenv("ANGLE_SRC_PATH")) + "/winrt/10/src/angle.sln"):
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env["build_angle"] = True
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## Architecture
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arch = ""
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if str(os.getenv("Platform")).lower() == "arm":
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print("Compiled program architecture will be an ARM executable. (forcing bits=32).")
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arch = "arm"
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env["bits"] = "32"
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env.Append(LINKFLAGS=["/MACHINE:ARM"])
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env.Append(LIBPATH=[vc_base_path + "lib/store/arm"])
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angle_build_cmd += "ARM"
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env.Append(LIBPATH=[angle_root + "/winrt/10/src/Release_ARM/lib"])
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else:
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compiler_version_str = methods.detect_visual_c_compiler_version(env["ENV"])
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if compiler_version_str == "amd64" or compiler_version_str == "x86_amd64":
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env["bits"] = "64"
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print("Compiled program architecture will be a x64 executable (forcing bits=64).")
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elif compiler_version_str == "x86" or compiler_version_str == "amd64_x86":
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env["bits"] = "32"
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print("Compiled program architecture will be a x86 executable. (forcing bits=32).")
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else:
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print(
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"Failed to detect MSVC compiler architecture version... Defaulting to 32-bit executable settings (forcing bits=32). Compilation attempt will continue, but SCons can not detect for what architecture this build is compiled for. You should check your settings/compilation setup."
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)
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env["bits"] = "32"
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if env["bits"] == "32":
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arch = "x86"
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angle_build_cmd += "Win32"
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env.Append(LINKFLAGS=["/MACHINE:X86"])
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env.Append(LIBPATH=[vc_base_path + "lib/store"])
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env.Append(LIBPATH=[angle_root + "/winrt/10/src/Release_Win32/lib"])
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else:
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arch = "x64"
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angle_build_cmd += "x64"
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env.Append(LINKFLAGS=["/MACHINE:X64"])
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env.Append(LIBPATH=[os.environ["VCINSTALLDIR"] + "lib/store/amd64"])
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env.Append(LIBPATH=[angle_root + "/winrt/10/src/Release_x64/lib"])
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env["PROGSUFFIX"] = "." + arch + env["PROGSUFFIX"]
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env["OBJSUFFIX"] = "." + arch + env["OBJSUFFIX"]
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env["LIBSUFFIX"] = "." + arch + env["LIBSUFFIX"]
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## Compile flags
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env.Prepend(CPPPATH=["#platform/uwp", "#drivers/windows"])
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env.Append(CPPDEFINES=["UWP_ENABLED", "WINDOWS_ENABLED", "TYPED_METHOD_BIND"])
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env.Append(CPPDEFINES=["GLES_ENABLED", "GL_GLEXT_PROTOTYPES", "EGL_EGLEXT_PROTOTYPES", "ANGLE_ENABLED"])
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winver = "0x0602" # Windows 8 is the minimum target for UWP build
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env.Append(CPPDEFINES=[("WINVER", winver), ("_WIN32_WINNT", winver), "WIN32"])
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env.Append(CPPDEFINES=["__WRL_NO_DEFAULT_LIB__", ("PNG_ABORT", "abort")])
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env.Append(CPPFLAGS=["/AI", vc_base_path + "lib/store/references"])
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env.Append(CPPFLAGS=["/AI", vc_base_path + "lib/x86/store/references"])
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env.Append(
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CCFLAGS='/FS /MP /GS /wd"4453" /wd"28204" /wd"4291" /Zc:wchar_t /Gm- /fp:precise /errorReport:prompt /WX- /Zc:forScope /Gd /EHsc /nologo'.split()
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)
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env.Append(CPPDEFINES=["_UNICODE", "UNICODE", ("WINAPI_FAMILY", "WINAPI_FAMILY_APP")])
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env.Append(CXXFLAGS=["/ZW"])
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env.Append(
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CCFLAGS=[
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"/AI",
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vc_base_path + "\\vcpackages",
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"/AI",
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os.environ["WINDOWSSDKDIR"] + "\\References\\CommonConfiguration\\Neutral",
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]
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)
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## Link flags
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env.Append(
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LINKFLAGS=[
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"/MANIFEST:NO",
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"/NXCOMPAT",
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"/DYNAMICBASE",
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"/WINMD",
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"/APPCONTAINER",
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"/ERRORREPORT:PROMPT",
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"/NOLOGO",
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"/TLBID:1",
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'/NODEFAULTLIB:"kernel32.lib"',
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'/NODEFAULTLIB:"ole32.lib"',
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]
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)
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LIBS = [
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"WindowsApp",
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"mincore",
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"ws2_32",
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"libANGLE",
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"libEGL",
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"libGLESv2",
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"bcrypt",
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]
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env.Append(LINKFLAGS=[p + ".lib" for p in LIBS])
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# Incremental linking fix
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env["BUILDERS"]["ProgramOriginal"] = env["BUILDERS"]["Program"]
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env["BUILDERS"]["Program"] = methods.precious_program
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env.Append(BUILDERS={"ANGLE": env.Builder(action=angle_build_cmd)})
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