2019-09-26 23:16:44 -03:00
										 
									 
								 
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								#!/usr/bin/env python
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								Import("env")
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								Import("env_modules")
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											2019-09-27 14:43:04 +02:00
										 
									 
								 
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								env_basisu = env_modules.Clone()
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								# Thirdparty source files
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								thirdparty_obj = []
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								# Not unbundled so far since not widespread as shared library
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								thirdparty_dir = "#thirdparty/basis_universal/"
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								# Sync list with upstream CMakeLists.txt
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								encoder_sources = [
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								    "basisu_backend.cpp",
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								    "basisu_basis_file.cpp",
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								    "basisu_bc7enc.cpp",
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											2022-03-24 12:39:24 -07:00
										 
									 
								 
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								    "basisu_opencl.cpp",
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								    "basisu_comp.cpp",
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								    "basisu_enc.cpp",
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								    "basisu_etc.cpp",
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								    "basisu_frontend.cpp",
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								    "basisu_gpu_texture.cpp",
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								    "basisu_kernels_sse.cpp",
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								    "basisu_pvrtc1_4.cpp",
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								    "basisu_resampler.cpp",
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								    "basisu_resample_filters.cpp",
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								    "basisu_ssim.cpp",
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								    "basisu_uastc_enc.cpp",
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								    "jpgd.cpp",
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								    "pvpngreader.cpp",
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								]
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								encoder_sources = [thirdparty_dir + "encoder/" + file for file in encoder_sources]
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								transcoder_sources = [thirdparty_dir + "transcoder/basisu_transcoder.cpp"]
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											2020-02-13 15:53:32 +01:00
										 
									 
								 
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								# Treat Basis headers as system headers to avoid raising warnings. Not supported on MSVC.
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								if not env.msvc:
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								    env_basisu.Append(CPPFLAGS=["-isystem", Dir(thirdparty_dir).path])
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								else:
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								    env_basisu.Prepend(CPPPATH=[thirdparty_dir])
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											2023-02-16 12:15:16 +01:00
										 
									 
								 
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								if env["builtin_zstd"]:
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								    env_basisu.Prepend(CPPPATH=["#thirdparty/zstd"])
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												SCons: Unify tools/target build type configuration
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.
											
										 
										
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								if env.dev_build:
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								    env_basisu.Append(CPPDEFINES=[("BASISU_DEVEL_MESSAGES", 1), ("BASISD_ENABLE_DEBUG_FLAGS", 1)])
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											2019-09-27 14:43:04 +02:00
										 
									 
								 
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								env_thirdparty = env_basisu.Clone()
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								env_thirdparty.disable_warnings()
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												SCons: Unify tools/target build type configuration
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.
											
										 
										
											2022-09-22 08:28:55 +02:00
										 
									 
								 
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								if env.editor_build:
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								    env_thirdparty.Append(CPPDEFINES=["BASISU_NO_IMG_LOADERS"])
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								    env_thirdparty.add_source_files(thirdparty_obj, encoder_sources)
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								env_thirdparty.add_source_files(thirdparty_obj, transcoder_sources)
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								env.modules_sources += thirdparty_obj
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											2019-09-27 09:05:04 +02:00
										 
									 
								 
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								# Godot source files
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								module_obj = []
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								env_basisu.add_source_files(module_obj, "*.cpp")
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								env.modules_sources += module_obj
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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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