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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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42 changed files with 215 additions and 338 deletions
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@ -44,8 +44,6 @@ def get_opts():
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BoolVariable("fontconfig", "Detect and use fontconfig for system fonts support", True),
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BoolVariable("udev", "Use udev for gamepad connection callbacks", True),
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BoolVariable("x11", "Enable X11 display", True),
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BoolVariable("debug_symbols", "Add debugging symbols to release/release_debug builds", True),
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BoolVariable("separate_debug_symbols", "Create a separate file containing debugging symbols", False),
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BoolVariable("touch", "Enable touch events", True),
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BoolVariable("execinfo", "Use libexecinfo on systems where glibc is not available", False),
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]
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@ -69,26 +67,9 @@ def configure(env):
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## Build type
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if env["target"] == "release":
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if env["optimize"] == "speed": # optimize for speed (default)
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env.Prepend(CCFLAGS=["-O3"])
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elif env["optimize"] == "size": # optimize for size
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env.Prepend(CCFLAGS=["-Os"])
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if env["debug_symbols"]:
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env.Prepend(CCFLAGS=["-g2"])
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elif env["target"] == "release_debug":
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if env["optimize"] == "speed": # optimize for speed (default)
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env.Prepend(CCFLAGS=["-O2"])
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elif env["optimize"] == "size": # optimize for size
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env.Prepend(CCFLAGS=["-Os"])
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if env["debug_symbols"]:
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env.Prepend(CCFLAGS=["-g2"])
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elif env["target"] == "debug":
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env.Prepend(CCFLAGS=["-g3"])
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if env.dev_build:
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# This is needed for our crash handler to work properly.
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# gdb works fine without it though, so maybe our crash handler could too.
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env.Append(LINKFLAGS=["-rdynamic"])
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# CPU architecture flags.
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@ -383,7 +364,7 @@ def configure(env):
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if env["execinfo"]:
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env.Append(LIBS=["execinfo"])
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if not env["tools"]:
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if not env.editor_build:
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import subprocess
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import re
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