Single Compilation Unit build.

Adds support for simple SCU build.
This speeds up compilation by compiling multiple cpp files within a single translation unit.
This commit is contained in:
lawnjelly 2022-11-27 08:34:07 +00:00
parent 29eeb461f2
commit 43e181a00a
35 changed files with 542 additions and 130 deletions

View file

@ -53,30 +53,7 @@ int VisualScriptFunctionCall::get_output_sequence_port_count() const {
bool VisualScriptFunctionCall::has_input_sequence_port() const {
return !((method_cache.flags & METHOD_FLAG_CONST && call_mode != CALL_MODE_INSTANCE) || (call_mode == CALL_MODE_BASIC_TYPE && Variant::is_method_const(basic_type, function)));
}
#ifdef TOOLS_ENABLED
static Node *_find_script_node(Node *p_edited_scene, Node *p_current_node, const Ref<Script> &script) {
if (p_edited_scene != p_current_node && p_current_node->get_owner() != p_edited_scene) {
return nullptr;
}
Ref<Script> scr = p_current_node->get_script();
if (scr.is_valid() && scr == script) {
return p_current_node;
}
for (int i = 0; i < p_current_node->get_child_count(); i++) {
Node *n = _find_script_node(p_edited_scene, p_current_node->get_child(i), script);
if (n) {
return n;
}
}
return nullptr;
}
#endif
Node *VisualScriptFunctionCall::_get_base_node() const {
#ifdef TOOLS_ENABLED
Ref<Script> script = get_visual_script();
@ -97,7 +74,7 @@ Node *VisualScriptFunctionCall::_get_base_node() const {
return nullptr;
}
Node *script_node = _find_script_node(edited_scene, edited_scene, script);
Node *script_node = NSVisualScript::_find_script_node(edited_scene, edited_scene, script);
if (!script_node) {
return nullptr;
@ -933,7 +910,7 @@ Node *VisualScriptPropertySet::_get_base_node() const {
return nullptr;
}
Node *script_node = _find_script_node(edited_scene, edited_scene, script);
Node *script_node = NSVisualScript::_find_script_node(edited_scene, edited_scene, script);
if (!script_node) {
return nullptr;
@ -1682,7 +1659,7 @@ Node *VisualScriptPropertyGet::_get_base_node() const {
return nullptr;
}
Node *script_node = _find_script_node(edited_scene, edited_scene, script);
Node *script_node = NSVisualScript::_find_script_node(edited_scene, edited_scene, script);
if (!script_node) {
return nullptr;