godot/core/SCsub
2025-10-06 13:09:22 -05:00

240 lines
7.9 KiB
Python

#!/usr/bin/env python
from misc.utility.scons_hints import *
import os
import core_builders
import methods
Import("env")
env.core_sources = []
# Add required thirdparty code.
thirdparty_obj = []
env_thirdparty = env.Clone()
env_thirdparty.disable_warnings()
# Misc thirdparty code: header paths are hardcoded, we don't need to append
# to the include path (saves a few chars on the compiler invocation for touchy MSVC...)
thirdparty_misc_dir = "#thirdparty/misc/"
thirdparty_misc_sources = [
# C sources
"fastlz.c",
"r128.c",
"smaz.c",
# C++ sources
"pcg.cpp",
"polypartition.cpp",
"smolv.cpp",
]
thirdparty_misc_sources = [thirdparty_misc_dir + file for file in thirdparty_misc_sources]
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_misc_sources)
# Brotli
if env["brotli"] and env["builtin_brotli"]:
thirdparty_brotli_dir = "#thirdparty/brotli/"
thirdparty_brotli_sources = [
"common/constants.c",
"common/context.c",
"common/dictionary.c",
"common/platform.c",
"common/shared_dictionary.c",
"common/transform.c",
"dec/bit_reader.c",
"dec/decode.c",
"dec/huffman.c",
"dec/state.c",
]
thirdparty_brotli_sources = [thirdparty_brotli_dir + file for file in thirdparty_brotli_sources]
env_thirdparty.Prepend(CPPPATH=[thirdparty_brotli_dir + "include"])
env.Prepend(CPPPATH=[thirdparty_brotli_dir + "include"])
if env.get("use_ubsan") or env.get("use_asan") or env.get("use_tsan") or env.get("use_lsan") or env.get("use_msan"):
env_thirdparty.Append(CPPDEFINES=["BROTLI_BUILD_PORTABLE"])
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_brotli_sources)
# Clipper2 Thirdparty source files used for polygon and polyline boolean operations.
if env["builtin_clipper2"]:
thirdparty_clipper_dir = "#thirdparty/clipper2/"
thirdparty_clipper_sources = [
"src/clipper.engine.cpp",
"src/clipper.offset.cpp",
"src/clipper.rectclip.cpp",
]
thirdparty_clipper_sources = [thirdparty_clipper_dir + file for file in thirdparty_clipper_sources]
env_thirdparty.Prepend(CPPPATH=[thirdparty_clipper_dir + "include"])
env.Prepend(CPPPATH=[thirdparty_clipper_dir + "include"])
env_thirdparty.Append(CPPDEFINES=["CLIPPER2_ENABLED"])
env.Append(CPPDEFINES=["CLIPPER2_ENABLED"])
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_clipper_sources)
# Zlib library, can be unbundled
if env["builtin_zlib"]:
thirdparty_zlib_dir = "#thirdparty/zlib/"
thirdparty_zlib_sources = [
"adler32.c",
"compress.c",
"crc32.c",
"deflate.c",
"inffast.c",
"inflate.c",
"inftrees.c",
"trees.c",
"uncompr.c",
"zutil.c",
]
thirdparty_zlib_sources = [thirdparty_zlib_dir + file for file in thirdparty_zlib_sources]
env_thirdparty.Prepend(CPPPATH=[thirdparty_zlib_dir])
# Needs to be available in main env too
env.Prepend(CPPPATH=[thirdparty_zlib_dir])
if env.dev_build:
env_thirdparty.Append(CPPDEFINES=["ZLIB_DEBUG"])
# Affects headers so it should also be defined for Godot code
env.Append(CPPDEFINES=["ZLIB_DEBUG"])
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_zlib_sources)
# Minizip library, could be unbundled in theory
# However, our version has some custom modifications, so it won't compile with the system one
thirdparty_minizip_dir = "#thirdparty/minizip/"
thirdparty_minizip_sources = ["ioapi.c", "unzip.c", "zip.c"]
thirdparty_minizip_sources = [thirdparty_minizip_dir + file for file in thirdparty_minizip_sources]
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_minizip_sources)
# Zstd library, can be unbundled
if env["builtin_zstd"]:
thirdparty_zstd_dir = "#thirdparty/zstd/"
thirdparty_zstd_sources = [
"common/debug.c",
"common/entropy_common.c",
"common/error_private.c",
"common/fse_decompress.c",
"common/pool.c",
"common/threading.c",
"common/xxhash.c",
"common/zstd_common.c",
"compress/fse_compress.c",
"compress/hist.c",
"compress/huf_compress.c",
"compress/zstd_compress.c",
"compress/zstd_double_fast.c",
"compress/zstd_fast.c",
"compress/zstd_lazy.c",
"compress/zstd_ldm.c",
"compress/zstd_opt.c",
"compress/zstd_preSplit.c",
"compress/zstdmt_compress.c",
"compress/zstd_compress_literals.c",
"compress/zstd_compress_sequences.c",
"compress/zstd_compress_superblock.c",
"decompress/huf_decompress.c",
"decompress/zstd_ddict.c",
"decompress/zstd_decompress_block.c",
"decompress/zstd_decompress.c",
]
if (
env["platform"] in ["android", "ios", "linuxbsd", "macos", "windows"]
and env["arch"] == "x86_64"
and not env.msvc
):
# Match platforms with ZSTD_ASM_SUPPORTED in common/portability_macros.h
thirdparty_zstd_sources.append("decompress/huf_decompress_amd64.S")
thirdparty_zstd_sources = [thirdparty_zstd_dir + file for file in thirdparty_zstd_sources]
env_thirdparty.Prepend(CPPPATH=[thirdparty_zstd_dir, thirdparty_zstd_dir + "common"])
env_thirdparty.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
env.Prepend(CPPPATH=thirdparty_zstd_dir)
# Also needed in main env includes will trigger warnings
env.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_zstd_sources)
env.core_sources += thirdparty_obj
# Godot source files
env.add_source_files(env.core_sources, "*.cpp")
# Generate disabled classes
env.CommandNoCache(
"disabled_classes.gen.h", env.Value(env.disabled_classes), env.Run(core_builders.disabled_class_builder)
)
# Generate version info
env.CommandNoCache(
"version_generated.gen.h",
env.Value(methods.get_version_info(env.module_version_string)),
env.Run(core_builders.version_info_builder),
)
# Generate version hash
gen_hash = env.CommandNoCache(
"version_hash.gen.cpp", env.Value(methods.get_git_info()), env.Run(core_builders.version_hash_builder)
)
env.add_source_files(env.core_sources, gen_hash)
# Generate AES256 script encryption key
encryption_key = os.environ.get("SCRIPT_AES256_ENCRYPTION_KEY")
if encryption_key:
print(
"\n*** IMPORTANT: Compiling Godot with custom `SCRIPT_AES256_ENCRYPTION_KEY` set as environment variable."
"\n*** Make sure to use templates compiled with this key when exporting a project with encryption.\n"
)
gen_encrypt = env.CommandNoCache(
"script_encryption_key.gen.cpp",
env.Value(encryption_key),
env.Run(core_builders.encryption_key_builder),
)
env.add_source_files(env.core_sources, gen_encrypt)
# Certificates
env.CommandNoCache(
"#core/io/certs_compressed.gen.h",
["#thirdparty/certs/ca-certificates.crt", env.Value(env["builtin_certs"]), env.Value(env["system_certs_path"])],
env.Run(core_builders.make_certs_header),
)
# Authors
env.CommandNoCache("#core/authors.gen.h", "#AUTHORS.md", env.Run(core_builders.make_authors_header))
# Donors
env.CommandNoCache("#core/donors.gen.h", "#DONORS.md", env.Run(core_builders.make_donors_header))
# License
env.CommandNoCache(
"#core/license.gen.h", ["#COPYRIGHT.txt", "#LICENSE.txt"], env.Run(core_builders.make_license_header)
)
# Chain load SCsubs
SConscript("os/SCsub")
SConscript("math/SCsub")
SConscript("crypto/SCsub")
SConscript("io/SCsub")
SConscript("debugger/SCsub")
SConscript("input/SCsub")
SConscript("variant/SCsub")
SConscript("extension/SCsub")
SConscript("object/SCsub")
SConscript("templates/SCsub")
SConscript("string/SCsub")
SConscript("config/SCsub")
SConscript("error/SCsub")
# Build it all as a library
lib = env.add_library("core", env.core_sources)
env.Prepend(LIBS=[lib])
# Needed to force rebuilding the core files when the thirdparty code is updated.
env.Depends(lib, thirdparty_obj)