Add float arg to build_assemblies.py

This commit is contained in:
Almighty Laxz 2022-09-03 02:38:40 +09:30
parent 654a31df06
commit c71b78bbb8
7 changed files with 27 additions and 7 deletions

View file

@ -167,7 +167,7 @@ opts.Add("p", "Platform (alias for 'platform')", "")
opts.Add(BoolVariable("tools", "Build the tools (a.k.a. the Godot editor)", True))
opts.Add(EnumVariable("target", "Compilation target", "debug", ("debug", "release_debug", "release")))
opts.Add(EnumVariable("arch", "CPU architecture", "auto", ["auto"] + architectures, architecture_aliases))
opts.Add(EnumVariable("float", "Floating-point precision", "default", ("default", "32", "64")))
opts.Add(EnumVariable("float", "Floating-point precision", "32", ("32", "64")))
opts.Add(EnumVariable("optimize", "Optimization type", "speed", ("speed", "size", "none")))
opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False))
opts.Add(BoolVariable("use_lto", "Use link-time optimization", False))

View file

@ -43,3 +43,13 @@ This option ensures the packages will be added to the specified local NuGet
source and that conflicting versions of the package are removed from the
NuGet cache. It's recommended to always use this option when building the
C# solutions during development to avoid mistakes.
# Double Precision Support (REAL_T_IS_DOUBLE)
Follow the above instructions but build Godot with the float=64 argument to scons
When building the NuGet packages, specify `--float=64` - for example:
```sh
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
--push-nupkgs-local ~/MyLocalNugetSource --float=64
```

View file

@ -195,7 +195,7 @@ def run_msbuild(tools: ToolsLocation, sln: str, msbuild_args: [str] = None):
return subprocess.call(args, env=msbuild_env)
def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local):
def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, float_size):
target_filenames = [
"GodotSharp.dll",
"GodotSharp.pdb",
@ -216,6 +216,8 @@ def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local):
args = ["/restore", "/t:Build", "/p:Configuration=" + build_config, "/p:NoWarn=1591"]
if push_nupkgs_local:
args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
if float_size == "64":
args += ["/p:GodotFloat64=true"]
sln = os.path.join(module_dir, "glue/GodotSharp/GodotSharp.sln")
exit_code = run_msbuild(
@ -256,9 +258,9 @@ def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local):
return 0
def build_all(msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, push_nupkgs_local):
def build_all(msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, push_nupkgs_local, float_size):
# Godot API
exit_code = build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local)
exit_code = build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, float_size)
if exit_code != 0:
return exit_code
@ -269,6 +271,8 @@ def build_all(msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, p
)
if push_nupkgs_local:
args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
if float_size == "64":
args += ["/p:GodotFloat64=true"]
exit_code = run_msbuild(msbuild_tool, sln=sln, msbuild_args=args)
if exit_code != 0:
return exit_code
@ -277,6 +281,8 @@ def build_all(msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, p
args = ["/restore", "/t:Build", "/p:Configuration=Release"]
if push_nupkgs_local:
args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
if float_size == "64":
args += ["/p:GodotFloat64=true"]
sln = os.path.join(module_dir, "editor/Godot.NET.Sdk/Godot.NET.Sdk.sln")
exit_code = run_msbuild(msbuild_tool, sln=sln, msbuild_args=args)
if exit_code != 0:
@ -300,6 +306,7 @@ def main():
parser.add_argument("--godot-platform", type=str, default="")
parser.add_argument("--mono-prefix", type=str, default="")
parser.add_argument("--push-nupkgs-local", type=str, default="")
parser.add_argument("--float", type=str, default="32", choices=["32", "64"], help="Floating-point precision")
args = parser.parse_args()
@ -321,6 +328,7 @@ def main():
args.godot_platform,
args.dev_debug,
args.push_nupkgs_local,
args.float,
)
sys.exit(exit_code)

View file

@ -62,7 +62,7 @@
</PropertyGroup>
<PropertyGroup>
<GodotRealTIsDouble Condition=" '$(GodotRealTIsDouble)' == '' ">false</GodotRealTIsDouble>
<GodotFloat64 Condition=" '$(GodotFloat64)' == '' ">false</GodotFloat64>
</PropertyGroup>
<!-- Godot DefineConstants. -->

View file

@ -10,9 +10,9 @@
<!--
Define constant to determine whether the real_t type in Godot is double precision or not.
By default this is false, like the official Godot builds. If someone is using a custom
Godot build where real_t is double, they can override the GodotRealTIsDouble property.
Godot build where real_t is double, they can override the GodotFloat64 property.
-->
<DefineConstants Condition=" '$(GodotRealTIsDouble)' == 'true' ">GODOT_REAL_T_IS_DOUBLE;$(DefineConstants)</DefineConstants>
<DefineConstants Condition=" '$(GodotFloat64)' == 'true' ">GODOT_REAL_T_IS_DOUBLE;$(DefineConstants)</DefineConstants>
</PropertyGroup>
<!-- C# source generators -->

View file

@ -36,6 +36,7 @@
</ItemGroup>
<PropertyGroup>
<DefineConstants>$(DefineConstants);GODOT</DefineConstants>
<DefineConstants Condition=" '$(GodotFloat64)' == 'true' ">REAL_T_IS_DOUBLE;$(DefineConstants)</DefineConstants>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="ReflectionAnalyzers" Version="0.1.22-dev" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers" />

View file

@ -25,6 +25,7 @@
</PropertyGroup>
<PropertyGroup>
<DefineConstants>$(DefineConstants);GODOT</DefineConstants>
<DefineConstants Condition=" '$(GodotFloat64)' == 'true' ">REAL_T_IS_DOUBLE;$(DefineConstants)</DefineConstants>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\GodotSharp\GodotSharp.csproj">