godot/.github/workflows/windows_builds.yml
Andreia Gaita 7638a6c981 Add new VS proj generation logic that supports any platform that wants to opt in
Custom Visual Studio project generation logic that supports any platform that has a msvs.py
script, so Visual Studio can be used to run scons for any platform, with the right defines per target.

Invoked with `scons vsproj=yes`

To generate build configuration files for all platforms+targets+arch combinations, users should call

```
scons vsproj=yes platform=XXX target=YYY [other build flags]
```

for each combination of platform+target[+arch]. This will generate the relevant vs project files but
skip the build process, so that project files can be quickly generated without waiting for a command line
build. This lets project files be quickly generated even if there are build errors.

All possible combinations of platform+target are created in the solution file by default, but they
won't do anything until each one is set up with a scons vsproj=yes command for the respective platform
in the appropriate command line. This lets users only generate the combinations they need, and VS
won't have to parse settings for other combos.

Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included.
Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch
will have a build configuration generated, because we only know what the right defines/includes/flags/etc are
on the active build target currently being processed by scons.

Platforms that don't support an editor target will have a dummy editor target that won't do anything on build,
but will have the files and configuration for the windows editor target.

To generate AND build from the command line, run

```
scons vsproj=yes vsproj_gen_only=no
```
2024-01-31 16:42:42 +01:00

82 lines
2.4 KiB
YAML

name: 🏁 Windows Builds
on:
workflow_call:
# Global Settings
# SCONS_CACHE for windows must be set in the build environment
env:
# Used for the cache key. Add version suffix to force clean build.
GODOT_BASE_BRANCH: master
SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes d3d12=yes
SCONS_CACHE_MSVC_CONFIG: true
concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-windows
cancel-in-progress: true
jobs:
build-windows:
# Windows 10 with latest image
runs-on: "windows-latest"
name: ${{ matrix.name }}
strategy:
fail-fast: false
matrix:
include:
- name: Editor (target=editor, tests=yes)
cache-name: windows-editor
target: editor
tests: true
# Skip debug symbols, they're way too big with MSVC.
sconsflags: debug_symbols=no vsproj=yes vsproj_gen_only=no windows_subsystem=console
bin: "./bin/godot.windows.editor.x86_64.exe"
- name: Template (target=template_release)
cache-name: windows-template
target: template_release
tests: false
sconsflags: debug_symbols=no
steps:
- uses: actions/checkout@v4
- name: Setup Godot build cache
uses: ./.github/actions/godot-cache
with:
cache-name: ${{ matrix.cache-name }}
continue-on-error: true
- name: Setup python and scons
uses: ./.github/actions/godot-deps
- name: Download Direct3D 12 SDK components
run: python ./misc/scripts/install_d3d12_sdk_windows.py
- name: Setup MSVC problem matcher
uses: ammaraskar/msvc-problem-matcher@master
- name: Compilation
uses: ./.github/actions/godot-build
with:
sconsflags: ${{ env.SCONSFLAGS }} ${{ matrix.sconsflags }}
platform: windows
target: ${{ matrix.target }}
tests: ${{ matrix.tests }}
- name: Prepare artifact
run: |
Remove-Item bin/* -Include *.exp,*.lib,*.pdb -Force
- name: Upload artifact
uses: ./.github/actions/upload-artifact
with:
name: ${{ matrix.cache-name }}
# Execute unit tests for the editor
- name: Unit tests
if: ${{ matrix.tests }}
run: |
${{ matrix.bin }} --version
${{ matrix.bin }} --help
${{ matrix.bin }} --test --force-colors