mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
8de6405288
The UWP platform port was never ported to the Godot 4.0+ API, and it's now accumulating bitrot as it doesn't compile, and thus we no longer propagate platform changes in it. So we finally remove to acknowledge this state. There's still some interest in reviving the UWP port eventually, especially as support for Direct3D 12 will soon be merged, but when that happens it will be easiest to redo it from scratch.
337 lines
12 KiB
Python
337 lines
12 KiB
Python
"""Functions used to generate scu build source files during build time
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"""
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import glob, os
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import math
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from pathlib import Path
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from os.path import normpath, basename
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base_folder_path = str(Path(__file__).parent) + "/"
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base_folder_only = os.path.basename(os.path.normpath(base_folder_path))
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_verbose = False
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_scu_folders = set()
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_max_includes_per_scu = 1024
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def clear_out_existing_files(output_folder, extension):
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output_folder = os.path.abspath(output_folder)
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# print("clear_out_existing_files from folder: " + output_folder)
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if not os.path.isdir(output_folder):
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# folder does not exist or has not been created yet,
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# no files to clearout. (this is not an error)
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return
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for file in glob.glob(output_folder + "/*." + extension):
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# print("removed pre-existing file: " + file)
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os.remove(file)
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def folder_not_found(folder):
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abs_folder = base_folder_path + folder + "/"
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return not os.path.isdir(abs_folder)
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def find_files_in_folder(folder, sub_folder, include_list, extension, sought_exceptions, found_exceptions):
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abs_folder = base_folder_path + folder + "/" + sub_folder
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if not os.path.isdir(abs_folder):
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print("ERROR " + abs_folder + " not found.")
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return include_list, found_exceptions
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os.chdir(abs_folder)
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sub_folder_slashed = ""
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if sub_folder != "":
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sub_folder_slashed = sub_folder + "/"
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for file in glob.glob("*." + extension):
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simple_name = Path(file).stem
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if file.endswith(".gen.cpp"):
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continue
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li = '#include "' + folder + "/" + sub_folder_slashed + file + '"'
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if not simple_name in sought_exceptions:
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include_list.append(li)
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else:
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found_exceptions.append(li)
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return include_list, found_exceptions
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def write_output_file(file_count, include_list, start_line, end_line, output_folder, output_filename_prefix, extension):
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output_folder = os.path.abspath(output_folder)
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if not os.path.isdir(output_folder):
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# create
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os.mkdir(output_folder)
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if not os.path.isdir(output_folder):
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print("ERROR " + output_folder + " could not be created.")
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return
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print("CREATING folder " + output_folder)
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file_text = ""
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for l in range(start_line, end_line):
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if l < len(include_list):
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line = include_list[l]
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li = line + "\n"
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file_text += li
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# print(file_text)
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num_string = ""
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if file_count > 0:
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num_string = "_" + str(file_count)
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short_filename = output_filename_prefix + num_string + ".gen." + extension
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output_filename = output_folder + "/" + short_filename
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if _verbose:
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print("generating: " + short_filename)
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output_path = Path(output_filename)
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output_path.write_text(file_text, encoding="utf8")
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def write_exception_output_file(file_count, exception_string, output_folder, output_filename_prefix, extension):
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output_folder = os.path.abspath(output_folder)
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if not os.path.isdir(output_folder):
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print("ERROR " + output_folder + " does not exist.")
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return
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file_text = exception_string + "\n"
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num_string = ""
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if file_count > 0:
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num_string = "_" + str(file_count)
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short_filename = output_filename_prefix + "_exception" + num_string + ".gen." + extension
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output_filename = output_folder + "/" + short_filename
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if _verbose:
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print("generating: " + short_filename)
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# print("text: " + file_text)
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# return
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output_path = Path(output_filename)
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output_path.write_text(file_text, encoding="utf8")
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def find_section_name(sub_folder):
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# Construct a useful name for the section from the path for debug logging
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section_path = os.path.abspath(base_folder_path + sub_folder) + "/"
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folders = []
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folder = ""
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for i in range(8):
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folder = os.path.dirname(section_path)
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folder = os.path.basename(folder)
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if folder == base_folder_only:
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break
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folders.append(folder)
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section_path += "../"
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section_path = os.path.abspath(section_path) + "/"
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section_name = ""
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for n in range(len(folders)):
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section_name += folders[len(folders) - n - 1]
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if n != (len(folders) - 1):
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section_name += "_"
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return section_name
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# "folders" is a list of folders to add all the files from to add to the SCU
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# "section (like a module)". The name of the scu file will be derived from the first folder
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# (thus e.g. scene/3d becomes scu_scene_3d.gen.cpp)
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# "includes_per_scu" limits the number of includes in a single scu file.
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# This allows the module to be built in several translation units instead of just 1.
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# This will usually be slower to compile but will use less memory per compiler instance, which
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# is most relevant in release builds.
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# "sought_exceptions" are a list of files (without extension) that contain
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# e.g. naming conflicts, and are therefore not suitable for the scu build.
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# These will automatically be placed in their own separate scu file,
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# which is slow like a normal build, but prevents the naming conflicts.
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# Ideally in these situations, the source code should be changed to prevent naming conflicts.
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# "extension" will usually be cpp, but can also be set to c (for e.g. third party libraries that use c)
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def process_folder(folders, sought_exceptions=[], includes_per_scu=0, extension="cpp"):
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if len(folders) == 0:
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return
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# Construct the filename prefix from the FIRST folder name
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# e.g. "scene_3d"
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out_filename = find_section_name(folders[0])
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found_includes = []
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found_exceptions = []
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main_folder = folders[0]
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abs_main_folder = base_folder_path + main_folder
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# Keep a record of all folders that have been processed for SCU,
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# this enables deciding what to do when we call "add_source_files()"
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global _scu_folders
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_scu_folders.add(main_folder)
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# main folder (first)
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found_includes, found_exceptions = find_files_in_folder(
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main_folder, "", found_includes, extension, sought_exceptions, found_exceptions
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)
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# sub folders
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for d in range(1, len(folders)):
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found_includes, found_exceptions = find_files_in_folder(
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main_folder, folders[d], found_includes, extension, sought_exceptions, found_exceptions
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)
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found_includes = sorted(found_includes)
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# calculate how many lines to write in each file
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total_lines = len(found_includes)
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# adjust number of output files according to whether DEV or release
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num_output_files = 1
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if includes_per_scu == 0:
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includes_per_scu = _max_includes_per_scu
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else:
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if includes_per_scu > _max_includes_per_scu:
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includes_per_scu = _max_includes_per_scu
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num_output_files = max(math.ceil(total_lines / float(includes_per_scu)), 1)
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lines_per_file = math.ceil(total_lines / float(num_output_files))
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lines_per_file = max(lines_per_file, 1)
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start_line = 0
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file_number = 0
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# These do not vary throughout the loop
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output_folder = abs_main_folder + "/scu/"
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output_filename_prefix = "scu_" + out_filename
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# Clear out any existing files (usually we will be overwriting,
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# but we want to remove any that are pre-existing that will not be
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# overwritten, so as to not compile anything stale)
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clear_out_existing_files(output_folder, extension)
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for file_count in range(0, num_output_files):
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end_line = start_line + lines_per_file
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# special case to cover rounding error in final file
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if file_count == (num_output_files - 1):
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end_line = len(found_includes)
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write_output_file(
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file_count, found_includes, start_line, end_line, output_folder, output_filename_prefix, extension
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)
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start_line = end_line
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# Write the exceptions each in their own scu gen file,
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# so they can effectively compile in "old style / normal build".
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for exception_count in range(len(found_exceptions)):
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write_exception_output_file(
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exception_count, found_exceptions[exception_count], output_folder, output_filename_prefix, extension
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)
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def generate_scu_files(verbose, max_includes_per_scu):
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print("=============================")
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print("Single Compilation Unit Build")
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print("=============================")
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global _verbose
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_verbose = verbose
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global _max_includes_per_scu
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_max_includes_per_scu = max_includes_per_scu
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print("Generating SCU build files... (max includes per scu " + str(_max_includes_per_scu) + ")")
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curr_folder = os.path.abspath("./")
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# check we are running from the correct folder
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if folder_not_found("core") or folder_not_found("platform") or folder_not_found("scene"):
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raise RuntimeError("scu_builders.py must be run from the godot folder.")
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return
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process_folder(["core"])
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process_folder(["core/crypto"])
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process_folder(["core/debugger"])
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process_folder(["core/extension"])
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process_folder(["core/input"])
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process_folder(["core/io"])
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process_folder(["core/math"])
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process_folder(["core/object"])
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process_folder(["core/os"])
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process_folder(["core/string"])
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process_folder(["core/variant"], ["variant_utility"])
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process_folder(["drivers/unix"])
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process_folder(["drivers/png"])
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process_folder(["editor"], ["file_system_dock", "editor_resource_preview"], 32)
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process_folder(["editor/debugger"])
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process_folder(["editor/debugger/debug_adapter"])
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process_folder(["editor/export"])
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process_folder(["editor/gui"])
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process_folder(["editor/import"])
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process_folder(["editor/plugins"])
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process_folder(["editor/plugins/gizmos"])
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process_folder(["editor/plugins/tiles"])
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process_folder(["platform/android/export"])
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process_folder(["platform/ios/export"])
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process_folder(["platform/linuxbsd/export"])
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process_folder(["platform/macos/export"])
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process_folder(["platform/web/export"])
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process_folder(["platform/windows/export"])
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process_folder(["modules/gltf"])
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process_folder(["modules/gltf/structures"])
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process_folder(["modules/gltf/editor"])
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process_folder(["modules/gltf/extensions"])
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process_folder(["modules/gltf/extensions/physics"])
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process_folder(["modules/navigation"])
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process_folder(["modules/webrtc"])
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process_folder(["modules/websocket"])
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process_folder(["modules/gridmap"])
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process_folder(["modules/multiplayer"])
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process_folder(["modules/multiplayer/editor"])
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process_folder(["modules/openxr"], ["register_types"])
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process_folder(["modules/openxr/action_map"])
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process_folder(["modules/openxr/editor"])
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process_folder(["modules/csg"])
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process_folder(["modules/gdscript"])
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process_folder(["modules/gdscript/editor"])
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process_folder(["modules/gdscript/language_server"])
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process_folder(["scene/2d"])
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process_folder(["scene/3d"])
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process_folder(["scene/animation"])
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process_folder(["scene/gui"])
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process_folder(["scene/main"])
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process_folder(["scene/resources"])
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process_folder(["servers"])
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process_folder(["servers/rendering"])
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process_folder(["servers/rendering/storage"])
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process_folder(["servers/rendering/renderer_rd"])
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process_folder(["servers/rendering/renderer_rd/effects"])
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process_folder(["servers/rendering/renderer_rd/environment"])
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process_folder(["servers/rendering/renderer_rd/storage_rd"])
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process_folder(["servers/physics_2d"])
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process_folder(["servers/physics_3d"])
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process_folder(["servers/physics_3d/joints"])
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process_folder(["servers/audio"])
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process_folder(["servers/audio/effects"])
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# Finally change back the path to the calling folder
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os.chdir(curr_folder)
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return _scu_folders
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