virtualx-engine/platform/haiku/detect.py

155 lines
4.9 KiB
Python
Raw Normal View History

2015-05-24 22:22:51 +02:00
import os
import sys
2015-05-24 22:22:51 +02:00
def is_active():
return True
2015-05-24 22:22:51 +02:00
2015-05-24 22:22:51 +02:00
def get_name():
return "Haiku"
2015-05-24 22:22:51 +02:00
2015-05-24 22:22:51 +02:00
def can_build():
2015-10-17 14:41:01 +02:00
if (os.name != "posix" or sys.platform == "darwin"):
return False
2015-10-17 14:41:01 +02:00
return True
2015-05-24 22:22:51 +02:00
2015-05-24 22:22:51 +02:00
def get_opts():
from SCons.Variables import EnumVariable
return [
EnumVariable('debug_symbols', 'Add debugging symbols to release builds', 'yes', ('yes', 'no', 'full')),
]
2015-05-24 22:22:51 +02:00
2015-05-24 22:22:51 +02:00
def get_flags():
return [
]
2015-05-24 22:22:51 +02:00
2015-05-24 22:22:51 +02:00
def configure(env):
## Build type
if (env["target"] == "release"):
Don't use -ffast-math or other unsafe math optimizations Godot supports many different compilers and for production releases we have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers all do slightly different things with -ffast-math and it is causing issues now. See #24841, #24540, #10758, #10070. And probably other complaints about physics differences between release and release_debug builds. I've done some performance comparisons on Linux x86_64. All tests are ran 20 times. Bunnymark: (higher is better) (bunnies) min max stdev average fast-math 7332 7597 71 7432 this pr 7379 7779 108 7621 (102%) FPBench (gdscript port http://fpbench.org/) (lower is better) (ms) fast-math 15441 16127 192 15764 this pr 15671 16855 326 16001 (99%) Float_add (adding floats in a tight loop) (lower is better) (sec) fast-math 5.49 5.78 0.07 5.65 this pr 5.65 5.90 0.06 5.76 (98%) Float_div (dividing floats in a tight loop) (lower is better) (sec) fast-math 11.70 12.36 0.18 11.99 this pr 11.92 12.32 0.12 12.12 (99%) Float_mul (multiplying floats in a tight loop) (lower is better) (sec) fast-math 11.72 12.17 0.12 11.93 this pr 12.01 12.62 0.17 12.26 (97%) I have also looked at FPS numbers for tps-demo, 3d platformer, 2d platformer, and sponza and could not find any measurable difference. I believe that given the issues and oft-reported (physics) glitches on release builds I believe that the couple of percent of tight-loop floating point performance regression is well worth it. This fixes #24540 and fixes #24841
2019-01-09 01:09:56 +01:00
env.Prepend(CCFLAGS=['-O3'])
if (env["debug_symbols"] == "yes"):
env.Prepend(CCFLAGS=['-g1'])
if (env["debug_symbols"] == "full"):
env.Prepend(CCFLAGS=['-g2'])
elif (env["target"] == "release_debug"):
Don't use -ffast-math or other unsafe math optimizations Godot supports many different compilers and for production releases we have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers all do slightly different things with -ffast-math and it is causing issues now. See #24841, #24540, #10758, #10070. And probably other complaints about physics differences between release and release_debug builds. I've done some performance comparisons on Linux x86_64. All tests are ran 20 times. Bunnymark: (higher is better) (bunnies) min max stdev average fast-math 7332 7597 71 7432 this pr 7379 7779 108 7621 (102%) FPBench (gdscript port http://fpbench.org/) (lower is better) (ms) fast-math 15441 16127 192 15764 this pr 15671 16855 326 16001 (99%) Float_add (adding floats in a tight loop) (lower is better) (sec) fast-math 5.49 5.78 0.07 5.65 this pr 5.65 5.90 0.06 5.76 (98%) Float_div (dividing floats in a tight loop) (lower is better) (sec) fast-math 11.70 12.36 0.18 11.99 this pr 11.92 12.32 0.12 12.12 (99%) Float_mul (multiplying floats in a tight loop) (lower is better) (sec) fast-math 11.72 12.17 0.12 11.93 this pr 12.01 12.62 0.17 12.26 (97%) I have also looked at FPS numbers for tps-demo, 3d platformer, 2d platformer, and sponza and could not find any measurable difference. I believe that given the issues and oft-reported (physics) glitches on release builds I believe that the couple of percent of tight-loop floating point performance regression is well worth it. This fixes #24540 and fixes #24841
2019-01-09 01:09:56 +01:00
env.Prepend(CCFLAGS=['-O2', '-DDEBUG_ENABLED'])
if (env["debug_symbols"] == "yes"):
env.Prepend(CCFLAGS=['-g1'])
if (env["debug_symbols"] == "full"):
env.Prepend(CCFLAGS=['-g2'])
elif (env["target"] == "debug"):
env.Prepend(CCFLAGS=['-g3', '-DDEBUG_ENABLED', '-DDEBUG_MEMORY_ENABLED'])
## Architecture
is64 = sys.maxsize > 2**32
if (env["bits"] == "default"):
env["bits"] = "64" if is64 else "32"
## Compiler configuration
env["CC"] = "gcc-x86"
env["CXX"] = "g++-x86"
2018-08-11 13:05:48 +02:00
## Dependencies
if not env['builtin_libwebp']:
env.ParseConfig('pkg-config libwebp --cflags --libs')
# freetype depends on libpng and zlib, so bundling one of them while keeping others
# as shared libraries leads to weird issues
if env['builtin_freetype'] or env['builtin_libpng'] or env['builtin_zlib']:
env['builtin_freetype'] = True
env['builtin_libpng'] = True
env['builtin_zlib'] = True
if not env['builtin_freetype']:
env.ParseConfig('pkg-config freetype2 --cflags --libs')
if not env['builtin_libpng']:
env.ParseConfig('pkg-config libpng16 --cflags --libs')
2018-08-11 13:05:48 +02:00
if not env['builtin_bullet']:
# We need at least version 2.88
import subprocess
bullet_version = subprocess.check_output(['pkg-config', 'bullet', '--modversion']).strip()
if bullet_version < "2.88":
# Abort as system bullet was requested but too old
print("Bullet: System version {0} does not match minimal requirements ({1}). Aborting.".format(bullet_version, "2.88"))
sys.exit(255)
env.ParseConfig('pkg-config bullet --cflags --libs')
if not env['builtin_enet']:
env.ParseConfig('pkg-config libenet --cflags --libs')
if not env['builtin_squish']:
2018-08-11 13:05:48 +02:00
env.ParseConfig('pkg-config libsquish --cflags --libs')
if not env['builtin_zstd']:
env.ParseConfig('pkg-config libzstd --cflags --libs')
# Sound and video libraries
# Keep the order as it triggers chained dependencies (ogg needed by others, etc.)
if not env['builtin_libtheora']:
env['builtin_libogg'] = False # Needed to link against system libtheora
env['builtin_libvorbis'] = False # Needed to link against system libtheora
env.ParseConfig('pkg-config theora theoradec --cflags --libs')
if not env['builtin_libvpx']:
env.ParseConfig('pkg-config vpx --cflags --libs')
if not env['builtin_libvorbis']:
env['builtin_libogg'] = False # Needed to link against system libvorbis
env.ParseConfig('pkg-config vorbis vorbisfile --cflags --libs')
if not env['builtin_opus']:
env['builtin_libogg'] = False # Needed to link against system opus
env.ParseConfig('pkg-config opus opusfile --cflags --libs')
if not env['builtin_libogg']:
env.ParseConfig('pkg-config ogg --cflags --libs')
if env['builtin_libtheora']:
list_of_x86 = ['x86_64', 'x86', 'i386', 'i586']
if any(platform.machine() in s for s in list_of_x86):
env["x86_libtheora_opt_gcc"] = True
if not env['builtin_wslay']:
env.ParseConfig('pkg-config libwslay --cflags --libs')
2018-08-11 13:05:48 +02:00
if not env['builtin_mbedtls']:
# mbedTLS does not provide a pkgconfig config yet. See https://github.com/ARMmbed/mbedtls/issues/228
env.Append(LIBS=['mbedtls', 'mbedcrypto', 'mbedx509'])
if not env['builtin_miniupnpc']:
# No pkgconfig file so far, hardcode default paths.
env.Prepend(CPPPATH=["/system/develop/headers/x86/miniupnpc"])
2018-08-11 13:05:48 +02:00
env.Append(LIBS=["miniupnpc"])
# On Linux wchar_t should be 32-bits
# 16-bit library shouldn't be required due to compiler optimisations
if not env['builtin_pcre2']:
env.ParseConfig('pkg-config libpcre2-32 --cflags --libs')
## Flags
env.Prepend(CPPPATH=['#platform/haiku'])
env.Append(CPPDEFINES=['UNIX_ENABLED', 'OPENGL_ENABLED', 'GLES_ENABLED'])
env.Append(CPPDEFINES=['MEDIA_KIT_ENABLED'])
env.Append(CPPDEFINES=['PTHREAD_NO_RENAME']) # TODO: enable when we have pthread_setname_np
env.Append(LIBS=['be', 'game', 'media', 'network', 'bnetapi', 'z', 'GL'])