virtualx-engine/platform/android/detect.py

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import os
import sys
import platform
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import subprocess
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from typing import TYPE_CHECKING
if TYPE_CHECKING:
from SCons.Script.SConscript import SConsEnvironment
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def get_name():
return "Android"
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def can_build():
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return os.path.exists(get_env_android_sdk_root())
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def get_opts():
from SCons.Variables import BoolVariable
return [
("ANDROID_HOME", "Path to the Android SDK", get_env_android_sdk_root()),
(
"ndk_platform",
'Target platform (android-<api>, e.g. "android-' + str(get_min_target_api()) + '")',
"android-" + str(get_min_target_api()),
),
BoolVariable("store_release", "Editor build for Google Play Store (for official builds only)", False),
BoolVariable("generate_apk", "Generate an APK/AAB after building Android library by calling Gradle", False),
]
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def get_doc_classes():
return [
"EditorExportPlatformAndroid",
]
def get_doc_path():
return "doc_classes"
# Return the ANDROID_HOME environment variable.
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def get_env_android_sdk_root():
return os.environ.get("ANDROID_HOME", os.environ.get("ANDROID_SDK_ROOT", ""))
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def get_min_sdk_version(platform):
return int(platform.split("-")[1])
def get_android_ndk_root(env: "SConsEnvironment"):
return env["ANDROID_HOME"] + "/ndk/" + get_ndk_version()
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# This is kept in sync with the value in 'platform/android/java/app/config.gradle'.
def get_ndk_version():
return "23.2.8568313"
# This is kept in sync with the value in 'platform/android/java/app/config.gradle'.
def get_min_target_api():
return 21
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def get_flags():
return [
("arch", "arm64"), # Default for convenience.
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
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("target", "template_debug"),
]
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# Check if Android NDK version is installed
# If not, install it.
def install_ndk_if_needed(env: "SConsEnvironment"):
print("Checking for Android NDK...")
sdk_root = env["ANDROID_HOME"]
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if not os.path.exists(get_android_ndk_root(env)):
extension = ".bat" if os.name == "nt" else ""
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sdkmanager = sdk_root + "/cmdline-tools/latest/bin/sdkmanager" + extension
if os.path.exists(sdkmanager):
# Install the Android NDK
print("Installing Android NDK...")
ndk_download_args = "ndk;" + get_ndk_version()
subprocess.check_call([sdkmanager, ndk_download_args])
else:
print("Cannot find " + sdkmanager)
print(
"Please ensure ANDROID_HOME is correct and cmdline-tools are installed, or install NDK version "
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+ get_ndk_version()
+ " manually."
)
sys.exit()
env["ANDROID_NDK_ROOT"] = get_android_ndk_root(env)
def configure(env: "SConsEnvironment"):
# Validate arch.
supported_arches = ["x86_32", "x86_64", "arm32", "arm64"]
if env["arch"] not in supported_arches:
print(
'Unsupported CPU architecture "%s" for Android. Supported architectures are: %s.'
% (env["arch"], ", ".join(supported_arches))
)
sys.exit()
if get_min_sdk_version(env["ndk_platform"]) < get_min_target_api():
print(
"WARNING: minimum supported Android target api is %d. Forcing target api %d."
% (get_min_target_api(), get_min_target_api())
)
env["ndk_platform"] = "android-" + str(get_min_target_api())
install_ndk_if_needed(env)
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ndk_root = env["ANDROID_NDK_ROOT"]
# Architecture
if env["arch"] == "arm32":
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target_triple = "armv7a-linux-androideabi"
elif env["arch"] == "arm64":
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target_triple = "aarch64-linux-android"
elif env["arch"] == "x86_32":
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target_triple = "i686-linux-android"
elif env["arch"] == "x86_64":
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target_triple = "x86_64-linux-android"
target_option = ["-target", target_triple + str(get_min_sdk_version(env["ndk_platform"]))]
env.Append(ASFLAGS=[target_option, "-c"])
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env.Append(CCFLAGS=target_option)
env.Append(LINKFLAGS=target_option)
# LTO
if env["lto"] == "auto": # LTO benefits for Android (size, performance) haven't been clearly established yet.
env["lto"] = "none"
if env["lto"] != "none":
if env["lto"] == "thin":
env.Append(CCFLAGS=["-flto=thin"])
env.Append(LINKFLAGS=["-flto=thin"])
else:
env.Append(CCFLAGS=["-flto"])
env.Append(LINKFLAGS=["-flto"])
# Compiler configuration
env["SHLIBSUFFIX"] = ".so"
if env["PLATFORM"] == "win32":
env.use_windows_spawn_fix()
if sys.platform.startswith("linux"):
host_subpath = "linux-x86_64"
elif sys.platform.startswith("darwin"):
host_subpath = "darwin-x86_64"
elif sys.platform.startswith("win"):
if platform.machine().endswith("64"):
host_subpath = "windows-x86_64"
else:
host_subpath = "windows"
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toolchain_path = ndk_root + "/toolchains/llvm/prebuilt/" + host_subpath
compiler_path = toolchain_path + "/bin"
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env["CC"] = compiler_path + "/clang"
env["CXX"] = compiler_path + "/clang++"
env["AR"] = compiler_path + "/llvm-ar"
env["RANLIB"] = compiler_path + "/llvm-ranlib"
env["AS"] = compiler_path + "/clang"
env.Append(
CCFLAGS=(
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"-fpic -ffunction-sections -funwind-tables -fstack-protector-strong -fvisibility=hidden -fno-strict-aliasing".split()
)
)
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if get_min_sdk_version(env["ndk_platform"]) >= 24:
env.Append(CPPDEFINES=[("_FILE_OFFSET_BITS", 64)])
if env["arch"] == "x86_32":
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# The NDK adds this if targeting API < 24, so we can drop it when Godot targets it at least
env.Append(CCFLAGS=["-mstackrealign"])
elif env["arch"] == "arm32":
env.Append(CCFLAGS="-march=armv7-a -mfloat-abi=softfp".split())
env.Append(CPPDEFINES=["__ARM_ARCH_7__", "__ARM_ARCH_7A__"])
env.Append(CPPDEFINES=["__ARM_NEON__"])
elif env["arch"] == "arm64":
env.Append(CCFLAGS=["-mfix-cortex-a53-835769"])
env.Append(CPPDEFINES=["__ARM_ARCH_8A__"])
# Link flags
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env.Append(LINKFLAGS="-Wl,--gc-sections -Wl,--no-undefined -Wl,-z,now".split())
env.Append(LINKFLAGS="-Wl,-soname,libgodot_android.so")
env.Prepend(CPPPATH=["#platform/android"])
env.Append(CPPDEFINES=["ANDROID_ENABLED", "UNIX_ENABLED"])
env.Append(LIBS=["OpenSLES", "EGL", "android", "log", "z", "dl"])
if env["vulkan"]:
env.Append(CPPDEFINES=["VULKAN_ENABLED", "RD_ENABLED"])
if not env["use_volk"]:
env.Append(LIBS=["vulkan"])
if env["opengl3"]:
env.Append(CPPDEFINES=["GLES3_ENABLED"])
env.Append(LIBS=["GLESv3"])