SCons: Add proper MinGW support to D3D12 deps install script
Fix a couple GCC warnings.
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3 changed files with 34 additions and 8 deletions
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@ -42,6 +42,7 @@
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#pragma GCC diagnostic ignored "-Wimplicit-fallthrough"
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#pragma GCC diagnostic ignored "-Wunused-function"
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#pragma GCC diagnostic ignored "-Wnonnull-compare"
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#pragma GCC diagnostic ignored "-Wmaybe-uninitialized"
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#endif
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#if defined(_MSC_VER)
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@ -2885,7 +2885,7 @@ Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(Vec
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uint32_t binding = (p_register % GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER) / GODOT_NIR_BINDING_MULTIPLIER;
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DEV_ASSERT(set < (uint32_t)shader_data_in.sets_bindings.size());
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bool found = false;
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[[maybe_unused]] bool found = false;
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for (int j = 0; j < shader_data_in.sets_bindings[set].size(); j++) {
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if (shader_data_in.sets_bindings[set][j].binding != binding) {
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continue;
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@ -2903,7 +2903,6 @@ Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(Vec
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} else {
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CRASH_NOW();
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}
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found = true;
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break;
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}
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@ -2913,8 +2912,7 @@ Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(Vec
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godot_nir_callbacks.report_sc_bit_offset_fn = [](uint32_t p_sc_id, uint64_t p_bit_offset, void *p_data) {
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ShaderData &shader_data_in = *(ShaderData *)p_data;
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bool found = false;
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[[maybe_unused]] bool found = false;
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for (int j = 0; j < shader_data_in.specialization_constants.size(); j++) {
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if (shader_data_in.specialization_constants[j].constant_id != p_sc_id) {
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continue;
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@ -2923,7 +2921,6 @@ Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(Vec
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uint32_t offset_idx = SHADER_STAGES_BIT_OFFSET_INDICES[shader_data_in.stage];
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DEV_ASSERT(shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] == 0);
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shader_data_in.specialization_constants.write[j].stages_bit_offsets[offset_idx] = p_bit_offset;
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found = true;
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break;
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}
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@ -3,6 +3,7 @@
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import os
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import urllib.request
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import shutil
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import subprocess
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# Base Godot dependencies path
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# If cross-compiling (no LOCALAPPDATA), we install in `bin`
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@ -18,8 +19,8 @@ dxc_filename = "dxc_2023_08_14.zip"
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dxc_archive = os.path.join(deps_folder, dxc_filename)
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dxc_folder = os.path.join(deps_folder, "dxc")
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# Mesa NIR
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mesa_version = "23.1.0-devel"
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mesa_filename = "godot-nir-23.1.0-1-devel.zip"
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mesa_version = "23.1.9"
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mesa_filename = "godot-nir-23.1.9.zip"
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mesa_archive = os.path.join(deps_folder, mesa_filename)
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mesa_folder = os.path.join(deps_folder, "mesa")
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# WinPixEventRuntime
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@ -70,6 +71,16 @@ os.remove(mesa_archive)
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print(f"Mesa NIR {mesa_filename} installed successfully.\n")
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# WinPixEventRuntime
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# MinGW needs DLLs converted with dlltool.
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# We rely on finding gendef/dlltool to detect if we have MinGW.
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# Check existence of needed tools for generating mingw library.
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gendef = shutil.which("gendef") or ""
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dlltool = shutil.which("dlltool") or ""
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if dlltool == "":
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dlltool = shutil.which("x86_64-w64-mingw32-dlltool") or ""
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has_mingw = gendef != "" and dlltool != ""
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print("[3/4] WinPixEventRuntime")
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if os.path.isfile(pix_archive):
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os.remove(pix_archive)
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@ -81,6 +92,23 @@ if os.path.exists(pix_folder):
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print(f"Extracting WinPixEventRuntime {pix_version} to {pix_folder} ...")
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shutil.unpack_archive(pix_archive, pix_folder, "zip")
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os.remove(pix_archive)
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if has_mingw:
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print("Adapting WinPixEventRuntime to also support MinGW alongside MSVC.")
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cwd = os.getcwd()
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os.chdir(pix_folder)
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subprocess.run([gendef, "./bin/x64/WinPixEventRuntime.dll"])
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subprocess.run(
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[dlltool]
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+ "--machine i386:x86-64 --no-leading-underscore -d WinPixEventRuntime.def -D WinPixEventRuntime.dll -l ./bin/x64/libWinPixEventRuntime.a".split()
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)
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subprocess.run([gendef, "./bin/ARM64/WinPixEventRuntime.dll"])
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subprocess.run(
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[dlltool]
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+ "--machine arm64 --no-leading-underscore -d WinPixEventRuntime.def -D WinPixEventRuntime.dll -l ./bin/ARM64/libWinPixEventRuntime.a".split()
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)
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os.chdir(cwd)
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else:
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print("MinGW wasn't found, so only MSVC support is provided for WinPixEventRuntime.")
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print(f"WinPixEventRuntime {pix_version} installed successfully.\n")
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# DirectX 12 Agility SDK
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@ -100,5 +128,5 @@ os.remove(agility_sdk_archive)
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print(f"DirectX 12 Agility SDK {agility_sdk_version} installed successfully.\n")
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# Complete message
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print(f"All Direct3D 12 SDK components were installed to {deps_folder} successfully!")
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print(f'All Direct3D 12 SDK components were installed to "{deps_folder}" successfully!')
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print('You can now build Godot with Direct3D 12 support enabled by running "scons d3d12=yes".')
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