Use bigobj for release MSVC builds
Previously it was used only on debug builds, but recent additions to variant_call.cpp have made that unit too large even in release_debug. It was originally set to debug only because using it breaks mingw, so this only reinstates it for MSVC where it shouldn't have any drawbacks (famous last words). Test-Information: Builds for me with scons -j 40 platform=windows target=release_debug and my game then runs from it.
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1 changed files with 4 additions and 1 deletions
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@ -198,7 +198,6 @@ def configure_msvc(env, manual_msvc_config):
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elif env["target"] == "debug":
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env.AppendUnique(CCFLAGS=["/Zi", "/FS", "/Od", "/EHsc"])
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# Allow big objects. Only needed for debug, see MinGW branch for rationale.
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env.AppendUnique(CCFLAGS=["/bigobj"])
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env.Append(LINKFLAGS=["/DEBUG"])
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if env["debug_symbols"]:
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@ -221,6 +220,10 @@ def configure_msvc(env, manual_msvc_config):
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env.AppendUnique(CCFLAGS=["/Gd", "/GR", "/nologo"])
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env.AppendUnique(CCFLAGS=["/utf-8"]) # Force to use Unicode encoding.
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env.AppendUnique(CXXFLAGS=["/TP"]) # assume all sources are C++
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# Once it was thought that only debug builds would be too large,
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# but this has recently stopped being true. See the mingw function
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# for notes on why this shouldn't be enabled for gcc
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env.AppendUnique(CCFLAGS=["/bigobj"])
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if manual_msvc_config: # should be automatic if SCons found it
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if os.getenv("WindowsSdkDir") is not None:
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