7638a6c981
Custom Visual Studio project generation logic that supports any platform that has a msvs.py script, so Visual Studio can be used to run scons for any platform, with the right defines per target. Invoked with `scons vsproj=yes` To generate build configuration files for all platforms+targets+arch combinations, users should call ``` scons vsproj=yes platform=XXX target=YYY [other build flags] ``` for each combination of platform+target[+arch]. This will generate the relevant vs project files but skip the build process, so that project files can be quickly generated without waiting for a command line build. This lets project files be quickly generated even if there are build errors. All possible combinations of platform+target are created in the solution file by default, but they won't do anything until each one is set up with a scons vsproj=yes command for the respective platform in the appropriate command line. This lets users only generate the combinations they need, and VS won't have to parse settings for other combos. Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included. Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch will have a build configuration generated, because we only know what the right defines/includes/flags/etc are on the active build target currently being processed by scons. Platforms that don't support an editor target will have a dummy editor target that won't do anything on build, but will have the files and configuration for the windows editor target. To generate AND build from the command line, run ``` scons vsproj=yes vsproj_gen_only=no ```
81 lines
2.4 KiB
YAML
81 lines
2.4 KiB
YAML
name: 🏁 Windows Builds
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on:
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workflow_call:
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# Global Settings
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# SCONS_CACHE for windows must be set in the build environment
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env:
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# Used for the cache key. Add version suffix to force clean build.
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GODOT_BASE_BRANCH: master
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SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes d3d12=yes
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SCONS_CACHE_MSVC_CONFIG: true
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concurrency:
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group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-windows
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cancel-in-progress: true
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jobs:
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build-windows:
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# Windows 10 with latest image
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runs-on: "windows-latest"
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name: ${{ matrix.name }}
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strategy:
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fail-fast: false
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matrix:
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include:
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- name: Editor (target=editor, tests=yes)
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cache-name: windows-editor
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target: editor
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tests: true
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# Skip debug symbols, they're way too big with MSVC.
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sconsflags: debug_symbols=no vsproj=yes vsproj_gen_only=no windows_subsystem=console
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bin: "./bin/godot.windows.editor.x86_64.exe"
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- name: Template (target=template_release)
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cache-name: windows-template
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target: template_release
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tests: false
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sconsflags: debug_symbols=no
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steps:
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- uses: actions/checkout@v4
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- name: Setup Godot build cache
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uses: ./.github/actions/godot-cache
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with:
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cache-name: ${{ matrix.cache-name }}
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continue-on-error: true
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- name: Setup python and scons
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uses: ./.github/actions/godot-deps
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- name: Download Direct3D 12 SDK components
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run: python ./misc/scripts/install_d3d12_sdk_windows.py
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- name: Setup MSVC problem matcher
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uses: ammaraskar/msvc-problem-matcher@master
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- name: Compilation
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uses: ./.github/actions/godot-build
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with:
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sconsflags: ${{ env.SCONSFLAGS }} ${{ matrix.sconsflags }}
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platform: windows
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target: ${{ matrix.target }}
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tests: ${{ matrix.tests }}
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- name: Prepare artifact
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run: |
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Remove-Item bin/* -Include *.exp,*.lib,*.pdb -Force
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- name: Upload artifact
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uses: ./.github/actions/upload-artifact
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with:
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name: ${{ matrix.cache-name }}
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# Execute unit tests for the editor
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- name: Unit tests
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if: ${{ matrix.tests }}
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run: |
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${{ matrix.bin }} --version
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${{ matrix.bin }} --help
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${{ matrix.bin }} --test --force-colors
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