virtualx-engine/platform/windows/SCsub
2023-12-12 19:10:04 +01:00

101 lines
3.5 KiB
Python

#!/usr/bin/env python
Import("env")
import os
from platform_methods import run_in_subprocess
import platform_windows_builders
common_win = [
"godot_windows.cpp",
"crash_handler_windows.cpp",
"os_windows.cpp",
"display_server_windows.cpp",
"key_mapping_windows.cpp",
"joypad_windows.cpp",
"tts_windows.cpp",
"windows_terminal_logger.cpp",
"vulkan_context_win.cpp",
"gl_manager_windows_native.cpp",
"gl_manager_windows_angle.cpp",
"wgl_detect_version.cpp",
]
common_win_wrap = [
"console_wrapper_windows.cpp",
]
res_file = "godot_res.rc"
res_target = "godot_res" + env["OBJSUFFIX"]
res_obj = env.RES(res_target, res_file)
sources = common_win + res_obj
prog = env.add_program("#bin/godot", sources, PROGSUFFIX=env["PROGSUFFIX"])
# Build console wrapper app.
if env["windows_subsystem"] == "gui":
env_wrap = env.Clone()
res_wrap_file = "godot_res_wrap.rc"
res_wrap_target = "godot_res_wrap" + env["OBJSUFFIX"]
res_wrap_obj = env_wrap.RES(res_wrap_target, res_wrap_file)
if env.msvc:
env_wrap.Append(LINKFLAGS=["/SUBSYSTEM:CONSOLE"])
env_wrap.Append(LINKFLAGS=["version.lib"])
else:
env_wrap.Append(LINKFLAGS=["-Wl,--subsystem,console"])
env_wrap.Append(LIBS=["version"])
prog_wrap = env_wrap.add_program("#bin/godot", common_win_wrap + res_wrap_obj, PROGSUFFIX=env["PROGSUFFIX_WRAP"])
env_wrap.Depends(prog_wrap, prog)
# Microsoft Visual Studio Project Generation
if env["vsproj"]:
env.vs_srcs += ["platform/windows/" + res_file]
env.vs_srcs += ["platform/windows/godot.natvis"]
for x in common_win:
env.vs_srcs += ["platform/windows/" + str(x)]
if env["windows_subsystem"] == "gui":
for x in common_win_wrap:
env.vs_srcs += ["platform/windows/" + str(x)]
if env["d3d12"]:
arch_subdir = "arm64" if env["arch"] == "arm64" else "x64"
# Used in cases where we can have multiple archs side-by-side.
arch_bin_dir = "#bin/arm64" if env["arch"] == "arm64" else "#bin/x86_64"
# DXC
if env["dxc_path"] != "":
dxc_dll = "dxil.dll"
# Whether this one is loaded from arch-specific directory or not can be determined at runtime.
# Let's copy to both and let the user decide the distribution model.
for v in ["#bin", arch_bin_dir]:
env.Command(
v + "/" + dxc_dll, env["dxc_path"] + "/bin/" + arch_subdir + "/" + dxc_dll, Copy("$TARGET", "$SOURCE")
)
# Agility SDK
if env["agility_sdk_path"] != "":
agility_dlls = ["D3D12Core.dll", "d3d12SDKLayers.dll"]
# Whether these are loaded from arch-specific directory or not has to be known at build time.
target_dir = arch_bin_dir if env["agility_sdk_multiarch"] else "#bin"
for dll in agility_dlls:
env.Command(
target_dir + "/" + dll,
env["agility_sdk_path"] + "/build/native/bin/" + arch_subdir + "/" + dll,
Copy("$TARGET", "$SOURCE"),
)
# PIX
if env["pix_path"] != "":
pix_dll = "WinPixEventRuntime.dll"
env.Command(
"#bin/" + pix_dll, env["pix_path"] + "/bin/" + arch_subdir + "/" + pix_dll, Copy("$TARGET", "$SOURCE")
)
if not os.getenv("VCINSTALLDIR"):
if env["debug_symbols"] and env["separate_debug_symbols"]:
env.AddPostAction(prog, run_in_subprocess(platform_windows_builders.make_debug_mingw))
if env["windows_subsystem"] == "gui":
env.AddPostAction(prog_wrap, run_in_subprocess(platform_windows_builders.make_debug_mingw))