e94161dada
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
(cherry picked from commit c7b53c03ae
)
71 lines
2 KiB
Python
71 lines
2 KiB
Python
#!/usr/bin/env python
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Import("env")
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env_png = env.Clone()
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# Thirdparty source files
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thirdparty_obj = []
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if env["builtin_libpng"]:
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thirdparty_dir = "#thirdparty/libpng/"
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thirdparty_sources = [
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"png.c",
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"pngerror.c",
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"pngget.c",
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"pngmem.c",
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"pngpread.c",
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"pngread.c",
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"pngrio.c",
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"pngrtran.c",
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"pngrutil.c",
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"pngset.c",
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"pngtrans.c",
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"pngwio.c",
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"pngwrite.c",
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"pngwtran.c",
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"pngwutil.c",
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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env_png.Prepend(CPPPATH=[thirdparty_dir])
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# Needed for drivers includes and in platform/javascript
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env.Prepend(CPPPATH=[thirdparty_dir])
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# Currently .ASM filter_neon.S does not compile on NT.
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import os
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use_neon = "neon_enabled" in env and env["neon_enabled"] and os.name != "nt"
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if use_neon:
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env_png.Append(CPPDEFINES=[("PNG_ARM_NEON_OPT", 2)])
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else:
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env_png.Append(CPPDEFINES=[("PNG_ARM_NEON_OPT", 0)])
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env_thirdparty = env_png.Clone()
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env_thirdparty.disable_warnings()
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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if use_neon:
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env_neon = env_thirdparty.Clone()
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if "S_compiler" in env:
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env_neon["CC"] = env["S_compiler"]
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neon_sources = []
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neon_sources.append(env_neon.Object(thirdparty_dir + "/arm/arm_init.c"))
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neon_sources.append(env_neon.Object(thirdparty_dir + "/arm/filter_neon_intrinsics.c"))
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neon_sources.append(env_neon.Object(thirdparty_dir + "/arm/filter_neon.S"))
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neon_sources.append(env_neon.Object(thirdparty_dir + "/arm/palette_neon_intrinsics.c"))
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thirdparty_obj += neon_sources
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env.drivers_sources += thirdparty_obj
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# Godot source files
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driver_obj = []
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env_png.add_source_files(driver_obj, "*.cpp")
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env.drivers_sources += driver_obj
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# Needed to force rebuilding the driver files when the thirdparty library is updated.
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env.Depends(driver_obj, thirdparty_obj)
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