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Add float arg to build_assemblies.py
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@ -167,7 +167,7 @@ opts.Add("p", "Platform (alias for 'platform')", "")
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opts.Add(BoolVariable("tools", "Build the tools (a.k.a. the Godot editor)", True))
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opts.Add(EnumVariable("target", "Compilation target", "debug", ("debug", "release_debug", "release")))
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opts.Add(EnumVariable("arch", "CPU architecture", "auto", ["auto"] + architectures, architecture_aliases))
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opts.Add(EnumVariable("float", "Floating-point precision", "default", ("default", "32", "64")))
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opts.Add(EnumVariable("float", "Floating-point precision", "32", ("32", "64")))
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opts.Add(EnumVariable("optimize", "Optimization type", "speed", ("speed", "size", "none")))
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opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False))
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opts.Add(BoolVariable("use_lto", "Use link-time optimization", False))
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@ -43,3 +43,13 @@ This option ensures the packages will be added to the specified local NuGet
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source and that conflicting versions of the package are removed from the
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NuGet cache. It's recommended to always use this option when building the
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C# solutions during development to avoid mistakes.
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# Double Precision Support (REAL_T_IS_DOUBLE)
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Follow the above instructions but build Godot with the float=64 argument to scons
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When building the NuGet packages, specify `--float=64` - for example:
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```sh
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./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
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--push-nupkgs-local ~/MyLocalNugetSource --float=64
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```
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@ -195,7 +195,7 @@ def run_msbuild(tools: ToolsLocation, sln: str, msbuild_args: [str] = None):
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return subprocess.call(args, env=msbuild_env)
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def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local):
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def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, float_size):
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target_filenames = [
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"GodotSharp.dll",
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"GodotSharp.pdb",
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@ -216,6 +216,8 @@ def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local):
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args = ["/restore", "/t:Build", "/p:Configuration=" + build_config, "/p:NoWarn=1591"]
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if push_nupkgs_local:
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args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
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if float_size == "64":
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args += ["/p:GodotFloat64=true"]
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sln = os.path.join(module_dir, "glue/GodotSharp/GodotSharp.sln")
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exit_code = run_msbuild(
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@ -256,9 +258,9 @@ def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local):
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return 0
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def build_all(msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, push_nupkgs_local):
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def build_all(msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, push_nupkgs_local, float_size):
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# Godot API
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exit_code = build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local)
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exit_code = build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, float_size)
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if exit_code != 0:
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return exit_code
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@ -269,6 +271,8 @@ def build_all(msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, p
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)
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if push_nupkgs_local:
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args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
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if float_size == "64":
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args += ["/p:GodotFloat64=true"]
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exit_code = run_msbuild(msbuild_tool, sln=sln, msbuild_args=args)
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if exit_code != 0:
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return exit_code
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@ -277,6 +281,8 @@ def build_all(msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, p
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args = ["/restore", "/t:Build", "/p:Configuration=Release"]
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if push_nupkgs_local:
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args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
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if float_size == "64":
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args += ["/p:GodotFloat64=true"]
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sln = os.path.join(module_dir, "editor/Godot.NET.Sdk/Godot.NET.Sdk.sln")
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exit_code = run_msbuild(msbuild_tool, sln=sln, msbuild_args=args)
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if exit_code != 0:
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@ -300,6 +306,7 @@ def main():
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parser.add_argument("--godot-platform", type=str, default="")
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parser.add_argument("--mono-prefix", type=str, default="")
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parser.add_argument("--push-nupkgs-local", type=str, default="")
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parser.add_argument("--float", type=str, default="32", choices=["32", "64"], help="Floating-point precision")
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args = parser.parse_args()
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@ -321,6 +328,7 @@ def main():
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args.godot_platform,
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args.dev_debug,
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args.push_nupkgs_local,
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args.float,
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)
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sys.exit(exit_code)
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@ -62,7 +62,7 @@
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</PropertyGroup>
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<PropertyGroup>
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<GodotRealTIsDouble Condition=" '$(GodotRealTIsDouble)' == '' ">false</GodotRealTIsDouble>
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<GodotFloat64 Condition=" '$(GodotFloat64)' == '' ">false</GodotFloat64>
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</PropertyGroup>
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<!-- Godot DefineConstants. -->
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@ -10,9 +10,9 @@
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<!--
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Define constant to determine whether the real_t type in Godot is double precision or not.
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By default this is false, like the official Godot builds. If someone is using a custom
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Godot build where real_t is double, they can override the GodotRealTIsDouble property.
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Godot build where real_t is double, they can override the GodotFloat64 property.
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-->
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<DefineConstants Condition=" '$(GodotRealTIsDouble)' == 'true' ">GODOT_REAL_T_IS_DOUBLE;$(DefineConstants)</DefineConstants>
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<DefineConstants Condition=" '$(GodotFloat64)' == 'true' ">GODOT_REAL_T_IS_DOUBLE;$(DefineConstants)</DefineConstants>
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</PropertyGroup>
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<!-- C# source generators -->
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@ -36,6 +36,7 @@
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</ItemGroup>
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<PropertyGroup>
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<DefineConstants>$(DefineConstants);GODOT</DefineConstants>
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<DefineConstants Condition=" '$(GodotFloat64)' == 'true' ">REAL_T_IS_DOUBLE;$(DefineConstants)</DefineConstants>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="ReflectionAnalyzers" Version="0.1.22-dev" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers" />
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@ -25,6 +25,7 @@
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</PropertyGroup>
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<PropertyGroup>
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<DefineConstants>$(DefineConstants);GODOT</DefineConstants>
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<DefineConstants Condition=" '$(GodotFloat64)' == 'true' ">REAL_T_IS_DOUBLE;$(DefineConstants)</DefineConstants>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\GodotSharp\GodotSharp.csproj">
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