godot/scu_builders.py
Hugo Locurcio 328d2af2bf
Make SCons SCU build banner less intrusive
A message is still printed every build when `scu_build` is enabled,
which is sufficient.
2024-11-08 13:46:26 +01:00

377 lines
13 KiB
Python

"""Functions used to generate scu build source files during build time"""
import glob
import math
import os
from pathlib import Path
from methods import print_error
base_folder_path = str(Path(__file__).parent) + "/"
base_folder_only = os.path.basename(os.path.normpath(base_folder_path))
_verbose = False # Set manually for debug prints
_scu_folders = set()
_max_includes_per_scu = 1024
def clear_out_stale_files(output_folder, extension, fresh_files):
output_folder = os.path.abspath(output_folder)
# print("clear_out_stale_files from folder: " + output_folder)
if not os.path.isdir(output_folder):
# folder does not exist or has not been created yet,
# no files to clearout. (this is not an error)
return
for file in glob.glob(output_folder + "/*." + extension):
file = Path(file)
if file not in fresh_files:
# print("removed stale file: " + str(file))
os.remove(file)
def folder_not_found(folder):
abs_folder = base_folder_path + folder + "/"
return not os.path.isdir(abs_folder)
def find_files_in_folder(folder, sub_folder, include_list, extension, sought_exceptions, found_exceptions):
abs_folder = base_folder_path + folder + "/" + sub_folder
if not os.path.isdir(abs_folder):
print_error(f'SCU: "{abs_folder}" not found.')
return include_list, found_exceptions
os.chdir(abs_folder)
sub_folder_slashed = ""
if sub_folder != "":
sub_folder_slashed = sub_folder + "/"
for file in glob.glob("*." + extension):
simple_name = Path(file).stem
if file.endswith(".gen.cpp"):
continue
li = '#include "' + folder + "/" + sub_folder_slashed + file + '"'
if simple_name not in sought_exceptions:
include_list.append(li)
else:
found_exceptions.append(li)
return include_list, found_exceptions
def write_output_file(file_count, include_list, start_line, end_line, output_folder, output_filename_prefix, extension):
output_folder = os.path.abspath(output_folder)
if not os.path.isdir(output_folder):
# create
os.mkdir(output_folder)
if not os.path.isdir(output_folder):
print_error(f'SCU: "{output_folder}" could not be created.')
return
if _verbose:
print("SCU: Creating folder: %s" % output_folder)
file_text = ""
for i in range(start_line, end_line):
if i < len(include_list):
line = include_list[i]
li = line + "\n"
file_text += li
num_string = ""
if file_count > 0:
num_string = "_" + str(file_count)
short_filename = output_filename_prefix + num_string + ".gen." + extension
output_filename = output_folder + "/" + short_filename
output_path = Path(output_filename)
if not output_path.exists() or output_path.read_text() != file_text:
if _verbose:
print("SCU: Generating: %s" % short_filename)
output_path.write_text(file_text, encoding="utf8")
elif _verbose:
print("SCU: Generation not needed for: " + short_filename)
return output_path
def write_exception_output_file(file_count, exception_string, output_folder, output_filename_prefix, extension):
output_folder = os.path.abspath(output_folder)
if not os.path.isdir(output_folder):
print_error(f"SCU: {output_folder} does not exist.")
return
file_text = exception_string + "\n"
num_string = ""
if file_count > 0:
num_string = "_" + str(file_count)
short_filename = output_filename_prefix + "_exception" + num_string + ".gen." + extension
output_filename = output_folder + "/" + short_filename
output_path = Path(output_filename)
if not output_path.exists() or output_path.read_text() != file_text:
if _verbose:
print("SCU: Generating: " + short_filename)
output_path.write_text(file_text, encoding="utf8")
elif _verbose:
print("SCU: Generation not needed for: " + short_filename)
return output_path
def find_section_name(sub_folder):
# Construct a useful name for the section from the path for debug logging
section_path = os.path.abspath(base_folder_path + sub_folder) + "/"
folders = []
folder = ""
for i in range(8):
folder = os.path.dirname(section_path)
folder = os.path.basename(folder)
if folder == base_folder_only:
break
folders.append(folder)
section_path += "../"
section_path = os.path.abspath(section_path) + "/"
section_name = ""
for n in range(len(folders)):
section_name += folders[len(folders) - n - 1]
if n != (len(folders) - 1):
section_name += "_"
return section_name
# "folders" is a list of folders to add all the files from to add to the SCU
# "section (like a module)". The name of the scu file will be derived from the first folder
# (thus e.g. scene/3d becomes scu_scene_3d.gen.cpp)
# "includes_per_scu" limits the number of includes in a single scu file.
# This allows the module to be built in several translation units instead of just 1.
# This will usually be slower to compile but will use less memory per compiler instance, which
# is most relevant in release builds.
# "sought_exceptions" are a list of files (without extension) that contain
# e.g. naming conflicts, and are therefore not suitable for the scu build.
# These will automatically be placed in their own separate scu file,
# which is slow like a normal build, but prevents the naming conflicts.
# Ideally in these situations, the source code should be changed to prevent naming conflicts.
# "extension" will usually be cpp, but can also be set to c (for e.g. third party libraries that use c)
def process_folder(folders, sought_exceptions=[], includes_per_scu=0, extension="cpp"):
if len(folders) == 0:
return
# Construct the filename prefix from the FIRST folder name
# e.g. "scene_3d"
out_filename = find_section_name(folders[0])
found_includes = []
found_exceptions = []
main_folder = folders[0]
abs_main_folder = base_folder_path + main_folder
# Keep a record of all folders that have been processed for SCU,
# this enables deciding what to do when we call "add_source_files()"
global _scu_folders
_scu_folders.add(main_folder)
# main folder (first)
found_includes, found_exceptions = find_files_in_folder(
main_folder, "", found_includes, extension, sought_exceptions, found_exceptions
)
# sub folders
for d in range(1, len(folders)):
found_includes, found_exceptions = find_files_in_folder(
main_folder, folders[d], found_includes, extension, sought_exceptions, found_exceptions
)
found_includes = sorted(found_includes)
# calculate how many lines to write in each file
total_lines = len(found_includes)
# adjust number of output files according to whether DEV or release
num_output_files = 1
if includes_per_scu == 0:
includes_per_scu = _max_includes_per_scu
else:
if includes_per_scu > _max_includes_per_scu:
includes_per_scu = _max_includes_per_scu
num_output_files = max(math.ceil(total_lines / float(includes_per_scu)), 1)
lines_per_file = math.ceil(total_lines / float(num_output_files))
lines_per_file = max(lines_per_file, 1)
start_line = 0
# These do not vary throughout the loop
output_folder = abs_main_folder + "/scu/"
output_filename_prefix = "scu_" + out_filename
fresh_files = set()
for file_count in range(0, num_output_files):
end_line = start_line + lines_per_file
# special case to cover rounding error in final file
if file_count == (num_output_files - 1):
end_line = len(found_includes)
fresh_file = write_output_file(
file_count, found_includes, start_line, end_line, output_folder, output_filename_prefix, extension
)
fresh_files.add(fresh_file)
start_line = end_line
# Write the exceptions each in their own scu gen file,
# so they can effectively compile in "old style / normal build".
for exception_count in range(len(found_exceptions)):
fresh_file = write_exception_output_file(
exception_count, found_exceptions[exception_count], output_folder, output_filename_prefix, extension
)
fresh_files.add(fresh_file)
# Clear out any stale file (usually we will be overwriting if necessary,
# but we want to remove any that are pre-existing that will not be
# overwritten, so as to not compile anything stale).
clear_out_stale_files(output_folder, extension, fresh_files)
def generate_scu_files(max_includes_per_scu):
global _max_includes_per_scu
_max_includes_per_scu = max_includes_per_scu
print("SCU: Generating build files... (max includes per SCU: %d)" % _max_includes_per_scu)
curr_folder = os.path.abspath("./")
# check we are running from the correct folder
if folder_not_found("core") or folder_not_found("platform") or folder_not_found("scene"):
raise RuntimeError("scu_builders.py must be run from the godot folder.")
return
process_folder(["core"])
process_folder(["core/crypto"])
process_folder(["core/debugger"])
process_folder(["core/extension"])
process_folder(["core/input"])
process_folder(["core/io"])
process_folder(["core/math"])
process_folder(["core/object"])
process_folder(["core/os"])
process_folder(["core/string"])
process_folder(["core/variant"], ["variant_utility"])
process_folder(["drivers/unix"])
process_folder(["drivers/png"])
process_folder(["drivers/gles3/effects"])
process_folder(["drivers/gles3/storage"])
process_folder(["editor"], ["file_system_dock", "editor_resource_preview"], 32)
process_folder(["editor/debugger"])
process_folder(["editor/debugger/debug_adapter"])
process_folder(["editor/export"])
process_folder(["editor/gui"])
process_folder(["editor/themes"])
process_folder(["editor/project_manager"])
process_folder(["editor/import"])
process_folder(["editor/import/3d"])
process_folder(["editor/plugins"])
process_folder(["editor/plugins/gizmos"])
process_folder(["editor/plugins/tiles"])
process_folder(["platform/android/export"])
process_folder(["platform/ios/export"])
process_folder(["platform/linuxbsd/export"])
process_folder(["platform/macos/export"])
process_folder(["platform/web/export"])
process_folder(["platform/windows/export"])
process_folder(["modules/lightmapper_rd"])
process_folder(["modules/gltf"])
process_folder(["modules/gltf/structures"])
process_folder(["modules/gltf/editor"])
process_folder(["modules/gltf/extensions"])
process_folder(["modules/gltf/extensions/physics"])
process_folder(["modules/navigation"])
process_folder(["modules/navigation/2d"])
process_folder(["modules/navigation/3d"])
process_folder(["modules/webrtc"])
process_folder(["modules/websocket"])
process_folder(["modules/gridmap"])
process_folder(["modules/multiplayer"])
process_folder(["modules/multiplayer/editor"])
process_folder(["modules/openxr"], ["register_types"])
process_folder(["modules/openxr/action_map"])
process_folder(["modules/openxr/editor"])
process_folder(["modules/openxr/extensions"])
process_folder(["modules/openxr/scene"])
process_folder(["modules/godot_physics_2d"])
process_folder(["modules/godot_physics_3d"])
process_folder(["modules/godot_physics_3d/joints"])
process_folder(["modules/csg"])
process_folder(["modules/gdscript"])
process_folder(["modules/gdscript/editor"])
process_folder(["modules/gdscript/language_server"])
process_folder(["scene/2d"])
process_folder(["scene/2d/physics"])
process_folder(["scene/2d/physics/joints"])
process_folder(["scene/3d"])
process_folder(["scene/3d/physics"])
process_folder(["scene/3d/physics/joints"])
process_folder(["scene/animation"])
process_folder(["scene/gui"])
process_folder(["scene/main"])
process_folder(["scene/theme"])
process_folder(["scene/resources"])
process_folder(["scene/resources/2d"])
process_folder(["scene/resources/2d/skeleton"])
process_folder(["scene/resources/3d"])
process_folder(["servers"])
process_folder(["servers/rendering"])
process_folder(["servers/rendering/dummy/storage"])
process_folder(["servers/rendering/storage"])
process_folder(["servers/rendering/renderer_rd"])
process_folder(["servers/rendering/renderer_rd/effects"])
process_folder(["servers/rendering/renderer_rd/environment"])
process_folder(["servers/rendering/renderer_rd/storage_rd"])
process_folder(["servers/rendering/renderer_rd/forward_clustered"])
process_folder(["servers/rendering/renderer_rd/forward_mobile"])
process_folder(["servers/audio"])
process_folder(["servers/audio/effects"])
process_folder(["servers/navigation"])
process_folder(["servers/xr"])
# Finally change back the path to the calling folder
os.chdir(curr_folder)
if _verbose:
print("SCU: Processed folders: %s" % sorted(_scu_folders))
return _scu_folders