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Merge pull request #1648 from enetheru/dev_tag
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CMake: Handle GODOT_DEV_BUILD flag
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dsnopek authored Dec 8, 2024
2 parents 163189f + 542ab19 commit ce66e6b
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Showing 6 changed files with 85 additions and 94 deletions.
52 changes: 5 additions & 47 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -12,8 +12,12 @@ CMAKE_PROJECT_<PROJECT-NAME>_INCLUDE which was introduced in version 3.17
Scons Compatibility
-------------------
There is an understandable conflict between build systems as they define
similar concepts in different ways. When there isn't a 1:1 relationship,
compromises need to be made to resolve those differences.
As we are attempting to maintain feature parity, and ease of maintenance, these
CMake scripts are built to resemble the SCons build system.
CMake scripts are built to resemble the SCons build system wherever possible.
The file structure and file content are made to match, if not in content then
in spirit. The closer the two build systems look the easier they will be to
Expand All @@ -30,58 +34,12 @@ function is run.
cpp_tool = Tool("godotcpp", toolpath=["tools"])
cpp_tool.options(opts, env)
The CMake equivalent is below.
]=======================================================================]

include( cmake/godotcpp.cmake )
godotcpp_options()

#[=======================================================================[.rst:
Configurations
--------------
There are two build main configurations, 'Debug' and 'Release', these are not
related to godot's DEBUG_FEATURES flag. Build configurations change the default
compiler and linker flags present when building the library, things like debug
symbols, optimization.
The Scons build scripts don't have this concept, you can think of it like the
SCons solution has a single default configuration. In both cases overriding the
defaults is controlled by options on the command line, or in preset files.
Because of this added configuration and that it can be undefined, it becomes
important to set a default, considering the SCons solution that does not enable
debug symbols by default, it seemed appropriate to set the default to 'Release'
if unspecified. This can always be overridden like below.
.. highlight:: shell
cmake <source> -DCMAKE_BUILD_TYPE:STRING=Debug
.. caution::
A complication arises from `Multi-Config Generators`_ that cannot have
their configuration set at configure time. This means that the configuration
must be set on the build command. This is especially important for Visual
Studio Generators which default to 'Debug'
.. highlight:: shell
cmake --build . --config Release
.. _Multi-Config Generators:https://cmake.org/cmake/help/latest/prop_gbl/GENERATOR_IS_MULTI_CONFIG.html
]=======================================================================]
get_property( IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG )
if( NOT IS_MULTI_CONFIG AND NOT CMAKE_BUILD_TYPE )
if( GODOT_DEV_BUILD )
set( CMAKE_BUILD_TYPE Debug )
else ()
set( CMAKE_BUILD_TYPE Release )
endif ()
endif ()

#[[ Python is required for code generation ]]
find_package(Python3 3.4 REQUIRED) # pathlib should be present

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28 changes: 10 additions & 18 deletions cmake/common_compiler_flags.cmake
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,11 @@ flags like optimization levels, warnings, and features. For platform specific
flags look to each of the ``cmake/<platform>.cmake`` files.
]=======================================================================]
#Generator Expression Helpers

#[[ Compiler Configuration, not to be confused with build targets ]]
set( DEBUG_SYMBOLS "$<OR:$<CONFIG:Debug>,$<CONFIG:RelWithDebInfo>>" )

#[[ Compiler Identification ]]
set( IS_CLANG "$<CXX_COMPILER_ID:Clang>" )
set( IS_APPLECLANG "$<CXX_COMPILER_ID:AppleClang>" )
set( IS_GNU "$<CXX_COMPILER_ID:GNU>" )
Expand All @@ -20,16 +24,7 @@ set( GNU_GT_V11 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,11>" )
set( GNU_LT_V11 "$<VERSION_LESS:$<CXX_COMPILER_VERSION>,11>" )
set( GNU_GE_V12 "$<VERSION_GREATER_EQUAL:$<CXX_COMPILER_VERSION>,12>" )

set( HOT_RELOAD-UNSET "$<STREQUAL:${GODOT_USE_HOT_RELOAD},>")

set( DISABLE_EXCEPTIONS "$<BOOL:${GODOT_DISABLE_EXCEPTIONS}>")


function( common_compiler_flags TARGET_NAME )
set( IS_RELEASE "$<STREQUAL:${TARGET_NAME},template_release>")
set( DEBUG_FEATURES "$<OR:$<STREQUAL:${TARGET_NAME},template_debug>,$<STREQUAL:${TARGET_NAME},editor>>" )
set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},$<NOT:${IS_RELEASE}>,$<BOOL:${GODOT_USE_HOT_RELOAD}>>" )
set( DEBUG_SYMBOLS "$<BOOL:${GODOT_DEBUG_SYMBOLS}>" )

target_compile_features(${TARGET_NAME}
PUBLIC
Expand All @@ -44,24 +39,19 @@ function( common_compiler_flags TARGET_NAME )
$<${DISABLE_EXCEPTIONS}:
$<${NOT_MSVC}:-fno-exceptions>
>
$<$<NOT:${DISABLE_EXCEPTIONS}>:
$<${IS_MSVC}:/EHsc>
>

# Enabling Debug Symbols
$<${DEBUG_SYMBOLS}:
$<${IS_MSVC}: /Zi /FS>

# Adding dwarf-4 explicitly makes stacktraces work with clang builds,
# otherwise addr2line doesn't understand them.
$<${NOT_MSVC}:
-gdwarf-4
$<IF:${IS_DEV},-g3,-g2>
$<IF:${IS_DEV_BUILD},-g3,-g2>
>
>

$<${IS_DEV}:
$<${NOT_MSVC}:-fno-omit-frame-pointer -O0 -g>
$<${IS_DEV_BUILD}:
$<${NOT_MSVC}:-fno-omit-frame-pointer -O0>
>

$<${HOT_RELOAD}:
Expand Down Expand Up @@ -137,6 +127,8 @@ function( common_compiler_flags TARGET_NAME )
# features
$<${DEBUG_FEATURES}:DEBUG_ENABLED DEBUG_METHODS_ENABLED>

$<${IS_DEV_BUILD}:DEV_ENABLED>

$<${HOT_RELOAD}:HOT_RELOAD_ENABLED>

$<$<STREQUAL:${GODOT_PRECISION},double>:REAL_T_IS_DOUBLE>
Expand Down
76 changes: 53 additions & 23 deletions cmake/godotcpp.cmake
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,19 @@
godotcpp.cmake
--------------
As godot-cpp is a C++ project, there are no C files, and detection of a C
compiler is unnecessary. When CMake performs the configure process, if a
C compiler is specified, like in a toolchain, or from an IDE, then it will
print a warning stating that the CMAKE_C_COMPILER compiler is unused.
This if statement simply silences that warning.
]=======================================================================]
if( CMAKE_C_COMPILER )
endif ()

#[=======================================================================[.rst:
Include Platform Files
----------------------
Because these files are included into the top level CMakelists.txt before the
project directive, it means that
Expand All @@ -18,10 +31,7 @@ include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/macos.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/web.cmake)
include( ${CMAKE_CURRENT_SOURCE_DIR}/cmake/windows.cmake)

#Silence warning from unused CMAKE_C_COMPILER from toolchain
if( CMAKE_C_COMPILER )
endif ()

# Detect number of processors
include(ProcessorCount)
ProcessorCount(PROC_MAX)
message( "Auto-detected ${PROC_MAX} CPU cores available for build parallelism." )
Expand Down Expand Up @@ -99,8 +109,7 @@ function( godotcpp_options )
#TODO threads
#TODO compiledb
#TODO compiledb_file

#NOTE: build_profile's equivalent in cmake is CMakePresets.json
#TODO build_profile

set(GODOT_USE_HOT_RELOAD "" CACHE BOOL
"Enable the extra accounting required to support hot reload. (ON|OFF)")
Expand All @@ -114,17 +123,26 @@ function( godotcpp_options )
set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" )

#TODO optimize
#TODO debug_symbols
option( GODOT_DEBUG_SYMBOLS "" OFF )

option( GODOT_DEV_BUILD "Developer build with dev-only debugging code (DEV_ENABLED)" OFF )

#[[ debug_symbols
Debug symbols are enabled by using the Debug or RelWithDebInfo build configurations.
Single Config Generator is set at configure time
cmake ../ -DCMAKE_BUILD_TYPE=Debug
Multi-Config Generator is set at build time
cmake --build . --config Debug
]]

# FIXME These options are not present in SCons, and perhaps should be added there.
option( GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." OFF )
option( GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF )

# Run options commands on the following to populate cache for all
# platforms. This type of thing is typically done conditionally But as
# scons shows all options so shall we.
#[[ Target Platform Options ]]
android_options()
ios_options()
linux_options()
Expand All @@ -136,7 +154,6 @@ endfunction()
# Function to configure and generate the targets
function( godotcpp_generate )
#[[ Multi-Threaded MSVC Compilation
When using the MSVC compiler the build command -j <n> only specifies
parallel jobs or targets, and not multi-threaded compilation To speed up
compile times on msvc, the /MP <n> flag can be set. But we need to set it
Expand All @@ -157,13 +174,11 @@ function( godotcpp_generate )

#[[ GODOT_SYMBOL_VISIBLITY
To match the SCons options, the allowed values are "auto", "visible", and "hidden"
This effects the compiler flag -fvisibility=[default|internal|hidden|protected]
The corresponding CMake option CXX_VISIBILITY_PRESET accepts the compiler values.
This effects the compiler flag_ -fvisibility=[default|internal|hidden|protected]
The corresponding target option CXX_VISIBILITY_PRESET accepts the compiler values.
TODO: It is probably worth a pull request which changes both to use the compiler values
https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#index-fvisibility
This performs the necessary conversion
.. _flag:https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html#index-fvisibility
]]
if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
set( GODOT_SYMBOL_VISIBILITY "default" )
Expand Down Expand Up @@ -230,14 +245,29 @@ function( godotcpp_generate )
godot_arch_map( SYSTEM_ARCH ${CMAKE_SYSTEM_PROCESSOR} )
endif()

# Transform options into generator expressions
set( HOT_RELOAD-UNSET "$<STREQUAL:${GODOT_USE_HOT_RELOAD},>")

set( DISABLE_EXCEPTIONS "$<BOOL:${GODOT_DISABLE_EXCEPTIONS}>")

# GODOT_DEV_BUILD
set( RELEASE_TYPES "Release;MinSizeRel")
get_property( IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG )
if( IS_MULTI_CONFIG )
message( NOTICE "=> Default build type is Debug. For other build types add --config <type> to build command")
elseif( GODOT_DEV_BUILD AND CMAKE_BUILD_TYPE IN_LIST RELEASE_TYPES )
message( WARNING "=> GODOT_DEV_BUILD implies a Debug-like build but CMAKE_BUILD_TYPE is '${CMAKE_BUILD_TYPE}'")
endif ()
set( IS_DEV_BUILD "$<BOOL:${GODOT_DEV_BUILD}>")
# The .dev portion of the name if GODOT_DEV_BUILD is true.
set( DEV_TAG "$<${IS_DEV_BUILD}:.dev>" )

### Define our godot-cpp library targets
foreach ( TARGET_NAME template_debug template_release editor )

# Useful genex snippits used in subsequent genex's
set( IS_RELEASE "$<STREQUAL:${TARGET_NAME},template_release>")
set( IS_DEV "$<BOOL:${GODOT_DEV_BUILD}>")
set( DEBUG_FEATURES "$<OR:$<STREQUAL:${TARGET_NAME},template_debug>,$<STREQUAL:${TARGET_NAME},editor>>" )
set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},$<NOT:${IS_RELEASE}>,$<BOOL:${GODOT_USE_HOT_RELOAD}>>" )
# Generator Expressions that rely on the target
set( DEBUG_FEATURES "$<NOT:$<STREQUAL:${TARGET_NAME},template_release>>" )
set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},${DEBUG_FEATURES},$<BOOL:${GODOT_USE_HOT_RELOAD}>>" )

# the godot-cpp.* library targets
add_library( ${TARGET_NAME} STATIC EXCLUDE_FROM_ALL )
Expand Down Expand Up @@ -268,7 +298,7 @@ function( godotcpp_generate )
BUILD_RPATH_USE_ORIGIN ON

PREFIX lib
OUTPUT_NAME "${PROJECT_NAME}.${SYSTEM_NAME}.${TARGET_NAME}.${SYSTEM_ARCH}"
OUTPUT_NAME "${PROJECT_NAME}.${SYSTEM_NAME}.${TARGET_NAME}${DEV_TAG}.${SYSTEM_ARCH}"
ARCHIVE_OUTPUT_DIRECTORY "$<1:${CMAKE_BINARY_DIR}/bin>"

# Things that are handy to know for dependent targets
Expand Down
4 changes: 0 additions & 4 deletions cmake/windows.cmake
Original file line number Diff line number Diff line change
Expand Up @@ -59,11 +59,7 @@ endfunction()

#[===========================[ Target Generation ]===========================]
function( windows_generate TARGET_NAME )
set( IS_MSVC "$<CXX_COMPILER_ID:MSVC>" )
set( IS_CLANG "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
set( NOT_MSVC "$<NOT:${IS_MSVC}>" )
set( STATIC_CPP "$<BOOL:${GODOT_USE_STATIC_CPP}>")
set( DISABLE_EXCEPTIONS "$<BOOL:${GODOT_DISABLE_EXCEPTIONS}>")
set( DEBUG_CRT "$<BOOL:${GODOT_DEBUG_CRT}>" )

set_target_properties( ${TARGET_NAME}
Expand Down
14 changes: 14 additions & 0 deletions doc/cmake.rst
Original file line number Diff line number Diff line change
Expand Up @@ -24,6 +24,20 @@ Configuration examples are listed at the bottom of the page.

.. _godot-cpp-template: https://github.com/godotengine/godot-cpp-template

SCons Deviations
----------------

Not everything from SCons can be perfectly representable in CMake, here are
the notable differences.

- debug_symbols
No longer has an explicit option, and is enabled via Debug-like CMake
build configurations; Debug, RelWithDebInfo.

- dev_build
Does not define NDEBUG when disabled, NDEBUG is set via Release-like
CMake build configurations; Release, MinSizeRel.

Basic walkthrough
-----------------

Expand Down
5 changes: 3 additions & 2 deletions test/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -26,6 +26,7 @@ get_target_property( GODOT_TARGET godot-cpp::${TEST_TARGET} GODOT_TARGET )
get_target_property( GODOT_ARCH godot-cpp::${TEST_TARGET} GODOT_ARCH )

set( OUTPUT_DIR "${CMAKE_CURRENT_SOURCE_DIR}/project/bin/" )
set( DEV_TAG "$<$<BOOL:${GODOT_DEV_BUILD}>:.dev>" )

set_target_properties( godot-cpp-test
PROPERTIES
Expand All @@ -45,7 +46,7 @@ set_target_properties( godot-cpp-test
PDB_OUTPUT_DIRECTORY "$<1:${OUTPUT_DIR}>" #MSVC Only, ignored on other platforms

PREFIX "lib"
OUTPUT_NAME "gdexample.${GODOT_PLATFORM}.${GODOT_TARGET}.${GODOT_ARCH}"
OUTPUT_NAME "gdexample.${GODOT_PLATFORM}.${GODOT_TARGET}${DEV_TAG}.${GODOT_ARCH}"
)

if( CMAKE_SYSTEM_NAME STREQUAL Darwin )
Expand All @@ -58,7 +59,7 @@ if( CMAKE_SYSTEM_NAME STREQUAL Darwin )
LIBRARY_OUTPUT_DIRECTORY "$<1:${OUTPUT_DIR}>"
RUNTIME_OUTPUT_DIRECTORY "$<1:${OUTPUT_DIR}>"

OUTPUT_NAME "gdexample.macos.${TEST_TARGET}"
OUTPUT_NAME "gdexample.macos.${TEST_TARGET}${DEV_TAG}"
SUFFIX ""

#macos options
Expand Down

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