Include toolchain preprocessor definitions in binding generation

This commit is contained in:
GoaLitiuM
2021-05-31 16:46:10 +03:00
parent d2f339dba1
commit 5e8da3ba5f
2 changed files with 8 additions and 29 deletions

View File

@@ -173,6 +173,7 @@ namespace Flax.Build
//throw new Exception(string.Format("Platform {0} {1} is not supported.", targetPlatform, architecture));
var platform = Platform.GetPlatform(targetPlatform);
var toolchain = platform.GetToolchain(architecture);
// Special case: building C# bindings only (eg. when building Linux game on Windows without C++ scripting or for C#-only projects)
if (Configuration.BuildBindingsOnly || (project.IsCSharpOnlyProject && platform.HasModularBuildSupport))
@@ -186,7 +187,7 @@ namespace Flax.Build
switch (target.Type)
{
case TargetType.NativeCpp:
BuildTargetNativeCppBindingsOnly(rules, graph, target, buildContext, platform, architecture, configuration);
BuildTargetNativeCppBindingsOnly(rules, graph, target, buildContext, toolchain, platform, architecture, configuration);
break;
case TargetType.DotNet:
BuildTargetDotNet(rules, graph, target, platform, configuration);
@@ -197,8 +198,6 @@ namespace Flax.Build
continue;
}
var toolchain = platform.GetToolchain(architecture);
using (new ProfileEventScope(target.Name))
{
Log.Info(string.Format("Building target {0} in {1} for {2} {3}", target.Name, configuration, targetPlatform, architecture));