Add support for C++ scripting on platforms that don't support referencing executable file when linking shared library (eg. Linux)

This commit is contained in:
Wojtek Figat
2021-02-23 22:23:03 +01:00
parent bcc3b2bd59
commit e160d719a9
10 changed files with 175 additions and 26 deletions

View File

@@ -2,6 +2,8 @@
using System;
using System.IO;
using Flax.Build.Graph;
using Flax.Build.NativeCpp;
namespace Flax.Build
{
@@ -14,7 +16,7 @@ namespace Flax.Build
private static Version _engineVersion;
/// <summary>
/// Gets the engine version (from Version.h in the engine source).
/// Gets the engine version.
/// </summary>
public static Version EngineVersion
{
@@ -40,5 +42,120 @@ namespace Flax.Build
Modules.Add("Main");
Modules.Add("Engine");
}
/// <inheritdoc />
public override string GetOutputFilePath(BuildOptions options, TargetOutputType? outputType)
{
// If building engine executable for platform doesn't support referencing it when linking game shared libraries
if (UseSymbolsExports && (outputType ?? OutputType) == TargetOutputType.Executable && !options.Platform.HasExecutableFileReferenceSupport)
{
// Build into shared library
outputType = TargetOutputType.Library;
}
return base.GetOutputFilePath(options, outputType);
}
/// <inheritdoc />
public override void SetupTargetEnvironment(BuildOptions options)
{
base.SetupTargetEnvironment(options);
// If building engine executable for platform doesn't support referencing it when linking game shared libraries
if (UseSymbolsExports && OutputType == TargetOutputType.Executable && !options.Platform.HasExecutableFileReferenceSupport)
{
// Build into shared library
options.LinkEnv.Output = LinkerOutput.SharedLibrary;
}
}
/// <inheritdoc />
public override void PreBuild(TaskGraph graph, BuildOptions buildOptions)
{
// If building engine executable for platform doesn't support referencing it when linking game shared libraries
if (UseSymbolsExports && OutputType == TargetOutputType.Executable && !buildOptions.Platform.HasExecutableFileReferenceSupport)
{
// Don't link Main module into shared library
Modules.Remove("Main");
}
base.PreBuild(graph, buildOptions);
}
/// <inheritdoc />
public override void PostBuild(TaskGraph graph, BuildOptions buildOptions)
{
base.PostBuild(graph, buildOptions);
// If building engine executable for platform doesn't support referencing it when linking game shared libraries
if (UseSymbolsExports && OutputType == TargetOutputType.Executable && !buildOptions.Platform.HasExecutableFileReferenceSupport)
{
// Build additional executable with Main module only that uses shared library
using (new ProfileEventScope("BuildExecutable"))
{
BuildMainExecutable(graph, buildOptions);
}
// Restore state from PreBuild
Modules.Add("Main");
}
}
private void BuildMainExecutable(TaskGraph graph, BuildOptions buildOptions)
{
var outputPath = Path.Combine(buildOptions.OutputFolder, buildOptions.Platform.GetLinkOutputFileName(OutputName, LinkerOutput.Executable));
var exeBuildOptions = Builder.GetBuildOptions(this, buildOptions.Platform, buildOptions.Toolchain, buildOptions.Architecture, buildOptions.Configuration, buildOptions.WorkingDirectory);
exeBuildOptions.LinkEnv.Output = LinkerOutput.Executable;
var rules = Builder.GenerateRulesAssembly();
var buildData = new Builder.BuildData
{
Rules = rules,
Target = this,
Graph = graph,
TargetOptions = exeBuildOptions,
Platform = buildOptions.Platform,
Toolchain = buildOptions.Toolchain,
Architecture = buildOptions.Architecture,
Configuration = buildOptions.Configuration,
};
// Build Main module
var mainModule = rules.GetModule("Main");
var mainModuleOutputPath = Path.Combine(exeBuildOptions.IntermediateFolder, mainModule.Name);
if (!IsPreBuilt && !Directory.Exists(mainModuleOutputPath))
Directory.CreateDirectory(mainModuleOutputPath);
var mainModuleOptions = new BuildOptions
{
Target = this,
Platform = buildOptions.Platform,
Toolchain = buildOptions.Toolchain,
Architecture = buildOptions.Architecture,
Configuration = buildOptions.Configuration,
CompileEnv = (CompileEnvironment)exeBuildOptions.CompileEnv.Clone(),
LinkEnv = (LinkEnvironment)exeBuildOptions.LinkEnv.Clone(),
IntermediateFolder = mainModuleOutputPath,
OutputFolder = mainModuleOutputPath,
WorkingDirectory = exeBuildOptions.WorkingDirectory,
HotReloadPostfix = exeBuildOptions.HotReloadPostfix,
};
mainModuleOptions.SourcePaths.Add(mainModule.FolderPath);
mainModule.Setup(mainModuleOptions);
mainModuleOptions.MergeSourcePathsIntoSourceFiles();
mainModuleOptions.CompileEnv.PreprocessorDefinitions.Add("FLAXENGINE_API=DLLIMPORT");
Builder.BuildModuleInner(buildData, mainModule, mainModuleOptions, false);
// Link executable
exeBuildOptions.LinkEnv.InputLibraries.Add(Path.Combine(buildOptions.OutputFolder, buildOptions.Platform.GetLinkOutputFileName(OutputName, LinkerOutput.SharedLibrary)));
foreach (var e in mainModuleOptions.OutputFiles)
exeBuildOptions.LinkEnv.InputFiles.Add(e);
foreach (var e in mainModuleOptions.DependencyFiles)
exeBuildOptions.DependencyFiles.Add(e);
foreach (var e in mainModuleOptions.OptionalDependencyFiles)
exeBuildOptions.OptionalDependencyFiles.Add(e);
exeBuildOptions.Libraries.AddRange(mainModuleOptions.Libraries);
exeBuildOptions.DelayLoadLibraries.AddRange(mainModuleOptions.DelayLoadLibraries);
exeBuildOptions.ScriptingAPI.Add(mainModuleOptions.ScriptingAPI);
buildOptions.Toolchain.LinkFiles(graph, exeBuildOptions, outputPath);
}
}
}