Add support for building engine target as shared library on all platforms

This commit is contained in:
Wojtek Figat
2023-11-15 22:56:23 +01:00
parent 80a30f504a
commit ee6a311406
7 changed files with 42 additions and 15 deletions

View File

@@ -16,6 +16,11 @@ namespace Flax.Build
{
private static Version _engineVersion;
/// <summary>
/// Name of the native engine library.
/// </summary>
public const string LibraryName = "FlaxEngine";
/// <summary>
/// Gets the engine project.
/// </summary>
@@ -50,6 +55,11 @@ namespace Flax.Build
defines.Add(string.Format("FLAX_{0}_{1}_OR_NEWER", engineVersion.Major, minor));
}
/// <summary>
/// True if target is built as monolithic executable with Main module inside, otherwise built as shared library with separate executable made of Main module only.
/// </summary>
public bool IsMonolithicExecutable = true;
/// <inheritdoc />
public override void Init()
{
@@ -65,14 +75,23 @@ namespace Flax.Build
/// <inheritdoc />
public override string GetOutputFilePath(BuildOptions options, TargetOutputType? outputType)
{
var useSeparateMainExe = UseSeparateMainExecutable(options);
// If building engine executable for platform doesn't support referencing it when linking game shared libraries
if (outputType == null && UseSeparateMainExecutable(options))
if (outputType == null && useSeparateMainExe)
{
// Build into shared library
outputType = TargetOutputType.Library;
}
return base.GetOutputFilePath(options, outputType);
// Override output name to shared library name when building library for the separate main executable
var outputName = OutputName;
if (useSeparateMainExe && (outputType ?? OutputType) == TargetOutputType.Library)
OutputName = LibraryName;
var result = base.GetOutputFilePath(options, outputType);
OutputName = outputName;
return result;
}
/// <inheritdoc />
@@ -123,9 +142,13 @@ namespace Flax.Build
/// <summary>
/// Returns true if this build target should use separate (aka main-only) executable file and separate runtime (in shared library). Used on platforms that don't support linking again executable file but only shared library (see HasExecutableFileReferenceSupport).
/// </summary>
public bool UseSeparateMainExecutable(BuildOptions buildOptions)
public virtual bool UseSeparateMainExecutable(BuildOptions buildOptions)
{
return UseSymbolsExports && OutputType == TargetOutputType.Executable && !buildOptions.Platform.HasExecutableFileReferenceSupport && !Configuration.BuildBindingsOnly;
if (OutputType == TargetOutputType.Executable && !Configuration.BuildBindingsOnly)
{
return !IsMonolithicExecutable || (!buildOptions.Platform.HasExecutableFileReferenceSupport && UseSymbolsExports);
}
return false;
}
private void BuildMainExecutable(TaskGraph graph, BuildOptions buildOptions)
@@ -175,7 +198,10 @@ namespace Flax.Build
Builder.BuildModuleInner(buildData, mainModule, mainModuleOptions, false);
// Link executable
exeBuildOptions.LinkEnv.InputLibraries.Add(Path.Combine(buildOptions.OutputFolder, buildOptions.Platform.GetLinkOutputFileName(OutputName, LinkerOutput.SharedLibrary)));
var engineLibraryType = LinkerOutput.SharedLibrary;
if (buildOptions.Toolchain?.Compiler == TargetCompiler.MSVC)
engineLibraryType = LinkerOutput.ImportLibrary; // MSVC links DLL against import library
exeBuildOptions.LinkEnv.InputLibraries.Add(Path.Combine(buildOptions.OutputFolder, buildOptions.Platform.GetLinkOutputFileName(LibraryName, engineLibraryType)));
exeBuildOptions.LinkEnv.InputFiles.AddRange(mainModuleOptions.OutputFiles);
exeBuildOptions.DependencyFiles.AddRange(mainModuleOptions.DependencyFiles);
exeBuildOptions.OptionalDependencyFiles.AddRange(mainModuleOptions.OptionalDependencyFiles);