Add support for building engine target as shared library on all platforms
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@@ -25,8 +25,6 @@ extern "C" {
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__declspec(dllexport) int32 AmdPowerXpressRequestHighPerformance = 1;
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}
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extern LONG CALLBACK SehExceptionHandler(EXCEPTION_POINTERS* ep);
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#if FLAX_TESTS
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int main(int argc, char* argv[])
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#else
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@@ -54,7 +52,7 @@ int APIENTRY wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmd
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{
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return Engine::Main(lpCmdLine);
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}
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__except (SehExceptionHandler(GetExceptionInformation()))
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__except (Platform::SehExceptionHandler(GetExceptionInformation()))
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{
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return -1;
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}
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@@ -88,10 +88,6 @@ bool Win32Thread::Start(uint32 stackSize)
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return false;
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}
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#if PLATFORM_WINDOWS
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extern LONG CALLBACK SehExceptionHandler(EXCEPTION_POINTERS* ep);
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#endif
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unsigned long Win32Thread::ThreadProc(void* pThis)
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{
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auto thread = (Win32Thread*)pThis;
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@@ -103,7 +99,7 @@ unsigned long Win32Thread::ThreadProc(void* pThis)
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return static_cast<unsigned long>(exitCode);
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}
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#if PLATFORM_WINDOWS
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__except (SehExceptionHandler(GetExceptionInformation()))
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__except (Platform::SehExceptionHandler(GetExceptionInformation()))
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{
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return -1;
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}
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@@ -273,7 +273,7 @@ LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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return DefWindowProc(hwnd, msg, wParam, lParam);
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}
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LONG CALLBACK SehExceptionHandler(EXCEPTION_POINTERS* ep)
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long __stdcall WindowsPlatform::SehExceptionHandler(EXCEPTION_POINTERS* ep)
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{
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if (ep->ExceptionRecord->ExceptionCode == CLR_EXCEPTION)
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{
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@@ -23,6 +23,9 @@ public:
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/// </summary>
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static void* Instance;
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// Native exceptions handling function.
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static long __stdcall SehExceptionHandler(struct _EXCEPTION_POINTERS* ep);
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public:
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/// <summary>
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@@ -281,6 +281,10 @@ bool MCore::LoadEngine()
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flaxLibraryPath = ::String(StringUtils::GetDirectoryName(Platform::GetExecutableFilePath())) / StringUtils::GetFileName(flaxLibraryPath);
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}
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#endif
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if (!FileSystem::FileExists(flaxLibraryPath))
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{
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LOG(Error, "Flax Engine native library file is missing ({0})", flaxLibraryPath);
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}
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RegisterNativeLibrary("FlaxEngine", flaxLibraryPath.Get());
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MRootDomain = New<MDomain>("Root");
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@@ -43,7 +43,7 @@ public class Scripting : EngineModule
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if (options.Target is EngineTarget engineTarget && engineTarget.UseSeparateMainExecutable(options))
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{
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// Build target doesn't support linking again main executable (eg. Linux) thus additional shared library is used for the engine (eg. libFlaxEditor.so)
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var fileName = options.Platform.GetLinkOutputFileName(engineTarget.OutputName, LinkerOutput.SharedLibrary);
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var fileName = options.Platform.GetLinkOutputFileName(EngineTarget.LibraryName, LinkerOutput.SharedLibrary);
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options.CompileEnv.PreprocessorDefinitions.Add("MCORE_MAIN_MODULE_NAME=" + fileName);
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}
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}
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@@ -16,6 +16,11 @@ namespace Flax.Build
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{
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private static Version _engineVersion;
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/// <summary>
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/// Name of the native engine library.
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/// </summary>
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public const string LibraryName = "FlaxEngine";
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/// <summary>
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/// Gets the engine project.
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/// </summary>
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@@ -50,6 +55,11 @@ namespace Flax.Build
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defines.Add(string.Format("FLAX_{0}_{1}_OR_NEWER", engineVersion.Major, minor));
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}
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/// <summary>
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/// 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.
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/// </summary>
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public bool IsMonolithicExecutable = true;
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/// <inheritdoc />
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public override void Init()
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{
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@@ -65,14 +75,23 @@ namespace Flax.Build
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/// <inheritdoc />
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public override string GetOutputFilePath(BuildOptions options, TargetOutputType? outputType)
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{
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var useSeparateMainExe = UseSeparateMainExecutable(options);
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// If building engine executable for platform doesn't support referencing it when linking game shared libraries
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if (outputType == null && UseSeparateMainExecutable(options))
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if (outputType == null && useSeparateMainExe)
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{
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// Build into shared library
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outputType = TargetOutputType.Library;
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}
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return base.GetOutputFilePath(options, outputType);
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// Override output name to shared library name when building library for the separate main executable
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var outputName = OutputName;
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if (useSeparateMainExe && (outputType ?? OutputType) == TargetOutputType.Library)
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OutputName = LibraryName;
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var result = base.GetOutputFilePath(options, outputType);
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OutputName = outputName;
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return result;
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}
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/// <inheritdoc />
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@@ -123,9 +142,13 @@ namespace Flax.Build
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/// <summary>
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/// 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).
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/// </summary>
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public bool UseSeparateMainExecutable(BuildOptions buildOptions)
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public virtual bool UseSeparateMainExecutable(BuildOptions buildOptions)
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{
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return UseSymbolsExports && OutputType == TargetOutputType.Executable && !buildOptions.Platform.HasExecutableFileReferenceSupport && !Configuration.BuildBindingsOnly;
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if (OutputType == TargetOutputType.Executable && !Configuration.BuildBindingsOnly)
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{
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return !IsMonolithicExecutable || (!buildOptions.Platform.HasExecutableFileReferenceSupport && UseSymbolsExports);
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}
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return false;
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}
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private void BuildMainExecutable(TaskGraph graph, BuildOptions buildOptions)
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@@ -175,7 +198,10 @@ namespace Flax.Build
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Builder.BuildModuleInner(buildData, mainModule, mainModuleOptions, false);
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// Link executable
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exeBuildOptions.LinkEnv.InputLibraries.Add(Path.Combine(buildOptions.OutputFolder, buildOptions.Platform.GetLinkOutputFileName(OutputName, LinkerOutput.SharedLibrary)));
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var engineLibraryType = LinkerOutput.SharedLibrary;
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if (buildOptions.Toolchain?.Compiler == TargetCompiler.MSVC)
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engineLibraryType = LinkerOutput.ImportLibrary; // MSVC links DLL against import library
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exeBuildOptions.LinkEnv.InputLibraries.Add(Path.Combine(buildOptions.OutputFolder, buildOptions.Platform.GetLinkOutputFileName(LibraryName, engineLibraryType)));
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exeBuildOptions.LinkEnv.InputFiles.AddRange(mainModuleOptions.OutputFiles);
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exeBuildOptions.DependencyFiles.AddRange(mainModuleOptions.DependencyFiles);
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exeBuildOptions.OptionalDependencyFiles.AddRange(mainModuleOptions.OptionalDependencyFiles);
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