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CMake: Implement 'threads' Option
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Add the GODOT_THREADS option and related supporting code
Includes naming cleanups
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enetheru committed Feb 3, 2025
1 parent ee2a895 commit 91f81f5
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Showing 4 changed files with 45 additions and 38 deletions.
2 changes: 2 additions & 0 deletions cmake/common_compiler_flags.cmake
Original file line number Diff line number Diff line change
Expand Up @@ -155,6 +155,8 @@ function( common_compiler_flags )
$<$<STREQUAL:${GODOT_PRECISION},double>:REAL_T_IS_DOUBLE>

$<${IS_MSVC}:$<${DISABLE_EXCEPTIONS}:_HAS_EXCEPTIONS=0>>

$<${THREADS_ENABLED}:THREADS_ENABLED>
)

target_link_options( ${TARGET_NAME}
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48 changes: 31 additions & 17 deletions cmake/godotcpp.cmake
Original file line number Diff line number Diff line change
Expand Up @@ -107,7 +107,8 @@ function( godotcpp_options )
set( GODOT_ARCH "" CACHE STRING "Target CPU Architecture")
set_property( CACHE GODOT_ARCH PROPERTY STRINGS ${ARCH_LIST} )

#TODO threads
set( GODOT_THREADS ON CACHE BOOL "Enable threading support" )

#TODO compiledb
#TODO compiledb_file

Expand Down Expand Up @@ -240,16 +241,15 @@ function( godotcpp_generate )

### Platform is derived from the toolchain target
# See GeneratorExpressions PLATFORM_ID and CMAKE_SYSTEM_NAME
set( SYSTEM_NAME
$<$<PLATFORM_ID:Android>:android>
$<$<PLATFORM_ID:iOS>:ios>
$<$<PLATFORM_ID:Linux>:linux>
$<$<PLATFORM_ID:Darwin>:macos>
$<$<PLATFORM_ID:Emscripten>:web>
$<$<PLATFORM_ID:Windows>:windows>
$<$<PLATFORM_ID:Msys>:windows>
string( CONCAT SYSTEM_NAME
"$<$<PLATFORM_ID:Android>:android.${ANDROID_ABI}>"
"$<$<PLATFORM_ID:iOS>:ios>"
"$<$<PLATFORM_ID:Linux>:linux>"
"$<$<PLATFORM_ID:Darwin>:macos>"
"$<$<PLATFORM_ID:Emscripten>:web>"
"$<$<PLATFORM_ID:Windows>:windows>"
"$<$<PLATFORM_ID:Msys>:windows>"
)
string(REPLACE ";" "" SYSTEM_NAME "${SYSTEM_NAME}")

### Use the arch from the toolchain if it isn't set manually
if( GODOT_ARCH )
Expand All @@ -263,6 +263,8 @@ function( godotcpp_generate )

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

set( THREADS_ENABLED "$<BOOL:${GODOT_THREADS}>" )

# GODOT_DEV_BUILD
set( RELEASE_TYPES "Release;MinSizeRel")
get_property( IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG )
Expand All @@ -272,8 +274,6 @@ function( godotcpp_generate )
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_ALIAS template_debug template_release editor )
Expand All @@ -283,6 +283,17 @@ function( godotcpp_generate )
set( DEBUG_FEATURES "$<NOT:$<STREQUAL:${TARGET_ALIAS},template_release>>" )
set( HOT_RELOAD "$<IF:${HOT_RELOAD-UNSET},${DEBUG_FEATURES},$<BOOL:${GODOT_USE_HOT_RELOAD}>>" )

# Suffix
string( CONCAT GODOT_SUFFIX
"$<1:.${SYSTEM_NAME}>"
"$<1:.${TARGET_ALIAS}>"
"$<${IS_DEV_BUILD}:.dev>"
"$<$<STREQUAL:${GODOT_PRECISION},double>:.double>"
"$<1:.${SYSTEM_ARCH}>"
# TODO IOS_SIMULATOR
"$<$<NOT:${THREADS_ENABLED}>:.nothreads>"
)

# the godot-cpp.* library targets
add_library( ${TARGET_NAME} STATIC EXCLUDE_FROM_ALL )
add_library( godot-cpp::${TARGET_ALIAS} ALIAS ${TARGET_NAME} )
Expand Down Expand Up @@ -311,14 +322,17 @@ function( godotcpp_generate )
POSITION_INDEPENDENT_CODE ON
BUILD_RPATH_USE_ORIGIN ON

PREFIX lib
OUTPUT_NAME "${PROJECT_NAME}.${SYSTEM_NAME}.${TARGET_ALIAS}${DEV_TAG}.${SYSTEM_ARCH}"
PREFIX "lib"
OUTPUT_NAME "${PROJECT_NAME}${GODOT_SUFFIX}"

ARCHIVE_OUTPUT_DIRECTORY "$<1:${CMAKE_BINARY_DIR}/bin>"

# Things that are handy to know for dependent targets
GODOT_PLATFORM "${SYSTEM_NAME}"
GODOT_TARGET "${TARGET_ALIAS}"
GODOT_ARCH "${SYSTEM_ARCH}"
GODOT_PLATFORM "${SYSTEM_NAME}"
GODOT_TARGET "${TARGET_ALIAS}"
GODOT_ARCH "${SYSTEM_ARCH}"
GODOT_PRECISION "${GODOT_PRECISION}"
GODOT_SUFFIX "${GODOT_SUFFIX}"

# Some IDE's respect this property to logically group targets
FOLDER "godot-cpp"
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1 change: 1 addition & 0 deletions cmake/web.cmake
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,7 @@ function( web_generate )
-sSIDE_MODULE
-sSUPPORT_LONGJMP=wasm
-fno-exceptions
$<${THREADS_ENABLED}:-sUSE_PTHREADS=1>
)

target_link_options( ${TARGET_NAME}
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32 changes: 11 additions & 21 deletions test/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,6 @@ generate_doc_source( "${DOC_DATA_SOURCE}" "${DOC_XML}" )

foreach( TARGET_ALIAS template_debug template_release editor )
set( TARGET_NAME "godot-cpp.test.${TARGET_ALIAS}" )
set( LINK_TARGET "godot-cpp::${TARGET_ALIAS}" )

add_library( ${TARGET_NAME} SHARED EXCLUDE_FROM_ALL )

Expand All @@ -31,20 +30,20 @@ foreach( TARGET_ALIAS template_debug template_release editor )
src/tests.h
)

set( OUTPUT_DIR "${CMAKE_CURRENT_SOURCE_DIR}/project/bin/" )

# conditionally add doc data to compile output
if( TARGET_ALIAS MATCHES "editor|template_debug" )
target_sources( ${TARGET_NAME} PRIVATE "${DOC_DATA_SOURCE}" )
endif( )
endif()

# Link to godot-cpp target
set( LINK_TARGET "godot-cpp::${TARGET_ALIAS}" )
target_link_libraries( ${TARGET_NAME} PRIVATE ${LINK_TARGET} )

### Get useful properties of the library
get_target_property( GODOT_PLATFORM ${LINK_TARGET} GODOT_PLATFORM )
get_target_property( GODOT_TARGET ${LINK_TARGET} GODOT_TARGET )
get_target_property( GODOT_ARCH ${LINK_TARGET} GODOT_ARCH )

set( OUTPUT_DIR "${CMAKE_CURRENT_SOURCE_DIR}/project/bin/" )
set( DEV_TAG "$<$<BOOL:${GODOT_DEV_BUILD}>:.dev>" )
### Get useful properties from godot-cpp target
get_target_property( GODOT_SUFFIX ${LINK_TARGET} GODOT_SUFFIX )
get_target_property( OSX_ARCH ${LINK_TARGET} OSX_ARCHITECTURES )

set_target_properties( ${TARGET_NAME}
PROPERTIES
Expand All @@ -66,29 +65,20 @@ foreach( TARGET_ALIAS template_debug template_release editor )
PDB_OUTPUT_DIRECTORY "$<1:${OUTPUT_DIR}>" #MSVC Only, ignored on other platforms

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

# Some IDE's respect this property to logically group targets
FOLDER "godot-cpp"
)

# CMAKE_SYSTEM_NAME refers to the target system
if( CMAKE_SYSTEM_NAME STREQUAL Darwin )
get_target_property( OSX_ARCH ${LINK_TARGET} OSX_ARCHITECTURES )

set( OUTPUT_DIR "${OUTPUT_DIR}/libgdexample.macos.${TEST_TARGET}.framework")

set_target_properties( ${TARGET_NAME}
PROPERTIES
LIBRARY_OUTPUT_DIRECTORY "$<1:${OUTPUT_DIR}>"
RUNTIME_OUTPUT_DIRECTORY "$<1:${OUTPUT_DIR}>"

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

#macos options
OUTPUT_DIR "${OUTPUT_DIR}/libgdexample.macos.${TARGET_ALIAS}.framework"
OSX_ARCHITECTURES "${OSX_ARCH}"
)
endif ()
endif()

endforeach()

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