Closed KirillGrigoriev closed 11 months ago
But «dumpbin» not, if it's important
Default DUMPBIN summary only list sections, not symbols. Try adding /SYMBOLS
to the DUMPBIN command.
error: Error 126: The specified module could not be found.
Usually it's missing dependencies. Seems like build script does not have -static
, -static-libgcc
, -static-libstdc++
link flags like 4.x have, so it probably depends on libc++.dll
, libunwind.dll
, and other runtime stuff that's missing.
Oh, big thanks, it's actually work. Final SConstruct, if someone would will need it in future:
#!python
import os
opts = Variables([], ARGUMENTS)
# Gets the standard flags CC, CCX, etc.
env = DefaultEnvironment()
# Define our options
opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'demo/bin/'))
opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
opts.Add(BoolVariable('use_mingw', "Use MinGW", 'no'))
# Local dependency paths, adapt them to your setup
godot_headers_path = "godot-cpp/godot-headers/"
cpp_bindings_path = "godot-cpp/"
cpp_library = "libgodot-cpp"
# only support 64 at this time..
bits = 64
# Updates the environment with the option variables.
opts.Update(env)
# Process some arguments
if env['use_llvm']:
env['CC'] = 'clang'
env['CXX'] = 'clang++'
if env['p'] != '':
env['platform'] = env['p']
if env['platform'] == '':
print("No valid target platform selected.")
quit();
# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
# - CFLAGS are for C-specific compilation flags
# - CXXFLAGS are for C++-specific compilation flags
# - CPPFLAGS are for pre-processor flags
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
# Check our platform specifics
if env['platform'] == "osx":
env['target_path'] += 'osx/'
cpp_library += '.osx'
env.Append(CCFLAGS=['-arch', 'x86_64'])
env.Append(CXXFLAGS=['-std=c++17'])
env.Append(LINKFLAGS=['-arch', 'x86_64'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g', '-O2'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
elif env['platform'] in ('x11', 'linux'):
env['target_path'] += 'x11/'
cpp_library += '.linux'
env.Append(CCFLAGS=['-fPIC'])
env.Append(CXXFLAGS=['-std=c++17'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g3', '-Og'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
elif env['platform'] == "windows":
env['target_path'] += 'win64/'
cpp_library += '.windows'
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env.Append(ENV=os.environ)
if env['use_mingw']:
env.Append(CCFLAGS=['-fPIC'])
env.Append(CXXFLAGS=['-std=c++17'])
env.Append(LINKFLAGS=['-static', '-static-libgcc', '-static-libstdc++'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g3', '-Og'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
else:
env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
env.Append(CCFLAGS=['-W3', '-GR'])
env.Append(CXXFLAGS='/std:c++17')
if env['target'] in ('debug', 'd'):
env.Append(CPPDEFINES=['_DEBUG'])
env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
env.Append(LINKFLAGS=['-DEBUG'])
else:
env.Append(CPPDEFINES=['NDEBUG'])
env.Append(CCFLAGS=['-O2', '-EHsc', '-MD'])
if env['target'] in ('debug', 'd'):
cpp_library += '.debug'
else:
cpp_library += '.release'
cpp_library += '.' + str(bits)
# make sure our binding library is properly includes
env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
env.Append(LIBS=[cpp_library])
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=['src/'])
sources = Glob('src/*.cpp')
library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
Default(library)
# Generates help for the -h scons option.
Help(opts.GenerateHelpText(env))
Godot version
v3.5.3.stable.official [6c814135b]
System information
v3.5.3.stable.official - Windows 10.0.19045 - GLES2 - dedicated NVIDIA GeForce GTX 650 (NVIDIA; 30.0.14.7430) - 13th Gen Intel(R) Core(TM) i5-13400 (16 Threads)
Issue description
Godot can't load GDNative compiled by MinGW (LLVM-MinGW-Clang) with error:
Also tested on v3.6.beta.custom_build [fe7ed984b] compiled by MinGW (LLVM-MinGW-Clang). «nw» can see «nativescript_init»:
But «dumpbin» not, if it's important:
Godot 4 load GDExtension compiled by MinGW (LLVM-MinGW-Clang) without any issues. For compiling used:
Testing with UCRT and MSVCRT.
Steps to reproduce
opts = Variables([], ARGUMENTS)
Gets the standard flags CC, CCX, etc.
env = DefaultEnvironment()
Define our options
opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release'])) opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx'])) opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx'])) opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no')) opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'demo/bin/')) opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept)) opts.Add(BoolVariable('use_mingw', "Use MinGW", 'no'))
Local dependency paths, adapt them to your setup
godot_headers_path = "godot-cpp/godot-headers/" cpp_bindings_path = "godot-cpp/" cpp_library = "libgodot-cpp"
only support 64 at this time..
bits = 64
Updates the environment with the option variables.
opts.Update(env)
Process some arguments
if env['use_llvm']: env['CC'] = 'clang' env['CXX'] = 'clang++'
if env['p'] != '': env['platform'] = env['p']
if env['platform'] == '': print("No valid target platform selected.") quit();
For the reference:
- CCFLAGS are compilation flags shared between C and C++
- CFLAGS are for C-specific compilation flags
- CXXFLAGS are for C++-specific compilation flags
- CPPFLAGS are for pre-processor flags
- CPPDEFINES are for pre-processor defines
- LINKFLAGS are for linking flags
Check our platform specifics
if env['platform'] == "osx": env['target_path'] += 'osx/' cpp_library += '.osx' env.Append(CCFLAGS=['-arch', 'x86_64']) env.Append(CXXFLAGS=['-std=c++17']) env.Append(LINKFLAGS=['-arch', 'x86_64']) if env['target'] in ('debug', 'd'): env.Append(CCFLAGS=['-g', '-O2']) else: env.Append(CCFLAGS=['-g', '-O3'])
elif env['platform'] in ('x11', 'linux'): env['target_path'] += 'x11/' cpp_library += '.linux' env.Append(CCFLAGS=['-fPIC']) env.Append(CXXFLAGS=['-std=c++17']) if env['target'] in ('debug', 'd'): env.Append(CCFLAGS=['-g3', '-Og']) else: env.Append(CCFLAGS=['-g', '-O3'])
elif env['platform'] == "windows": env['target_path'] += 'win64/' cpp_library += '.windows'
This makes sure to keep the session environment variables on windows,
if env['target'] in ('debug', 'd'): cpp_library += '.debug' else: cpp_library += '.release'
cpp_library += '.' + str(bits)
make sure our binding library is properly includes
env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/']) env.Append(LIBPATH=[cpp_bindings_path + 'bin/']) env.Append(LIBS=[cpp_library])
tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=['src/']) sources = Glob('src/*.cpp')
library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
Default(library)
Generates help for the -h scons option.
Help(opts.GenerateHelpText(env))