Lumenarium/build/build_.sh

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#!/bin/bash
# --------------------------------------------
# Usage
print_usage () {
echo
echo Build Command Syntax:
echo " $0 [mode] [platform] [arch]"
echo
echo "Release Mode Options:"
echo " debug"
echo " prod"
echo
echo "Platform Options:"
echo " win32"
echo " osx"
echo " wasm"
echo
echo "Arch Options: (architecture)"
echo " intel (valid with Platform Win32 and OSX) (default)"
echo " arm64 (only valid for Platform OSX)"
}
# --------------------------------------------
# Arguments
MODE=$1
PLATFORM=$2
ARCH=$3
PACKAGE=$4
if [ "${MODE}" == "" ] | [ "${PLATFORM}" == "" ]
then
print_usage
exit 0
fi
# Default to Intel architecture if none provided
if [ "${ARCH}" == "" ]
then
ARCH="intel"
fi
if [ "${ARCH}" != "intel" ] && [ "${ARCH}" != "arm64" ]
then
echo "Uknown target architecture: ${ARCH}"
print_usage
exit 0
fi
# --------------------------------------------
# Utilities
pushdir () {
command pushd "$@" > /dev/null
}
popdir () {
command popd "$@" > /dev/null
}
add_flag () {
local -n ref=$1
ref="$ref $2"
}
# --------------------------------------------
# Getting Project Path
#
# Project is stored in PROJECT_PATH
SCRIPT_REL_DIR=$(dirname "${BASH_SOURCE[0]}")
pushdir $SCRIPT_REL_DIR
pushdir ..
PROJECT_PATH=$(pwd)
popdir
popdir
# --------------------------------------------
# Platform/Mode Specific Variables
# Compiler Selection
Compiler_win32="cl"
Compiler_osx="clang"
WasiSdk="/c/drive/apps/wasi-sdk"
Compiler_wasm="$WasiSdk/bin/clang++"
Compiler_linux="clang++"
# Platform Entry Points
PlatformEntry_win32="src_v2/platform/win32/lumenarium_first_win32.cpp"
PlatformEntry_osx="src_v2/platform/osx/lumenarium_first_osx.c"
PlatformEntry_wasm="src_v2/platform/wasm/lumenarium_first_wasm.cpp"
PlatformEntry_linux="src_v2/platform/linux/lumenarium_first_linux.cpp"
# Intermediate Outputs
CompilerOutput_win32="lumenarium.o"
CompilerOutput_osx="lumenarium"
CompilerOutput_wasm="lumenarium.wasm"
CompilerOutput_linux=""
# Executables
LinkerOutput_win32="lumenarium.exe"
LinkerOutput_osx="lumenarium"
LinkerOutput_wasm="lumenarium.wasm"
LinkerOutput_linux=""
# Wasm Sys Root
WasmSysRoot="${PROJECT_PATH}/src_v2/platform/wasm/sysroot/"
# Compiler Flags
CompilerFlags_win32="-nologo"
CompilerFlags_win32+=" -FC" # display errors with full path
CompilerFlags_win32+=" -WX" # treat warnings as errors
CompilerFlags_win32+=" -W4" # output warning level
CompilerFlags_win32+=" -Z7" # generate C compatible debug info
# CompilerFlags_win32+="-Oi" # generate intrinsic functions
# CompilerFlags_win32+="-MTd" # create a debug multithreaded exe w/ Libcmtd.lib
# CompilerFlags_win32+="-fp:fast" # fast floating point model
CompilerFlags_win32+=" -wd4505" #
CompilerFlags_win32+=" -wd4100" #
CompilerFlags_win32+=" -wd4189" #
CompilerFlags_win32+=" -wd4702" #
CompilerFlags_win32+=" -wd4996" # _CRT_SECURE_NO_WARNINGS
CompilerFlags_osx=""
CompilerFlags_wasm=""
CompilerFlags_wasm+=" -Wno-writable-strings" #
CompilerFlags_wasm+=" --target=wasm32" #
CompilerFlags_wasm+=" -nostdlib" #
CompilerFlags_wasm+=" -Wl,--no-entry" #
CompilerFlags_wasm+=" -Wl,--allow-undefined" #
CompilerFlags_wasm+=" -Wl,--export-all" #
CompilerFlags_linux=""
CompilerFlags_DEBUG_win32=""
CompilerFlags_DEBUG_win32+=" -Od" #
CompilerFlags_DEBUG_win32+=" -Zi" #
CompilerFlags_DEBUG_win32+=" -DDEBUG" #
# add_flag CompilerFlags_DEBUG_win32 "-DPRINT_ASSERTS"
CompilerFlags_DEBUG="-O0"
CompilerFlags_DEBUG+=" -g" #
CompilerFlags_DEBUG+=" -DDEBUG" #
CompilerFlags_DEBUG+=" -fsanitize=address" #address sanitizer
CompilerFlags_PROD=" -O3"
# Compiler flags that no matter what, we want to define
# for the most part these pass the build parameters into the executable
CompilerFlags_common=" -DPLATFORM_${PLATFORM}=1 -DMODE_${MODE}=1 -DARCH_${ARCH}=1"
# Linker Flags
LinkerFlags_win32=" -NOLOGO"
LinkerFlags_win32+=" -incremental:no" #
LinkerFlags_win32+=" -subsystem:windows" #
# add_flag LinkerFlags_win32 "-entry:WinMain" #
LinkerFlags_win32+=" -opt:ref" # eliminate functions that are never referenced
LinkerFlags_osx=""
LinkerFlags_wasm="--no-entry"
LinkerFlags_wasm+=" --export-dynamic" #
LinkerFlags_wasm+=" --unresolved-symbols=import-functions" #
LinkerFlags_linux=""
LinkerFlags_DEBUG="-debug"
LinkerFlags_PROD=""
# Linker Libs
LinkerLibs_win32="user32.lib kernel32.lib gdi32.lib opengl32.lib"
# winmm.lib gdi32.lib dsound.lib Ws2_32.lib Comdlg32.lib Winspool.lib"
LinkerLibs_osx="-framework OpenGL -framework Cocoa -framework IOKit ${PROJECT_PATH}/src_v2/libs/glfw_osx/lib-universal/libglfw3.a"
LinkerLibs_wasm=""
LinkerLibs_linux=""
# --------------------------------------------
# Varible Selection
# Select Platform Variables
if [ "${PLATFORM}" == "win32" ]
then
Compiler=$Compiler_win32
PlatformEntry=$PlatformEntry_win32
CompilerFlags=$CompilerFlags_win32
CompilerOutput=$CompilerOutput_win32
LinkerOutput=$LinkerOutput_win32
LinkerFlags=$LinkerFlags_win32
LinkerLibs=$LinkerLibs_win32
elif [ "${PLATFORM}" == "osx" ]
then
Compiler=$Compiler_osx
PlatformEntry=$PlatformEntry_osx
CompilerFlags=$CompilerFlags_osx
CompilerOutput=$CompilerOutput_osx
LinkerOutput=$LinkerOutput_osx
LinkerFlags=$LinkerFlags_osx
LinkerLibs=$LinkerLibs_osx
if [ "${ARCH}" == "arm64" ]
then
CompilerFlags="${CompilerFlags} -arch arm64"
elif [ "${ARCH}" == "intel" ]
then
CompilerFlags="${CompilerFlags} -arch x86_64"
else
echo "ERROR: Unrecognized Arch: ${ARCH}"
exit 0
fi
elif [ "${PLATFORM}" == "wasm" ]
then
Compiler=$Compiler_wasm
PlatformEntry=$PlatformEntry_wasm
CompilerFlags=$CompilerFlags_wasm
CompilerOutput=$CompilerOutput_wasm
LinkerOutput=$LinkerOutput_wasm
LinkerFlags=$LinkerFlags_wasm
LinkerLibs=$LinkerLibs_wasm
elif [ "${PLATFORM}" == "linux" ]
then
Compiler=$Compiler_linux
PlatformEntry=$PlatformEntry_linux
CompilerFlags=$CompilerFlags_linux
CompilerOutput=$CompilerOutput_linux
LinkerOutput=$LinkerOutput_linux
LinkerFlags=$LinkerFlags_linux
LinkerLibs=$LinkerLibs_linux
else
echo "Attempting to build for an unknown platform: ${PLATFORM}"
print_usage
exit 0
fi
# Select Release Mode Variables
if [ "${MODE}" == "debug" ]
then
if [ $PLATFORM == "win32" ]
then
CompilerFlags="${CompilerFlags} ${CompilerFlags_DEBUG_win32}"
else
CompilerFlags="${CompilerFlags} ${CompilerFlags_DEBUG}"
fi
LinkerFlags="${LinkerFlags} ${LinkerFlags_DEBUG}"
elif [ "${MODE}" == "prod" ]
then
CompilerFlags="${CompilerFlags} ${CompilerFlags_PROD}"
LinkerFlags="${LinkerFlags} ${LinkerFlags_PROD}"
else
echo "Attempting to build for an unknown release mode: ${MODE}"
print_usage
exit 0
fi
# Common Flags
CompilerFlags="${CompilerFlags} ${CompilerFlags_common}"
# --------------------------------------------
# Build Path Construction
#
# This determines where the generated executable will
# be located. In general, it can be found at
# project_path/run_tree/platform/arch/release_mode/lumenarium.exe
#
# This section also ensures that the path requested actually exists
BuildDir="${PROJECT_PATH}/run_tree/${PLATFORM}/${ARCH}/${MODE}"
EntryPath="${PROJECT_PATH}/${PlatformEntry}"
# Exception for wasm, which doesn't care about cpu architecture
if [ $PLATFORM == "wasm" ]
then
BuildDir="${PROJECT_PATH}/run_tree/${PLATFORM}/${MODE}"
fi
# Make the build directory,
# "-p" flag makes it make the entire tree, and not emit errors if it
# exists.
mkdir -p "${BuildDir}"
# --------------------------------------------
# Compilation
echo "Building To: ${BuildDir}/${LinkerOutput}"
echo
pushdir $BuildDir
rm ${CompilerOutput} 2> /dev/null
rm ${LinkerOutput} 2> /dev/null
echo "COMPILING..."
if [ $PLATFORM == "win32" ]
then
$Compiler \
$CompilerFlags \
$EntryPath \
-link \
$LinkerFlags \
$LinkerLibs \
-OUT:${LinkerOutput}
elif [ $PLATFORM == "wasm" ]
then
$Compiler \
$CompilerFlags \
-o $LinkerOutput \
$EntryPath
cp \
"${PROJECT_PATH}/src_v2/platform/wasm/lumenarium_wasm_imports.js" \
./lumenarium_wasm_imports.js
else
echo "$Compiler -o $LinkerOutput $CompilerFlags $EntryPath $LinkerLibs"
$Compiler -o $LinkerOutput $CompilerFlags $EntryPath $LinkerLibs
fi
echo "Finished..."
popdir