PS: Refactor generate-binaries.ps1 (now il2cpp.ps1)
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204
Il2CppTests/il2cpp.ps1
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204
Il2CppTests/il2cpp.ps1
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# Copyright 2019-2020 Katy Coe - http://www.djkaty.com - https://github.com/djkaty
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# All rights reserved.
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# Compile the specified .cs files in TestSources to produce a .NET assembly DLL, the transpiled C++ source code and an IL2CPP binary for each
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# Requires Unity 2018.3.0f2 or later and Visual Studio 2017 (or MSBuild with C# 7+ support) or later to be installed
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# Requires Android NDK r13b or newer for Android test builds (https://developer.android.com/ndk/downloads)
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param (
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# Which source files in TestSources to generate aseemblies, C++ and IL2CPP binaries for
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[string[]] $assemblies = "*",
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# Which Unity version to use; uses the latest installed if not specified
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[string] $unityVersion = "*"
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)
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$ErrorActionPreference = "SilentlyContinue"
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# If supplied Unity version is a path, use it, otherwise assume default path from version number alone
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if ($unityVersion -match "[\\/]") {
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$UnityFolder = $unityVersion
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} else {
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# The introduction of Unity Hub changed the base path of the Unity editor
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$UnityFolder = "$env:ProgramFiles\Unity\Hub\Editor\$unityVersion"
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}
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# Look for Unity Roslyn installs
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$CSC = (gci "$UnityFolder\Editor\Data\Tools\Roslyn\csc.exe" | sort FullName)[-1].FullName
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# Look for .NET Framework installs
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$CSC = (gci "${env:ProgramFiles(x86)}\MSBuild\*\Bin\csc.exe" | sort FullName)[-1].FullName
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# Look for Visual Studio Roslyn installs (14.0 = Visual Studio 2017, 15.0 = Visual Studio 2019 etc.)
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# These are ordered from least to most preferred. If no files exist at the specified path,
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# a silent exception will be thrown and the variable will not be re-assigned.
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$CSC = (gci "${env:ProgramFiles(x86)}\Microsoft Visual Studio\*\*\MSBuild\*\Bin\Roslyn\csc.exe" | sort FullName)[-1].FullName
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# Path to latest installed version of Unity
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$UnityPath = (gi "$UnityFolder\Editor\Data" | sort FullName)[-1].FullName
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# Path to il2cpp.exe
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# For Unity <= 2019.2.21f1, il2cpp\build\il2cpp.exe
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# For Unity >= 2019.3.0f6, il2cpp\build\deploy\net471\il2cpp.exe
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$il2cpp = (gci "$UnityPath\il2cpp\build" -Recurse -Filter il2cpp.exe)[0].FullName
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# Path to mscorlib.dll
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# For Unity <= 2018.1.9f2, Mono\lib\mono\2.0\...
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# For Unity >= 2018.2.0f2, MonoBleedingEdge\lib\mono\unityaot\...
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$mscorlib = (gci "$UnityPath\Mono*\lib\mono\unityaot\mscorlib.dll")[0].FullName
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# Path to the Android NDK
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# Different Unity versions require specific NDKs, see the section Change the NDK at:
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# The NDK can also be installed standalone without AndroidPlayer
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# https://docs.unity3d.com/2019.1/Documentation/Manual/android-sdksetup.html
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$AndroidPlayer = $UnityPath + '\PlaybackEngines\AndroidPlayer'
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$AndroidNDK = $AndroidPlayer + '\NDK'
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$AndroidBuildEnabled = $True
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$ErrorActionPreference = "Continue"
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# Check that everything is installed
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if (!$CSC) {
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Write-Error "Could not find C¤ compiler csc.exe - aborting"
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Exit
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}
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if (!$UnityPath) {
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Write-Error "Could not find Unity editor - aborting"
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Exit
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}
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if (!(Test-Path -Path $AndroidNDK -PathType container)) {
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echo "Could not find Android NDK at '$AndroidNDK'"
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$AndroidBuildEnabled = $False
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}
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if (!$il2cpp) {
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Write-Error "Could not find Unity IL2CPP build support - aborting"
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Exit
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}
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if (!$mscorlib) {
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Write-Error "Could not find Unity mscorlib assembly - aborting"
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Exit
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}
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if (!(Test-Path -Path $AndroidPlayer -PathType container)) {
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echo "Could not find Unity Android build support at '$AndroidPlayer'"
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$AndroidBuildEnabled = $False
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}
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echo "Using C# compiler at '$CSC'"
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echo "Using Unity installation at '$UnityPath'"
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echo "Using IL2CPP toolchain at '$il2cpp'"
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echo "Using Unity mscorlib assembly at '$mscorlib'"
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if ($AndroidBuildEnabled) {
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echo "Using Android player at '$AndroidPlayer'"
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echo "Using Android NDK at '$AndroidNDK'"
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} else {
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echo "Android build is disabled due to missing components"
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}
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# Workspace paths
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$src = "$PSScriptRoot/TestSources"
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$asm = "$PSScriptRoot/TestAssemblies"
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$cpp = "$PSScriptRoot/TestCpp"
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$bin = "$PSScriptRoot/TestBinaries"
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# We try to make the arguments as close as possible to a real Unity build
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# "--lump-runtime-library" was added to reduce the number of C++ files generated by UnityEngine (Unity 2019)
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# "--disable-runtime-lumping" replaced the above (Unity 2019.3)
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$cppArg = '--convert-to-cpp', '-emit-null-checks', '--enable-array-bounds-check', '--dotnetprofile="unityaot"'
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$compileArg = '--compile-cpp', '--libil2cpp-static', '--configuration=Release', `
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'--map-file-parser=$UnityPath\il2cpp\MapFileParser\MapFileParser.exe', '--dotnetprofile="unityaot"', `
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'--forcerebuild'
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# Prepare output folders
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md $asm, $bin 2>&1 >$null
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# Compile all specified .cs files in TestSources
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echo "Compiling source code..."
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$cs = $assemblies | % {"$_.cs"}
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gci "$src/*" -Include $cs | % {
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echo "$($_.Name) -> $($_.BaseName).dll"
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& $csc "/t:library" "/nologo" "/unsafe" "/out:$asm/$($_.BaseName).dll" "$_"
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if ($LastExitCode -ne 0) {
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Write-Error "Compilation error - aborting"
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Exit
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}
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}
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# Transpile all of the DLLs to C++
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# We split this up from the binary compilation phase to avoid unnecessary DLL -> C++ transpiles for the same application
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$dll = $assemblies | % {"$_.dll"}
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gci "$asm/*" -Include $dll | % {
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$name = $_.BaseName
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echo "Converting assembly $($_.Name) to C++..."
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rm -Force -Recurse $cpp/$name 2>&1 >$null
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& $il2cpp $cppArg "--generatedcppdir=$cpp/$name", "--assembly=$_,$mscorlib" >$null
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}
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# Run IL2CPP on all generated assemblies for both x86 and ARM
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# Earlier builds of Unity included mscorlib.dll automatically; in current versions we must specify its location
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function Do-IL2CPP-Build {
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param (
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[string] $Platform,
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[string] $Architecture,
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[string] $Name,
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[string[]] $AdditionalArgs
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)
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# Determine target name
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$prefix = if ($Architecture -eq 'x86' -or $Architecture -eq 'x64') {'GameAssembly-'}
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$ext = if ($Architecture -eq 'x86' -or $Architecture -eq 'x64') {"dll"} else {"so"}
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$TargetBaseName = "$prefix$Name-$Architecture"
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echo "Running il2cpp compiler for $TargetBaseName ($Platform/$Architecture)..."
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# Compile
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md $bin/$TargetBaseName 2>&1 >$null
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& $il2cpp $compileArg $AdditionalArgs "--platform=$Platform", "--architecture=$Architecture", `
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"--outputpath=$bin/$TargetBaseName/$TargetBaseName.$ext", `
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"--generatedcppdir=$cpp/$Name" >$null
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if ($LastExitCode -ne 0) {
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Write-Error "IL2CPP error - aborting"
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Exit
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}
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mv -Force $bin/$TargetBaseName/Data/metadata/global-metadata.dat $bin/$TargetBaseName
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rm -Force -Recurse $bin/$TargetBaseName/Data
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}
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# Generate build for each target platform and architecture
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gci "$asm/*" -Include $dll | % {
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# x86
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Do-IL2CPP-Build WindowsDesktop x86 $_.BaseName
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# x64
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Do-IL2CPP-Build WindowsDesktop x64 $_.BaseName
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# ARMv7
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if ($AndroidBuildEnabled) {
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Do-IL2CPP-Build Android ARMv7 $_.BaseName `
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"--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include", `
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"--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include", `
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"--tool-chain-path=$AndroidNDK"
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}
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# ARMv8 / A64
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if ($AndroidBuildEnabled) {
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Do-IL2CPP-Build Android ARM64 $_.BaseName `
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"--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include", `
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"--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include", `
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"--tool-chain-path=$AndroidNDK"
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}
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}
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# Generate test stubs
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& "$PSScriptRoot/generate-tests.ps1"
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