PS: Refactor generate-binaries.ps1 (now il2cpp.ps1)
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@@ -15,23 +15,25 @@ param (
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$ErrorActionPreference = "SilentlyContinue"
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# Path to C¤ compiler (14.0 = Visual Studio 2017, 15.0 = Visual Studio 2019 etc.)
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# These are ordered from least to most preferred. If no files exist at the specified path,
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# a silent exception will be thrown and the variable will not be re-assigned.
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if ($unityVersion -match "[\\/]"){
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$UnityFolder = $unityVersion
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}else{
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$UnityFolder = "$env:ProgramFiles\Unity\Hub\Editor\$unityVersion"
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# If supplied Unity version is a path, use it, otherwise assume default path from version number alone
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if ($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 "${env:ProgramFiles(x86)}\MSBuild\*\Bin\csc.exe" | sort FullName)[-1].FullName
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# Look for Visual Studio Roslyn installs
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# Look for Visual Studio Roslyn installs (14.0 = Visual Studio 2017, 15.0 = Visual Studio 2019 etc.)
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# These are ordered from least to most preferred. If no files exist at the specified path,
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# a silent exception will be thrown and the variable will not be re-assigned.
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$CSC = (gci "${env:ProgramFiles(x86)}\Microsoft Visual Studio\*\*\MSBuild\*\Bin\Roslyn\csc.exe" | sort FullName)[-1].FullName
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# Path to latest installed version of Unity
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# The introduction of Unity Hub changed the base path of the Unity editor
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$UnityPath = (gi "$UnityFolder\Editor\Data" | sort FullName)[-1].FullName
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# Path to il2cpp.exe
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@@ -106,7 +108,7 @@ $bin = "$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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$cppArg = '--convert-to-cpp', '-emit-null-checks', '--enable-array-bounds-check', '--dotnetprofile="unityaot"'
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$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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@@ -132,7 +134,6 @@ gci "$src/*" -Include $cs | % {
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# Transpile all of the DLLs to C++
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# We split this up from the binary compilation phase to avoid unnecessary DLL -> C++ transpiles for the same application
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$dll = $assemblies | % {"$_.dll"}
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gci "$asm/*" -Include $dll | % {
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@@ -144,73 +145,58 @@ gci "$asm/*" -Include $dll | % {
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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 $dll | % {
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# x86
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$name = "GameAssembly-$($_.BaseName)-x86"
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echo "Running il2cpp compiler for $name (Windows/x86)..."
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md $bin/$name 2>&1 >$null
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& $il2cpp $compileArg '--platform=WindowsDesktop', '--architecture=x86', `
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"--outputpath=$bin/$name/$name.dll", `
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"--generatedcppdir=$cpp/$($_.BaseName)" >$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 $bin/$name/Data/metadata/global-metadata.dat $bin/$name
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rm -Force -Recurse $bin/$name/Data
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Do-IL2CPP-Build WindowsDesktop x86 $_.BaseName
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# x64
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$name = "GameAssembly-$($_.BaseName)-x64"
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echo "Running il2cpp compiler for $name (Windows/x64)..."
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md $bin/$name 2>&1 >$null
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& $il2cpp $compileArg '--platform=WindowsDesktop', '--architecture=x64', `
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"--outputpath=$bin/$name/$name.dll", `
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"--generatedcppdir=$cpp/$($_.BaseName)" >$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 $bin/$name/Data/metadata/global-metadata.dat $bin/$name
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rm -Force -Recurse $bin/$name/Data
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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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$name = "$($_.BaseName)-ARMv7"
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echo "Running il2cpp compiler for $name (Android/ARMv7)..."
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md $bin/$name 2>&1 >$null
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& $il2cpp $compileArg '--platform=Android', '--architecture=ARMv7', `
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"--outputpath=$bin/$name/$name.so", `
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"--generatedcppdir=$cpp/$($_.BaseName)", `
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"--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include" `
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"--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include" `
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"--tool-chain-path=$AndroidNDK" >$null
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if ($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 $bin/$name/Data/metadata/global-metadata.dat $bin/$name
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rm -Force -Recurse $bin/$name/Data
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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 ($AndroidBuildEnabled) {
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$name = "$($_.BaseName)-ARM64"
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echo "Running il2cpp compiler for $name (Android/ARM64)..."
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md $bin/$name 2>&1 >$null
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& $il2cpp $compileArg '--platform=Android', '--architecture=ARM64', `
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"--outputpath=$bin/$name/$name.so", `
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"--generatedcppdir=$cpp/$($_.BaseName)", `
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"--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include" `
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"--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include" `
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"--tool-chain-path=$AndroidNDK" >$null
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if ($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 $bin/$name/Data/metadata/global-metadata.dat $bin/$name
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rm -Force -Recurse $bin/$name/Data
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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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