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windows_builds.yml
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name: 🏁 Windows Builds
on:
workflow_call:
# Global Settings
# SCONS_CACHE for windows must be set in the build environment
env:
# Used for the cache key. Add version suffix to force clean build.
GODOT_BASE_BRANCH: master
SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes d3d12=yes strict_checks=yes "angle_libs=${{ github.workspace }}/"
SCONS_CACHE_MSVC_CONFIG: true
concurrency:
group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-windows
cancel-in-progress: true
jobs:
build-windows:
# Windows 10 with latest image
runs-on: windows-latest
name: ${{ matrix.name }}
strategy:
fail-fast: false
matrix:
include:
- name: Editor (target=editor, tests=yes)
cache-name: windows-editor
target: editor
tests: true
# Skip debug symbols, they're way too big with MSVC.
sconsflags: debug_symbols=no vsproj=yes vsproj_gen_only=no windows_subsystem=console
bin: ./bin/godot.windows.editor.x86_64.exe
compiler: msvc
- name: Editor w/ clang-cl (target=editor, tests=yes, use_llvm=yes)
cache-name: windows-editor-clang
target: editor
tests: true
sconsflags: debug_symbols=no windows_subsystem=console use_llvm=yes
bin: ./bin/godot.windows.editor.x86_64.llvm.exe
compiler: clang
- name: Template (target=template_release, tests=yes)
cache-name: windows-template
target: template_release
tests: true
sconsflags: debug_symbols=no
bin: ./bin/godot.windows.template_release.x86_64.console.exe
compiler: msvc
- name: Template w/ GCC (target=template_release, tests=yes, use_mingw=yes)
cache-name: windows-template-gcc
# MinGW takes MUCH longer to compile; save time by only targeting Template.
target: template_release
tests: true
sconsflags: debug_symbols=no use_mingw=yes
bin: ./bin/godot.windows.template_release.x86_64.console.exe
compiler: gcc
steps:
- name: Checkout
uses: actions/checkout@v4
with:
submodules: recursive
- name: Restore Godot build cache
uses: ./.github/actions/godot-cache-restore
with:
cache-name: ${{ matrix.cache-name }}
continue-on-error: true
- name: Setup Python and SCons
uses: ./.github/actions/godot-deps
- name: Download Direct3D 12 SDK components
run: python ./misc/scripts/install_d3d12_sdk_windows.py
- name: Download pre-built ANGLE static libraries
uses: dsaltares/fetch-gh-release-asset@1.1.2
with:
repo: godotengine/godot-angle-static
version: tags/chromium/6601.2
file: godot-angle-static-x86_64-${{ matrix.compiler == 'gcc' && 'gcc' || 'msvc' }}-release.zip
target: angle/angle.zip
- name: Extract pre-built ANGLE static libraries
run: Expand-Archive -Force angle/angle.zip ${{ github.workspace }}/
- name: Compilation
uses: ./.github/actions/godot-build
with:
sconsflags: ${{ env.SCONSFLAGS }} ${{ matrix.sconsflags }}
platform: windows
target: ${{ matrix.target }}
tests: ${{ matrix.tests }}
- name: Save Godot build cache
uses: ./.github/actions/godot-cache-save
with:
cache-name: ${{ matrix.cache-name }}
continue-on-error: true
- name: Prepare artifact
if: matrix.compiler == 'msvc'
run: |
Remove-Item bin/* -Include *.exp,*.lib,*.pdb -Force
- name: Upload artifact
if: matrix.compiler == 'msvc'
uses: ./.github/actions/upload-artifact
with:
name: ${{ matrix.cache-name }}
- name: Unit tests
if: matrix.tests
run: |
${{ matrix.bin }} --version
${{ matrix.bin }} --help
${{ matrix.bin }} --test --force-colors