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Print expected os.arch tuple for current platform in GDExtension error
This also adds `Engine.get_architecture_name()` to get the name of the CPU architecture the Godot binary was built for.
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@@ -181,6 +181,42 @@ String Engine::get_license_text() const {
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return String(GODOT_LICENSE_TEXT);
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}
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String Engine::get_architecture_name() const {
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#if defined(__x86_64) || defined(__x86_64__) || defined(__amd64__) || defined(_M_X64)
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return "x86_64";
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#elif defined(__i386) || defined(__i386__) || defined(_M_IX86)
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return "x86_32";
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#elif defined(__aarch64__) || defined(_M_ARM64)
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return "arm64";
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#elif defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7S__)
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return "armv7";
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#elif defined(__riscv)
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#if __riscv_xlen == 8
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return "rv64";
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#else
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return "riscv";
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#endif
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#elif defined(__powerpc__)
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#if defined(__powerpc64__)
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return "ppc64";
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#else
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return "ppc";
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#endif
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#elif defined(__wasm__)
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#if defined(__wasm64__)
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return "wasm64";
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#elif defined(__wasm32__)
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return "wasm32";
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#endif
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#endif
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}
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bool Engine::is_abort_on_gpu_errors_enabled() const {
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return abort_on_gpu_errors;
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}
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