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C#: Initial NativeAOT support
This commit adds initial support for games exported as NativeAOT shared libraries. At this moment, the NativeAOT runtime is experimental. Additionally, Godot is not trim-safe as it still makes some use of reflection. For the time being, a rd.xml file is needed to prevent code triming: ``` <Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata"> <Application> <Assembly Name="GodotSharp" Dynamic="Required All" /> <Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" /> </Application> </Directives> ``` These are the csproj changes for publishing: ``` <PropertyGroup> <NativeLib>Shared</NativeLib> </PropertyGroup> <ItemGroup> <RdXmlFile Include="rd.xml" /> <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" /> </ItemGroup> ``` More info: - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md - https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md
This commit is contained in:
@@ -48,6 +48,9 @@
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#include <coreclr_delegates.h>
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#include <hostfxr.h>
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#ifdef UNIX_ENABLED
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#include <dlfcn.h>
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#endif
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// TODO mobile
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#if 0
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@@ -168,18 +171,24 @@ String find_hostfxr() {
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#else
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#if defined(WINDOWS_ENABLED)
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return GodotSharpDirs::get_api_assemblies_dir()
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.plus_file("hostfxr.dll");
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String probe_path = GodotSharpDirs::get_api_assemblies_dir()
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.plus_file("hostfxr.dll");
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#elif defined(MACOS_ENABLED)
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return GodotSharpDirs::get_api_assemblies_dir()
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.plus_file("libhostfxr.dylib");
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String probe_path = GodotSharpDirs::get_api_assemblies_dir()
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.plus_file("libhostfxr.dylib");
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#elif defined(UNIX_ENABLED)
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return GodotSharpDirs::get_api_assemblies_dir()
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.plus_file("libhostfxr.so");
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String probe_path = GodotSharpDirs::get_api_assemblies_dir()
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.plus_file("libhostfxr.so");
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#else
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#error "Platform not supported (yet?)"
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#endif
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if (FileAccess::exists(probe_path)) {
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return probe_path;
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}
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return String();
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#endif
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}
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@@ -285,11 +294,21 @@ load_assembly_and_get_function_pointer_fn initialize_hostfxr_self_contained(
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#endif
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#ifdef TOOLS_ENABLED
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using godot_plugins_initialize_fn = bool (*)(bool, gdmono::PluginCallbacks *, GDMonoCache::ManagedCallbacks *);
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using godot_plugins_initialize_fn = bool (*)(void *, bool, gdmono::PluginCallbacks *, GDMonoCache::ManagedCallbacks *);
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#else
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using godot_plugins_initialize_fn = bool (*)(GDMonoCache::ManagedCallbacks *);
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using godot_plugins_initialize_fn = bool (*)(void *, GDMonoCache::ManagedCallbacks *);
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#endif
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static String get_assembly_name() {
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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if (appname_safe.is_empty()) {
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appname_safe = "UnnamedProject";
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}
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return appname_safe;
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}
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#ifdef TOOLS_ENABLED
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godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
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godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
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@@ -320,15 +339,9 @@ godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime
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}
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#else
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godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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if (appname_safe.is_empty()) {
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appname_safe = "UnnamedProject";
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}
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godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
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String assembly_name = appname_safe;
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String assembly_name = get_assembly_name();
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HostFxrCharString assembly_path = str_to_hostfxr(GodotSharpDirs::get_api_assemblies_dir()
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.plus_file(assembly_name + ".dll"));
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@@ -351,6 +364,38 @@ godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime
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return godot_plugins_initialize;
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}
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godot_plugins_initialize_fn try_load_native_aot_library(void *&r_aot_dll_handle) {
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String assembly_name = get_assembly_name();
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#if defined(WINDOWS_ENABLED)
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String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().plus_file(assembly_name + ".dll");
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#elif defined(MACOS_ENABLED)
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String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().plus_file(assembly_name + ".dylib");
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#elif defined(UNIX_ENABLED)
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String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().plus_file(assembly_name + ".so");
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#else
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#error "Platform not supported (yet?)"
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#endif
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if (FileAccess::exists(native_aot_so_path)) {
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Error err = OS::get_singleton()->open_dynamic_library(native_aot_so_path, r_aot_dll_handle);
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if (err != OK) {
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return nullptr;
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}
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void *lib = r_aot_dll_handle;
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void *symbol = nullptr;
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err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "godotsharp_game_main_init", symbol);
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ERR_FAIL_COND_V(err != OK, nullptr);
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return (godot_plugins_initialize_fn)symbol;
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}
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return nullptr;
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}
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#endif
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} // namespace
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@@ -377,25 +422,46 @@ void GDMono::initialize() {
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_init_godot_api_hashes();
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godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
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if (!load_hostfxr(hostfxr_dll_handle)) {
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#if !defined(TOOLS_ENABLED)
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godot_plugins_initialize = try_load_native_aot_library(hostfxr_dll_handle);
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if (godot_plugins_initialize != nullptr) {
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is_native_aot = true;
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} else {
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ERR_FAIL_MSG(".NET: Failed to load hostfxr");
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}
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#else
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ERR_FAIL_MSG(".NET: Failed to load hostfxr");
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#endif
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}
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godot_plugins_initialize_fn godot_plugins_initialize =
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initialize_hostfxr_and_godot_plugins(runtime_initialized);
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ERR_FAIL_NULL(godot_plugins_initialize);
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if (!is_native_aot) {
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godot_plugins_initialize = initialize_hostfxr_and_godot_plugins(runtime_initialized);
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ERR_FAIL_NULL(godot_plugins_initialize);
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}
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GDMonoCache::ManagedCallbacks managed_callbacks;
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void *godot_dll_handle = nullptr;
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#if defined(UNIX_ENABLED) && !defined(MACOS_ENABLED) && !defined(IOS_ENABLED)
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// Managed code can access it on its own on other platforms
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godot_dll_handle = dlopen(nullptr, RTLD_NOW);
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#endif
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#ifdef TOOLS_ENABLED
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gdmono::PluginCallbacks plugin_callbacks_res;
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bool init_ok = godot_plugins_initialize(Engine::get_singleton()->is_editor_hint(),
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bool init_ok = godot_plugins_initialize(godot_dll_handle,
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Engine::get_singleton()->is_editor_hint(),
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&plugin_callbacks_res, &managed_callbacks);
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ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
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plugin_callbacks = plugin_callbacks_res;
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#else
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bool init_ok = godot_plugins_initialize(&managed_callbacks);
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bool init_ok = godot_plugins_initialize(godot_dll_handle, &managed_callbacks);
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ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
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#endif
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