Fix for GPU Generation Hitting Rid Allocation Limit #1325
Workflow file for this run
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name: 🚪 Windows Builds | |
on: | |
push: | |
branches: [ master ] | |
pull_request: | |
branches: [ master ] | |
concurrency: | |
group: ${{ github.workflow }}-${{ github.ref }} | |
cancel-in-progress: true | |
# Global Cache Settings | |
# SCONS_CACHE for windows must be set in the build environment | |
env: | |
GODOT_BASE_BRANCH: "4.4-stable" | |
SCONS_CACHE_MSVC_CONFIG: true | |
SCONS_CACHE_LIMIT_GB: 4 | |
jobs: | |
windows: | |
# Windows 10 with latest image | |
runs-on: "windows-latest" | |
name: ${{matrix.name}} | |
strategy: | |
matrix: | |
include: | |
- name: 4.4 Editor | |
target: editor | |
precision: single | |
executable_name: godot.windows.editor.x86_64.exe | |
tracy: no | |
- name: 4.4 Profiling Editor | |
target: editor | |
precision: single | |
# This is not a built-in feature of Godot so we have to do some changes manually | |
executable_name: godot.windows.tracy.editor.x86_64.exe | |
original_executable_name: godot.windows.editor.x86_64.exe | |
tracy: yes | |
- name: 4.4 Editor Float64 | |
target: editor | |
precision: double | |
executable_name: godot.windows.editor.double.x86_64.exe | |
tracy: no | |
- name: 4.4 Template | |
target: template_release | |
precision: single | |
executable_name: godot.windows.template_release.x86_64.exe | |
tracy: no | |
steps: | |
# Clone Godot | |
- uses: actions/checkout@v4 | |
with: | |
repository: godotengine/godot | |
ref: ${{ env.GODOT_BASE_BRANCH }} | |
# Clone our module under the correct directory | |
- uses: actions/checkout@v4 | |
with: | |
path: modules/voxel | |
# The version of ThorVG in 4.3-stable hits an error in latest MSVC (see godot#95861). | |
# We should no longer need this in 4.3.1 and later. | |
# - name: Patch ThorVG | |
# run: | | |
# curl -LO https://github.com/godotengine/godot/commit/4abc358952a69427617b0683fd76427a14d6faa8.patch | |
# git apply 4abc358952a69427617b0683fd76427a14d6faa8.patch | |
# Upload cache on completion and check it out now | |
# Editing this is pretty dangerous for Windows since it can break and needs to be properly tested with a fresh cache. | |
- name: Load .scons_cache directory | |
id: windows-cache-2 | |
#uses: ${{matrix.cache_action}} | |
uses: actions/cache@v4 | |
with: | |
path: ${{github.workspace}}/.scons_cache/ | |
key: ${{matrix.executable_name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}} | |
restore-keys: | | |
${{matrix.executable_name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}} | |
${{matrix.executable_name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}} | |
${{matrix.executable_name}}-${{env.GODOT_BASE_BRANCH}} | |
# Use python 3.x release (works cross platform; best to keep self contained in it's own step) | |
- name: Set up Python 3.x | |
uses: actions/setup-python@v5 | |
with: | |
# Semantic version range syntax or exact version of a Python version | |
python-version: '3.x' | |
# Optional - x64 or x86 architecture, defaults to x64 | |
architecture: 'x64' | |
# Setup scons, print python version and scons version info, so if anything is broken it won't run the build. | |
- name: Configuring Python packages | |
run: | | |
python -c "import sys; print(sys.version)" | |
python -m pip install scons pywin32 | |
python --version | |
scons --version | |
- name: Install Tracy | |
if: ${{ matrix.tracy == 'yes' }} | |
uses: actions/checkout@v4 | |
with: | |
repository: wolfpld/tracy | |
ref: v0.10 | |
path: thirdparty/tracy | |
# This is to instrument specific parts of Godot. Our module already has built-in instrumentation. | |
- name: Instrument code | |
if: ${{ matrix.tracy == 'yes' }} | |
run: | |
python modules/voxel/misc/instrument.py -d . -c modules/voxel/misc/instruments.json | |
# Add ANGLE support. | |
# This is not provided by default. | |
# See https://docs.godotengine.org/en/stable/contributing/development/compiling/compiling_for_windows.html#compiling-with-angle-support | |
- name: Add ANGLE | |
run: | | |
curl -LO "https://github.com/godotengine/godot-angle-static/releases/download/chromium%2F6601.2/godot-angle-static-x86_64-msvc-release.zip" | |
7z x godot-angle-static-x86_64-msvc-release.zip -oangle | |
dir | |
cd angle | |
dir | |
# Compile with explicit flags. | |
# | |
# TODO `PYTHONIOENCODING` is not working! | |
# It would be needed due to certain characters the Godot build system might print (such as '∞', | |
# when `cache_limit` is not specified), otherwise it makes the job fail with an encoding error. | |
# Currently we specify it, but the issue remain unsolved if it shows up again. | |
# See https://github.com/godotengine/godot/issues/103520 | |
# | |
# TODO Enhancement: we'd like to use `warnings=extra` with MSVC but Godot doesn't compile yet with that level of warnings. | |
# See https://github.com/godotengine/godot/issues/66537 | |
- name: Compilation | |
run: | | |
set PYTHONIOENCODING=utf-8 | |
scons verbose=yes warnings=all werror=yes platform=windows tests=no target=${{matrix.target}} dev_build=no precision=${{matrix.precision}} tracy=${{matrix.tracy}} production=yes "cache_path=${{github.workspace}}/.scons_cache/" cache_limit=${{env.SCONS_CACHE_LIMIT_GB}} "angle_libs=${{github.workspace}}/angle" | |
- name: "Rename executable" | |
if: ${{ matrix.tracy == 'yes' }} | |
run: | |
mv bin/${{matrix.original_executable_name}} bin/${{matrix.executable_name}} | |
# Make build available | |
- uses: actions/upload-artifact@v4 | |
with: | |
name: ${{matrix.executable_name}} | |
path: bin/${{matrix.executable_name}} | |