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Fix for GPU Generation Hitting Rid Allocation Limit #1325

Fix for GPU Generation Hitting Rid Allocation Limit

Fix for GPU Generation Hitting Rid Allocation Limit #1325

Workflow file for this run

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}}