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JavaScript: Re-enable build for 4.0 now that WebGL 2 works #62
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Original file line number | Diff line number | Diff line change |
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@@ -245,23 +245,20 @@ if [ "${build_classical}" == "1" ]; then | |
rm -rf macos_template.app | ||
sign_macos_template ${templatesdir} 0 | ||
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# ## Javascript (Classical) ## | ||
# | ||
# # Editor | ||
# unzip out/javascript/tools/godot.javascript.opt.tools.threads.zip -d ${webdir}/ | ||
# brotli --keep --force --quality=11 ${webdir}/* | ||
# binname="${godot_basename}_web_editor.zip" | ||
# cp out/javascript/tools/godot.javascript.opt.tools.threads.zip ${reldir}/${binname} | ||
# | ||
# # Templates | ||
# cp out/javascript/templates/godot.javascript.opt.zip ${templatesdir}/webassembly_release.zip | ||
# cp out/javascript/templates/godot.javascript.opt.debug.zip ${templatesdir}/webassembly_debug.zip | ||
# | ||
# cp out/javascript/templates/godot.javascript.opt.threads.zip ${templatesdir}/webassembly_threads_release.zip | ||
# cp out/javascript/templates/godot.javascript.opt.debug.threads.zip ${templatesdir}/webassembly_threads_debug.zip | ||
# | ||
# cp out/javascript/templates/godot.javascript.opt.gdnative.zip ${templatesdir}/webassembly_gdnative_release.zip | ||
# cp out/javascript/templates/godot.javascript.opt.debug.gdnative.zip ${templatesdir}/webassembly_gdnative_debug.zip | ||
## Javascript (Classical) ## | ||
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# Editor | ||
unzip out/javascript/tools/godot.javascript.opt.tools.threads.zip -d ${webdir}/ | ||
brotli --keep --force --quality=11 ${webdir}/* | ||
binname="${godot_basename}_web_editor.zip" | ||
cp out/javascript/tools/godot.javascript.opt.tools.threads.zip ${reldir}/${binname} | ||
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# Templates | ||
cp out/javascript/templates/godot.javascript.opt.threads.zip ${templatesdir}/webassembly_threads_release.zip | ||
cp out/javascript/templates/godot.javascript.opt.debug.threads.zip ${templatesdir}/webassembly_threads_debug.zip | ||
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cp out/javascript/templates/godot.javascript.opt.gdnative.threads.zip ${templatesdir}/webassembly_gdnative_threads_release.zip | ||
cp out/javascript/templates/godot.javascript.opt.debug.gdnative.threads.zip ${templatesdir}/webassembly_gdnative_threads_debug.zip | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Since we now only supports threads enabled, the There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Solved in #67. |
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## Android (Classical) ## | ||
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@Faless We'd have to do a proper benchmark but I think using ThinLTO for the Web platform would be better than (full) LTO. Clang/Emscripten's full LTO is single thread and just takes hours despite running on a ThreadRipper. While ThinLTO is multithreaded and takes minutes.
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As seen in #66 this isn't the best option in the end so I'm reverting this change in #67.