Visual Studio refuses to open projects that present duplicated
items, for example:
<ItemGroup>
<CLInclude Include="glib-enumtypes.h"/>
<CLInclude Include="glib-enumtypes.h"/>
</ItemGroup>
Note that MSBuild handles duplicated items without any issue,
this is useful only for compatibility with the VS IDE.
See pull request mesonbuild#6151
Fixes issue mesonbuild#6147
Return the command line from serialize_executable, which is then
renamed to as_meson_exe_cmdline. This avoids repeating code that
is common to custom targets and generators.
In most cases instead pass `for_machine`, the name of the relevant
machines (what compilers target, what targets run on, etc). This allows
us to use the cross code path in the native case, deduplicating the
code.
As one can see, environment got bigger as more information is kept
structured there, while ninjabackend got a smaller. Overall a few amount
of lines were added, but the hope is what's added is a lot simpler than
what's removed.
This is the VS-specific part of the previous commit; the Visual Studio
backend was ignoring dependencies, add an AdditionalInputs element
similar to what add_custom_build does.
Pre/PostBuildEvents do not run if no other build steps are out-of-date.
For most run targets (including install and test) that have no other
build steps, VS considers these to be always up-to-date after they have
been built once.
On the other hand, CustomBuild has clearly defined inputs and outputs
that define whether the target is up-to-date or not. By using a
nonexistent file as output of CustomBuild, it is always considered
out-of-date.
This aligns the VS behavior with ninja. `ninja install` unconditionally
installs, `ninja test` always runs the tests, and a run target always
gets executed, without any checks whether it is up-to-date or not.
Previously, this was only added to C/C++ targets, but not for others.
Thus, if you'd change a setting through `meson configure`, this was not
picked up, e.g. the install target said it was up-to-date and when force
rebuilding it, it also did not use the new settings until the build dir
was manually reconfigured.
Instead use coredata.compiler_options.<machine>. This brings the cross
and native code paths closer together, since both now use that.
Command line options are interpreted just as before, for backwards
compatibility. This does introduce some funny conditionals. In the
future, I'd like to change the interpretation of command line options so
- The logic is cross-agnostic, i.e. there are no conditions affected by
`is_cross_build()`.
- Compiler args for both the build and host machines can always be
controlled by the command line.
- Compiler args for both machines can always be controlled separately.
If you change only some project in meson.build,
only that .vcxproj file will be updated and reloaded.
If you change something not related to VS solution and projects
or simply touch the meson.build file, nothing will be reloaded.
We used to immediately try to use whatever exe_wrapper was defined in
the cross file, but some people generate the cross file once and use
it for several projects, most of which do not even need an exe wrapper
to build.
Now we're a bit more resilient. We quietly fall back to using
non-exe-wrapper paths for compiler checks and skip the sanity check.
However, if some code needs the exe wrapper, f.ex., if you run a built
executable using custom_target() or run_target(), we will error out
during setup.
Tests will, of course, continue to error out when you run them if the
exe wrapper was not found. We don't want people's tests to silently
"pass" (aka skip) because of a bad CI setup.
Closes https://github.com/mesonbuild/meson/issues/3562
This commit also adds a test for the behaviour of exe_wrapper in these
cases, and refactors the unit tests a bit for it.
Normally, people would just pass -fembed-bitcode in CFLAGS, but this
conflicts with -Wl,-dead_strip_dylibs and -bundle, so we need it as
an option so that those can be quietly disabled.
- determine_ext_objs: What matters is if extobj.target is a unity build,
not if the target using those objects is a unity build.
- determine_ext_objs: Return one object file per compiler, taking into
account generated sources.
- object_filename_from_source: No need to special-case unity build, it
does the same thing in both code paths.
- check_unity_compatible: For each compiler we must extract either none
or all its sources, taking into account generated sources.
This implements support for visual studio solution directories.
Projects will by default be put into directories that map their sub-directory
name in the source folder. No directories are created if `--layout=flat` is used.
Fixes: #2524