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authorIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-02-27 21:57:52 +0100
committerIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-08-22 03:36:51 +0200
commit4b90d162502d65f20a89331898cd8a0b3eea8fe2 (patch)
tree3e1efc5a5638676aabe32e67f3ed342a8dbe808a /modules/mono/mono_gd/gd_mono.h
parent18f805b3aad2be838a7396f18d4ebd99182b6935 (diff)
downloadredot-engine-4b90d162502d65f20a89331898cd8a0b3eea8fe2.tar.gz
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
Diffstat (limited to 'modules/mono/mono_gd/gd_mono.h')
-rw-r--r--modules/mono/mono_gd/gd_mono.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/modules/mono/mono_gd/gd_mono.h b/modules/mono/mono_gd/gd_mono.h
index 66ed331b67..301782575c 100644
--- a/modules/mono/mono_gd/gd_mono.h
+++ b/modules/mono/mono_gd/gd_mono.h
@@ -61,6 +61,7 @@ class GDMono {
bool finalizing_scripts_domain;
void *hostfxr_dll_handle = nullptr;
+ bool is_native_aot = false;
#ifdef TOOLS_ENABLED
bool _load_project_assembly();