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Remove most mentions of SCons `-j` parameter as it's now set automatically

The Introduction to the buildsystem page still mentions this parameter
in case it needs to be changed, but in most situations, the default
value of `(number of CPU threads) - 1` does a good job.
Hugo Locurcio 2 年之前
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201dba1df0

+ 9 - 9
development/compiling/compiling_for_osx.rst

@@ -48,11 +48,11 @@ Start a terminal, go to the root directory of the engine source code.
 
 
 To compile for Intel (x86-64) powered Macs, use::
 To compile for Intel (x86-64) powered Macs, use::
 
 
-    scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
+    scons platform=osx arch=x86_64
 
 
 To compile for Apple Silicon (ARM64) powered Macs, use::
 To compile for Apple Silicon (ARM64) powered Macs, use::
 
 
-    scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
+    scons platform=osx arch=arm64
 
 
 To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
 To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
 
 
@@ -83,17 +83,17 @@ Compiling a headless/server build
 To compile a *headless* build which provides editor functionality to export
 To compile a *headless* build which provides editor functionality to export
 projects in an automated manner, use::
 projects in an automated manner, use::
 
 
-    scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
+    scons platform=server tools=yes target=release_debug
 
 
 To compile a debug *server* build which can be used with
 To compile a debug *server* build which can be used with
 :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
 :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
 
 
-    scons platform=server tools=no target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
+    scons platform=server tools=no target=release_debug
 
 
 To compile a release *server* build which is optimized to run dedicated game servers,
 To compile a release *server* build which is optimized to run dedicated game servers,
 use::
 use::
 
 
-    scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
+    scons platform=server tools=no target=release
 
 
 Building export templates
 Building export templates
 -------------------------
 -------------------------
@@ -108,13 +108,13 @@ of those two architectures by leaving out the ``lipo`` step below.
 
 
 - For Intel x86_64::
 - For Intel x86_64::
 
 
-    scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
-    scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
+    scons platform=osx tools=no target=release arch=x86_64
+    scons platform=osx tools=no target=release_debug arch=x86_64
 
 
 - For ARM64 (Apple M1)::
 - For ARM64 (Apple M1)::
 
 
-    scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
-    scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
+    scons platform=osx tools=no target=release arch=arm64
+    scons platform=osx tools=no target=release_debug arch=arm64
 
 
 To support both architectures in a single "Universal 2" binary, run the above
 To support both architectures in a single "Universal 2" binary, run the above
 two commands blocks and then use ``lipo`` to bundle them together::
 two commands blocks and then use ``lipo`` to bundle them together::

+ 0 - 8
development/compiling/compiling_for_windows.rst

@@ -134,14 +134,6 @@ the engine source code (using ``cd``) and type::
 
 
     C:\godot> scons platform=windows
     C:\godot> scons platform=windows
 
 
-You can specify a number of CPU threads to use to speed up the build::
-
-    C:\godot> scons -j6 platform=windows
-
-In general, it is OK to have at least as many threads compiling Godot as you
-have cores in your CPU, if not one or two more. Feel free to add the ``-j``
-option to any SCons command you see below.
-
 .. note:: When compiling with multiple CPU threads, SCons may warn about
 .. note:: When compiling with multiple CPU threads, SCons may warn about
           pywin32 being missing. You can safely ignore this warning.
           pywin32 being missing. You can safely ignore this warning.
 
 

+ 4 - 8
development/compiling/compiling_for_x11.rst

@@ -106,11 +106,7 @@ Start a terminal, go to the root dir of the engine source code and type:
 
 
 ::
 ::
 
 
-    scons -j8 platform=x11
-
-A good rule of thumb for the ``-j`` (*jobs*) flag, is to have at least as many
-threads compiling Godot as you have cores in your CPU, if not one or two more.
-Feel free to add the ``-j`` option to any SCons command you see below.
+    scons platform=x11
 
 
 If all goes well, the resulting binary executable will be placed in the
 If all goes well, the resulting binary executable will be placed in the
 "bin" subdirectory. This executable file contains the whole engine and
 "bin" subdirectory. This executable file contains the whole engine and
@@ -148,17 +144,17 @@ Compiling a headless/server build
 To compile a *headless* build which provides editor functionality to export
 To compile a *headless* build which provides editor functionality to export
 projects in an automated manner, use::
 projects in an automated manner, use::
 
 
-    scons -j8 platform=server tools=yes target=release_debug
+    scons platform=server tools=yes target=release_debug
 
 
 To compile a debug *server* build which can be used with
 To compile a debug *server* build which can be used with
 :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
 :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
 
 
-    scons -j8 platform=server tools=no target=release_debug
+    scons platform=server tools=no target=release_debug
 
 
 To compile a *server* build which is optimized to run dedicated game servers,
 To compile a *server* build which is optimized to run dedicated game servers,
 use::
 use::
 
 
-    scons -j8 platform=server tools=no target=release
+    scons platform=server tools=no target=release
 
 
 Building export templates
 Building export templates
 -------------------------
 -------------------------

+ 8 - 7
development/compiling/introduction_to_the_buildsystem.rst

@@ -81,12 +81,13 @@ To build for a platform (for example, x11), run with the ``platform=`` (or
 
 
     scons platform=x11
     scons platform=x11
 
 
-This will start the build process, which will take a while. If you want
-SCons to build faster, use the ``-j <cores>`` parameter to specify how many
-cores will be used for the build. Or leave it using one core, so you
-can use your computer for something else :)
+This will start the build process, which will take a while. By default, Godot's
+SCons setup is configured to use all CPU threads but one (to keep the system
+responsive during compilation). If you want to adjust how many CPU threads SCons
+will use, use the ``-j <threads>`` parameter to specify how many threads will be
+used for the build.
 
 
-Example for using 4 cores:
+Example for using 4 threads:
 
 
 ::
 ::
 
 
@@ -294,8 +295,8 @@ Using the SCONSFLAGS
 ``SCONSFLAGS`` is an environment variable which is used by the SCons to set the
 ``SCONSFLAGS`` is an environment variable which is used by the SCons to set the
 options automatically without having to supply them via the command line.
 options automatically without having to supply them via the command line.
 
 
-For instance, you may want to build Godot in parallel with the aforementioned
-``-j`` option for all the future builds:
+For instance, you may want to force a number of CPU threads with the
+aforementioned ``-j`` option for all future builds:
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: bash Linux/macOS
  .. code-tab:: bash Linux/macOS

+ 1 - 21
development/cpp/configuring_an_ide/visual_studio_code.rst

@@ -33,33 +33,13 @@ Importing the project
 
 
 - Within the ``tasks.json`` file find the ``"tasks"`` array and add a new section to it:
 - Within the ``tasks.json`` file find the ``"tasks"`` array and add a new section to it:
 
 
-.. tabs::
-  .. code-tab:: js Linux/X11
+.. code-block:: js
 
 
     {
     {
       "label": "build",
       "label": "build",
       "group": "build",
       "group": "build",
       "type": "shell",
       "type": "shell",
       "command": "scons",
       "command": "scons",
-      "args": [
-        "-j $(nproc)"
-      ],
-      "problemMatcher": "$msCompile"
-    }
-
-  .. code-tab:: js Windows
-
-    {
-      "label": "build",
-      "group": "build",
-      "type": "shell",
-      "command": "scons",
-      "args": [
-        // Use this when your default shell is Command Prompt (cmd.exe).
-        "-j %NUMBER_OF_PROCESSORS%",
-        // Use this when your default shell is PowerShell.
-        "-j $env:NUMBER_OF_PROCESSORS"
-      ],
       "problemMatcher": "$msCompile"
       "problemMatcher": "$msCompile"
     }
     }