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Update SCons link-time optimization option for 3.5 and later

Hugo Locurcio %!s(int64=2) %!d(string=hai) anos
pai
achega
338c1f6351

+ 1 - 1
contributing/development/compiling/compiling_for_linuxbsd.rst

@@ -270,7 +270,7 @@ Manager.
           SCons options ``target=template_release production=yes``.
           SCons options ``target=template_release production=yes``.
 
 
           If you are compiling Godot with GCC, you can make the binary
           If you are compiling Godot with GCC, you can make the binary
-          even smaller and faster by adding the SCons option ``use_lto=yes``.
+          even smaller and faster by adding the SCons option ``lto=full``.
           As link-time optimization is a memory-intensive process,
           As link-time optimization is a memory-intensive process,
           this will require about 7 GB of available RAM while compiling.
           this will require about 7 GB of available RAM while compiling.
 
 

+ 1 - 1
contributing/development/compiling/compiling_for_windows.rst

@@ -153,7 +153,7 @@ dependencies. Running it will bring up the Project Manager.
           SCons option ``target=template_release``.
           SCons option ``target=template_release``.
 
 
           If you are compiling Godot with MinGW, you can make the binary
           If you are compiling Godot with MinGW, you can make the binary
-          even smaller and faster by adding the SCons option ``use_lto=yes``.
+          even smaller and faster by adding the SCons option ``lto=full``.
           As link-time optimization is a memory-intensive process,
           As link-time optimization is a memory-intensive process,
           this will require about 7 GB of available RAM while compiling.
           this will require about 7 GB of available RAM while compiling.
 
 

+ 1 - 1
contributing/development/compiling/optimizing_for_size.rst

@@ -79,7 +79,7 @@ and MSVC compilers:
 
 
 ::
 ::
 
 
-    scons p=windows target=template_release use_lto=yes
+    scons p=windows target=template_release lto=full
 
 
 Linking becomes much slower and more RAM-consuming with this option,
 Linking becomes much slower and more RAM-consuming with this option,
 so it should be used only for release builds:
 so it should be used only for release builds:

+ 2 - 8
contributing/development/debugging/using_cpp_profilers.rst

@@ -29,14 +29,8 @@ To get useful profiling information, it is **absolutely required** to use a Godo
 build that includes debugging symbols. Official binaries do not include debugging
 build that includes debugging symbols. Official binaries do not include debugging
 symbols, since these would make the download size significantly larger.
 symbols, since these would make the download size significantly larger.
 
 
-To get profiling data that best matches the production environment, you should
-compile binaries with the following SCons options:
-
-- For editor binaries: ``target=editor use_lto=yes``
-- For debug export templates: ``target=template_debug use_lto=yes``
-- For release export templates: ``target=template_release debug_symbols=yes``
-
-  - ``debug_symbols=yes`` is required as export templates are stripped from debugging symbols by default.
+To get profiling data that best matches the production environment (but with debugging symbols),
+you should compile binaries with the ``production=yes debug_symbols=yes`` SCons options.
 
 
 It is possible to run a profiler on less optimized builds (e.g. ``target=template_debug`` without LTO),
 It is possible to run a profiler on less optimized builds (e.g. ``target=template_debug`` without LTO),
 but results will naturally be less representative of real world conditions.
 but results will naturally be less representative of real world conditions.