introduction_to_the_buildsystem.rst 14 KB

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  1. .. _doc_introduction_to_the_buildsystem:
  2. Introduction to the buildsystem
  3. ===============================
  4. .. highlight:: shell
  5. Setup
  6. -----
  7. :ref:`Godot uses the SCons build system. <doc_faq_why_scons>`
  8. Please refer to the documentation for:
  9. - :ref:`doc_compiling_for_android`
  10. - :ref:`doc_compiling_for_ios`
  11. - :ref:`doc_compiling_for_linuxbsd`
  12. - :ref:`doc_compiling_for_macos`
  13. - :ref:`doc_compiling_for_uwp`
  14. - :ref:`doc_compiling_for_web`
  15. - :ref:`doc_compiling_for_windows`
  16. Platform selection
  17. ------------------
  18. Godot's build system will begin by detecting the platforms it can build
  19. for. If not detected, the platform will simply not appear on the list of
  20. available platforms. The build requirements for each platform are
  21. described in the rest of this tutorial section.
  22. SCons is invoked by just calling ``scons``. If no platform is specified,
  23. SCons will detect the target platform automatically based on the host platform.
  24. It will then start building for the target platform right away.
  25. To list the available target platforms, use ``scons platform=list``::
  26. scons platform=list
  27. scons: Reading SConscript files ...
  28. The following platforms are available:
  29. android
  30. javascript
  31. linuxbsd
  32. server
  33. windows
  34. Please run SCons again and select a valid platform: platform=<string>
  35. To build for a platform (for example, ``linuxbsd``), run with the ``platform=``
  36. (or ``p=`` to make it short) argument:
  37. ::
  38. scons platform=linuxbsd
  39. This will start the build process, which will take a while. By default, Godot's
  40. SCons setup is configured to use all CPU threads but one (to keep the system
  41. responsive during compilation). If you want to adjust how many CPU threads SCons
  42. will use, use the ``-j <threads>`` parameter to specify how many threads will be
  43. used for the build.
  44. Example for using 4 threads:
  45. ::
  46. scons platform=linuxbsd -j4
  47. .. _doc_introduction_to_the_buildsystem_resulting_binary:
  48. Resulting binary
  49. ----------------
  50. The resulting binaries will be placed in the ``bin/`` subdirectory,
  51. generally with this naming convention::
  52. godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]
  53. For the previous build attempt, the result would look like this::
  54. ls bin
  55. bin/godot.linuxbsd.editor.x86_64
  56. This means that the binary is for Linux *or* \*BSD (*not* both), is not optimized, has the
  57. whole editor compiled in, and is meant for 64 bits.
  58. A Windows binary with the same configuration will look like this:
  59. .. code-block:: console
  60. C:\godot> dir bin/
  61. godot.windows.editor.64.exe
  62. Copy that binary to any location you like, as it contains the Project Manager,
  63. editor and all means to execute the game. However, it lacks the data to export
  64. it to the different platforms. For that the export templates are needed (which
  65. can be either downloaded from `godotengine.org <https://godotengine.org/>`__, or
  66. you can build them yourself).
  67. Aside from that, there are a few standard options that can be set in all
  68. build targets, and which will be explained below.
  69. .. _doc_introduction_to_the_buildsystem_target:
  70. Target
  71. ------
  72. Target controls if the editor is contained and debug flags are used.
  73. All builds are optimized. Each mode means:
  74. - **editor**: Build with editor, optimized, with debugging code (defines: ``TOOLS_ENABLED``, ``DEBUG_ENABLED``, ``-O2``/``/O2``)
  75. - **template_debug**: Build with C++ debugging symbols (defines: ``DEBUG_ENABLED``, ``-O2``/``/O2``)
  76. - **template_release**: Build without symbols (defines: ``-O3``/``/O2``)
  77. The editor is enabled by default in all PC targets (Linux, Windows, macOS),
  78. disabled for everything else. Disabling the editor produces a binary that can
  79. run projects but does not include the editor or the Project Manager.
  80. ::
  81. scons platform=<platform> target=editor/template_debug/template_release
  82. Development and production aliases
  83. ----------------------------------
  84. When creating builds for development (running debugging/:ref:`profiling <doc_using_cpp_profilers>`
  85. tools), you often have different goals compared to production builds
  86. (making binaries as fast and small as possible).
  87. Godot provides two aliases for this purpose:
  88. - ``dev_mode=yes`` is an alias for ``verbose=yes warnings=extra werror=yes
  89. tests=yes``. This enables warnings-as-errors behavior (similar to Godot's
  90. continuous integration setup) and also builds :ref:`unit tests
  91. <doc_unit_testing>` so you can run them locally.
  92. - ``production=yes`` is an alias for ``use_static_cpp=yes debug_symbols=no
  93. lto=auto``. Statically linking libstdc++ allows for better binary portability
  94. when compiling for Linux. This alias also enables link-time optimization when
  95. compiling for Linux, Web and Windows with MinGW, but keeps LTO disabled when
  96. compiling for macOS, iOS or Windows with MSVC. This is because LTO on those
  97. platforms is very slow to link or has issues with the generated code.
  98. You can manually override options from those aliases by specifying them on the
  99. same command line with different values. For example, you can use ``scons
  100. production=yes debug_symbols=yes`` to create production-optimized binaries with
  101. debugging symbols included.
  102. Dev build
  103. ---------
  104. .. note::
  105. ``dev_build`` should **not** be confused with ``dev_mode``, which is an
  106. alias for several development-related options (see above).
  107. When doing engine development the ``dev_build`` option can be used together
  108. with ``target`` to enable dev-specific code. ``dev_build`` defines ``DEV_ENABLED``,
  109. disables optimization (``-O0``/``/0d``), enables generating debug symbols, and
  110. does not define ``NDEBUG`` (so ``assert()`` works in thirdparty libraries).
  111. ::
  112. scons platform=<platform> dev_build=yes
  113. This flag appends the ``.dev`` suffix (for development) to the generated
  114. binary name.
  115. .. seealso::
  116. There are additional SCons options to enable *sanitizers*, which are tools
  117. you can enable at compile-time to better debug certain engine issues.
  118. See :ref:`doc_using_sanitizers` for more information.
  119. Debugging symbols
  120. -----------------
  121. By default, ``debug_symbols=no`` is used, which means **no** debugging symbols
  122. are included in compiled binaries. Use ``debug_symbols=yes`` to include debug
  123. symbols within compiled binaries, which allows debuggers and profilers to work
  124. correctly. Debugging symbols are also required for Godot's crash stacktraces to
  125. display with references to source code files and lines.
  126. The downside is that debugging symbols are large files (significantly larger
  127. than the binaries themselves). As a result, official binaries currently do not
  128. include debugging symbols. This means you need to compile Godot yourself to have
  129. access to debugging symbols.
  130. When using ``debug_symbols=yes``, you can also use
  131. ``separate_debug_symbols=yes`` to put debug information in a separate file with
  132. a ``.debug`` suffix. This allows distributing both files independently. Note
  133. that on Windows, when compiling with MSVC, debugging information is *always*
  134. written to a separate ``.pdb`` file regardless of ``separate_debug_symbols``.
  135. .. tip::
  136. Use the ``strip <path/to/binary>`` command to remove debugging symbols from
  137. a binary you've already compiled.
  138. Optimization level
  139. ------------------
  140. Several compiler optimization levels can be chosen from:
  141. - ``optimize=speed_trace`` *(default when targeting non-Web platforms)*: Favors
  142. execution speed at the cost of larger binary size. Optimizations may sometimes
  143. negatively impact debugger usage (stack traces may be less accurate. If this
  144. occurs to you, use ``optimize=debug`` instead.
  145. - ``optimize=speed``: Favors even more execution speed, at the cost of even
  146. larger binary size compared to ``optimize=speed_trace``. Even less friendly to
  147. debugging compared to ``optimize=debug``, as this uses the most aggressive
  148. optimizations available.
  149. - ``optimize=size`` *(default when targeting the Web platform)*: Favors small
  150. binaries at the cost of slower execution speed.
  151. - ``optimize=debug``: Only enables optimizations that do not impact debugging in
  152. any way. This results in faster binaries than ``optimize=none``, but slower
  153. binaries than ``optimize=speed_trace``.
  154. - ``optimize=none``: Do not perform any optimization. This provides the fastest
  155. build times, but the slowest execution times.
  156. - ``optimize=custom`` *(advanced users only)*: Do not pass optimization
  157. arguments to the C/C++ compilers. You will have to pass arguments manually
  158. using the ``CFLAGS``, ``CCFLAGS`` and ``CXXFLAGS`` SCons options.
  159. Architecture
  160. ------------
  161. The ``arch`` option is meant to control the CPU or OS version intended to run the
  162. binaries. It is focused mostly on desktop platforms and ignored everywhere
  163. else.
  164. Supported values for the ``arch`` option are **auto**, **x86_32**, **x86_64**,
  165. **arm32**, **arm64**, **rv64**, **ppc32**, **ppc64** and **wasm32**.
  166. ::
  167. scons platform=<platform> arch={auto|x86_32|x86_64|arm32|arm64|rv64|ppc32|ppc64|wasm32}
  168. This flag appends the value of ``arch`` to resulting binaries when
  169. relevant. The default value ``arch=auto`` detects the architecture
  170. that matches the host platform.
  171. .. _doc_buildsystem_custom_modules:
  172. Custom modules
  173. --------------
  174. It's possible to compile modules residing outside of Godot's directory
  175. tree, along with the built-in modules.
  176. A ``custom_modules`` build option can be passed to the command line before
  177. compiling. The option represents a comma-separated list of directory paths
  178. containing a collection of independent C++ modules that can be seen as C++
  179. packages, just like the built-in ``modules/`` directory.
  180. For instance, it's possible to provide both relative, absolute, and user
  181. directory paths containing such modules:
  182. ::
  183. scons custom_modules="../modules,/abs/path/to/modules,~/src/godot_modules"
  184. .. note::
  185. If there's any custom module with the exact directory name as a built-in
  186. module, the engine will only compile the custom one. This logic can be used
  187. to override built-in module implementations.
  188. .. seealso::
  189. :ref:`doc_custom_modules_in_cpp`
  190. Cleaning generated files
  191. ------------------------
  192. Sometimes, you may encounter an error due to generated files being present. You
  193. can remove them by using ``scons --clean <options>``, where ``<options>`` is the
  194. list of build options you've used to build Godot previously.
  195. Alternatively, you can use ``git clean -fixd`` which will clean build artifacts
  196. for all platforms and configurations. Beware, as this will remove all untracked
  197. and ignored files in the repository. Don't run this command if you have
  198. uncommitted work!
  199. Other build options
  200. -------------------
  201. There are several other build options that you can use to configure the
  202. way Godot should be built (compiler, debug options, etc.) as well as the
  203. features to include/disable.
  204. Check the output of ``scons --help`` for details about each option for
  205. the version you are willing to compile.
  206. .. _doc_overriding_build_options:
  207. Overriding the build options
  208. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  209. Using a file
  210. ^^^^^^^^^^^^
  211. The default ``custom.py`` file can be created at the root of the Godot Engine
  212. source to initialize any SCons build options passed via the command line:
  213. .. code-block:: python
  214. # custom.py
  215. optimize = "size"
  216. module_mono_enabled = "yes"
  217. use_llvm = "yes"
  218. extra_suffix = "game_title"
  219. You can also disable some of the builtin modules before compiling, saving some
  220. time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details.
  221. .. seealso::
  222. You can use the online
  223. `Godot build options generator <https://godot-build-options-generator.github.io/>`__
  224. to generate a ``custom.py`` file containing SCons options.
  225. You can then save this file and place it at the root of your Godot source directory.
  226. Another custom file can be specified explicitly with the ``profile`` command
  227. line option, both overriding the default build configuration:
  228. .. code-block:: shell
  229. scons profile=path/to/custom.py
  230. .. note:: Build options set from the file can be overridden by the command line
  231. options.
  232. It's also possible to override the options conditionally:
  233. .. code-block:: python
  234. # custom.py
  235. import version
  236. # Override options specific for Godot 3.x and 4.x versions.
  237. if version.major == 3:
  238. pass
  239. elif version.major == 4:
  240. pass
  241. Using the SCONSFLAGS
  242. ^^^^^^^^^^^^^^^^^^^^
  243. ``SCONSFLAGS`` is an environment variable which is used by the SCons to set the
  244. options automatically without having to supply them via the command line.
  245. For instance, you may want to force a number of CPU threads with the
  246. aforementioned ``-j`` option for all future builds:
  247. .. tabs::
  248. .. code-tab:: bash Linux/macOS
  249. export SCONSFLAGS="-j4"
  250. .. code-tab:: bat Windows (cmd)
  251. set SCONSFLAGS=-j4
  252. .. code-tab:: powershell Windows (PowerShell)
  253. $env:SCONSFLAGS="-j4"
  254. Export templates
  255. ----------------
  256. Official export templates are downloaded from the Godot Engine site:
  257. `godotengine.org <https://godotengine.org/>`__. However, you might want
  258. to build them yourself (in case you want newer ones, you are using custom
  259. modules, or simply don't trust your own shadow).
  260. If you download the official export templates package and unzip it, you
  261. will notice that most files are optimized binaries or packages for each
  262. platform:
  263. .. code-block:: none
  264. android_debug.apk
  265. android_release.apk
  266. web_debug.zip
  267. web_release.zip
  268. linux_server_32
  269. linux_server_64
  270. linux_x11_32_debug
  271. linux_x11_32_release
  272. linux_x11_64_debug
  273. linux_x11_64_release
  274. macos.zip
  275. version.txt
  276. windows_32_debug.exe
  277. windows_32_release.exe
  278. windows_64_debug.exe
  279. windows_64_release.exe
  280. To create those yourself, follow the instructions detailed for each
  281. platform in this same tutorial section. Each platform explains how to
  282. create its own template.
  283. The ``version.txt`` file should contain the corresponding Godot version
  284. identifier. This file is used to install export templates in a version-specific
  285. directory to avoid conflicts. For instance, if you are building export templates
  286. for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first
  287. line (and nothing else). This version identifier is based on the ``major``,
  288. ``minor``, ``patch`` (if present) and ``status`` lines of the
  289. `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__.
  290. If you are developing for multiple platforms, macOS is definitely the most
  291. convenient host platform for cross-compilation, since you can cross-compile for
  292. almost every target (except for UWP). Linux and Windows come in second place,
  293. but Linux has the advantage of being the easier platform to set this up.