compiling_for_linuxbsd.rst 15 KB

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  1. .. _doc_compiling_for_linuxbsd:
  2. Compiling for Linux, \*BSD
  3. ==========================
  4. .. highlight:: shell
  5. .. seealso::
  6. This page describes how to compile Linux editor and export template binaries from source.
  7. If you're looking to export your project to Linux instead, read :ref:`doc_exporting_for_linux`.
  8. Requirements
  9. ------------
  10. For compiling under Linux or other Unix variants, the following is
  11. required:
  12. - GCC 7+ or Clang 6+.
  13. - Python 3.6+ <https://www.python.org/downloads/>`_.
  14. - `SCons 3.0+ <https://scons.org/pages/download.html>`_ build system. If your distribution uses Python 2 by default,
  15. or you are using a version of SCons prior to 3.1.2, you will need to change
  16. the version of Python that SCons uses by changing the shebang (the first line)
  17. of the SCons script file to ``#! /usr/bin/python3``.
  18. Use the command ``which scons`` to find the location of the SCons script file.
  19. - pkg-config (used to detect the dependencies below).
  20. - X11, Xcursor, Xinerama, Xi and XRandR development libraries.
  21. - MesaGL development libraries.
  22. - ALSA development libraries.
  23. - PulseAudio development libraries.
  24. - *Optional* - libudev (build with ``udev=yes``).
  25. .. seealso:: To get the Godot source code for compiling, see
  26. :ref:`doc_getting_source`.
  27. For a general overview of SCons usage for Godot, see
  28. :ref:`doc_introduction_to_the_buildsystem`.
  29. Distro-specific one-liners
  30. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  31. +------------------+-----------------------------------------------------------------------------------------------------------+
  32. | **Alpine Linux** | :: |
  33. | | |
  34. | | apk add scons pkgconf gcc g++ libx11-dev libxcursor-dev libxinerama-dev libxi-dev libxrandr-dev \ |
  35. | | mesa-dev libexecinfo-dev eudev-dev alsa-lib-dev pulseaudio-dev |
  36. +------------------+-----------------------------------------------------------------------------------------------------------+
  37. | **Arch Linux** | :: |
  38. | | |
  39. | | pacman -S --needed scons pkgconf gcc libxcursor libxinerama libxi libxrandr mesa glu libglvnd \ |
  40. | | alsa-lib pulseaudio |
  41. +------------------+-----------------------------------------------------------------------------------------------------------+
  42. | **Debian** / | :: |
  43. | **Ubuntu** | |
  44. | | sudo apt-get install build-essential scons pkg-config libx11-dev libxcursor-dev libxinerama-dev \ |
  45. | | libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev |
  46. +------------------+-----------------------------------------------------------------------------------------------------------+
  47. | **Fedora** | :: |
  48. | | |
  49. | | sudo dnf install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \ |
  50. | | libXi-devel mesa-libGL-devel mesa-libGLU-devel alsa-lib-devel pulseaudio-libs-devel \ |
  51. | | libudev-devel gcc-c++ libstdc++-static libatomic-static |
  52. +------------------+-----------------------------------------------------------------------------------------------------------+
  53. | **FreeBSD** | :: |
  54. | | |
  55. | | sudo pkg install py37-scons pkgconf xorg-libraries libXcursor libXrandr libXi xorgproto libGLU \ |
  56. | | alsa-lib pulseaudio |
  57. | | |
  58. +------------------+-----------------------------------------------------------------------------------------------------------+
  59. | **Gentoo** | :: |
  60. | | |
  61. | | emerge -an dev-util/scons x11-libs/libX11 x11-libs/libXcursor x11-libs/libXinerama x11-libs/libXi \ |
  62. | | media-libs/mesa media-libs/glu media-libs/alsa-lib media-sound/pulseaudio |
  63. +------------------+-----------------------------------------------------------------------------------------------------------+
  64. | **Mageia** | :: |
  65. | | |
  66. | | urpmi scons task-c++-devel pkgconfig "pkgconfig(alsa)" "pkgconfig(glu)" "pkgconfig(libpulse)" \ |
  67. | | "pkgconfig(udev)" "pkgconfig(x11)" "pkgconfig(xcursor)" "pkgconfig(xinerama)" "pkgconfig(xi)" \ |
  68. | | "pkgconfig(xrandr)" |
  69. +------------------+-----------------------------------------------------------------------------------------------------------+
  70. | **OpenBSD** | :: |
  71. | | |
  72. | | pkg_add python scons llvm |
  73. +------------------+-----------------------------------------------------------------------------------------------------------+
  74. | **openSUSE** | :: |
  75. | | |
  76. | | sudo zypper install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \ |
  77. | | libXi-devel Mesa-libGL-devel alsa-devel libpulse-devel libudev-devel gcc-c++ libGLU1 |
  78. +------------------+-----------------------------------------------------------------------------------------------------------+
  79. | **NetBSD** | :: |
  80. | | |
  81. | | pkg_add pkg-config py37-scons |
  82. | | |
  83. | | For audio support, you can optionally install ``pulseaudio``. |
  84. +------------------+-----------------------------------------------------------------------------------------------------------+
  85. | **Solus** | :: |
  86. | | |
  87. | | sudo eopkg install -c system.devel scons libxcursor-devel libxinerama-devel libxi-devel \ |
  88. | | libxrandr-devel mesalib-devel libglu alsa-lib-devel pulseaudio-devel |
  89. +------------------+-----------------------------------------------------------------------------------------------------------+
  90. Compiling
  91. ---------
  92. Start a terminal, go to the root dir of the engine source code and type:
  93. ::
  94. scons -j8 platform=linuxbsd
  95. A good rule of thumb for the ``-j`` (*jobs*) flag, is to have at least as many
  96. threads compiling Godot as you have cores in your CPU, if not one or two more.
  97. Feel free to add the ``-j`` option to any SCons command you see below.
  98. You can automatically use all available CPU cores with command substitution.
  99. On Linux, you can use ``nproc``:
  100. ::
  101. scons -j$(nproc)
  102. On \*BSD, you can use ``sysctl -n hw.ncpu``:
  103. ::
  104. scons -j$(sysctl -n hw.ncpu)
  105. .. note::
  106. Prior to Godot 4.0, the Linux/\*BSD target was called ``x11`` instead of
  107. ``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the
  108. `stable branch of this documentation <https://docs.godotengine.org/en/stable/development/compiling/compiling_for_x11.html>`__.
  109. If all goes well, the resulting binary executable will be placed in the
  110. "bin" subdirectory. This executable file contains the whole engine and
  111. runs without any dependencies. Executing it will bring up the project
  112. manager.
  113. .. note::
  114. If you wish to compile using Clang rather than GCC, use this command:
  115. ::
  116. scons platform=linuxbsd use_llvm=yes
  117. Using Clang appears to be a requirement for OpenBSD, otherwise fonts
  118. would not build.
  119. .. note:: If you are compiling Godot for production use, then you can
  120. make the final executable smaller and faster by adding the
  121. SCons options ``target=template_release production=yes``.
  122. If you are compiling Godot with GCC, you can make the binary
  123. even smaller and faster by adding the SCons option ``use_lto=yes``.
  124. As link-time optimization is a memory-intensive process,
  125. this will require about 7 GB of available RAM while compiling.
  126. .. note:: If you want to use separate editor settings for your own Godot builds
  127. and official releases, you can enable
  128. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  129. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  130. Running a headless/server build
  131. -------------------------------
  132. To run in *headless* mode which provides editor functionality to export
  133. projects in an automated manner, use the normal build::
  134. scons -j8 platform=linuxbsd target=editor
  135. And then use the ``--headless`` command line argument::
  136. ./bin/godot.linuxbsd.editor.x86_64 --headless
  137. To compile a debug *server* build which can be used with
  138. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  139. scons -j8 platform=linuxbsd target=template_debug
  140. To compile a *server* build which is optimized to run dedicated game servers,
  141. use::
  142. scons -j8 platform=linuxbsd target=template_release production=yes
  143. Building export templates
  144. -------------------------
  145. .. warning:: Linux binaries usually won't run on distributions that are
  146. older than the distribution they were built on. If you wish to
  147. distribute binaries that work on most distributions,
  148. you should build them on an old distribution such as Ubuntu 16.04.
  149. You can use a virtual machine or a container to set up a suitable
  150. build environment.
  151. To build Linux or \*BSD export templates, run the build system with the
  152. following parameters:
  153. - (32 bits)
  154. ::
  155. scons platform=linuxbsd target=template_release arch=x86_32
  156. scons platform=linuxbsd target=template_debug arch=x86_32
  157. - (64 bits)
  158. ::
  159. scons platform=linuxbsd target=template_release arch=x86_64
  160. scons platform=linuxbsd target=template_debug arch=x86_64
  161. Note that cross-compiling for the opposite bits (64/32) as your host
  162. platform is not always straight-forward and might need a chroot environment.
  163. To create standard export templates, the resulting files in the ``bin/`` folder
  164. must be copied to:
  165. ::
  166. $HOME/.local/share/godot/export_templates/<version>/
  167. and named like this (even for \*BSD which is seen as "Linux/X11" by Godot):
  168. ::
  169. linux_x11_32_debug
  170. linux_x11_32_release
  171. linux_x11_64_debug
  172. linux_x11_64_release
  173. However, if you are writing your custom modules or custom C++ code, you
  174. might instead want to configure your binaries as custom export templates
  175. here:
  176. .. image:: img/lintemplates.png
  177. You don't even need to copy them, you can just reference the resulting
  178. files in the ``bin/`` directory of your Godot source folder, so the next
  179. time you build, you automatically have the custom templates referenced.
  180. Using Clang and LLD for faster development
  181. ------------------------------------------
  182. You can also use Clang and LLD to build Godot. This has two upsides compared to
  183. the default GCC + GNU ld setup:
  184. - LLD links Godot significantly faster compared to GNU ld or gold. This leads to
  185. faster iteration times.
  186. - Clang tends to give more useful error messages compared to GCC.
  187. To do so, install Clang and the ``lld`` package from your distribution's package manager
  188. then use the following SCons command::
  189. scons platform=linuxbsd use_llvm=yes linker=lld
  190. After the build is completed, a new binary with a ``.llvm`` suffix will be
  191. created in the ``bin/`` folder.
  192. It's still recommended to use GCC for production builds as they can be compiled using
  193. link-time optimization, making the resulting binaries smaller and faster.
  194. Using Pyston for faster development
  195. -----------------------------------
  196. You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is a JIT-enabled
  197. implementation of the Python language (which SCons is written in). It is currently
  198. only compatible with Linux. Pyston can speed up incremental builds significantly,
  199. often by a factor between 1.5× and 2×. Pyston can be combined with Clang and LLD
  200. to get even faster builds.
  201. - Download the `latest portable Pyston release <https://github.com/pyston/pyston/releases/latest>`__.
  202. - Extract the portable ``.tar.gz`` to a set location, such as ``$HOME/.local/opt/pyston/`` (create folders as needed).
  203. - Use ``cd`` to reach the extracted Pyston folder from a terminal,
  204. then run ``./pyston -m pip install scons`` to install SCons within Pyston.
  205. - To make SCons via Pyston easier to run, create a symbolic link of its wrapper
  206. script to a location in your ``PATH`` environment variable::
  207. ln -s ~/.local/opt/pyston/bin/scons ~/.local/bin/pyston-scons
  208. - Instead of running ``scons <build arguments>``, run ``pyston-scons <build arguments>``
  209. to compile Godot.
  210. If you can't run ``pyston-scons`` after creating the symbolic link,
  211. make sure ``$HOME/.local/bin/`` is part of your user's ``PATH`` environment variable.