compiling_for_linuxbsd.rst 21 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 9+ or Clang 6+.
  13. - `Python 3.8+ <https://www.python.org/downloads/>`_.
  14. - `SCons 4.0+ <https://scons.org/pages/download.html>`_ build system.
  15. - pkg-config (used to detect the development libraries listed below).
  16. - Development libraries:
  17. - X11, Xcursor, Xinerama, Xi and XRandR.
  18. - Wayland and wayland-scanner.
  19. - Mesa.
  20. - ALSA.
  21. - PulseAudio.
  22. - *Optional* - libudev (build with ``udev=yes``).
  23. .. seealso::
  24. To get the Godot source code for compiling, see :ref:`doc_getting_source`.
  25. For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`.
  26. .. _doc_compiling_for_linuxbsd_oneliners:
  27. Distro-specific one-liners
  28. ~~~~~~~~~~~~~~~~~~~~~~~~~~
  29. .. tabs::
  30. .. tab:: Alpine Linux
  31. ::
  32. apk add \
  33. scons \
  34. pkgconf \
  35. gcc \
  36. g++ \
  37. libx11-dev \
  38. libxcursor-dev \
  39. libxinerama-dev \
  40. libxi-dev \
  41. libxrandr-dev \
  42. mesa-dev \
  43. eudev-dev \
  44. alsa-lib-dev \
  45. pulseaudio-dev
  46. .. tab:: Arch Linux
  47. ::
  48. pacman -Sy --noconfirm --needed \
  49. scons \
  50. pkgconf \
  51. gcc \
  52. libxcursor \
  53. libxinerama \
  54. libxi \
  55. libxrandr \
  56. wayland-utils \
  57. mesa \
  58. glu \
  59. libglvnd \
  60. alsa-lib \
  61. pulseaudio
  62. .. tab:: Debian/Ubuntu
  63. ::
  64. sudo apt-get update
  65. sudo apt-get install -y \
  66. build-essential \
  67. scons \
  68. pkg-config \
  69. libx11-dev \
  70. libxcursor-dev \
  71. libxinerama-dev \
  72. libgl1-mesa-dev \
  73. libglu1-mesa-dev \
  74. libasound2-dev \
  75. libpulse-dev \
  76. libudev-dev \
  77. libxi-dev \
  78. libxrandr-dev \
  79. libwayland-dev
  80. .. tab:: Fedora
  81. ::
  82. sudo dnf install -y \
  83. scons \
  84. pkgconfig \
  85. gcc-c++ \
  86. libstdc++-static \
  87. wayland-devel
  88. .. tab:: FreeBSD
  89. ::
  90. pkg install \
  91. py37-scons \
  92. pkgconf \
  93. xorg-libraries \
  94. libXcursor \
  95. libXrandr \
  96. libXi \
  97. xorgproto \
  98. libGLU \
  99. alsa-lib \
  100. pulseaudio
  101. .. tab:: Gentoo
  102. ::
  103. emerge --sync
  104. emerge -an \
  105. dev-build/scons \
  106. x11-libs/libX11 \
  107. x11-libs/libXcursor \
  108. x11-libs/libXinerama \
  109. x11-libs/libXi \
  110. dev-util/wayland-scanner \
  111. media-libs/mesa \
  112. media-libs/glu \
  113. media-libs/alsa-lib \
  114. media-sound/pulseaudio
  115. .. tab:: Mageia
  116. ::
  117. sudo urpmi --auto \
  118. scons \
  119. task-c++-devel \
  120. wayland-devel \
  121. "pkgconfig(alsa)" \
  122. "pkgconfig(glu)" \
  123. "pkgconfig(libpulse)" \
  124. "pkgconfig(udev)" \
  125. "pkgconfig(x11)" \
  126. "pkgconfig(xcursor)" \
  127. "pkgconfig(xinerama)" \
  128. "pkgconfig(xi)" \
  129. "pkgconfig(xrandr)"
  130. .. tab:: NetBSD
  131. ::
  132. pkg_add \
  133. pkg-config \
  134. py37-scons
  135. .. hint::
  136. For audio support, you can optionally install ``pulseaudio``.
  137. .. tab:: OpenBSD
  138. ::
  139. pkg_add \
  140. python \
  141. scons \
  142. llvm
  143. .. tab:: openKylin
  144. ::
  145. sudo apt update
  146. sudo apt install -y \
  147. python3-pip \
  148. build-essential \
  149. pkg-config \
  150. libx11-dev \
  151. libxcursor-dev \
  152. libxinerama-dev \
  153. libgl1-mesa-dev \
  154. libglu1-mesa-dev \
  155. libasound2-dev \
  156. libpulse-dev \
  157. libudev-dev \
  158. libxi-dev \
  159. libxrandr-dev \
  160. libwayland-dev
  161. sudo pip install scons
  162. .. tab:: openSUSE
  163. ::
  164. sudo zypper install -y \
  165. scons \
  166. pkgconfig \
  167. libX11-devel \
  168. libXcursor-devel \
  169. libXrandr-devel \
  170. libXinerama-devel \
  171. libXi-devel \
  172. wayland-devel \
  173. Mesa-libGL-devel \
  174. alsa-devel \
  175. libpulse-devel \
  176. libudev-devel \
  177. gcc-c++ \
  178. libGLU1
  179. .. tab:: Solus
  180. ::
  181. eopkg install -y \
  182. -c system.devel \
  183. scons \
  184. libxcursor-devel \
  185. libxinerama-devel \
  186. libxi-devel \
  187. libxrandr-devel \
  188. wayland-devel \
  189. mesalib-devel \
  190. libglu \
  191. alsa-lib-devel \
  192. pulseaudio-devel
  193. Compiling
  194. ---------
  195. Start a terminal, go to the root dir of the engine source code and type:
  196. ::
  197. scons platform=linuxbsd
  198. .. note::
  199. Prior to Godot 4.0, the Linux/\*BSD target was called ``x11`` instead of
  200. ``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the
  201. `3.x branch of this documentation <https://docs.godotengine.org/en/3.6/development/compiling/compiling_for_x11.html>`__.
  202. .. tip::
  203. If you are compiling Godot to make changes or contribute to the engine,
  204. you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
  205. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
  206. for more info.
  207. If all goes well, the resulting binary executable will be placed in the
  208. "bin" subdirectory. This executable file contains the whole engine and
  209. runs without any dependencies. Executing it will bring up the Project
  210. Manager.
  211. .. note::
  212. If you wish to compile using Clang rather than GCC, use this command:
  213. ::
  214. scons platform=linuxbsd use_llvm=yes
  215. Using Clang appears to be a requirement for OpenBSD, otherwise fonts
  216. would not build.
  217. For RISC-V architecture devices, use the Clang compiler instead of the GCC compiler.
  218. .. tip:: If you are compiling Godot for production use, you can
  219. make the final executable smaller and faster by adding the
  220. SCons option ``production=yes``. This enables additional compiler
  221. optimizations and link-time optimization.
  222. LTO takes some time to run and requires about 7 GB of available RAM
  223. while compiling. If you're running out of memory with the above option,
  224. use ``production=yes lto=none`` or ``production=yes lto=thin`` for a
  225. lightweight but less effective form of LTO.
  226. .. note:: If you want to use separate editor settings for your own Godot builds
  227. and official releases, you can enable
  228. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  229. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  230. Compiling with AccessKit support
  231. --------------------------------
  232. AccessKit provides support for screen readers.
  233. By default, Godot is built with AccessKit dynamically linked. You can use it by placing
  234. ``accesskit.so`` alongside the executable.
  235. .. note:: You can use dynamically linked AccessKit with export templates as well, rename
  236. the SO to ``accesskit.{architecture}.so``
  237. and place them alongside the export template executables, and the libraries will
  238. be automatically copied during the export process.
  239. To compile Godot with statically linked AccessKit:
  240. - Download the pre-built static libraries from `godot-accesskit-c-static library <https://github.com/godotengine/godot-accesskit-c-static/releases>`_, and unzip them.
  241. - When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries:
  242. ::
  243. scons platform=linuxbsd accesskit_sdk_path=<...>
  244. .. note:: You can optionally build the godot-angle-static libraries yourself with
  245. the following steps:
  246. 1. Clone the `godot-accesskit-c-static <https://github.com/godotengine/godot-accesskit-c-static/>`_
  247. directory and navigate to it.
  248. 2. Run the following command:
  249. ::
  250. cd accesskit-c
  251. cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
  252. cmake --build build
  253. cmake --install build
  254. The AccessKit static library should be built using the same compiler you are
  255. using for building Godot.
  256. Running a headless/server build
  257. -------------------------------
  258. To run in *headless* mode which provides editor functionality to export
  259. projects in an automated manner, use the normal build:
  260. ::
  261. scons platform=linuxbsd target=editor
  262. And then use the ``--headless`` command line argument:
  263. ::
  264. ./bin/godot.linuxbsd.editor.x86_64 --headless
  265. To compile a debug *server* build which can be used with
  266. :ref:`remote debugging tools <doc_command_line_tutorial>`, use:
  267. ::
  268. scons platform=linuxbsd target=template_debug
  269. To compile a *server* build which is optimized to run dedicated game servers, use:
  270. ::
  271. scons platform=linuxbsd target=template_release production=yes
  272. Building export templates
  273. -------------------------
  274. .. warning:: Linux binaries usually won't run on distributions that are
  275. older than the distribution they were built on. If you wish to
  276. distribute binaries that work on most distributions,
  277. you should build them on an old distribution such as Ubuntu 20.04.
  278. You can use a virtual machine or a container to set up a suitable
  279. build environment.
  280. To build Linux or \*BSD export templates, run the build system with the
  281. following parameters:
  282. - (32 bits)
  283. ::
  284. scons platform=linuxbsd target=template_release arch=x86_32
  285. scons platform=linuxbsd target=template_debug arch=x86_32
  286. - (64 bits)
  287. ::
  288. scons platform=linuxbsd target=template_release arch=x86_64
  289. scons platform=linuxbsd target=template_debug arch=x86_64
  290. Note that cross-compiling for the opposite bits (64/32) as your host
  291. platform is not always straight-forward and might need a chroot environment.
  292. To create standard export templates, the resulting files in the ``bin/`` folder
  293. must be copied to:
  294. ::
  295. $HOME/.local/share/godot/export_templates/<version>/
  296. and named like this (even for \*BSD which is seen as "Linux/X11" by Godot):
  297. .. code:: text
  298. linux_debug.arm32
  299. linux_debug.arm64
  300. linux_debug.x86_32
  301. linux_debug.x86_64
  302. linux_release.arm32
  303. linux_release.arm64
  304. linux_release.x86_32
  305. linux_release.x86_64
  306. However, if you are writing your custom modules or custom C++ code, you
  307. might instead want to configure your binaries as custom export templates
  308. in the project export menu. You must have **Advanced Options** enabled
  309. to set this.
  310. .. image:: img/lintemplates.webp
  311. You don't even need to copy them, you can just reference the resulting
  312. files in the ``bin/`` directory of your Godot source folder, so the next
  313. time you build, you automatically have the custom templates referenced.
  314. Cross-compiling for RISC-V devices
  315. ----------------------------------
  316. To cross-compile Godot for RISC-V devices, we need to setup the following items:
  317. - `riscv-gnu-toolchain <https://github.com/riscv-collab/riscv-gnu-toolchain/releases>`__.
  318. While we are not going to use this directly, it provides us with a sysroot, as well
  319. as header and libraries files that we will need. There are many versions to choose
  320. from, however, the older the toolchain, the more compatible our final binaries will be.
  321. If in doubt, `use this version <https://github.com/riscv-collab/riscv-gnu-toolchain/releases/tag/2023.07.07>`__,
  322. and download ``riscv64-glibc-ubuntu-20.04-gcc-nightly-2023.07.07-nightly.tar.gz``. Extract
  323. it somewhere and remember its path.
  324. - `mold <https://github.com/rui314/mold/releases>`__. This fast linker,
  325. is the only one that correctly links the resulting binary. Download it, extract it,
  326. and make sure to add its ``bin`` folder to your PATH. Run
  327. ``mold --help | grep support`` to check if your version of Mold supports RISC-V.
  328. If you don't see RISC-V, your Mold may need to be updated.
  329. To make referencing our toolchain easier, we can set an environment
  330. variable like this:
  331. ::
  332. export RISCV_TOOLCHAIN_PATH="path to toolchain here"
  333. This way, we won't have to manually set the directory location
  334. each time we want to reference it.
  335. With all the above setup, we are now ready to build Godot.
  336. Go to the root of the source code, and execute the following build command:
  337. ::
  338. PATH="$RISCV_TOOLCHAIN_PATH/bin:$PATH" \
  339. scons arch=rv64 use_llvm=yes linker=mold lto=none target=editor \
  340. ccflags="--sysroot=$RISCV_TOOLCHAIN_PATH/sysroot --gcc-toolchain=$RISCV_TOOLCHAIN_PATH -target riscv64-unknown-linux-gnu" \
  341. linkflags="--sysroot=$RISCV_TOOLCHAIN_PATH/sysroot --gcc-toolchain=$RISCV_TOOLCHAIN_PATH -target riscv64-unknown-linux-gnu"
  342. .. note::
  343. RISC-V GCC has `bugs with its atomic operations <https://github.com/riscv-collab/riscv-gcc/issues/15>`__
  344. which prevent it from compiling Godot correctly. That's why Clang is used instead. Make sure that
  345. it *can* compile to RISC-V. You can verify by executing this command ``clang -print-targets``,
  346. make sure you see ``riscv64`` on the list of targets.
  347. .. warning:: The code above includes adding ``$RISCV_TOOLCHAIN_PATH/bin`` to the PATH,
  348. but only for the following ``scons`` command. Since riscv-gnu-toolchain uses
  349. its own Clang located in the ``bin`` folder, adding ``$RISCV_TOOLCHAIN_PATH/bin``
  350. to your user's PATH environment variable may block you from accessing another
  351. version of Clang if one is installed. For this reason it's not recommended to make
  352. adding the bin folder permanent. You can also omit the ``PATH="$RISCV_TOOLCHAIN_PATH/bin:$PATH"`` line
  353. if you want to use scons with self-installed version of Clang, but it may have
  354. compatibility issues with riscv-gnu-toolchain.
  355. The command is similar in nature, but with some key changes. ``ccflags`` and
  356. ``linkflags`` append additional flags to the build. ``--sysroot`` points to
  357. a folder simulating a Linux system, it contains all the headers, libraries,
  358. and ``.so`` files Clang will use. ``--gcc-toolchain`` tells Clang where
  359. the complete toolchain is, and ``-target riscv64-unknown-linux-gnu``
  360. indicates to Clang the target architecture, and OS we want to build for.
  361. If all went well, you should now see a ``bin`` directory, and within it,
  362. a binary similar to the following:
  363. .. code:: text
  364. godot.linuxbsd.editor.rv64.llvm
  365. You can now copy this executable to your favorite RISC-V device,
  366. then launch it there by double-clicking, which should bring up
  367. the project manager.
  368. If you later decide to compile the export templates, copy the above
  369. build command but change the value of ``target`` to ``template_debug`` for
  370. a debug build, or ``template_release`` for a release build.
  371. Using Clang and LLD for faster development
  372. ------------------------------------------
  373. You can also use Clang and LLD to build Godot. This has two upsides compared to
  374. the default GCC + GNU ld setup:
  375. - LLD links Godot significantly faster compared to GNU ld or gold. This leads to
  376. faster iteration times.
  377. - Clang tends to give more useful error messages compared to GCC.
  378. To do so, install Clang and the ``lld`` package from your distribution's package manager
  379. then use the following SCons command:
  380. ::
  381. scons platform=linuxbsd use_llvm=yes linker=lld
  382. After the build is completed, a new binary with a ``.llvm`` suffix will be
  383. created in the ``bin/`` folder.
  384. It's still recommended to use GCC for production builds as they can be compiled using
  385. link-time optimization, making the resulting binaries smaller and faster.
  386. If this error occurs:
  387. .. code:: text
  388. /usr/bin/ld: cannot find -l:libatomic.a: No such file or directory
  389. There are two solutions:
  390. - In your SCons command, add the parameter ``use_static_cpp=no``.
  391. - Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ to configure, build, and
  392. install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link
  393. to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the
  394. latest ``libatomic_ops`` will be used without the need to copy it every time when it is updated.
  395. Using mold for faster development
  396. ---------------------------------
  397. For even faster linking compared to LLD, you can use `mold <https://github.com/rui314/mold>`__.
  398. mold can be used with either GCC or Clang.
  399. As of January 2023, mold is not readily available in Linux distribution
  400. repositories, so you will have to install its binaries manually.
  401. - Download mold binaries from its `releases page <https://github.com/rui314/mold/releases/latest>`__.
  402. - Extract the ``.tar.gz`` file, then move the extracted folder to a location such as ``.local/share/mold``.
  403. - Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment variable.
  404. For example, you can add the following line at the end of your ``$HOME/.bash_profile`` file:
  405. ::
  406. PATH="$HOME/.local/share/mold/bin:$PATH"
  407. - Open a new terminal (or run ``source "$HOME/.bash_profile"``),
  408. then use the following SCons command when compiling Godot:
  409. ::
  410. scons platform=linuxbsd linker=mold
  411. Using system libraries for faster development
  412. ---------------------------------------------
  413. `Godot bundles the source code of various third-party libraries. <https://github.com/godotengine/godot/tree/master/thirdparty>`__
  414. You can choose to use system versions of third-party libraries instead.
  415. This makes the Godot binary faster to link, as third-party libraries are
  416. dynamically linked. Therefore, they don't need to be statically linked
  417. every time you build the engine (even on small incremental changes).
  418. However, not all Linux distributions have packages for third-party libraries
  419. available (or they may not be up-to-date).
  420. Moving to system libraries can reduce linking times by several seconds on slow
  421. CPUs, but it requires manual testing depending on your Linux distribution. Also,
  422. you may not be able to use system libraries for everything due to bugs in the
  423. system library packages (or in the build system, as this feature is less
  424. tested).
  425. To compile Godot with system libraries, install these dependencies **on top** of the ones
  426. listed in the :ref:`doc_compiling_for_linuxbsd_oneliners`:
  427. .. tabs::
  428. .. tab:: Debian/Ubuntu
  429. ::
  430. sudo apt-get update
  431. sudo apt-get install -y \
  432. libembree-dev \
  433. libenet-dev \
  434. libfreetype-dev \
  435. libpng-dev \
  436. zlib1g-dev \
  437. libgraphite2-dev \
  438. libharfbuzz-dev \
  439. libogg-dev \
  440. libtheora-dev \
  441. libvorbis-dev \
  442. libwebp-dev \
  443. libmbedtls-dev \
  444. libminiupnpc-dev \
  445. libpcre2-dev \
  446. libsdl3-dev \
  447. libzstd-dev \
  448. libsquish-dev \
  449. libicu-dev
  450. .. tab:: Fedora
  451. ::
  452. sudo dnf install -y \
  453. embree-devel \
  454. enet-devel \
  455. glslang-devel \
  456. graphite2-devel \
  457. harfbuzz-devel \
  458. libicu-devel \
  459. libsquish-devel \
  460. libtheora-devel \
  461. libvorbis-devel \
  462. libwebp-devel \
  463. libzstd-devel \
  464. mbedtls-devel \
  465. miniupnpc-devel \
  466. SDL3-devel
  467. After installing all required packages, use the following command to build Godot:
  468. .. NOTE: Some `builtin_` options aren't used here because they break the build as of January 2023
  469. (tested on Fedora 37).
  470. ::
  471. scons platform=linuxbsd builtin_embree=no builtin_enet=no builtin_freetype=no builtin_graphite=no builtin_harfbuzz=no builtin_libogg=no builtin_libpng=no builtin_libtheora=no builtin_libvorbis=no builtin_libwebp=no builtin_mbedtls=no builtin_miniupnpc=no builtin_pcre2=no builtin_sdl=no builtin_zlib=no builtin_zstd=no
  472. On Debian stable, you will need to remove `builtin_embree=no` as the system-provided
  473. Embree version is too old to work with Godot's latest `master` branch
  474. (which requires Embree 4).
  475. You can view a list of all built-in libraries that have system alternatives by
  476. running ``scons -h``, then looking for options starting with ``builtin_``.
  477. .. warning::
  478. When using system libraries, the resulting binary is **not** portable
  479. across Linux distributions anymore. Do not use this approach for creating
  480. binaries you intend to distribute to others, unless you're creating a
  481. package for a Linux distribution.