compiling_for_windows.rst 20 KB

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  1. .. _doc_compiling_for_windows:
  2. Compiling for Windows
  3. =====================
  4. .. highlight:: shell
  5. .. seealso::
  6. This page describes how to compile Windows editor and export template binaries from source.
  7. If you're looking to export your project to Windows instead, read :ref:`doc_exporting_for_windows`.
  8. Requirements
  9. ------------
  10. For compiling under Windows, the following is required:
  11. - `Visual Studio Community <https://www.visualstudio.com/vs/community/>`_,
  12. version 2019 or later. Visual Studio 2022 is recommended.
  13. **Make sure to enable C++ in the list of workflows to install.**
  14. If you've already installed Visual Studio without C++ support, run the installer
  15. again; it should present you a **Modify** button.
  16. Supports ``x86_64``, ``x86_32``, and ``arm64``.
  17. - `MinGW-w64 <https://mingw-w64.org/>`_ with GCC can be used as an alternative to
  18. Visual Studio. Be sure to install/configure it to use the ``posix`` thread model.
  19. **Important:** When using MinGW to compile the ``master`` branch, you need GCC 9 or later.
  20. Supports ``x86_64`` and ``x86_32`` only.
  21. - `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_ with clang can be used as
  22. an alternative to Visual Studio and MinGW-w64.
  23. Supports ``x86_64``, ``x86_32``, and ``arm64``.
  24. - `Python 3.6+ <https://www.python.org/downloads/windows/>`_.
  25. **Make sure to enable the option to add Python to the ``PATH`` in the installer.**
  26. - `SCons 3.1.2+ <https://scons.org/pages/download.html>`_ build system. Using the
  27. latest release is recommended, especially for proper support of recent Visual
  28. Studio releases.
  29. .. note:: If you have `Scoop <https://scoop.sh/>`_ installed, you can easily
  30. install MinGW and other dependencies using the following command::
  31. scoop install gcc python scons make mingw
  32. .. note:: If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily
  33. install MinGW and other dependencies using the following command::
  34. pacman -S mingw-w64-x86_64-python3-pip mingw-w64-x86_64-gcc \
  35. mingw-w64-i686-python3-pip mingw-w64-i686-gcc make
  36. For each MSYS2 MinGW subsystem, you should then run
  37. `pip3 install scons` in its shell.
  38. .. seealso:: To get the Godot source code for compiling, see
  39. :ref:`doc_getting_source`.
  40. For a general overview of SCons usage for Godot, see
  41. :ref:`doc_introduction_to_the_buildsystem`.
  42. Setting up SCons
  43. ----------------
  44. To install SCons, open the command prompt and run the following command::
  45. python -m pip install scons
  46. If you are prompted with the message
  47. ``Defaulting to user installation because normal site-packages is not
  48. writeable``, you may have to run that command again using elevated
  49. permissions. Open a new command prompt as an Administrator then run the command
  50. again to ensure that SCons is available from the ``PATH``.
  51. To check whether you have installed Python and SCons correctly, you can
  52. type ``python --version`` and ``scons --version`` into a command prompt
  53. (``cmd.exe``).
  54. If the commands above don't work, make sure to add Python to your ``PATH``
  55. environment variable after installing it, then check again.
  56. You can do so by running the Python installer again and enabling the option
  57. to add Python to the ``PATH``.
  58. If SCons cannot detect your Visual Studio installation, it might be that your
  59. SCons version is too old. Update it to the latest version with
  60. ``python -m pip install --upgrade scons``.
  61. .. _doc_compiling_for_windows_install_vs:
  62. Downloading Godot's source
  63. --------------------------
  64. Refer to :ref:`doc_getting_source` for detailed instructions.
  65. The tutorial will assume from now on that you placed the source code in
  66. ``C:\godot``.
  67. .. warning::
  68. To prevent slowdowns caused by continuous virus scanning during compilation,
  69. add the Godot source folder to the list of exceptions in your antivirus
  70. software.
  71. For Windows Defender, hit the :kbd:`Windows` key, type "Windows Security"
  72. then hit :kbd:`Enter`. Click on **Virus & threat protection** on the left
  73. panel. Under **Virus & threat protection settings** click on **Manage Settings**
  74. and scroll down to **Exclusions**. Click **Add or remove exclusions** then
  75. add the Godot source folder.
  76. Compiling
  77. ---------
  78. Selecting a compiler
  79. ~~~~~~~~~~~~~~~~~~~~
  80. SCons will automatically find and use an existing Visual Studio installation.
  81. If you do not have Visual Studio installed, it will attempt to use
  82. MinGW instead. If you already have Visual Studio installed and want to
  83. use MinGW-w64, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC
  84. builds cannot be performed from the MSYS2 or MinGW shells. Use either
  85. ``cmd.exe`` or PowerShell instead. If you are using MinGW-LLVM, pass both
  86. ``use_mingw=yes`` and ``use_llvm=yes`` to the SCons command line.
  87. .. tip::
  88. During development, using the Visual Studio compiler is usually a better
  89. idea, as it links the Godot binary much faster than MinGW. However, MinGW
  90. can produce more optimized binaries using link-time optimization (see
  91. below), making it a better choice for production use. This is particularly
  92. the case for the GDScript VM which performs much better with MinGW compared
  93. to MSVC. Therefore, it's recommended to use MinGW to produce builds that you
  94. distribute to players.
  95. All official Godot binaries are built in
  96. `custom containers <https://github.com/godotengine/build-containers>`__
  97. using MinGW.
  98. Running SCons
  99. ~~~~~~~~~~~~~
  100. After opening a command prompt, change to the root directory of
  101. the engine source code (using ``cd``) and type:
  102. .. code-block:: doscon
  103. C:\godot> scons platform=windows
  104. .. note:: When compiling with multiple CPU threads, SCons may warn about
  105. pywin32 being missing. You can safely ignore this warning.
  106. If all goes well, the resulting binary executable will be placed in
  107. ``C:\godot\bin\`` with the name ``godot.windows.editor.x86_32.exe`` or
  108. ``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching
  109. your CPU architecture, but this can be overridden using ``arch=x86_64``,
  110. ``arch=x86_32``, or ``arch=arm64``.
  111. This executable file contains the whole engine and runs without any
  112. dependencies. Running it will bring up the Project Manager.
  113. .. tip:: If you are compiling Godot for production use, you can
  114. make the final executable smaller and faster by adding the
  115. SCons option ``production=yes``. This enables additional compiler
  116. optimizations and link-time optimization.
  117. LTO takes some time to run and requires up to 30 GB of available RAM
  118. while compiling (depending on toolchain). If you're running out of memory
  119. with the above option, use ``production=yes lto=none`` or ``production=yes lto=thin``
  120. (LLVM only) for a lightweight but less effective form of LTO.
  121. .. note:: If you want to use separate editor settings for your own Godot builds
  122. and official releases, you can enable
  123. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  124. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  125. Compiling with support for Direct3D 12
  126. --------------------------------------
  127. By default, builds of Godot do not contain support for the Direct3D 12 graphics
  128. API.
  129. To compile Godot with Direct3D 12 support you need at least the following item:
  130. - `godot-nir-static library <https://github.com/godotengine/godot-nir-static/releases/>`_.
  131. We compile the Mesa libraries you will need into a static library. Download it
  132. anywhere, unzip it and remember the path to the unzipped folder, you will
  133. need it below.
  134. .. note:: You can optionally build the godot-nir-static libraries yourself with
  135. the following steps:
  136. 1. Install the Python package `mako <https://www.makotemplates.org>`_
  137. which is needed to generate some files.
  138. 2. Clone the `godot-nir-static <https://github.com/godotengine/godot-nir-static>`_
  139. directory and navigate to it.
  140. 3. Run the following::
  141. git submodule update --init
  142. ./update_mesa.sh
  143. scons
  144. If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons``
  145. command, you can also specify build architecture using ``arch={architecture}``.
  146. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
  147. ``use_llvm=yes`` to the ``scons`` command.
  148. If you are building with MinGW and the binaries are not located in
  149. the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
  150. command.
  151. Mesa static library should be built using the same compiler and the
  152. same CRT (if you are building with MinGW) you are using for building
  153. Godot.
  154. Optionally, you can compile with the following for additional features:
  155. - `PIX <https://devblogs.microsoft.com/pix/download>`_ is a performance tuning
  156. and debugging application for Direct3D12 applications. If you compile-in
  157. support for it, you can get much more detailed information through PIX that
  158. will help you optimize your game and troubleshoot graphics bugs. To use it,
  159. download the WinPixEventRuntime package. You will be taken to a NuGet package
  160. page where you can click "Download package" to get it. Once downloaded, change
  161. the file extension to .zip and unzip the file to some path.
  162. - `Agility SDK <https://devblogs.microsoft.com/directx/directx12agility>`_ can
  163. be used to provide access to the latest Direct3D 12 features without relying
  164. on driver updates. To use it, download the latest Agility SDK package. You
  165. will be taken to a NuGet package page where you can click "Download package"
  166. to get it. Once downloaded, change the file extension to .zip and unzip the
  167. file to some path.
  168. .. note:: If you use a preview version of the Agility SDK, remember to enable
  169. developer mode in Windows; otherwise it won't be used.
  170. .. note:: If you want to use a PIX with MinGW build, navigate to PIX runtime
  171. directory and use the following commands to generate import library::
  172. # For x86-64:
  173. gendef ./bin/x64/WinPixEventRuntime.dll
  174. dlltool --machine i386:x86-64 --no-leading-underscore -d WinPixEventRuntime.def -D WinPixEventRuntime.dll -l ./bin/x64/libWinPixEventRuntime.a
  175. # For ARM64:
  176. gendef ./bin/ARM64/WinPixEventRuntime.dll
  177. dlltool --machine arm64 --no-leading-underscore -d WinPixEventRuntime.def -D WinPixEventRuntime.dll -l ./bin/ARM64/libWinPixEventRuntime.a
  178. When building Godot, you will need to tell SCons to use Direct3D 12 and where to
  179. look for the additional libraries:
  180. .. code-block:: doscon
  181. C:\godot> scons platform=windows d3d12=yes mesa_libs=<...>
  182. Or, with all options enabled:
  183. .. code-block:: doscon
  184. C:\godot> scons platform=windows d3d12=yes mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>
  185. .. note:: For the Agility SDK's DLLs you have to explicitly choose the kind of
  186. workflow. Single-arch is the default (DLLs copied to ``bin/``). If you
  187. pass ``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for
  188. multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/``
  189. subdirectories and at runtime the right one will be loaded.
  190. Compiling with ANGLE support
  191. ----------------------------
  192. ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used
  193. to improve support for the Compatibility renderer on some older GPUs with outdated
  194. OpenGL drivers and on Windows for ARM.
  195. By default, Godot is built with dynamically linked ANGLE, you can use it by placing
  196. ``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable.
  197. .. note:: You can use dynamically linked ANGLE with export templates as well, rename
  198. aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll``
  199. and place them alongside export template executables, and libraries will
  200. be automatically copied during the export process.
  201. To compile Godot with statically linked ANGLE:
  202. - Download pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them.
  203. - When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries::
  204. scons platform=windows angle_libs=<...>
  205. .. note:: You can optionally build the godot-angle-static libraries yourself with
  206. the following steps:
  207. 1. Clone the `godot-angle-static <https://github.com/godotengine/godot-angle-static>`_
  208. directory and navigate to it.
  209. 2. Run the following command::
  210. git submodule update --init
  211. ./update_angle.sh
  212. scons
  213. If you are buildng with MinGW, add ``use_mingw=yes`` to the command,
  214. you can also specify build architecture using ``arch={architecture}``.
  215. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
  216. ``use_llvm=yes`` to the ``scons`` command.
  217. If you are building with MinGW and the binaries are not located in
  218. the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
  219. command.
  220. ANGLE static library should be built using the same compiler and the
  221. same CRT (if you are building with MinGW) you are using for building
  222. Godot.
  223. Development in Visual Studio
  224. ----------------------------
  225. Using an IDE is not required to compile Godot, as SCons takes care of everything.
  226. But if you intend to do engine development or debugging of the engine's C++ code,
  227. you may be interested in configuring a code editor or an IDE.
  228. Folder-based editors don't require any particular setup to start working with Godot's
  229. codebase. To edit projects with Visual Studio they need to be set up as a solution.
  230. You can create a Visual Studio solution via SCons by running SCons with
  231. the ``vsproj=yes`` parameter, like this::
  232. scons p=windows vsproj=yes
  233. You will be able to open Godot's source in a Visual Studio solution now,
  234. and able to build Godot using Visual Studio's **Build** button.
  235. .. seealso:: See :ref:`doc_configuring_an_ide_vs` for further details.
  236. Cross-compiling for Windows from other operating systems
  237. --------------------------------------------------------
  238. If you are a Linux or macOS user, you need to install
  239. `MinGW-w64 <https://www.mingw-w64.org/>`__, which typically comes in 32-bit
  240. and 64-bit variants, or `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_,
  241. which comes as a single archive for all target architectures.
  242. The package names may differ based on your distribution, here are some known ones:
  243. +----------------+--------------------------------------------------------------+
  244. | **Arch Linux** | :: |
  245. | | |
  246. | | pacman -Sy mingw-w64 |
  247. +----------------+--------------------------------------------------------------+
  248. | **Debian** / | :: |
  249. | **Ubuntu** | |
  250. | | apt install mingw-w64 |
  251. +----------------+--------------------------------------------------------------+
  252. | **Fedora** | :: |
  253. | | |
  254. | | dnf install mingw64-gcc-c++ mingw64-winpthreads-static \ |
  255. | | mingw32-gcc-c++ mingw32-winpthreads-static |
  256. +----------------+--------------------------------------------------------------+
  257. | **macOS** | :: |
  258. | | |
  259. | | brew install mingw-w64 |
  260. +----------------+--------------------------------------------------------------+
  261. | **Mageia** | :: |
  262. | | |
  263. | | urpmi mingw64-gcc-c++ mingw64-winpthreads-static \ |
  264. | | mingw32-gcc-c++ mingw32-winpthreads-static |
  265. +----------------+--------------------------------------------------------------+
  266. Before attempting the compilation, SCons will check for
  267. the following binaries in your ``PATH`` environment variable::
  268. # for MinGW-w64
  269. i686-w64-mingw32-gcc
  270. x86_64-w64-mingw32-gcc
  271. # for MinGW-LLVM
  272. aarch64-w64-mingw32-clang
  273. i686-w64-mingw32-clang
  274. x86_64-w64-mingw32-clang
  275. If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``),
  276. you can define the following environment variable to give a hint to
  277. the build system::
  278. export MINGW_PREFIX="/path/to/mingw"
  279. Where ``/path/to/mingw`` is the path containing the ``bin`` directory where
  280. ``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g.
  281. ``/opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``).
  282. To make sure you are doing things correctly, executing the following in
  283. the shell should result in a working compiler (the version output may
  284. differ based on your system)::
  285. ${MINGW_PREFIX}/bin/x86_64-w64-mingw32-gcc --version
  286. # x86_64-w64-mingw32-gcc (GCC) 13.2.0
  287. .. note:: If you are building with MinGW-LLVM, add ``use_llvm=yes`` to the ``scons`` command.
  288. .. note:: When cross-compiling for Windows using MinGW-w64, keep in mind only
  289. ``x86_64`` and ``x86_32`` architectures are supported. MinGW-LLVM supports
  290. ``arm64`` as well. Be sure to specify the right ``arch=`` option when
  291. invoking SCons if building from a different architecture.
  292. Troubleshooting
  293. ~~~~~~~~~~~~~~~
  294. Cross-compiling from some Ubuntu versions may lead to
  295. `this bug <https://github.com/godotengine/godot/issues/9258>`_,
  296. due to a default configuration lacking support for POSIX threading.
  297. You can change that configuration following those instructions,
  298. for 64-bit::
  299. sudo update-alternatives --config x86_64-w64-mingw32-gcc
  300. <choose x86_64-w64-mingw32-gcc-posix from the list>
  301. sudo update-alternatives --config x86_64-w64-mingw32-g++
  302. <choose x86_64-w64-mingw32-g++-posix from the list>
  303. And for 32-bit::
  304. sudo update-alternatives --config i686-w64-mingw32-gcc
  305. <choose i686-w64-mingw32-gcc-posix from the list>
  306. sudo update-alternatives --config i686-w64-mingw32-g++
  307. <choose i686-w64-mingw32-g++-posix from the list>
  308. Creating Windows export templates
  309. ---------------------------------
  310. Windows export templates are created by compiling Godot without the editor,
  311. with the following flags:
  312. .. code-block:: doscon
  313. C:\godot> scons platform=windows target=template_debug arch=x86_32
  314. C:\godot> scons platform=windows target=template_release arch=x86_32
  315. C:\godot> scons platform=windows target=template_debug arch=x86_64
  316. C:\godot> scons platform=windows target=template_release arch=x86_64
  317. C:\godot> scons platform=windows target=template_debug arch=arm64
  318. C:\godot> scons platform=windows target=template_release arch=arm64
  319. If you plan on replacing the standard export templates, copy these to the
  320. following location, replacing ``<version>`` with the version identifier
  321. (such as ``4.2.1.stable`` or ``4.3.dev``):
  322. .. code-block:: none
  323. %APPDATA%\Godot\export_templates\<version>\
  324. With the following names::
  325. windows_debug_x86_32_console.exe
  326. windows_debug_x86_32.exe
  327. windows_debug_x86_64_console.exe
  328. windows_debug_x86_64.exe
  329. windows_debug_arm64_console.exe
  330. windows_debug_arm64.exe
  331. windows_release_x86_32_console.exe
  332. windows_release_x86_32.exe
  333. windows_release_x86_64_console.exe
  334. windows_release_x86_64.exe
  335. windows_release_arm64_console.exe
  336. windows_release_arm64.exe
  337. However, if you are using custom modules or custom engine code, you
  338. may instead want to configure your binaries as custom export templates
  339. here:
  340. .. image:: img/wintemplates.webp
  341. Select matching architecture in the export config.
  342. You don't need to copy them in this case, just reference the resulting
  343. files in the ``bin\`` directory of your Godot source folder, so the next
  344. time you build, you will automatically have the custom templates referenced.