introduction_to_the_buildsystem.rst 18 KB

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  1. .. _doc_introduction_to_the_buildsystem:
  2. Introduction to the buildsystem
  3. ===============================
  4. .. highlight:: shell
  5. Godot is a primarily C++ project and it :ref:`uses the SCons build system. <doc_faq_why_scons>`
  6. We love SCons for how maintainable and easy to set up it makes our buildsystem. And thanks to
  7. that compiling Godot from source can be as simple as running:
  8. ::
  9. scons
  10. This produces an editor build for your current platform, operating system, and architecture.
  11. You can change what gets built by specifying a target, a platform, and/or an architecture.
  12. For example, to build an export template used for running exported games, you can run:
  13. ::
  14. scons target=template_release
  15. If you plan to debug or develop the engine, then you might want to enable the ``dev_build``
  16. option to enable dev-only debugging code:
  17. ::
  18. scons dev_build=yes
  19. Following sections in the article will explain these and other universal options in more detail. But
  20. before you can compile Godot, you need to install a few prerequisites. Please refer to the platform
  21. documentation to learn more:
  22. - :ref:`doc_compiling_for_android`
  23. - :ref:`doc_compiling_for_ios`
  24. - :ref:`doc_compiling_for_linuxbsd`
  25. - :ref:`doc_compiling_for_macos`
  26. - :ref:`doc_compiling_for_web`
  27. - :ref:`doc_compiling_for_windows`
  28. These articles cover in great detail both how to setup your environment to compile Godot on a specific
  29. platform, and how to compile for that platform. Please feel free to go back and forth between them and
  30. this article to reference platform-specific and universal configuration options.
  31. Using multi-threading
  32. ---------------------
  33. The build process may take a while, depending on how powerful your system is. By default, Godot's
  34. SCons setup is configured to use all CPU threads but one (to keep the system responsive during
  35. compilation). If you want to adjust how many CPU threads SCons will use, use the ``-j <threads>``
  36. parameter to specify how many threads will be used for the build.
  37. Example for using 4 threads::
  38. scons -j4
  39. Platform selection
  40. ------------------
  41. Godot's build system will begin by detecting the platforms it can build
  42. for. If not detected, the platform will simply not appear on the list of
  43. available platforms. The build requirements for each platform are
  44. described in the rest of this tutorial section.
  45. SCons is invoked by just calling ``scons``. If no platform is specified,
  46. SCons will detect the target platform automatically based on the host platform.
  47. It will then start building for the target platform right away.
  48. To list the available target platforms, use ``scons platform=list``::
  49. scons platform=list
  50. scons: Reading SConscript files ...
  51. The following platforms are available:
  52. android
  53. ios
  54. linuxbsd
  55. macos
  56. web
  57. windows
  58. Please run SCons again and select a valid platform: platform=<string>
  59. To build for a platform (for example, ``linuxbsd``), run with the ``platform=``
  60. (or ``p=`` to make it short) argument:
  61. ::
  62. scons platform=linuxbsd
  63. .. _doc_introduction_to_the_buildsystem_resulting_binary:
  64. Resulting binary
  65. ----------------
  66. The resulting binaries will be placed in the ``bin/`` subdirectory,
  67. generally with this naming convention:
  68. ::
  69. godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]
  70. For the previous build attempt, the result would look like this:
  71. .. code-block:: console
  72. ls bin
  73. bin/godot.linuxbsd.editor.x86_64
  74. This means that the binary is for Linux *or* \*BSD (*not* both), is not optimized, has the
  75. whole editor compiled in, and is meant for 64 bits.
  76. A Windows binary with the same configuration will look like this:
  77. .. code-block:: doscon
  78. C:\godot> dir bin/
  79. godot.windows.editor.64.exe
  80. Copy that binary to any location you like, as it contains the Project Manager,
  81. editor and all means to execute the game. However, it lacks the data to export
  82. it to the different platforms. For that the export templates are needed (which
  83. can be either downloaded from `godotengine.org <https://godotengine.org/>`__, or
  84. you can build them yourself).
  85. Aside from that, there are a few standard options that can be set in all
  86. build targets, and which will be explained below.
  87. .. _doc_introduction_to_the_buildsystem_target:
  88. Target
  89. ------
  90. The ``target`` option controls if the editor is compiled and debug flags are used.
  91. Optimization levels (``optimize``) and whether each build contains debug symbols
  92. (``debug_symbols``) is controlled separately from the target. Each mode means:
  93. - ``target=editor``: Build an editor binary (defines ``TOOLS_ENABLED`` and ``DEBUG_ENABLED``)
  94. - ``target=template_debug``: Build a debug export template (defines ``DEBUG_ENABLED``)
  95. - ``target=template_release``: Build a release export template
  96. The editor is enabled by default in all PC targets (Linux, Windows, macOS),
  97. disabled for everything else. Disabling the editor produces a binary that can
  98. run projects but does not include the editor or the Project Manager.
  99. The list of :ref:`command line arguments <doc_command_line_tutorial>`
  100. available varies depending on the build type.
  101. ::
  102. scons platform=<platform> target=editor|template_debug|template_release
  103. .. _doc_introduction_to_the_buildsystem_development_and_production_aliases:
  104. Development and production aliases
  105. ----------------------------------
  106. When creating builds for development (running debugging/:ref:`profiling <doc_using_cpp_profilers>`
  107. tools), you often have different goals compared to production builds
  108. (making binaries as fast and small as possible).
  109. Godot provides two aliases for this purpose:
  110. - ``dev_mode=yes`` is an alias for ``verbose=yes warnings=extra werror=yes
  111. tests=yes``. This enables warnings-as-errors behavior (similar to Godot's
  112. continuous integration setup) and also builds :ref:`unit tests
  113. <doc_unit_testing>` so you can run them locally.
  114. - ``production=yes`` is an alias for ``use_static_cpp=yes debug_symbols=no
  115. lto=auto``. Statically linking libstdc++ allows for better binary portability
  116. when compiling for Linux. This alias also enables link-time optimization when
  117. compiling for Linux, Web and Windows with MinGW, but keeps LTO disabled when
  118. compiling for macOS, iOS or Windows with MSVC. This is because LTO on those
  119. platforms is very slow to link or has issues with the generated code.
  120. You can manually override options from those aliases by specifying them on the
  121. same command line with different values. For example, you can use ``scons
  122. production=yes debug_symbols=yes`` to create production-optimized binaries with
  123. debugging symbols included.
  124. Dev build
  125. ---------
  126. .. note::
  127. ``dev_build`` should **not** be confused with ``dev_mode``, which is an
  128. alias for several development-related options (see above).
  129. When doing engine development the ``dev_build`` option can be used together
  130. with ``target`` to enable dev-specific code. ``dev_build`` defines ``DEV_ENABLED``,
  131. disables optimization (``-O0``/``/0d``), enables generating debug symbols, and
  132. does not define ``NDEBUG`` (so ``assert()`` works in thirdparty libraries).
  133. ::
  134. scons platform=<platform> dev_build=yes
  135. This flag appends the ``.dev`` suffix (for development) to the generated
  136. binary name.
  137. .. seealso::
  138. There are additional SCons options to enable *sanitizers*, which are tools
  139. you can enable at compile-time to better debug certain engine issues.
  140. See :ref:`doc_using_sanitizers` for more information.
  141. .. _doc_introduction_to_the_buildsystem_debugging_symbols:
  142. Debugging symbols
  143. -----------------
  144. By default, ``debug_symbols=no`` is used, which means **no** debugging symbols
  145. are included in compiled binaries. Use ``debug_symbols=yes`` to include debug
  146. symbols within compiled binaries, which allows debuggers and profilers to work
  147. correctly. Debugging symbols are also required for Godot's crash stacktraces to
  148. display with references to source code files and lines.
  149. The downside is that debugging symbols are large files (significantly larger
  150. than the binaries themselves). As a result, official binaries currently do not
  151. include debugging symbols. This means you need to compile Godot yourself to have
  152. access to debugging symbols.
  153. When using ``debug_symbols=yes``, you can also use
  154. ``separate_debug_symbols=yes`` to put debug information in a separate file with
  155. a ``.debug`` suffix. This allows distributing both files independently. Note
  156. that on Windows, when compiling with MSVC, debugging information is *always*
  157. written to a separate ``.pdb`` file regardless of ``separate_debug_symbols``.
  158. .. tip::
  159. Use the ``strip <path/to/binary>`` command to remove debugging symbols from
  160. a binary you've already compiled.
  161. Optimization level
  162. ------------------
  163. Several compiler optimization levels can be chosen from:
  164. - ``optimize=speed_trace`` *(default when targeting non-Web platforms)*: Favors
  165. execution speed at the cost of larger binary size. Optimizations may sometimes
  166. negatively impact debugger usage (stack traces may be less accurate. If this
  167. occurs to you, use ``optimize=debug`` instead.
  168. - ``optimize=speed``: Favors even more execution speed, at the cost of even
  169. larger binary size compared to ``optimize=speed_trace``. Even less friendly to
  170. debugging compared to ``optimize=debug``, as this uses the most aggressive
  171. optimizations available.
  172. - ``optimize=size`` *(default when targeting the Web platform)*: Favors small
  173. binaries at the cost of slower execution speed.
  174. - ``optimize=size_extra``: Favors even smaller binaries, at the cost of even
  175. slower execution speed compared to ``optimize=size``.
  176. - ``optimize=debug``: Only enables optimizations that do not impact debugging in
  177. any way. This results in faster binaries than ``optimize=none``, but slower
  178. binaries than ``optimize=speed_trace``.
  179. - ``optimize=none``: Do not perform any optimization. This provides the fastest
  180. build times, but the slowest execution times.
  181. - ``optimize=custom`` *(advanced users only)*: Do not pass optimization
  182. arguments to the C/C++ compilers. You will have to pass arguments manually
  183. using the ``cflags``, ``ccflags`` and ``cxxflags`` SCons options.
  184. Architecture
  185. ------------
  186. The ``arch`` option is meant to control the CPU or OS version intended to run the
  187. binaries. It is focused mostly on desktop platforms and ignored everywhere
  188. else.
  189. Supported values for the ``arch`` option are **auto**, **x86_32**, **x86_64**,
  190. **arm32**, **arm64**, **rv64**, **ppc32**, **ppc64** and **wasm32**.
  191. ::
  192. scons platform=<platform> arch={auto|x86_32|x86_64|arm32|arm64|rv64|ppc32|ppc64|wasm32}
  193. This flag appends the value of ``arch`` to resulting binaries when
  194. relevant. The default value ``arch=auto`` detects the architecture
  195. that matches the host platform.
  196. .. _doc_buildsystem_custom_modules:
  197. Custom modules
  198. --------------
  199. It's possible to compile modules residing outside of Godot's directory
  200. tree, along with the built-in modules.
  201. A ``custom_modules`` build option can be passed to the command line before
  202. compiling. The option represents a comma-separated list of directory paths
  203. containing a collection of independent C++ modules that can be seen as C++
  204. packages, just like the built-in ``modules/`` directory.
  205. For instance, it's possible to provide both relative, absolute, and user
  206. directory paths containing such modules:
  207. ::
  208. scons custom_modules="../modules,/abs/path/to/modules,~/src/godot_modules"
  209. .. note::
  210. If there's any custom module with the exact directory name as a built-in
  211. module, the engine will only compile the custom one. This logic can be used
  212. to override built-in module implementations.
  213. .. seealso::
  214. :ref:`doc_custom_modules_in_cpp`
  215. Cleaning generated files
  216. ------------------------
  217. Sometimes, you may encounter an error due to generated files being present. You
  218. can remove them by using ``scons --clean <options>``, where ``<options>`` is the
  219. list of build options you've used to build Godot previously.
  220. Alternatively, you can use ``git clean -fixd`` which will clean build artifacts
  221. for all platforms and configurations. Beware, as this will remove all untracked
  222. and ignored files in the repository. Don't run this command if you have
  223. uncommitted work!
  224. Other build options
  225. -------------------
  226. There are several other build options that you can use to configure the
  227. way Godot should be built (compiler, debug options, etc.) as well as the
  228. features to include/disable.
  229. Check the output of ``scons --help`` for details about each option for
  230. the version you are willing to compile.
  231. .. _doc_overriding_build_options:
  232. Overriding the build options
  233. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  234. Using a file
  235. ^^^^^^^^^^^^
  236. The default ``custom.py`` file can be created at the root of the Godot Engine
  237. source to initialize any SCons build options passed via the command line:
  238. .. code-block:: python
  239. :caption: custom.py
  240. optimize = "size"
  241. module_mono_enabled = "yes"
  242. use_llvm = "yes"
  243. extra_suffix = "game_title"
  244. You can also disable some of the built-in modules before compiling, saving some
  245. time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details.
  246. .. seealso::
  247. You can use the online
  248. `Godot build options generator <https://godot-build-options-generator.github.io/>`__
  249. to generate a ``custom.py`` file containing SCons options.
  250. You can then save this file and place it at the root of your Godot source directory.
  251. Another custom file can be specified explicitly with the ``profile`` command
  252. line option, both overriding the default build configuration:
  253. .. code-block:: shell
  254. scons profile=path/to/custom.py
  255. .. note:: Build options set from the file can be overridden by the command line
  256. options.
  257. It's also possible to override the options conditionally:
  258. .. code-block:: python
  259. :caption: custom.py
  260. import version
  261. # Override options specific for Godot 3.x and 4.x versions.
  262. if version.major == 3:
  263. pass
  264. elif version.major == 4:
  265. pass
  266. Using the SCONSFLAGS
  267. ^^^^^^^^^^^^^^^^^^^^
  268. ``SCONSFLAGS`` is an environment variable which is used by the SCons to set the
  269. options automatically without having to supply them via the command line.
  270. For instance, you may want to force a number of CPU threads with the
  271. aforementioned ``-j`` option for all future builds:
  272. .. tabs::
  273. .. code-tab:: bash Linux/macOS
  274. export SCONSFLAGS="-j4"
  275. .. code-tab:: bat Windows (cmd)
  276. set SCONSFLAGS=-j4
  277. .. code-tab:: powershell Windows (PowerShell)
  278. $env:SCONSFLAGS="-j4"
  279. SCU (single compilation unit) build
  280. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  281. Regular builds tend to be bottlenecked by including large numbers of headers
  282. in each compilation translation unit. Primarily to speed up development (rather
  283. than for production builds), Godot offers a "single compilation unit" build
  284. (aka "Unity / Jumbo" build).
  285. For the folders accelerated by this option, multiple ``.cpp`` files are
  286. compiled in each translation unit, so headers can be shared between multiple
  287. files, which can dramatically decrease build times.
  288. To perform an SCU build, use the ``scu_build=yes`` SCons option.
  289. .. note:: When developing a Pull Request using SCU builds, be sure to make a
  290. regular build prior to submitting the PR. This is because SCU builds
  291. by nature include headers from earlier ``.cpp`` files in the
  292. translation unit, therefore won't catch all the includes you will
  293. need in a regular build. The CI will catch these errors, but it will
  294. usually be faster to catch them on a local build on your machine.
  295. Export templates
  296. ----------------
  297. Official export templates are downloaded from the Godot Engine site:
  298. `godotengine.org <https://godotengine.org/>`__. However, you might want
  299. to build them yourself (in case you want newer ones, you are using custom
  300. modules, or simply don't trust your own shadow).
  301. If you download the official export templates package and unzip it, you
  302. will notice that most files are optimized binaries or packages for each
  303. platform:
  304. .. code-block:: none
  305. android_debug.apk
  306. android_release.apk
  307. android_source.zip
  308. ios.zip
  309. linux_debug.arm32
  310. linux_debug.arm64
  311. linux_debug.x86_32
  312. linux_debug.x86_64
  313. linux_release.arm32
  314. linux_release.arm64
  315. linux_release.x86_32
  316. linux_release.x86_64
  317. macos.zip
  318. version.txt
  319. web_debug.zip
  320. web_dlink_debug.zip
  321. web_dlink_nothreads_debug.zip
  322. web_dlink_nothreads_release.zip
  323. web_dlink_release.zip
  324. web_nothreads_debug.zip
  325. web_nothreads_release.zip
  326. web_release.zip
  327. windows_debug_x86_32_console.exe
  328. windows_debug_x86_32.exe
  329. windows_debug_x86_64_console.exe
  330. windows_debug_x86_64.exe
  331. windows_debug_arm64_console.exe
  332. windows_debug_arm64.exe
  333. windows_release_x86_32_console.exe
  334. windows_release_x86_32.exe
  335. windows_release_x86_64_console.exe
  336. windows_release_x86_64.exe
  337. windows_release_arm64_console.exe
  338. windows_release_arm64.exe
  339. To create those yourself, follow the instructions detailed for each
  340. platform in this same tutorial section. Each platform explains how to
  341. create its own template.
  342. The ``version.txt`` file should contain the corresponding Godot version
  343. identifier. This file is used to install export templates in a version-specific
  344. directory to avoid conflicts. For instance, if you are building export templates
  345. for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first
  346. line (and nothing else). This version identifier is based on the ``major``,
  347. ``minor``, ``patch`` (if present) and ``status`` lines of the
  348. `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__.
  349. If you are developing for multiple platforms, macOS is definitely the most
  350. convenient host platform for cross-compilation, since you can cross-compile for
  351. every target. Linux and Windows come in second place,
  352. but Linux has the advantage of being the easier platform to set this up.