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 the system has 4 CPU threads or fewer, it will use all threads by default.
  36. If you want to adjust how many CPU threads SCons will use, use the ``-j<threads>``
  37. parameter to specify how many threads will be used for the build.
  38. Example for using 12 threads::
  39. scons -j12
  40. Platform selection
  41. ------------------
  42. Godot's build system will begin by detecting the platforms it can build
  43. for. If not detected, the platform will simply not appear on the list of
  44. available platforms. The build requirements for each platform are
  45. described in the rest of this tutorial section.
  46. SCons is invoked by just calling ``scons``. If no platform is specified,
  47. SCons will detect the target platform automatically based on the host platform.
  48. It will then start building for the target platform right away.
  49. To list the available target platforms, use ``scons platform=list``::
  50. scons platform=list
  51. scons: Reading SConscript files ...
  52. The following platforms are available:
  53. android
  54. ios
  55. linuxbsd
  56. macos
  57. web
  58. windows
  59. Please run SCons again and select a valid platform: platform=<string>
  60. To build for a platform (for example, ``linuxbsd``), run with the ``platform=``
  61. (or ``p=`` to make it short) argument:
  62. ::
  63. scons platform=linuxbsd
  64. .. _doc_introduction_to_the_buildsystem_resulting_binary:
  65. Resulting binary
  66. ----------------
  67. The resulting binaries will be placed in the ``bin/`` subdirectory,
  68. generally with this naming convention:
  69. ::
  70. godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]
  71. For the previous build attempt, the result would look like this:
  72. .. code-block:: console
  73. ls bin
  74. bin/godot.linuxbsd.editor.x86_64
  75. This means that the binary is for Linux *or* \*BSD (*not* both), is not optimized, has the
  76. whole editor compiled in, and is meant for 64 bits.
  77. A Windows binary with the same configuration will look like this:
  78. .. code-block:: doscon
  79. C:\godot> dir bin/
  80. godot.windows.editor.64.exe
  81. Copy that binary to any location you like, as it contains the Project Manager,
  82. editor and all means to execute the game. However, it lacks the data to export
  83. it to the different platforms. For that the export templates are needed (which
  84. can be either downloaded from `godotengine.org <https://godotengine.org/>`__, or
  85. you can build them yourself).
  86. Aside from that, there are a few standard options that can be set in all
  87. build targets, and which will be explained below.
  88. .. _doc_introduction_to_the_buildsystem_target:
  89. Target
  90. ------
  91. The ``target`` option controls if the editor is compiled and debug flags are used.
  92. Optimization levels (``optimize``) and whether each build contains debug symbols
  93. (``debug_symbols``) is controlled separately from the target. Each mode means:
  94. - ``target=editor``: Build an editor binary (defines ``TOOLS_ENABLED`` and ``DEBUG_ENABLED``)
  95. - ``target=template_debug``: Build a debug export template (defines ``DEBUG_ENABLED``)
  96. - ``target=template_release``: Build a release export template
  97. The editor is enabled by default in all PC targets (Linux, Windows, macOS),
  98. disabled for everything else. Disabling the editor produces a binary that can
  99. run projects but does not include the editor or the Project Manager.
  100. The list of :ref:`command line arguments <doc_command_line_tutorial>`
  101. available varies depending on the build type.
  102. ::
  103. scons platform=<platform> target=editor|template_debug|template_release
  104. .. _doc_introduction_to_the_buildsystem_development_and_production_aliases:
  105. Development and production aliases
  106. ----------------------------------
  107. When creating builds for development (running debugging/:ref:`profiling <doc_using_cpp_profilers>`
  108. tools), you often have different goals compared to production builds
  109. (making binaries as fast and small as possible).
  110. Godot provides two aliases for this purpose:
  111. - ``dev_mode=yes`` is an alias for ``verbose=yes warnings=extra werror=yes
  112. tests=yes``. This enables warnings-as-errors behavior (similar to Godot's
  113. continuous integration setup) and also builds :ref:`unit tests
  114. <doc_unit_testing>` so you can run them locally.
  115. - ``production=yes`` is an alias for ``use_static_cpp=yes debug_symbols=no
  116. lto=auto``. Statically linking libstdc++ allows for better binary portability
  117. when compiling for Linux. This alias also enables link-time optimization when
  118. compiling for Linux, Web and Windows with MinGW, but keeps LTO disabled when
  119. compiling for macOS, iOS or Windows with MSVC. This is because LTO on those
  120. platforms is very slow to link or has issues with the generated code.
  121. You can manually override options from those aliases by specifying them on the
  122. same command line with different values. For example, you can use ``scons
  123. production=yes debug_symbols=yes`` to create production-optimized binaries with
  124. debugging symbols included.
  125. Dev build
  126. ---------
  127. .. note::
  128. ``dev_build`` should **not** be confused with ``dev_mode``, which is an
  129. alias for several development-related options (see above).
  130. When doing engine development the ``dev_build`` option can be used together
  131. with ``target`` to enable dev-specific code. ``dev_build`` defines ``DEV_ENABLED``,
  132. disables optimization (``-O0``/``/0d``), enables generating debug symbols, and
  133. does not define ``NDEBUG`` (so ``assert()`` works in thirdparty libraries).
  134. ::
  135. scons platform=<platform> dev_build=yes
  136. This flag appends the ``.dev`` suffix (for development) to the generated
  137. binary name.
  138. .. seealso::
  139. There are additional SCons options to enable *sanitizers*, which are tools
  140. you can enable at compile-time to better debug certain engine issues.
  141. See :ref:`doc_using_sanitizers` for more information.
  142. .. _doc_introduction_to_the_buildsystem_debugging_symbols:
  143. Debugging symbols
  144. -----------------
  145. By default, ``debug_symbols=no`` is used, which means **no** debugging symbols
  146. are included in compiled binaries. Use ``debug_symbols=yes`` to include debug
  147. symbols within compiled binaries, which allows debuggers and profilers to work
  148. correctly. Debugging symbols are also required for Godot's crash stacktraces to
  149. display with references to source code files and lines.
  150. The downside is that debugging symbols are large files (significantly larger
  151. than the binaries themselves). As a result, official binaries currently do not
  152. include debugging symbols. This means you need to compile Godot yourself to have
  153. access to debugging symbols.
  154. When using ``debug_symbols=yes``, you can also use
  155. ``separate_debug_symbols=yes`` to put debug information in a separate file with
  156. a ``.debug`` suffix. This allows distributing both files independently. Note
  157. that on Windows, when compiling with MSVC, debugging information is *always*
  158. written to a separate ``.pdb`` file regardless of ``separate_debug_symbols``.
  159. .. tip::
  160. Use the ``strip <path/to/binary>`` command to remove debugging symbols from
  161. a binary you've already compiled.
  162. Optimization level
  163. ------------------
  164. Several compiler optimization levels can be chosen from:
  165. - ``optimize=speed_trace`` *(default when targeting non-Web platforms)*: Favors
  166. execution speed at the cost of larger binary size. Optimizations may sometimes
  167. negatively impact debugger usage (stack traces may be less accurate. If this
  168. occurs to you, use ``optimize=debug`` instead.
  169. - ``optimize=speed``: Favors even more execution speed, at the cost of even
  170. larger binary size compared to ``optimize=speed_trace``. Even less friendly to
  171. debugging compared to ``optimize=debug``, as this uses the most aggressive
  172. optimizations available.
  173. - ``optimize=size`` *(default when targeting the Web platform)*: Favors small
  174. binaries at the cost of slower execution speed.
  175. - ``optimize=size_extra``: Favors even smaller binaries, at the cost of even
  176. slower execution speed compared to ``optimize=size``.
  177. - ``optimize=debug``: Only enables optimizations that do not impact debugging in
  178. any way. This results in faster binaries than ``optimize=none``, but slower
  179. binaries than ``optimize=speed_trace``.
  180. - ``optimize=none``: Do not perform any optimization. This provides the fastest
  181. build times, but the slowest execution times.
  182. - ``optimize=custom`` *(advanced users only)*: Do not pass optimization
  183. arguments to the C/C++ compilers. You will have to pass arguments manually
  184. using the ``cflags``, ``ccflags`` and ``cxxflags`` SCons options.
  185. Architecture
  186. ------------
  187. The ``arch`` option is meant to control the CPU or OS version intended to run the
  188. binaries. It is focused mostly on desktop platforms and ignored everywhere
  189. else.
  190. Supported values for the ``arch`` option are **auto**, **x86_32**, **x86_64**,
  191. **arm32**, **arm64**, **rv64**, **ppc32**, **ppc64** and **wasm32**.
  192. ::
  193. scons platform=<platform> arch={auto|x86_32|x86_64|arm32|arm64|rv64|ppc32|ppc64|wasm32}
  194. This flag appends the value of ``arch`` to resulting binaries when
  195. relevant. The default value ``arch=auto`` detects the architecture
  196. that matches the host platform.
  197. .. _doc_buildsystem_custom_modules:
  198. Custom modules
  199. --------------
  200. It's possible to compile modules residing outside of Godot's directory
  201. tree, along with the built-in modules.
  202. A ``custom_modules`` build option can be passed to the command line before
  203. compiling. The option represents a comma-separated list of directory paths
  204. containing a collection of independent C++ modules that can be seen as C++
  205. packages, just like the built-in ``modules/`` directory.
  206. For instance, it's possible to provide both relative, absolute, and user
  207. directory paths containing such modules:
  208. ::
  209. scons custom_modules="../modules,/abs/path/to/modules,~/src/godot_modules"
  210. .. note::
  211. If there's any custom module with the exact directory name as a built-in
  212. module, the engine will only compile the custom one. This logic can be used
  213. to override built-in module implementations.
  214. .. seealso::
  215. :ref:`doc_custom_modules_in_cpp`
  216. Cleaning generated files
  217. ------------------------
  218. Sometimes, you may encounter an error due to generated files being present. You
  219. can remove them by using ``scons --clean <options>``, where ``<options>`` is the
  220. list of build options you've used to build Godot previously.
  221. Alternatively, you can use ``git clean -fixd`` which will clean build artifacts
  222. for all platforms and configurations. Beware, as this will remove all untracked
  223. and ignored files in the repository. Don't run this command if you have
  224. uncommitted work!
  225. Other build options
  226. -------------------
  227. There are several other build options that you can use to configure the
  228. way Godot should be built (compiler, debug options, etc.) as well as the
  229. features to include/disable.
  230. Check the output of ``scons --help`` for details about each option for
  231. the version you are willing to compile.
  232. .. _doc_overriding_build_options:
  233. Overriding the build options
  234. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  235. Using a file
  236. ^^^^^^^^^^^^
  237. The default ``custom.py`` file can be created at the root of the Godot Engine
  238. source to initialize any SCons build options passed via the command line:
  239. .. code-block:: python
  240. :caption: custom.py
  241. optimize = "size"
  242. module_mono_enabled = "yes"
  243. use_llvm = "yes"
  244. extra_suffix = "game_title"
  245. You can also disable some of the built-in modules before compiling, saving some
  246. time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details.
  247. .. seealso::
  248. You can use the online
  249. `Godot build options generator <https://godot-build-options-generator.github.io/>`__
  250. to generate a ``custom.py`` file containing SCons options.
  251. You can then save this file and place it at the root of your Godot source directory.
  252. Another custom file can be specified explicitly with the ``profile`` command
  253. line option, both overriding the default build configuration:
  254. .. code-block:: shell
  255. scons profile=path/to/custom.py
  256. .. note:: Build options set from the file can be overridden by the command line
  257. options.
  258. It's also possible to override the options conditionally:
  259. .. code-block:: python
  260. :caption: custom.py
  261. import version
  262. # Override options specific for Godot 3.x and 4.x versions.
  263. if version.major == 3:
  264. pass
  265. elif version.major == 4:
  266. pass
  267. Using the SCONSFLAGS
  268. ^^^^^^^^^^^^^^^^^^^^
  269. ``SCONSFLAGS`` is an environment variable which is used by the SCons to set the
  270. options automatically without having to supply them via the command line.
  271. For instance, you may want to force a number of CPU threads with the
  272. aforementioned ``-j`` option for all future builds:
  273. .. tabs::
  274. .. code-tab:: bash Linux/macOS
  275. export SCONSFLAGS="-j4"
  276. .. code-tab:: bat Windows (cmd)
  277. set SCONSFLAGS=-j4
  278. .. code-tab:: powershell Windows (PowerShell)
  279. $env:SCONSFLAGS="-j4"
  280. SCU (single compilation unit) build
  281. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  282. Regular builds tend to be bottlenecked by including large numbers of headers
  283. in each compilation translation unit. Primarily to speed up development (rather
  284. than for production builds), Godot offers a "single compilation unit" build
  285. (aka "Unity / Jumbo" build).
  286. For the folders accelerated by this option, multiple ``.cpp`` files are
  287. compiled in each translation unit, so headers can be shared between multiple
  288. files, which can dramatically decrease build times.
  289. To perform an SCU build, use the ``scu_build=yes`` SCons option.
  290. .. note:: When developing a Pull Request using SCU builds, be sure to make a
  291. regular build prior to submitting the PR. This is because SCU builds
  292. by nature include headers from earlier ``.cpp`` files in the
  293. translation unit, therefore won't catch all the includes you will
  294. need in a regular build. The CI will catch these errors, but it will
  295. usually be faster to catch them on a local build on your machine.
  296. Export templates
  297. ----------------
  298. Official export templates are downloaded from the Godot Engine site:
  299. `godotengine.org <https://godotengine.org/>`__. However, you might want
  300. to build them yourself (in case you want newer ones, you are using custom
  301. modules, or simply don't trust your own shadow).
  302. If you download the official export templates package and unzip it, you
  303. will notice that most files are optimized binaries or packages for each
  304. platform:
  305. .. code-block:: none
  306. android_debug.apk
  307. android_release.apk
  308. android_source.zip
  309. ios.zip
  310. linux_debug.arm32
  311. linux_debug.arm64
  312. linux_debug.x86_32
  313. linux_debug.x86_64
  314. linux_release.arm32
  315. linux_release.arm64
  316. linux_release.x86_32
  317. linux_release.x86_64
  318. macos.zip
  319. version.txt
  320. web_debug.zip
  321. web_dlink_debug.zip
  322. web_dlink_nothreads_debug.zip
  323. web_dlink_nothreads_release.zip
  324. web_dlink_release.zip
  325. web_nothreads_debug.zip
  326. web_nothreads_release.zip
  327. web_release.zip
  328. windows_debug_x86_32_console.exe
  329. windows_debug_x86_32.exe
  330. windows_debug_x86_64_console.exe
  331. windows_debug_x86_64.exe
  332. windows_debug_arm64_console.exe
  333. windows_debug_arm64.exe
  334. windows_release_x86_32_console.exe
  335. windows_release_x86_32.exe
  336. windows_release_x86_64_console.exe
  337. windows_release_x86_64.exe
  338. windows_release_arm64_console.exe
  339. windows_release_arm64.exe
  340. To create those yourself, follow the instructions detailed for each
  341. platform in this same tutorial section. Each platform explains how to
  342. create its own template.
  343. The ``version.txt`` file should contain the corresponding Godot version
  344. identifier. This file is used to install export templates in a version-specific
  345. directory to avoid conflicts. For instance, if you are building export templates
  346. for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first
  347. line (and nothing else). This version identifier is based on the ``major``,
  348. ``minor``, ``patch`` (if present) and ``status`` lines of the
  349. `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__.
  350. If you are developing for multiple platforms, macOS is definitely the most
  351. convenient host platform for cross-compilation, since you can cross-compile for
  352. every target. Linux and Windows come in second place,
  353. but Linux has the advantage of being the easier platform to set this up.