compiling_for_windows.rst 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298
  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 2017 or later. VS 2019 is recommended.
  13. **Make sure to read "Installing Visual Studio caveats" below or you
  14. will have to run/download the installer again.**
  15. - `MinGW-w64 <http://mingw-w64.org/>`_ with GCC can be used as an alternative to
  16. Visual Studio. Be sure to install/configure it to use the ``posix`` thread model.
  17. **Important:** When using MinGW to compile the ``master`` branch, you need GCC 9 or later.
  18. - `Python 3.5+ <https://www.python.org/downloads/windows/>`_.
  19. **Make sure to enable the option to add Python to the ``PATH`` in the installer.**
  20. - `SCons <https://www.scons.org/>`_ build system. Using the latest release is
  21. recommended, especially for proper support of recent Visual Studio releases.
  22. .. note:: If you have `Scoop <https://scoop.sh/>`_ installed, you can easily
  23. install MinGW and other dependencies using the following command::
  24. scoop install gcc python scons make
  25. .. note:: If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily
  26. install MinGW and other dependencies using the following command::
  27. pacman -S mingw-w64-x86_64-python3-pip mingw-w64-x86_64-gcc \
  28. mingw-w64-i686-python3-pip mingw-w64-i686-gcc make
  29. For each MSYS2 MinGW subsystem, you should then run
  30. `pip3 install scons` in its shell.
  31. .. seealso:: To get the Godot source code for compiling, see
  32. :ref:`doc_getting_source`.
  33. For a general overview of SCons usage for Godot, see
  34. :ref:`doc_introduction_to_the_buildsystem`.
  35. Setting up SCons
  36. ----------------
  37. To install SCons, open the command prompt and run the following command::
  38. python -m pip install scons
  39. If you are prompted with the message
  40. ``Defaulting to user installation because normal site-packages is not
  41. writeable``, you may have to run that command again using elevated
  42. permissions. Open a new command prompt as an Administrator then run the command
  43. again to ensure that SCons is available from the ``PATH``.
  44. To check whether you have installed Python and SCons correctly, you can
  45. type ``python --version`` and ``scons --version`` into a command prompt
  46. (``cmd.exe``).
  47. If the commands above don't work, make sure to add Python to your ``PATH``
  48. environment variable after installing it, then check again.
  49. You can do so by running the Python installer again and enabling the option
  50. to add Python to the ``PATH``.
  51. If SCons cannot detect your Visual Studio installation, it might be that your
  52. SCons version is too old. Update it to the latest version with
  53. ``python -m pip install --upgrade scons``.
  54. .. _doc_compiling_for_windows_install_vs:
  55. Installing Visual Studio caveats
  56. --------------------------------
  57. If installing Visual Studio 2017 or 2019, make sure to enable **C++** in
  58. the list of workflows to install.
  59. If installing Visual Studio 2015, make sure to run a **Custom**
  60. installation instead of **Typical** and select **C++** as a language there.
  61. If you've already made the mistake of installing Visual Studio without
  62. C++ support, run the installer again; it should present you a **Modify** button.
  63. Running the installer from *Add/Remove Programs* will only give you
  64. a **Repair** option, which won't let you install C++ tools.
  65. Downloading Godot's source
  66. --------------------------
  67. Refer to :ref:`doc_getting_source` for detailed instructions.
  68. The tutorial will assume from now on that you placed the source code in
  69. ``C:\godot``.
  70. .. warning::
  71. To prevent slowdowns caused by continuous virus scanning during compilation,
  72. add the Godot source folder to the list of exceptions in your antivirus
  73. software.
  74. For Windows Defender, hit the :kbd:`Windows` key, type
  75. "Windows Defender Settings" then hit :kbd:`Enter`.
  76. Under **Virus & threat protection**, go to **Virus & threat protection setting**
  77. and scroll down to **Exclusions**. Click **Add or remove exclusions** then
  78. add the Godot source folder.
  79. Compiling
  80. ---------
  81. Selecting a compiler
  82. ~~~~~~~~~~~~~~~~~~~~
  83. SCons will automatically find and use an existing Visual Studio installation.
  84. If you do not have Visual Studio installed, it will attempt to use
  85. MinGW instead. If you already have Visual Studio installed and want to
  86. use MinGW, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC
  87. builds cannot be performed from the MSYS2 or MinGW shells. Use either
  88. ``cmd.exe`` or PowerShell instead.
  89. During development, using the Visual Studio compiler is usually a better idea,
  90. as it links the Godot binary much faster than MinGW. However, MinGW can
  91. produce more optimized binaries using link-time optimization (see below),
  92. making it a better choice for production use.
  93. Running SCons
  94. ~~~~~~~~~~~~~
  95. After opening a command prompt, change to the root directory of
  96. the engine source code (using ``cd``) and type::
  97. C:\godot> scons platform=windows
  98. You can specify a number of CPU threads to use to speed up the build::
  99. C:\godot> scons -j6 platform=windows
  100. In general, it is OK to have at least as many threads compiling Godot as you
  101. have cores in your CPU, if not one or two more. Feel free to add the ``-j``
  102. option to any SCons command you see below.
  103. .. note:: When compiling with multiple CPU threads, SCons may warn about
  104. pywin32 being missing. You can safely ignore this warning.
  105. If all goes well, the resulting binary executable will be placed in
  106. ``C:\godot\bin\`` with the name ``godot.windows.tools.32.exe`` or
  107. ``godot.windows.tools.64.exe``. By default, SCons will build a binary matching
  108. your CPU architecture, but this can be overridden using ``arch=x86_64`` or
  109. ``arch=x86_32``.
  110. This executable file contains the whole engine and runs without any
  111. dependencies. Running it will bring up the Project Manager.
  112. .. note:: If you are compiling Godot for production use, then you can
  113. make the final executable smaller and faster by adding the
  114. SCons option ``target=template_release``.
  115. If you are compiling Godot with MinGW, you can make the binary
  116. even smaller and faster by adding the SCons option ``use_lto=yes``.
  117. As link-time optimization is a memory-intensive process,
  118. this will require about 7 GB of available RAM while compiling.
  119. .. note:: If you want to use separate editor settings for your own Godot builds
  120. and official releases, you can enable
  121. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  122. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  123. Development in Visual Studio
  124. ----------------------------
  125. Using an IDE is not required to compile Godot, as SCons takes care of everything.
  126. But if you intend to do engine development or debugging of the engine's C++ code,
  127. you may be interested in configuring a code editor or an IDE.
  128. Folder-based editors don't require any particular setup to start working with Godot's
  129. codebase. To edit projects with Visual Studio they need to be set up as a solution.
  130. You can create a Visual Studio solution via SCons by running SCons with
  131. the ``vsproj=yes`` parameter, like this::
  132. scons p=windows vsproj=yes
  133. You will be able to open Godot's source in a Visual Studio solution now,
  134. and able to build Godot using Visual Studio's **Build** button.
  135. .. seealso:: See :ref:`doc_configuring_an_ide_vs` for further details.
  136. Cross-compiling for Windows from other operating systems
  137. --------------------------------------------------------
  138. If you are a Linux or macOS user, you need to install
  139. `MinGW-w64 <https://mingw-w64.org/doku.php>`__, which typically comes in 32-bit
  140. and 64-bit variants. The package names may differ based on your distribution,
  141. here are some known ones:
  142. +----------------+--------------------------------------------------------------+
  143. | **Arch Linux** | :: |
  144. | | |
  145. | | pacman -Sy mingw-w64 |
  146. +----------------+--------------------------------------------------------------+
  147. | **Debian** / | :: |
  148. | **Ubuntu** | |
  149. | | apt install mingw-w64 |
  150. +----------------+--------------------------------------------------------------+
  151. | **Fedora** | :: |
  152. | | |
  153. | | dnf install mingw64-gcc-c++ mingw64-winpthreads-static \ |
  154. | | mingw32-gcc-c++ mingw32-winpthreads-static |
  155. +----------------+--------------------------------------------------------------+
  156. | **macOS** | :: |
  157. | | |
  158. | | brew install mingw-w64 |
  159. +----------------+--------------------------------------------------------------+
  160. | **Mageia** | :: |
  161. | | |
  162. | | urpmi mingw64-gcc-c++ mingw64-winpthreads-static \ |
  163. | | mingw32-gcc-c++ mingw32-winpthreads-static |
  164. +----------------+--------------------------------------------------------------+
  165. Before attempting the compilation, SCons will check for
  166. the following binaries in your ``PATH`` environment variable::
  167. i686-w64-mingw32-gcc
  168. x86_64-w64-mingw32-gcc
  169. If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``),
  170. you can define the following environment variables to give a hint to
  171. the build system::
  172. export MINGW32_PREFIX="/path/to/i686-w64-mingw32-"
  173. export MINGW64_PREFIX="/path/to/x86_64-w64-mingw32-"
  174. To make sure you are doing things correctly, executing the following in
  175. the shell should result in a working compiler (the version output may
  176. differ based on your system)::
  177. ${MINGW32_PREFIX}gcc --version
  178. # i686-w64-mingw32-gcc (GCC) 6.1.0 20160427 (Mageia MinGW 6.1.0-1.mga6)
  179. Troubleshooting
  180. ~~~~~~~~~~~~~~~
  181. Cross-compiling from some Ubuntu versions may lead to
  182. `this bug <https://github.com/godotengine/godot/issues/9258>`_,
  183. due to a default configuration lacking support for POSIX threading.
  184. You can change that configuration following those instructions,
  185. for 64-bit::
  186. sudo update-alternatives --config x86_64-w64-mingw32-gcc
  187. <choose x86_64-w64-mingw32-gcc-posix from the list>
  188. sudo update-alternatives --config x86_64-w64-mingw32-g++
  189. <choose x86_64-w64-mingw32-g++-posix from the list>
  190. And for 32-bit::
  191. sudo update-alternatives --config i686-w64-mingw32-gcc
  192. <choose i686-w64-mingw32-gcc-posix from the list>
  193. sudo update-alternatives --config i686-w64-mingw32-g++
  194. <choose i686-w64-mingw32-g++-posix from the list>
  195. Creating Windows export templates
  196. ---------------------------------
  197. Windows export templates are created by compiling Godot without the editor,
  198. with the following flags::
  199. C:\godot> scons platform=windows target=template_debug arch=x86_32
  200. C:\godot> scons platform=windows target=template_release arch=x86_32
  201. C:\godot> scons platform=windows target=template_debug arch=x86_64
  202. C:\godot> scons platform=windows target=template_release arch=x86_64
  203. If you plan on replacing the standard export templates, copy these to the
  204. following location, replacing ``<version>`` with the version identifier
  205. (such as ``3.1.1.stable`` or ``3.2.dev``)::
  206. %USERPROFILE%\AppData\Roaming\Godot\templates\<version>\
  207. With the following names::
  208. windows_32_debug.exe
  209. windows_32_release.exe
  210. windows_64_debug.exe
  211. windows_64_release.exe
  212. However, if you are using custom modules or custom engine code, you
  213. may instead want to configure your binaries as custom export templates
  214. here:
  215. .. image:: img/wintemplates.png
  216. You don't need to copy them in this case, just reference the resulting
  217. files in the ``bin\`` directory of your Godot source folder, so the next
  218. time you build, you will automatically have the custom templates referenced.