compiling_for_windows.rst 12 KB

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  1. .. _doc_compiling_for_windows:
  2. Compiling for Windows
  3. =====================
  4. .. highlight:: shell
  5. Requirements
  6. ------------
  7. For compiling under Windows, the following is required:
  8. - `Visual Studio Community <https://www.visualstudio.com/vs/community/>`_,
  9. version 2017 or later. VS 2019 is recommended.
  10. **Make sure to read "Installing Visual Studio caveats" below or you
  11. will have to run/download the installer again.**
  12. - `MinGW-w64 <http://mingw-w64.org/>`_ with GCC can be used as an alternative to
  13. Visual Studio. Be sure to install/configure it to use the ``posix`` thread model.
  14. **Important:** When using MinGW to compile the ``master`` branch, you need GCC 9 or later. Because
  15. MinGW does not officially release GCC 9 yet, you can get an alternate installer from
  16. `here <https://jmeubank.github.io/tdm-gcc/articles/2020-03/9.2.0-release>`_.
  17. - `Python 3.5+ <https://www.python.org/downloads/windows/>`_.
  18. - `SCons 3.0 <https://www.scons.org/>`_ build system. If using Visual Studio 2019,
  19. you need at least SCons 3.1.1.
  20. - *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations)
  21. .. note:: If you have `Scoop <https://scoop.sh/>`_ installed, you can easily
  22. install MinGW and other dependencies using the following command::
  23. scoop install gcc python scons yasm make
  24. .. note:: If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily
  25. install MinGW and other dependencies using the following command::
  26. pacman -S mingw-w64-x86_64-python3-pip \
  27. mingw-w64-x86_64-gcc mingw-w64-x86_64-yasm \
  28. mingw-w64-i686-python3-pip mingw-w64-i686-gcc \
  29. mingw-w64-i686-yasm make
  30. For each MSYS2 MinGW subsystem, you should then run
  31. `pip install scons` in its shell.
  32. .. seealso:: For a general overview of SCons usage for Godot, see
  33. :ref:`doc_introduction_to_the_buildsystem`.
  34. Setting up Python
  35. -----------------
  36. First you need to install Python 3.5 or newer. Make sure to enable the option
  37. to add Python to the ``PATH`` in the Python installer. The SCons installer
  38. should then detect and use the existing Python installation.
  39. Setting up SCons
  40. ----------------
  41. To install SCons open the command prompt and run the following command.
  42. ``python -m pip install scons``
  43. To check whether you have installed Python and SCons correctly, you can
  44. type ``python --version`` and ``scons --version`` into a command prompt
  45. (``cmd.exe``).
  46. If the commands above don't work, make sure to add Python to your ``PATH``
  47. environment variable after installing it, then check again.
  48. You can do so by running the Python installer again and enabling the option
  49. to add Python to the ``PATH``.
  50. .. _doc_compiling_for_windows_install_vs:
  51. Installing Visual Studio caveats
  52. --------------------------------
  53. If installing Visual Studio 2017 or 2019, make sure to enable **C++** in
  54. the list of workflows to install.
  55. If installing Visual Studio 2015, make sure to run a **Custom**
  56. installation instead of **Typical** and select **C++** as a language there.
  57. If you've already made the mistake of installing Visual Studio without
  58. C++ support, run the installer again; it should present you a **Modify** button.
  59. Running the installer from *Add/Remove Programs* will only give you
  60. a **Repair** option, which won't let you install C++ tools.
  61. Downloading Godot's source
  62. --------------------------
  63. Godot's source code is `hosted on GitHub <https://github.com/godotengine/godot>`_.
  64. Downloading it (cloning) using `Git <https://git-scm.com/>`_ is recommended.
  65. The tutorial will assume from now on that you placed the source code in
  66. ``C:\godot``.
  67. Compiling
  68. ---------
  69. Selecting a compiler
  70. ~~~~~~~~~~~~~~~~~~~~
  71. SCons will automatically find and use an existing Visual Studio installation.
  72. If you do not have Visual Studio installed, it will attempt to use
  73. MinGW instead. If you already have Visual Studio installed and want to
  74. use MinGW, pass ``use_mingw=yes`` to the SCons command line.
  75. During development, using the Visual Studio compiler is usually a better idea,
  76. as it links the Godot binary much faster than MinGW. However, MinGW can
  77. produce more optimized binaries using link-time optimization (see below),
  78. making it a better choice for production use.
  79. Running SCons
  80. ~~~~~~~~~~~~~
  81. After opening a command prompt, change to the root directory of
  82. the engine source code (using ``cd``) and type::
  83. C:\godot> scons platform=windows
  84. You can specify a number of CPU threads to use to speed up the build::
  85. C:\godot> scons -j6 platform=windows
  86. In general, it is OK to have at least as many threads compiling Godot as you
  87. have cores in your CPU, if not one or two more. Feel free to add the ``-j``
  88. option to any SCons command you see below.
  89. .. note:: When compiling with multiple CPU threads, SCons may warn about
  90. pywin32 being missing. You can safely ignore this warning.
  91. If all goes well, the resulting binary executable will be placed in
  92. ``C:\godot\bin\`` with the name ``godot.windows.tools.32.exe`` or
  93. ``godot.windows.tools.64.exe``. By default, SCons will build a binary matching
  94. your CPU architecture, but this can be overridden using ``bits=64`` or
  95. ``bits=32``.
  96. This executable file contains the whole engine and runs without any
  97. dependencies. Running it will bring up the Project Manager.
  98. .. note:: If you are compiling Godot for production use, then you can
  99. make the final executable smaller and faster by adding the
  100. SCons option ``target=release_debug``.
  101. If you are compiling Godot with MinGW, you can make the binary
  102. even smaller and faster by adding the SCons option ``use_lto=yes``.
  103. As link-time optimization is a memory-intensive process,
  104. this will require about 3 GB of available RAM while compiling.
  105. .. note:: If you want to use separate editor settings for your own Godot builds
  106. and official releases, you can enable
  107. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  108. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  109. Development in Visual Studio or other IDEs
  110. ------------------------------------------
  111. For most projects, using only scripting is enough but when development
  112. in C++ is needed, for creating modules or extending the engine, working
  113. with an IDE is usually desirable.
  114. You can create a Visual Studio solution via SCons by running SCons with
  115. the ``vsproj=yes`` parameter, like this::
  116. scons p=windows vsproj=yes
  117. You will be able to open Godot's source in a Visual Studio solution now,
  118. and able to build Godot using Visual Studio's **Build** button.
  119. If you need to edit the build commands, they are located in
  120. "Godot" project settings, NMAKE sheet. SCons is called at the end of
  121. the commands. If you make a mistake, copy the command from one of the
  122. other build configurations (debug, release_debug, release) or
  123. architectures (Win32/x64); they are equivalent.
  124. Cross-compiling for Windows from other operating systems
  125. --------------------------------------------------------
  126. If you are a Linux or macOS user, you need to install
  127. `MinGW-w64 <https://mingw-w64.org/doku.php>`__, which typically comes in 32-bit
  128. and 64-bit variants. The package names may differ based on your distribution,
  129. here are some known ones:
  130. +----------------+--------------------------------------------------------------+
  131. | **Arch Linux** | Install `mingw-w64-gcc from the AUR`_. |
  132. +----------------+--------------------------------------------------------------+
  133. | **Debian** / | :: |
  134. | **Ubuntu** | |
  135. | | apt install mingw-w64 |
  136. +----------------+--------------------------------------------------------------+
  137. | **Fedora** | :: |
  138. | | |
  139. | | dnf install mingw64-gcc-c++ mingw64-winpthreads-static \ |
  140. | | mingw32-gcc-c++ mingw32-winpthreads-static |
  141. +----------------+--------------------------------------------------------------+
  142. | **macOS** | :: |
  143. | | |
  144. | | brew install mingw-w64 |
  145. +----------------+--------------------------------------------------------------+
  146. | **Mageia** | :: |
  147. | | |
  148. | | urpmi mingw64-gcc-c++ mingw64-winpthreads-static \ |
  149. | | mingw32-gcc-c++ mingw32-winpthreads-static |
  150. +----------------+--------------------------------------------------------------+
  151. .. _mingw-w64-gcc from the AUR: https://aur.archlinux.org/packages/mingw-w64-gcc/
  152. Before attempting the compilation, SCons will check for
  153. the following binaries in your ``PATH`` environment variable::
  154. i686-w64-mingw32-gcc
  155. x86_64-w64-mingw32-gcc
  156. If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``),
  157. you can define the following environment variables to give a hint to
  158. the build system::
  159. export MINGW32_PREFIX="/path/to/i686-w64-mingw32-"
  160. export MINGW64_PREFIX="/path/to/x86_64-w64-mingw32-"
  161. To make sure you are doing things correctly, executing the following in
  162. the shell should result in a working compiler (the version output may
  163. differ based on your system)::
  164. ${MINGW32_PREFIX}gcc --version
  165. # i686-w64-mingw32-gcc (GCC) 6.1.0 20160427 (Mageia MinGW 6.1.0-1.mga6)
  166. Troubleshooting
  167. ~~~~~~~~~~~~~~~
  168. Cross-compiling from some Ubuntu versions may lead to
  169. `this bug <https://github.com/godotengine/godot/issues/9258>`_,
  170. due to a default configuration lacking support for POSIX threading.
  171. You can change that configuration following those instructions,
  172. for 64-bit::
  173. sudo update-alternatives --config x86_64-w64-mingw32-gcc
  174. <choose x86_64-w64-mingw32-gcc-posix from the list>
  175. sudo update-alternatives --config x86_64-w64-mingw32-g++
  176. <choose x86_64-w64-mingw32-g++-posix from the list>
  177. And for 32-bit::
  178. sudo update-alternatives --config i686-w64-mingw32-gcc
  179. <choose i686-w64-mingw32-gcc-posix from the list>
  180. sudo update-alternatives --config i686-w64-mingw32-g++
  181. <choose i686-w64-mingw32-g++-posix from the list>
  182. Creating Windows export templates
  183. ---------------------------------
  184. Windows export templates are created by compiling Godot without the editor,
  185. with the following flags::
  186. C:\godot> scons platform=windows tools=no target=release_debug bits=32
  187. C:\godot> scons platform=windows tools=no target=release bits=32
  188. C:\godot> scons platform=windows tools=no target=release_debug bits=64
  189. C:\godot> scons platform=windows tools=no target=release bits=64
  190. If you plan on replacing the standard export templates, copy these to the
  191. following location, replacing ``<version>`` with the version identifier
  192. (such as ``3.1.1.stable`` or ``3.2.dev``)::
  193. %USERPROFILE%\AppData\Roaming\Godot\templates\<version>\
  194. With the following names::
  195. windows_32_debug.exe
  196. windows_32_release.exe
  197. windows_64_debug.exe
  198. windows_64_release.exe
  199. However, if you are using custom modules or custom engine code, you
  200. may instead want to configure your binaries as custom export templates
  201. here:
  202. .. image:: img/wintemplates.png
  203. You don't need to copy them in this case, just reference the resulting
  204. files in the ``bin\`` directory of your Godot source folder, so the next
  205. time you build, you will automatically have the custom templates referenced.