compiling_for_windows.rst 21 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. - A C++ compiler. Use one of the following:
  12. - `Visual Studio Community <https://www.visualstudio.com/vs/community/>`_,
  13. version 2019 or later. Visual Studio 2022 is recommended.
  14. **Make sure to enable C++ in the list of workflows to install.**
  15. If you've already installed Visual Studio without C++ support, run the installer
  16. again; it should present you a **Modify** button.
  17. Supports ``x86_64``, ``x86_32``, and ``arm64``.
  18. - `MinGW-w64 <https://mingw-w64.org/>`_ with GCC can be used as an alternative to
  19. Visual Studio. Be sure to install/configure it to use the ``posix`` thread model.
  20. **Important:** When using MinGW to compile the ``master`` branch, you need GCC 9 or later.
  21. Supports ``x86_64`` and ``x86_32`` only.
  22. - `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_ with clang can be used as
  23. an alternative to Visual Studio and MinGW-w64.
  24. Supports ``x86_64``, ``x86_32``, and ``arm64``.
  25. - `Python 3.8+ <https://www.python.org/downloads/windows/>`_.
  26. **Make sure to enable the option to add Python to the** ``PATH`` **in the installer.**
  27. - `SCons 4.0+ <https://scons.org/pages/download.html>`_ build system. Using the
  28. latest release is recommended, especially for proper support of recent Visual
  29. Studio releases.
  30. .. note:: If you have `Scoop <https://scoop.sh/>`_ installed, you can easily
  31. install MinGW and other dependencies using the following command:
  32. ::
  33. scoop install python mingw
  34. Scons will still need to be installed via pip
  35. .. note:: If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily
  36. install MinGW and other dependencies using the following command:
  37. ::
  38. pacman -S mingw-w64-x86_64-gcc mingw-w64-i686-gcc make python-pip
  39. For each MSYS2 MinGW subsystem, you should then run
  40. `pip3 install scons` in its shell.
  41. .. seealso:: To get the Godot source code for compiling, see
  42. :ref:`doc_getting_source`.
  43. For a general overview of SCons usage for Godot, see
  44. :ref:`doc_introduction_to_the_buildsystem`.
  45. Setting up SCons
  46. ----------------
  47. To install SCons, open the command prompt and run the following command:
  48. ::
  49. python -m pip install scons
  50. If you are prompted with the message
  51. ``Defaulting to user installation because normal site-packages is not
  52. writeable``, you may have to run that command again using elevated
  53. permissions. Open a new command prompt as an Administrator then run the command
  54. again to ensure that SCons is available from the ``PATH``.
  55. To check whether you have installed Python and SCons correctly, you can
  56. type ``python --version`` and ``scons --version`` into a command prompt
  57. (``cmd.exe``).
  58. If the commands above don't work, make sure to add Python to your ``PATH``
  59. environment variable after installing it, then check again.
  60. You can do so by running the Python installer again and enabling the option
  61. to add Python to the ``PATH``.
  62. If SCons cannot detect your Visual Studio installation, it might be that your
  63. SCons version is too old. Update it to the latest version with
  64. ``python -m pip install --upgrade scons``.
  65. .. _doc_compiling_for_windows_install_vs:
  66. Downloading Godot's source
  67. --------------------------
  68. Refer to :ref:`doc_getting_source` for detailed instructions.
  69. The tutorial will assume from now on that you placed the source code in
  70. ``C:\godot``.
  71. .. warning::
  72. To prevent slowdowns caused by continuous virus scanning during compilation,
  73. add the Godot source folder to the list of exceptions in your antivirus
  74. software.
  75. For Windows Defender, hit the :kbd:`Windows` key, type "Windows Security"
  76. then hit :kbd:`Enter`. Click on **Virus & threat protection** on the left
  77. panel. Under **Virus & threat protection settings** click on **Manage Settings**
  78. and scroll down to **Exclusions**. Click **Add or remove exclusions** then
  79. add the Godot source folder.
  80. Compiling
  81. ---------
  82. Selecting a compiler
  83. ~~~~~~~~~~~~~~~~~~~~
  84. SCons will automatically find and use an existing Visual Studio installation.
  85. If you do not have Visual Studio installed, it will attempt to use
  86. MinGW instead. If you already have Visual Studio installed and want to
  87. use MinGW-w64, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC
  88. builds cannot be performed from the MSYS2 or MinGW shells. Use either
  89. ``cmd.exe`` or PowerShell instead. If you are using MinGW-LLVM, pass both
  90. ``use_mingw=yes`` and ``use_llvm=yes`` to the SCons command line.
  91. .. tip::
  92. During development, using the Visual Studio compiler is usually a better
  93. idea, as it links the Godot binary much faster than MinGW. However, MinGW
  94. can produce more optimized binaries using link-time optimization (see
  95. below), making it a better choice for production use. This is particularly
  96. the case for the GDScript VM which performs much better with MinGW compared
  97. to MSVC. Therefore, it's recommended to use MinGW to produce builds that you
  98. distribute to players.
  99. All official Godot binaries are built in
  100. `custom containers <https://github.com/godotengine/build-containers>`__
  101. using MinGW.
  102. Running SCons
  103. ~~~~~~~~~~~~~
  104. After opening a command prompt, change to the root directory of
  105. the engine source code (using ``cd``) and type:
  106. .. code-block:: doscon
  107. C:\godot> scons platform=windows
  108. .. note:: When compiling with multiple CPU threads, SCons may warn about
  109. pywin32 being missing. You can safely ignore this warning.
  110. .. tip::
  111. If you are compiling Godot to make changes or contribute to the engine,
  112. you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
  113. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
  114. for more info.
  115. If all goes well, the resulting binary executable will be placed in
  116. ``C:\godot\bin\`` with the name ``godot.windows.editor.x86_32.exe`` or
  117. ``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching
  118. your CPU architecture, but this can be overridden using ``arch=x86_64``,
  119. ``arch=x86_32``, or ``arch=arm64``.
  120. This executable file contains the whole engine and runs without any
  121. dependencies. Running it will bring up the Project Manager.
  122. .. tip:: If you are compiling Godot for production use, you can
  123. make the final executable smaller and faster by adding the
  124. SCons option ``production=yes``. This enables additional compiler
  125. optimizations and link-time optimization.
  126. LTO takes some time to run and requires up to 30 GB of available RAM
  127. while compiling (depending on toolchain). If you're running out of memory
  128. with the above option, use ``production=yes lto=none`` or ``production=yes lto=thin``
  129. (LLVM only) for a lightweight but less effective form of LTO.
  130. .. note:: If you want to use separate editor settings for your own Godot builds
  131. and official releases, you can enable
  132. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  133. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  134. Compiling with support for Direct3D 12
  135. --------------------------------------
  136. By default, builds of Godot do not contain support for the Direct3D 12 graphics
  137. API.
  138. You can install the required dependencies by running
  139. ``python misc/scripts/install_d3d12_sdk_windows.py``
  140. in the Godot source repository. After running this script, add the ``d3d12=yes``
  141. SCons option to enable Direct3D 12 support. This will use the default paths for
  142. the various dependencies, which match the ones used in the script.
  143. You can find the detailed steps below if you wish to set up dependencies
  144. manually, but the above script handles everything for you (including the
  145. optional PIX and Agility SDK components).
  146. - `godot-nir-static library <https://github.com/godotengine/godot-nir-static/releases/>`_.
  147. We compile the Mesa libraries you will need into a static library. Download it
  148. anywhere, unzip it and remember the path to the unzipped folder, you will
  149. need it below.
  150. .. note:: You can optionally build the godot-nir-static libraries yourself with
  151. the following steps:
  152. 1. Install the Python package `mako <https://www.makotemplates.org>`_
  153. which is needed to generate some files.
  154. 2. Clone the `godot-nir-static <https://github.com/godotengine/godot-nir-static>`_
  155. directory and navigate to it.
  156. 3. Run the following:
  157. ::
  158. git submodule update --init
  159. ./update_mesa.sh
  160. scons
  161. If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons``
  162. command, you can also specify build architecture using ``arch={architecture}``.
  163. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
  164. ``use_llvm=yes`` to the ``scons`` command.
  165. If you are building with MinGW and the binaries are not located in
  166. the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
  167. command.
  168. Mesa static library should be built using the same compiler and the
  169. same CRT (if you are building with MinGW) you are using for building
  170. Godot.
  171. Optionally, you can compile with the following for additional features:
  172. - `PIX <https://devblogs.microsoft.com/pix/download>`_ is a performance tuning
  173. and debugging application for Direct3D12 applications. If you compile-in
  174. support for it, you can get much more detailed information through PIX that
  175. will help you optimize your game and troubleshoot graphics bugs. To use it,
  176. download the WinPixEventRuntime package. You will be taken to a NuGet package
  177. page where you can click "Download package" to get it. Once downloaded, change
  178. the file extension to .zip and unzip the file to some path.
  179. - `Agility SDK <https://devblogs.microsoft.com/directx/directx12agility>`_ can
  180. be used to provide access to the latest Direct3D 12 features without relying
  181. on driver updates. To use it, download the latest Agility SDK package. You
  182. will be taken to a NuGet package page where you can click "Download package"
  183. to get it. Once downloaded, change the file extension to .zip and unzip the
  184. file to some path.
  185. .. note:: If you use a preview version of the Agility SDK, remember to enable
  186. developer mode in Windows; otherwise it won't be used.
  187. .. note:: If you want to use a PIX with MinGW build, navigate to PIX runtime
  188. directory and use the following commands to generate import library:
  189. ::
  190. # For x86-64:
  191. gendef ./bin/x64/WinPixEventRuntime.dll
  192. dlltool --machine i386:x86-64 --no-leading-underscore -d WinPixEventRuntime.def -D WinPixEventRuntime.dll -l ./bin/x64/libWinPixEventRuntime.a
  193. # For ARM64:
  194. gendef ./bin/ARM64/WinPixEventRuntime.dll
  195. dlltool --machine arm64 --no-leading-underscore -d WinPixEventRuntime.def -D WinPixEventRuntime.dll -l ./bin/ARM64/libWinPixEventRuntime.a
  196. When building Godot, you will need to tell SCons to use Direct3D 12 and where to
  197. look for the additional libraries:
  198. .. code-block:: doscon
  199. C:\godot> scons platform=windows d3d12=yes mesa_libs=<...>
  200. Or, with all options enabled:
  201. .. code-block:: doscon
  202. C:\godot> scons platform=windows d3d12=yes mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>
  203. .. note:: For the Agility SDK's DLLs you have to explicitly choose the kind of
  204. workflow. Single-arch is the default (DLLs copied to ``bin/``). If you
  205. pass ``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for
  206. multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/``
  207. subdirectories and at runtime the right one will be loaded.
  208. Compiling with ANGLE support
  209. ----------------------------
  210. ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used
  211. to improve support for the Compatibility renderer on some older GPUs with outdated
  212. OpenGL drivers and on Windows for ARM.
  213. By default, Godot is built with dynamically linked ANGLE, you can use it by placing
  214. ``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable.
  215. .. note:: You can use dynamically linked ANGLE with export templates as well, rename
  216. aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll``
  217. and place them alongside export template executables, and libraries will
  218. be automatically copied during the export process.
  219. To compile Godot with statically linked ANGLE:
  220. - Download pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them.
  221. - When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries:
  222. ::
  223. scons platform=windows angle_libs=<...>
  224. .. note:: You can optionally build the godot-angle-static libraries yourself with
  225. the following steps:
  226. 1. Clone the `godot-angle-static <https://github.com/godotengine/godot-angle-static>`_
  227. directory and navigate to it.
  228. 2. Run the following command:
  229. ::
  230. git submodule update --init
  231. ./update_angle.sh
  232. scons
  233. If you are buildng with MinGW, add ``use_mingw=yes`` to the command,
  234. you can also specify build architecture using ``arch={architecture}``.
  235. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
  236. ``use_llvm=yes`` to the ``scons`` command.
  237. If you are building with MinGW and the binaries are not located in
  238. the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
  239. command.
  240. ANGLE static library should be built using the same compiler and the
  241. same CRT (if you are building with MinGW) you are using for building
  242. Godot.
  243. Development in Visual Studio
  244. ----------------------------
  245. Using an IDE is not required to compile Godot, as SCons takes care of everything.
  246. But if you intend to do engine development or debugging of the engine's C++ code,
  247. you may be interested in configuring a code editor or an IDE.
  248. Folder-based editors don't require any particular setup to start working with Godot's
  249. codebase. To edit projects with Visual Studio they need to be set up as a solution.
  250. You can create a Visual Studio solution via SCons by running SCons with
  251. the ``vsproj=yes`` parameter, like this:
  252. ::
  253. scons platform=windows vsproj=yes
  254. You will be able to open Godot's source in a Visual Studio solution now,
  255. and able to build Godot using Visual Studio's **Build** button.
  256. .. seealso:: See :ref:`doc_configuring_an_ide_vs` for further details.
  257. Cross-compiling for Windows from other operating systems
  258. --------------------------------------------------------
  259. If you are a Linux or macOS user, you need to install
  260. `MinGW-w64 <https://www.mingw-w64.org/>`__, which typically comes in 32-bit
  261. and 64-bit variants, or `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_,
  262. which comes as a single archive for all target architectures.
  263. The package names may differ based on your distribution, here are some known ones:
  264. +----------------+--------------------------------------------------------------+
  265. | **Arch Linux** | :: |
  266. | | |
  267. | | pacman -S mingw-w64 |
  268. +----------------+--------------------------------------------------------------+
  269. | **Debian** / | :: |
  270. | **Ubuntu** | |
  271. | | apt install mingw-w64 |
  272. +----------------+--------------------------------------------------------------+
  273. | **Fedora** | :: |
  274. | | |
  275. | | dnf install mingw64-gcc-c++ mingw64-winpthreads-static \ |
  276. | | mingw32-gcc-c++ mingw32-winpthreads-static |
  277. +----------------+--------------------------------------------------------------+
  278. | **macOS** | :: |
  279. | | |
  280. | | brew install mingw-w64 |
  281. +----------------+--------------------------------------------------------------+
  282. | **Mageia** | :: |
  283. | | |
  284. | | urpmi mingw64-gcc-c++ mingw64-winpthreads-static \ |
  285. | | mingw32-gcc-c++ mingw32-winpthreads-static |
  286. +----------------+--------------------------------------------------------------+
  287. Before attempting the compilation, SCons will check for
  288. the following binaries in your ``PATH`` environment variable:
  289. ::
  290. # for MinGW-w64
  291. i686-w64-mingw32-gcc
  292. x86_64-w64-mingw32-gcc
  293. # for MinGW-LLVM
  294. aarch64-w64-mingw32-clang
  295. i686-w64-mingw32-clang
  296. x86_64-w64-mingw32-clang
  297. If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``),
  298. you can define the following environment variable to give a hint to
  299. the build system:
  300. ::
  301. export MINGW_PREFIX="/path/to/mingw"
  302. Where ``/path/to/mingw`` is the path containing the ``bin`` directory where
  303. ``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g.
  304. ``/opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``).
  305. To make sure you are doing things correctly, executing the following in
  306. the shell should result in a working compiler (the version output may
  307. differ based on your system):
  308. ::
  309. ${MINGW_PREFIX}/bin/x86_64-w64-mingw32-gcc --version
  310. # x86_64-w64-mingw32-gcc (GCC) 13.2.0
  311. .. note:: If you are building with MinGW-LLVM, add ``use_llvm=yes`` to the ``scons`` command.
  312. .. note:: When cross-compiling for Windows using MinGW-w64, keep in mind only
  313. ``x86_64`` and ``x86_32`` architectures are supported. MinGW-LLVM supports
  314. ``arm64`` as well. Be sure to specify the right ``arch=`` option when
  315. invoking SCons if building from a different architecture.
  316. Troubleshooting
  317. ~~~~~~~~~~~~~~~
  318. Cross-compiling from some Ubuntu versions may lead to
  319. `this bug <https://github.com/godotengine/godot/issues/9258>`_,
  320. due to a default configuration lacking support for POSIX threading.
  321. You can change that configuration following those instructions, for 64-bit:
  322. ::
  323. sudo update-alternatives --config x86_64-w64-mingw32-gcc
  324. <choose x86_64-w64-mingw32-gcc-posix from the list>
  325. sudo update-alternatives --config x86_64-w64-mingw32-g++
  326. <choose x86_64-w64-mingw32-g++-posix from the list>
  327. And for 32-bit:
  328. ::
  329. sudo update-alternatives --config i686-w64-mingw32-gcc
  330. <choose i686-w64-mingw32-gcc-posix from the list>
  331. sudo update-alternatives --config i686-w64-mingw32-g++
  332. <choose i686-w64-mingw32-g++-posix from the list>
  333. Creating Windows export templates
  334. ---------------------------------
  335. Windows export templates are created by compiling Godot without the editor,
  336. with the following flags:
  337. .. code-block:: doscon
  338. C:\godot> scons platform=windows target=template_debug arch=x86_32
  339. C:\godot> scons platform=windows target=template_release arch=x86_32
  340. C:\godot> scons platform=windows target=template_debug arch=x86_64
  341. C:\godot> scons platform=windows target=template_release arch=x86_64
  342. C:\godot> scons platform=windows target=template_debug arch=arm64
  343. C:\godot> scons platform=windows target=template_release arch=arm64
  344. If you plan on replacing the standard export templates, copy these to the
  345. following location, replacing ``<version>`` with the version identifier
  346. (such as ``4.2.1.stable`` or ``4.3.dev``):
  347. .. code-block:: none
  348. %APPDATA%\Godot\export_templates\<version>\
  349. With the following names:
  350. ::
  351. windows_debug_x86_32_console.exe
  352. windows_debug_x86_32.exe
  353. windows_debug_x86_64_console.exe
  354. windows_debug_x86_64.exe
  355. windows_debug_arm64_console.exe
  356. windows_debug_arm64.exe
  357. windows_release_x86_32_console.exe
  358. windows_release_x86_32.exe
  359. windows_release_x86_64_console.exe
  360. windows_release_x86_64.exe
  361. windows_release_arm64_console.exe
  362. windows_release_arm64.exe
  363. However, if you are using custom modules or custom engine code, you
  364. may instead want to configure your binaries as custom export templates
  365. in the project export menu. You must have **Advanced Options** enabled
  366. to set this.
  367. .. image:: img/wintemplates.webp
  368. You don't need to copy them in this case, just reference the resulting
  369. files in the ``bin\`` directory of your Godot source folder, so the next
  370. time you build, you will automatically have the custom templates referenced.