compiling_for_linuxbsd.rst 20 KB

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  1. .. _doc_compiling_for_linuxbsd:
  2. Compiling for Linux, \*BSD
  3. ==========================
  4. .. highlight:: shell
  5. .. seealso::
  6. This page describes how to compile Linux editor and export template binaries from source.
  7. If you're looking to export your project to Linux instead, read :ref:`doc_exporting_for_linux`.
  8. Requirements
  9. ------------
  10. For compiling under Linux or other Unix variants, the following is
  11. required:
  12. - GCC 9+ or Clang 6+.
  13. - `Python 3.8+ <https://www.python.org/downloads/>`_.
  14. - `SCons 4.0+ <https://scons.org/pages/download.html>`_ build system.
  15. - pkg-config (used to detect the development libraries listed below).
  16. - Development libraries:
  17. - X11, Xcursor, Xinerama, Xi and XRandR.
  18. - Wayland and wayland-scanner.
  19. - Mesa.
  20. - ALSA.
  21. - PulseAudio.
  22. - *Optional* - libudev (build with ``udev=yes``).
  23. .. seealso::
  24. To get the Godot source code for compiling, see :ref:`doc_getting_source`.
  25. For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`.
  26. .. _doc_compiling_for_linuxbsd_oneliners:
  27. Distro-specific one-liners
  28. ~~~~~~~~~~~~~~~~~~~~~~~~~~
  29. .. tabs::
  30. .. tab:: Alpine Linux
  31. ::
  32. apk add \
  33. scons \
  34. pkgconf \
  35. gcc \
  36. g++ \
  37. libx11-dev \
  38. libxcursor-dev \
  39. libxinerama-dev \
  40. libxi-dev \
  41. libxrandr-dev \
  42. mesa-dev \
  43. eudev-dev \
  44. alsa-lib-dev \
  45. pulseaudio-dev
  46. .. tab:: Arch Linux
  47. ::
  48. pacman -Sy --noconfirm --needed \
  49. scons \
  50. pkgconf \
  51. gcc \
  52. libxcursor \
  53. libxinerama \
  54. libxi \
  55. libxrandr \
  56. wayland-utils \
  57. mesa \
  58. glu \
  59. libglvnd \
  60. alsa-lib \
  61. pulseaudio
  62. .. tab:: Debian/Ubuntu
  63. ::
  64. sudo apt-get update
  65. sudo apt-get install -y \
  66. build-essential \
  67. scons \
  68. pkg-config \
  69. libx11-dev \
  70. libxcursor-dev \
  71. libxinerama-dev \
  72. libgl1-mesa-dev \
  73. libglu1-mesa-dev \
  74. libasound2-dev \
  75. libpulse-dev \
  76. libudev-dev \
  77. libxi-dev \
  78. libxrandr-dev \
  79. libwayland-dev
  80. .. tab:: Fedora
  81. ::
  82. sudo dnf install -y \
  83. scons \
  84. pkgconfig \
  85. libX11-devel \
  86. libXcursor-devel \
  87. libXrandr-devel \
  88. libXinerama-devel \
  89. libXi-devel \
  90. wayland-devel \
  91. mesa-libGL-devel \
  92. mesa-libGLU-devel \
  93. alsa-lib-devel \
  94. pulseaudio-libs-devel \
  95. libudev-devel \
  96. gcc-c++ \
  97. libstdc++-static \
  98. libatomic-static
  99. .. tab:: FreeBSD
  100. ::
  101. pkg install \
  102. py37-scons \
  103. pkgconf \
  104. xorg-libraries \
  105. libXcursor \
  106. libXrandr \
  107. libXi \
  108. xorgproto \
  109. libGLU \
  110. alsa-lib \
  111. pulseaudio
  112. .. tab:: Gentoo
  113. ::
  114. emerge --sync
  115. emerge -an \
  116. dev-build/scons \
  117. x11-libs/libX11 \
  118. x11-libs/libXcursor \
  119. x11-libs/libXinerama \
  120. x11-libs/libXi \
  121. dev-util/wayland-scanner \
  122. media-libs/mesa \
  123. media-libs/glu \
  124. media-libs/alsa-lib \
  125. media-sound/pulseaudio
  126. .. tab:: Mageia
  127. ::
  128. sudo urpmi --auto \
  129. scons \
  130. task-c++-devel \
  131. wayland-devel \
  132. "pkgconfig(alsa)" \
  133. "pkgconfig(glu)" \
  134. "pkgconfig(libpulse)" \
  135. "pkgconfig(udev)" \
  136. "pkgconfig(x11)" \
  137. "pkgconfig(xcursor)" \
  138. "pkgconfig(xinerama)" \
  139. "pkgconfig(xi)" \
  140. "pkgconfig(xrandr)"
  141. .. tab:: NetBSD
  142. ::
  143. pkg_add \
  144. pkg-config \
  145. py37-scons
  146. .. hint::
  147. For audio support, you can optionally install ``pulseaudio``.
  148. .. tab:: OpenBSD
  149. ::
  150. pkg_add \
  151. python \
  152. scons \
  153. llvm
  154. .. tab:: openKylin
  155. ::
  156. sudo apt update
  157. sudo apt install -y \
  158. python3-pip \
  159. build-essential \
  160. pkg-config \
  161. libx11-dev \
  162. libxcursor-dev \
  163. libxinerama-dev \
  164. libgl1-mesa-dev \
  165. libglu1-mesa-dev \
  166. libasound2-dev \
  167. libpulse-dev \
  168. libudev-dev \
  169. libxi-dev \
  170. libxrandr-dev \
  171. libwayland-dev
  172. sudo pip install scons
  173. .. tab:: openSUSE
  174. ::
  175. sudo zypper install -y \
  176. scons \
  177. pkgconfig \
  178. libX11-devel \
  179. libXcursor-devel \
  180. libXrandr-devel \
  181. libXinerama-devel \
  182. libXi-devel \
  183. wayland-devel \
  184. Mesa-libGL-devel \
  185. alsa-devel \
  186. libpulse-devel \
  187. libudev-devel \
  188. gcc-c++ \
  189. libGLU1
  190. .. tab:: Solus
  191. ::
  192. eopkg install -y \
  193. -c system.devel \
  194. scons \
  195. libxcursor-devel \
  196. libxinerama-devel \
  197. libxi-devel \
  198. libxrandr-devel \
  199. wayland-devel \
  200. mesalib-devel \
  201. libglu \
  202. alsa-lib-devel \
  203. pulseaudio-devel
  204. Compiling
  205. ---------
  206. Start a terminal, go to the root dir of the engine source code and type:
  207. ::
  208. scons platform=linuxbsd
  209. .. note::
  210. Prior to Godot 4.0, the Linux/\*BSD target was called ``x11`` instead of
  211. ``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the
  212. `3.x branch of this documentation <https://docs.godotengine.org/en/3.6/development/compiling/compiling_for_x11.html>`__.
  213. .. tip::
  214. If you are compiling Godot to make changes or contribute to the engine,
  215. you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
  216. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
  217. for more info.
  218. If all goes well, the resulting binary executable will be placed in the
  219. "bin" subdirectory. This executable file contains the whole engine and
  220. runs without any dependencies. Executing it will bring up the Project
  221. Manager.
  222. .. note::
  223. If you wish to compile using Clang rather than GCC, use this command:
  224. ::
  225. scons platform=linuxbsd use_llvm=yes
  226. Using Clang appears to be a requirement for OpenBSD, otherwise fonts
  227. would not build.
  228. For RISC-V architecture devices, use the Clang compiler instead of the GCC compiler.
  229. .. tip:: If you are compiling Godot for production use, you can
  230. make the final executable smaller and faster by adding the
  231. SCons option ``production=yes``. This enables additional compiler
  232. optimizations and link-time optimization.
  233. LTO takes some time to run and requires about 7 GB of available RAM
  234. while compiling. If you're running out of memory with the above option,
  235. use ``production=yes lto=none`` or ``production=yes lto=thin`` for a
  236. lightweight but less effective form of LTO.
  237. .. note:: If you want to use separate editor settings for your own Godot builds
  238. and official releases, you can enable
  239. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  240. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  241. Running a headless/server build
  242. -------------------------------
  243. To run in *headless* mode which provides editor functionality to export
  244. projects in an automated manner, use the normal build::
  245. scons platform=linuxbsd target=editor
  246. And then use the ``--headless`` command line argument::
  247. ./bin/godot.linuxbsd.editor.x86_64 --headless
  248. To compile a debug *server* build which can be used with
  249. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  250. scons platform=linuxbsd target=template_debug
  251. To compile a *server* build which is optimized to run dedicated game servers,
  252. use::
  253. scons platform=linuxbsd target=template_release production=yes
  254. Building export templates
  255. -------------------------
  256. .. warning:: Linux binaries usually won't run on distributions that are
  257. older than the distribution they were built on. If you wish to
  258. distribute binaries that work on most distributions,
  259. you should build them on an old distribution such as Ubuntu 16.04.
  260. You can use a virtual machine or a container to set up a suitable
  261. build environment.
  262. To build Linux or \*BSD export templates, run the build system with the
  263. following parameters:
  264. - (32 bits)
  265. ::
  266. scons platform=linuxbsd target=template_release arch=x86_32
  267. scons platform=linuxbsd target=template_debug arch=x86_32
  268. - (64 bits)
  269. ::
  270. scons platform=linuxbsd target=template_release arch=x86_64
  271. scons platform=linuxbsd target=template_debug arch=x86_64
  272. Note that cross-compiling for the opposite bits (64/32) as your host
  273. platform is not always straight-forward and might need a chroot environment.
  274. To create standard export templates, the resulting files in the ``bin/`` folder
  275. must be copied to:
  276. ::
  277. $HOME/.local/share/godot/export_templates/<version>/
  278. and named like this (even for \*BSD which is seen as "Linux/X11" by Godot):
  279. ::
  280. linux_debug.arm32
  281. linux_debug.arm64
  282. linux_debug.x86_32
  283. linux_debug.x86_64
  284. linux_release.arm32
  285. linux_release.arm64
  286. linux_release.x86_32
  287. linux_release.x86_64
  288. However, if you are writing your custom modules or custom C++ code, you
  289. might instead want to configure your binaries as custom export templates
  290. here:
  291. .. image:: img/lintemplates.png
  292. You don't even need to copy them, you can just reference the resulting
  293. files in the ``bin/`` directory of your Godot source folder, so the next
  294. time you build, you automatically have the custom templates referenced.
  295. Cross-compiling for RISC-V devices
  296. ----------------------------------
  297. To cross-compile Godot for RISC-V devices, we need to setup the following items:
  298. - `riscv-gnu-toolchain <https://github.com/riscv-collab/riscv-gnu-toolchain/releases>`__.
  299. While we are not going to use this directly, it provides us with a sysroot, as well
  300. as header and libraries files that we will need. There are many versions to choose
  301. from, however, the older the toolchain, the more compatible our final binaries will be.
  302. If in doubt, `use this version <https://github.com/riscv-collab/riscv-gnu-toolchain/releases/tag/2021.12.22>`__,
  303. and download ``riscv64-glibc-ubuntu-18.04-nightly-2021.12.22-nightly.tar.gz``. Extract
  304. it somewhere and remember its path.
  305. - `mold <https://github.com/rui314/mold/releases>`__. This fast linker,
  306. is the only one that correctly links the resulting binary. Download it, extract it,
  307. and make sure to add its ``bin`` folder to your PATH. Run
  308. ``mold --help | grep support`` to check if your version of Mold supports RISC-V.
  309. If you don't see RISC-V, your Mold may need to be updated.
  310. To make referencing our toolchain easier, we can set an environment
  311. variable like this:
  312. ::
  313. export RISCV_TOOLCHAIN_PATH="path to toolchain here"
  314. This way, we won't have to manually set the directory location
  315. each time we want to reference it.
  316. With all the above setup, we are now ready to build Godot.
  317. Go to the root of the source code, and execute the following build command:
  318. ::
  319. PATH="$RISCV_TOOLCHAIN_PATH/bin:$PATH" \
  320. scons arch=rv64 use_llvm=yes linker=mold lto=none target=editor \
  321. ccflags="--sysroot=$RISCV_TOOLCHAIN_PATH/sysroot --gcc-toolchain=$RISCV_TOOLCHAIN_PATH -target riscv64-unknown-linux-gnu" \
  322. linkflags="--sysroot=$RISCV_TOOLCHAIN_PATH/sysroot --gcc-toolchain=$RISCV_TOOLCHAIN_PATH -target riscv64-unknown-linux-gnu"
  323. .. note::
  324. RISC-V GCC has `bugs with its atomic operations <https://github.com/riscv-collab/riscv-gcc/issues/15>`__
  325. which prevent it from compiling Godot correctly. That's why Clang is used instead. Make sure that
  326. it *can* compile to RISC-V. You can verify by executing this command ``clang -print-targets``,
  327. make sure you see ``riscv64`` on the list of targets.
  328. .. warning:: The code above includes adding ``$RISCV_TOOLCHAIN_PATH/bin`` to the PATH,
  329. but only for the following ``scons`` command. Since riscv-gnu-toolchain uses
  330. its own Clang located in the ``bin`` folder, adding ``$RISCV_TOOLCHAIN_PATH/bin``
  331. to your user's PATH environment variable may block you from accessing another
  332. version of Clang if one is installed. For this reason it's not recommended to make
  333. adding the bin folder permanent. You can also omit the ``PATH="$RISCV_TOOLCHAIN_PATH/bin:$PATH"`` line
  334. if you want to use scons with self-installed version of Clang, but it may have
  335. compatibility issues with riscv-gnu-toolchain.
  336. The command is similar in nature, but with some key changes. ``ccflags`` and
  337. ``linkflags`` append additional flags to the build. ``--sysroot`` points to
  338. a folder simulating a Linux system, it contains all the headers, libraries,
  339. and ``.so`` files Clang will use. ``--gcc-toolchain`` tells Clang where
  340. the complete toolchain is, and ``-target riscv64-unknown-linux-gnu``
  341. indicates to Clang the target architecture, and OS we want to build for.
  342. If all went well, you should now see a ``bin`` directory, and within it,
  343. a binary similar to the following:
  344. ::
  345. godot.linuxbsd.editor.rv64.llvm
  346. You can now copy this executable to your favorite RISC-V device,
  347. then launch it there by double-clicking, which should bring up
  348. the project manager.
  349. If you later decide to compile the export templates, copy the above
  350. build command but change the value of ``target`` to ``template_debug`` for
  351. a debug build, or ``template_release`` for a release build.
  352. Using Clang and LLD for faster development
  353. ------------------------------------------
  354. You can also use Clang and LLD to build Godot. This has two upsides compared to
  355. the default GCC + GNU ld setup:
  356. - LLD links Godot significantly faster compared to GNU ld or gold. This leads to
  357. faster iteration times.
  358. - Clang tends to give more useful error messages compared to GCC.
  359. To do so, install Clang and the ``lld`` package from your distribution's package manager
  360. then use the following SCons command::
  361. scons platform=linuxbsd use_llvm=yes linker=lld
  362. After the build is completed, a new binary with a ``.llvm`` suffix will be
  363. created in the ``bin/`` folder.
  364. It's still recommended to use GCC for production builds as they can be compiled using
  365. link-time optimization, making the resulting binaries smaller and faster.
  366. If this error occurs::
  367. /usr/bin/ld: cannot find -l:libatomic.a: No such file or directory
  368. There are two solutions:
  369. - In your SCons command, add the parameter ``use_static_cpp=no``.
  370. - Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ to configure, build, and
  371. install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link
  372. to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the
  373. latest ``libatomic_ops`` will be used without the need to copy it every time when it is updated.
  374. Using mold for faster development
  375. ---------------------------------
  376. For even faster linking compared to LLD, you can use `mold <https://github.com/rui314/mold>`__.
  377. mold can be used with either GCC or Clang.
  378. As of January 2023, mold is not readily available in Linux distribution
  379. repositories, so you will have to install its binaries manually.
  380. - Download mold binaries from its `releases page <https://github.com/rui314/mold/releases/latest>`__.
  381. - Extract the ``.tar.gz`` file, then move the extracted folder to a location such as ``.local/share/mold``.
  382. - Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment variable.
  383. For example, you can add the following line at the end of your ``$HOME/.bash_profile`` file:
  384. ::
  385. PATH="$HOME/.local/share/mold/bin:$PATH"
  386. - Open a new terminal (or run ``source "$HOME/.bash_profile"``),
  387. then use the following SCons command when compiling Godot::
  388. scons platform=linuxbsd linker=mold
  389. Using system libraries for faster development
  390. ---------------------------------------------
  391. `Godot bundles the source code of various third-party libraries. <https://github.com/godotengine/godot/tree/master/thirdparty>`__
  392. You can choose to use system versions of third-party libraries instead.
  393. This makes the Godot binary faster to link, as third-party libraries are
  394. dynamically linked. Therefore, they don't need to be statically linked
  395. every time you build the engine (even on small incremental changes).
  396. However, not all Linux distributions have packages for third-party libraries
  397. available (or they may not be up-to-date).
  398. Moving to system libraries can reduce linking times by several seconds on slow
  399. CPUs, but it requires manual testing depending on your Linux distribution. Also,
  400. you may not be able to use system libraries for everything due to bugs in the
  401. system library packages (or in the build system, as this feature is less
  402. tested).
  403. To compile Godot with system libraries, install these dependencies **on top** of the ones
  404. listed in the :ref:`doc_compiling_for_linuxbsd_oneliners`:
  405. .. tabs::
  406. .. tab:: Debian/Ubuntu
  407. ::
  408. sudo apt-get update
  409. sudo apt-get install -y \
  410. libembree-dev \
  411. libenet-dev \
  412. libfreetype-dev \
  413. libpng-dev \
  414. zlib1g-dev \
  415. libgraphite2-dev \
  416. libharfbuzz-dev \
  417. libogg-dev \
  418. libtheora-dev \
  419. libvorbis-dev \
  420. libwebp-dev \
  421. libmbedtls-dev \
  422. libminiupnpc-dev \
  423. libpcre2-dev \
  424. libzstd-dev \
  425. libsquish-dev \
  426. libicu-dev
  427. .. tab:: Fedora
  428. ::
  429. sudo dnf install -y \
  430. embree-devel \
  431. enet-devel \
  432. glslang-devel \
  433. graphite2-devel \
  434. harfbuzz-devel \
  435. libicu-devel \
  436. libsquish-devel \
  437. libtheora-devel \
  438. libvorbis-devel \
  439. libwebp-devel \
  440. libzstd-devel \
  441. mbedtls-devel \
  442. miniupnpc-devel
  443. After installing all required packages, use the following command to build Godot:
  444. .. NOTE: Some `builtin_` options aren't used here because they break the build as of January 2023
  445. (tested on Fedora 37).
  446. ::
  447. scons platform=linuxbsd builtin_embree=no builtin_enet=no builtin_freetype=no builtin_graphite=no builtin_harfbuzz=no builtin_libogg=no builtin_libpng=no builtin_libtheora=no builtin_libvorbis=no builtin_libwebp=no builtin_mbedtls=no builtin_miniupnpc=no builtin_pcre2=no builtin_zlib=no builtin_zstd=no
  448. On Debian stable, you will need to remove `builtin_embree=no` as the system-provided
  449. Embree version is too old to work with Godot's latest `master` branch
  450. (which requires Embree 4).
  451. You can view a list of all built-in libraries that have system alternatives by
  452. running ``scons -h``, then looking for options starting with ``builtin_``.
  453. .. warning::
  454. When using system libraries, the resulting library is **not** portable
  455. across Linux distributions anymore. Do not use this approach for creating
  456. binaries you intend to distribute to others, unless you're creating a
  457. package for a Linux distribution.