introduction_to_the_buildsystem.rst 17 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. scons
  9. This produces an editor build for your current platform, operating system, and architecture.
  10. You can change what gets built by specifying a target, a platform, and/or an architecture.
  11. For example, to build an export template used for running exported games, you can run::
  12. scons target=template_release
  13. If you plan to debug or develop the engine, then you might want to enable the ``dev_build``
  14. option to enable dev-only debugging code::
  15. scons dev_build=yes
  16. Following sections in the article will explain these and other universal options in more detail. But
  17. before you can compile Godot, you need to install a few prerequisites. Please refer to the platform
  18. documentation to learn more:
  19. - :ref:`doc_compiling_for_android`
  20. - :ref:`doc_compiling_for_ios`
  21. - :ref:`doc_compiling_for_linuxbsd`
  22. - :ref:`doc_compiling_for_macos`
  23. - :ref:`doc_compiling_for_web`
  24. - :ref:`doc_compiling_for_windows`
  25. These articles cover in great detail both how to setup your environment to compile Godot on a specific
  26. platform, and how to compile for that platform. Please feel free to go back and forth between them and
  27. this article to reference platform-specific and universal configuration options.
  28. Using multi-threading
  29. ---------------------
  30. The build process may take a while, depending on how powerful your system is. By default, Godot's
  31. SCons setup is configured to use all CPU threads but one (to keep the system responsive during
  32. compilation). If you want to adjust how many CPU threads SCons will use, use the ``-j <threads>``
  33. parameter to specify how many threads will be used for the build.
  34. Example for using 4 threads::
  35. scons -j4
  36. Platform selection
  37. ------------------
  38. Godot's build system will begin by detecting the platforms it can build
  39. for. If not detected, the platform will simply not appear on the list of
  40. available platforms. The build requirements for each platform are
  41. described in the rest of this tutorial section.
  42. SCons is invoked by just calling ``scons``. If no platform is specified,
  43. SCons will detect the target platform automatically based on the host platform.
  44. It will then start building for the target platform right away.
  45. To list the available target platforms, use ``scons platform=list``::
  46. scons platform=list
  47. scons: Reading SConscript files ...
  48. The following platforms are available:
  49. android
  50. ios
  51. linuxbsd
  52. macos
  53. web
  54. windows
  55. Please run SCons again and select a valid platform: platform=<string>
  56. To build for a platform (for example, ``linuxbsd``), run with the ``platform=``
  57. (or ``p=`` to make it short) argument:
  58. ::
  59. scons platform=linuxbsd
  60. .. _doc_introduction_to_the_buildsystem_resulting_binary:
  61. Resulting binary
  62. ----------------
  63. The resulting binaries will be placed in the ``bin/`` subdirectory,
  64. generally with this naming convention::
  65. godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]
  66. For the previous build attempt, the result would look like this:
  67. .. code-block:: console
  68. ls bin
  69. bin/godot.linuxbsd.editor.x86_64
  70. This means that the binary is for Linux *or* \*BSD (*not* both), is not optimized, has the
  71. whole editor compiled in, and is meant for 64 bits.
  72. A Windows binary with the same configuration will look like this:
  73. .. code-block:: doscon
  74. C:\godot> dir bin/
  75. godot.windows.editor.64.exe
  76. Copy that binary to any location you like, as it contains the Project Manager,
  77. editor and all means to execute the game. However, it lacks the data to export
  78. it to the different platforms. For that the export templates are needed (which
  79. can be either downloaded from `godotengine.org <https://godotengine.org/>`__, or
  80. you can build them yourself).
  81. Aside from that, there are a few standard options that can be set in all
  82. build targets, and which will be explained below.
  83. .. _doc_introduction_to_the_buildsystem_target:
  84. Target
  85. ------
  86. Target controls if the editor is contained and debug flags are used.
  87. All builds are optimized. Each mode means:
  88. - ``target=editor``: Build with editor, optimized, with debugging code (defines: ``TOOLS_ENABLED``, ``DEBUG_ENABLED``, ``-O2``/``/O2``)
  89. - ``target=template_debug``: Build with C++ debugging symbols (defines: ``DEBUG_ENABLED``, ``-O2``/``/O2``)
  90. - ``target=template_release``: Build without symbols (defines: ``-O3``/``/O2``)
  91. The editor is enabled by default in all PC targets (Linux, Windows, macOS),
  92. disabled for everything else. Disabling the editor produces a binary that can
  93. run projects but does not include the editor or the Project Manager.
  94. ::
  95. scons platform=<platform> target=editor/template_debug/template_release
  96. .. _doc_introduction_to_the_buildsystem_development_and_production_aliases:
  97. Development and production aliases
  98. ----------------------------------
  99. When creating builds for development (running debugging/:ref:`profiling <doc_using_cpp_profilers>`
  100. tools), you often have different goals compared to production builds
  101. (making binaries as fast and small as possible).
  102. Godot provides two aliases for this purpose:
  103. - ``dev_mode=yes`` is an alias for ``verbose=yes warnings=extra werror=yes
  104. tests=yes``. This enables warnings-as-errors behavior (similar to Godot's
  105. continuous integration setup) and also builds :ref:`unit tests
  106. <doc_unit_testing>` so you can run them locally.
  107. - ``production=yes`` is an alias for ``use_static_cpp=yes debug_symbols=no
  108. lto=auto``. Statically linking libstdc++ allows for better binary portability
  109. when compiling for Linux. This alias also enables link-time optimization when
  110. compiling for Linux, Web and Windows with MinGW, but keeps LTO disabled when
  111. compiling for macOS, iOS or Windows with MSVC. This is because LTO on those
  112. platforms is very slow to link or has issues with the generated code.
  113. You can manually override options from those aliases by specifying them on the
  114. same command line with different values. For example, you can use ``scons
  115. production=yes debug_symbols=yes`` to create production-optimized binaries with
  116. debugging symbols included.
  117. Dev build
  118. ---------
  119. .. note::
  120. ``dev_build`` should **not** be confused with ``dev_mode``, which is an
  121. alias for several development-related options (see above).
  122. When doing engine development the ``dev_build`` option can be used together
  123. with ``target`` to enable dev-specific code. ``dev_build`` defines ``DEV_ENABLED``,
  124. disables optimization (``-O0``/``/0d``), enables generating debug symbols, and
  125. does not define ``NDEBUG`` (so ``assert()`` works in thirdparty libraries).
  126. ::
  127. scons platform=<platform> dev_build=yes
  128. This flag appends the ``.dev`` suffix (for development) to the generated
  129. binary name.
  130. .. seealso::
  131. There are additional SCons options to enable *sanitizers*, which are tools
  132. you can enable at compile-time to better debug certain engine issues.
  133. See :ref:`doc_using_sanitizers` for more information.
  134. Debugging symbols
  135. -----------------
  136. By default, ``debug_symbols=no`` is used, which means **no** debugging symbols
  137. are included in compiled binaries. Use ``debug_symbols=yes`` to include debug
  138. symbols within compiled binaries, which allows debuggers and profilers to work
  139. correctly. Debugging symbols are also required for Godot's crash stacktraces to
  140. display with references to source code files and lines.
  141. The downside is that debugging symbols are large files (significantly larger
  142. than the binaries themselves). As a result, official binaries currently do not
  143. include debugging symbols. This means you need to compile Godot yourself to have
  144. access to debugging symbols.
  145. When using ``debug_symbols=yes``, you can also use
  146. ``separate_debug_symbols=yes`` to put debug information in a separate file with
  147. a ``.debug`` suffix. This allows distributing both files independently. Note
  148. that on Windows, when compiling with MSVC, debugging information is *always*
  149. written to a separate ``.pdb`` file regardless of ``separate_debug_symbols``.
  150. .. tip::
  151. Use the ``strip <path/to/binary>`` command to remove debugging symbols from
  152. a binary you've already compiled.
  153. Optimization level
  154. ------------------
  155. Several compiler optimization levels can be chosen from:
  156. - ``optimize=speed_trace`` *(default when targeting non-Web platforms)*: Favors
  157. execution speed at the cost of larger binary size. Optimizations may sometimes
  158. negatively impact debugger usage (stack traces may be less accurate. If this
  159. occurs to you, use ``optimize=debug`` instead.
  160. - ``optimize=speed``: Favors even more execution speed, at the cost of even
  161. larger binary size compared to ``optimize=speed_trace``. Even less friendly to
  162. debugging compared to ``optimize=debug``, as this uses the most aggressive
  163. optimizations available.
  164. - ``optimize=size`` *(default when targeting the Web platform)*: Favors small
  165. binaries at the cost of slower execution speed.
  166. - ``optimize=debug``: Only enables optimizations that do not impact debugging in
  167. any way. This results in faster binaries than ``optimize=none``, but slower
  168. binaries than ``optimize=speed_trace``.
  169. - ``optimize=none``: Do not perform any optimization. This provides the fastest
  170. build times, but the slowest execution times.
  171. - ``optimize=custom`` *(advanced users only)*: Do not pass optimization
  172. arguments to the C/C++ compilers. You will have to pass arguments manually
  173. using the ``cflags``, ``ccflags`` and ``cxxflags`` SCons options.
  174. Architecture
  175. ------------
  176. The ``arch`` option is meant to control the CPU or OS version intended to run the
  177. binaries. It is focused mostly on desktop platforms and ignored everywhere
  178. else.
  179. Supported values for the ``arch`` option are **auto**, **x86_32**, **x86_64**,
  180. **arm32**, **arm64**, **rv64**, **ppc32**, **ppc64** and **wasm32**.
  181. ::
  182. scons platform=<platform> arch={auto|x86_32|x86_64|arm32|arm64|rv64|ppc32|ppc64|wasm32}
  183. This flag appends the value of ``arch`` to resulting binaries when
  184. relevant. The default value ``arch=auto`` detects the architecture
  185. that matches the host platform.
  186. .. _doc_buildsystem_custom_modules:
  187. Custom modules
  188. --------------
  189. It's possible to compile modules residing outside of Godot's directory
  190. tree, along with the built-in modules.
  191. A ``custom_modules`` build option can be passed to the command line before
  192. compiling. The option represents a comma-separated list of directory paths
  193. containing a collection of independent C++ modules that can be seen as C++
  194. packages, just like the built-in ``modules/`` directory.
  195. For instance, it's possible to provide both relative, absolute, and user
  196. directory paths containing such modules:
  197. ::
  198. scons custom_modules="../modules,/abs/path/to/modules,~/src/godot_modules"
  199. .. note::
  200. If there's any custom module with the exact directory name as a built-in
  201. module, the engine will only compile the custom one. This logic can be used
  202. to override built-in module implementations.
  203. .. seealso::
  204. :ref:`doc_custom_modules_in_cpp`
  205. Cleaning generated files
  206. ------------------------
  207. Sometimes, you may encounter an error due to generated files being present. You
  208. can remove them by using ``scons --clean <options>``, where ``<options>`` is the
  209. list of build options you've used to build Godot previously.
  210. Alternatively, you can use ``git clean -fixd`` which will clean build artifacts
  211. for all platforms and configurations. Beware, as this will remove all untracked
  212. and ignored files in the repository. Don't run this command if you have
  213. uncommitted work!
  214. Other build options
  215. -------------------
  216. There are several other build options that you can use to configure the
  217. way Godot should be built (compiler, debug options, etc.) as well as the
  218. features to include/disable.
  219. Check the output of ``scons --help`` for details about each option for
  220. the version you are willing to compile.
  221. .. _doc_overriding_build_options:
  222. Overriding the build options
  223. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  224. Using a file
  225. ^^^^^^^^^^^^
  226. The default ``custom.py`` file can be created at the root of the Godot Engine
  227. source to initialize any SCons build options passed via the command line:
  228. .. code-block:: python
  229. :caption: custom.py
  230. optimize = "size"
  231. module_mono_enabled = "yes"
  232. use_llvm = "yes"
  233. extra_suffix = "game_title"
  234. You can also disable some of the built-in modules before compiling, saving some
  235. time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details.
  236. .. seealso::
  237. You can use the online
  238. `Godot build options generator <https://godot-build-options-generator.github.io/>`__
  239. to generate a ``custom.py`` file containing SCons options.
  240. You can then save this file and place it at the root of your Godot source directory.
  241. Another custom file can be specified explicitly with the ``profile`` command
  242. line option, both overriding the default build configuration:
  243. .. code-block:: shell
  244. scons profile=path/to/custom.py
  245. .. note:: Build options set from the file can be overridden by the command line
  246. options.
  247. It's also possible to override the options conditionally:
  248. .. code-block:: python
  249. :caption: custom.py
  250. import version
  251. # Override options specific for Godot 3.x and 4.x versions.
  252. if version.major == 3:
  253. pass
  254. elif version.major == 4:
  255. pass
  256. Using the SCONSFLAGS
  257. ^^^^^^^^^^^^^^^^^^^^
  258. ``SCONSFLAGS`` is an environment variable which is used by the SCons to set the
  259. options automatically without having to supply them via the command line.
  260. For instance, you may want to force a number of CPU threads with the
  261. aforementioned ``-j`` option for all future builds:
  262. .. tabs::
  263. .. code-tab:: bash Linux/macOS
  264. export SCONSFLAGS="-j4"
  265. .. code-tab:: bat Windows (cmd)
  266. set SCONSFLAGS=-j4
  267. .. code-tab:: powershell Windows (PowerShell)
  268. $env:SCONSFLAGS="-j4"
  269. SCU (single compilation unit) build
  270. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  271. Regular builds tend to be bottlenecked by including large numbers of headers
  272. in each compilation translation unit. Primarily to speed up development (rather
  273. than for production builds), Godot offers a "single compilation unit" build
  274. (aka "Unity / Jumbo" build).
  275. For the folders accelerated by this option, multiple ``.cpp`` files are
  276. compiled in each translation unit, so headers can be shared between multiple
  277. files, which can dramatically decrease build times.
  278. To perform an SCU build, use the ``scu_build=yes`` SCons option.
  279. .. note:: When developing a Pull Request using SCU builds, be sure to make a
  280. regular build prior to submitting the PR. This is because SCU builds
  281. by nature include headers from earlier ``.cpp`` files in the
  282. translation unit, therefore won't catch all the includes you will
  283. need in a regular build. The CI will catch these errors, but it will
  284. usually be faster to catch them on a local build on your machine.
  285. Export templates
  286. ----------------
  287. Official export templates are downloaded from the Godot Engine site:
  288. `godotengine.org <https://godotengine.org/>`__. However, you might want
  289. to build them yourself (in case you want newer ones, you are using custom
  290. modules, or simply don't trust your own shadow).
  291. If you download the official export templates package and unzip it, you
  292. will notice that most files are optimized binaries or packages for each
  293. platform:
  294. .. code-block:: none
  295. android_debug.apk
  296. android_release.apk
  297. android_source.zip
  298. ios.zip
  299. linux_debug.arm32
  300. linux_debug.arm64
  301. linux_debug.x86_32
  302. linux_debug.x86_64
  303. linux_release.arm32
  304. linux_release.arm64
  305. linux_release.x86_32
  306. linux_release.x86_64
  307. macos.zip
  308. version.txt
  309. web_debug.zip
  310. web_dlink_debug.zip
  311. web_dlink_nothreads_debug.zip
  312. web_dlink_nothreads_release.zip
  313. web_dlink_release.zip
  314. web_nothreads_debug.zip
  315. web_nothreads_release.zip
  316. web_release.zip
  317. windows_debug_x86_32_console.exe
  318. windows_debug_x86_32.exe
  319. windows_debug_x86_64_console.exe
  320. windows_debug_x86_64.exe
  321. windows_debug_arm64_console.exe
  322. windows_debug_arm64.exe
  323. windows_release_x86_32_console.exe
  324. windows_release_x86_32.exe
  325. windows_release_x86_64_console.exe
  326. windows_release_x86_64.exe
  327. windows_release_arm64_console.exe
  328. windows_release_arm64.exe
  329. To create those yourself, follow the instructions detailed for each
  330. platform in this same tutorial section. Each platform explains how to
  331. create its own template.
  332. The ``version.txt`` file should contain the corresponding Godot version
  333. identifier. This file is used to install export templates in a version-specific
  334. directory to avoid conflicts. For instance, if you are building export templates
  335. for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first
  336. line (and nothing else). This version identifier is based on the ``major``,
  337. ``minor``, ``patch`` (if present) and ``status`` lines of the
  338. `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__.
  339. If you are developing for multiple platforms, macOS is definitely the most
  340. convenient host platform for cross-compilation, since you can cross-compile for
  341. every target. Linux and Windows come in second place,
  342. but Linux has the advantage of being the easier platform to set this up.