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-python3-pip mingw-w64-x86_64-gcc \
  39. mingw-w64-i686-python3-pip mingw-w64-i686-gcc make
  40. For each MSYS2 MinGW subsystem, you should then run
  41. `pip3 install scons` in its shell.
  42. .. seealso:: To get the Godot source code for compiling, see
  43. :ref:`doc_getting_source`.
  44. For a general overview of SCons usage for Godot, see
  45. :ref:`doc_introduction_to_the_buildsystem`.
  46. Setting up SCons
  47. ----------------
  48. To install SCons, open the command prompt and run the following command:
  49. ::
  50. python -m pip install scons
  51. If you are prompted with the message
  52. ``Defaulting to user installation because normal site-packages is not
  53. writeable``, you may have to run that command again using elevated
  54. permissions. Open a new command prompt as an Administrator then run the command
  55. again to ensure that SCons is available from the ``PATH``.
  56. To check whether you have installed Python and SCons correctly, you can
  57. type ``python --version`` and ``scons --version`` into a command prompt
  58. (``cmd.exe``).
  59. If the commands above don't work, make sure to add Python to your ``PATH``
  60. environment variable after installing it, then check again.
  61. You can do so by running the Python installer again and enabling the option
  62. to add Python to the ``PATH``.
  63. If SCons cannot detect your Visual Studio installation, it might be that your
  64. SCons version is too old. Update it to the latest version with
  65. ``python -m pip install --upgrade scons``.
  66. .. _doc_compiling_for_windows_install_vs:
  67. Downloading Godot's source
  68. --------------------------
  69. Refer to :ref:`doc_getting_source` for detailed instructions.
  70. The tutorial will assume from now on that you placed the source code in
  71. ``C:\godot``.
  72. .. warning::
  73. To prevent slowdowns caused by continuous virus scanning during compilation,
  74. add the Godot source folder to the list of exceptions in your antivirus
  75. software.
  76. For Windows Defender, hit the :kbd:`Windows` key, type "Windows Security"
  77. then hit :kbd:`Enter`. Click on **Virus & threat protection** on the left
  78. panel. Under **Virus & threat protection settings** click on **Manage Settings**
  79. and scroll down to **Exclusions**. Click **Add or remove exclusions** then
  80. add the Godot source folder.
  81. Compiling
  82. ---------
  83. Selecting a compiler
  84. ~~~~~~~~~~~~~~~~~~~~
  85. SCons will automatically find and use an existing Visual Studio installation.
  86. If you do not have Visual Studio installed, it will attempt to use
  87. MinGW instead. If you already have Visual Studio installed and want to
  88. use MinGW-w64, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC
  89. builds cannot be performed from the MSYS2 or MinGW shells. Use either
  90. ``cmd.exe`` or PowerShell instead. If you are using MinGW-LLVM, pass both
  91. ``use_mingw=yes`` and ``use_llvm=yes`` to the SCons command line.
  92. .. tip::
  93. During development, using the Visual Studio compiler is usually a better
  94. idea, as it links the Godot binary much faster than MinGW. However, MinGW
  95. can produce more optimized binaries using link-time optimization (see
  96. below), making it a better choice for production use. This is particularly
  97. the case for the GDScript VM which performs much better with MinGW compared
  98. to MSVC. Therefore, it's recommended to use MinGW to produce builds that you
  99. distribute to players.
  100. All official Godot binaries are built in
  101. `custom containers <https://github.com/godotengine/build-containers>`__
  102. using MinGW.
  103. Running SCons
  104. ~~~~~~~~~~~~~
  105. After opening a command prompt, change to the root directory of
  106. the engine source code (using ``cd``) and type:
  107. .. code-block:: doscon
  108. C:\godot> scons platform=windows
  109. .. note:: When compiling with multiple CPU threads, SCons may warn about
  110. pywin32 being missing. You can safely ignore this warning.
  111. .. tip::
  112. If you are compiling Godot to make changes or contribute to the engine,
  113. you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
  114. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
  115. for more info.
  116. If all goes well, the resulting binary executable will be placed in
  117. ``C:\godot\bin\`` with the name ``godot.windows.editor.x86_32.exe`` or
  118. ``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching
  119. your CPU architecture, but this can be overridden using ``arch=x86_64``,
  120. ``arch=x86_32``, or ``arch=arm64``.
  121. This executable file contains the whole engine and runs without any
  122. dependencies. Running it will bring up the Project Manager.
  123. .. tip:: If you are compiling Godot for production use, you can
  124. make the final executable smaller and faster by adding the
  125. SCons option ``production=yes``. This enables additional compiler
  126. optimizations and link-time optimization.
  127. LTO takes some time to run and requires up to 30 GB of available RAM
  128. while compiling (depending on toolchain). If you're running out of memory
  129. with the above option, use ``production=yes lto=none`` or ``production=yes lto=thin``
  130. (LLVM only) for a lightweight but less effective form of LTO.
  131. .. note:: If you want to use separate editor settings for your own Godot builds
  132. and official releases, you can enable
  133. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  134. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  135. Compiling with support for Direct3D 12
  136. --------------------------------------
  137. By default, builds of Godot do not contain support for the Direct3D 12 graphics
  138. API.
  139. You can install the required dependencies by running
  140. ``python misc/scripts/install_d3d12_sdk_windows.py``
  141. in the Godot source repository. After running this script, add the ``d3d12=yes``
  142. SCons option to enable Direct3D 12 support. This will use the default paths for
  143. the various dependencies, which match the ones used in the script.
  144. You can find the detailed steps below if you wish to set up dependencies
  145. manually, but the above script handles everything for you (including the
  146. optional PIX and Agility SDK components).
  147. - `godot-nir-static library <https://github.com/godotengine/godot-nir-static/releases/>`_.
  148. We compile the Mesa libraries you will need into a static library. Download it
  149. anywhere, unzip it and remember the path to the unzipped folder, you will
  150. need it below.
  151. .. note:: You can optionally build the godot-nir-static libraries yourself with
  152. the following steps:
  153. 1. Install the Python package `mako <https://www.makotemplates.org>`_
  154. which is needed to generate some files.
  155. 2. Clone the `godot-nir-static <https://github.com/godotengine/godot-nir-static>`_
  156. directory and navigate to it.
  157. 3. Run the following:
  158. ::
  159. git submodule update --init
  160. ./update_mesa.sh
  161. scons
  162. If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons``
  163. command, you can also specify build architecture using ``arch={architecture}``.
  164. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
  165. ``use_llvm=yes`` to the ``scons`` command.
  166. If you are building with MinGW and the binaries are not located in
  167. the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
  168. command.
  169. Mesa static library should be built using the same compiler and the
  170. same CRT (if you are building with MinGW) you are using for building
  171. Godot.
  172. Optionally, you can compile with the following for additional features:
  173. - `PIX <https://devblogs.microsoft.com/pix/download>`_ is a performance tuning
  174. and debugging application for Direct3D12 applications. If you compile-in
  175. support for it, you can get much more detailed information through PIX that
  176. will help you optimize your game and troubleshoot graphics bugs. To use it,
  177. download the WinPixEventRuntime package. You will be taken to a NuGet package
  178. page where you can click "Download package" to get it. Once downloaded, change
  179. the file extension to .zip and unzip the file to some path.
  180. - `Agility SDK <https://devblogs.microsoft.com/directx/directx12agility>`_ can
  181. be used to provide access to the latest Direct3D 12 features without relying
  182. on driver updates. To use it, download the latest Agility SDK package. You
  183. will be taken to a NuGet package page where you can click "Download package"
  184. to get it. Once downloaded, change the file extension to .zip and unzip the
  185. file to some path.
  186. .. note:: If you use a preview version of the Agility SDK, remember to enable
  187. developer mode in Windows; otherwise it won't be used.
  188. .. note:: If you want to use a PIX with MinGW build, navigate to PIX runtime
  189. directory and use the following commands to generate import library:
  190. ::
  191. # For x86-64:
  192. gendef ./bin/x64/WinPixEventRuntime.dll
  193. dlltool --machine i386:x86-64 --no-leading-underscore -d WinPixEventRuntime.def -D WinPixEventRuntime.dll -l ./bin/x64/libWinPixEventRuntime.a
  194. # For ARM64:
  195. gendef ./bin/ARM64/WinPixEventRuntime.dll
  196. dlltool --machine arm64 --no-leading-underscore -d WinPixEventRuntime.def -D WinPixEventRuntime.dll -l ./bin/ARM64/libWinPixEventRuntime.a
  197. When building Godot, you will need to tell SCons to use Direct3D 12 and where to
  198. look for the additional libraries:
  199. .. code-block:: doscon
  200. C:\godot> scons platform=windows d3d12=yes mesa_libs=<...>
  201. Or, with all options enabled:
  202. .. code-block:: doscon
  203. C:\godot> scons platform=windows d3d12=yes mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>
  204. .. note:: For the Agility SDK's DLLs you have to explicitly choose the kind of
  205. workflow. Single-arch is the default (DLLs copied to ``bin/``). If you
  206. pass ``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for
  207. multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/``
  208. subdirectories and at runtime the right one will be loaded.
  209. Compiling with ANGLE support
  210. ----------------------------
  211. ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used
  212. to improve support for the Compatibility renderer on some older GPUs with outdated
  213. OpenGL drivers and on Windows for ARM.
  214. By default, Godot is built with dynamically linked ANGLE, you can use it by placing
  215. ``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable.
  216. .. note:: You can use dynamically linked ANGLE with export templates as well, rename
  217. aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll``
  218. and place them alongside export template executables, and libraries will
  219. be automatically copied during the export process.
  220. To compile Godot with statically linked ANGLE:
  221. - Download pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them.
  222. - When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries::
  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. ${MINGW_PREFIX}/bin/x86_64-w64-mingw32-gcc --version
  309. # x86_64-w64-mingw32-gcc (GCC) 13.2.0
  310. .. note:: If you are building with MinGW-LLVM, add ``use_llvm=yes`` to the ``scons`` command.
  311. .. note:: When cross-compiling for Windows using MinGW-w64, keep in mind only
  312. ``x86_64`` and ``x86_32`` architectures are supported. MinGW-LLVM supports
  313. ``arm64`` as well. Be sure to specify the right ``arch=`` option when
  314. invoking SCons if building from a different architecture.
  315. Troubleshooting
  316. ~~~~~~~~~~~~~~~
  317. Cross-compiling from some Ubuntu versions may lead to
  318. `this bug <https://github.com/godotengine/godot/issues/9258>`_,
  319. due to a default configuration lacking support for POSIX threading.
  320. You can change that configuration following those instructions,
  321. for 64-bit::
  322. sudo update-alternatives --config x86_64-w64-mingw32-gcc
  323. <choose x86_64-w64-mingw32-gcc-posix from the list>
  324. sudo update-alternatives --config x86_64-w64-mingw32-g++
  325. <choose x86_64-w64-mingw32-g++-posix from the list>
  326. And for 32-bit::
  327. sudo update-alternatives --config i686-w64-mingw32-gcc
  328. <choose i686-w64-mingw32-gcc-posix from the list>
  329. sudo update-alternatives --config i686-w64-mingw32-g++
  330. <choose i686-w64-mingw32-g++-posix from the list>
  331. Creating Windows export templates
  332. ---------------------------------
  333. Windows export templates are created by compiling Godot without the editor,
  334. with the following flags:
  335. .. code-block:: doscon
  336. C:\godot> scons platform=windows target=template_debug arch=x86_32
  337. C:\godot> scons platform=windows target=template_release arch=x86_32
  338. C:\godot> scons platform=windows target=template_debug arch=x86_64
  339. C:\godot> scons platform=windows target=template_release arch=x86_64
  340. C:\godot> scons platform=windows target=template_debug arch=arm64
  341. C:\godot> scons platform=windows target=template_release arch=arm64
  342. If you plan on replacing the standard export templates, copy these to the
  343. following location, replacing ``<version>`` with the version identifier
  344. (such as ``4.2.1.stable`` or ``4.3.dev``):
  345. .. code-block:: none
  346. %APPDATA%\Godot\export_templates\<version>\
  347. With the following names:
  348. ::
  349. windows_debug_x86_32_console.exe
  350. windows_debug_x86_32.exe
  351. windows_debug_x86_64_console.exe
  352. windows_debug_x86_64.exe
  353. windows_debug_arm64_console.exe
  354. windows_debug_arm64.exe
  355. windows_release_x86_32_console.exe
  356. windows_release_x86_32.exe
  357. windows_release_x86_64_console.exe
  358. windows_release_x86_64.exe
  359. windows_release_arm64_console.exe
  360. windows_release_arm64.exe
  361. However, if you are using custom modules or custom engine code, you
  362. may instead want to configure your binaries as custom export templates
  363. here:
  364. .. image:: img/wintemplates.webp
  365. Select matching architecture in the export config.
  366. You don't need to copy them in this case, just reference the resulting
  367. files in the ``bin\`` directory of your Godot source folder, so the next
  368. time you build, you will automatically have the custom templates referenced.