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