compiling_for_windows.rst 12 KB

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  1. .. _doc_compiling_for_windows:
  2. Compiling for Windows
  3. =====================
  4. .. highlight:: shell
  5. Requirements
  6. ------------
  7. For compiling under Windows, the following is required:
  8. - `Visual Studio Community <https://www.visualstudio.com/vs/community/>`_,
  9. version 2017 or later. VS 2019 is recommended.
  10. **Make sure to read "Installing Visual Studio caveats" below or you
  11. will have to run/download the installer again.**
  12. - `MinGW-w64 <http://mingw-w64.org/>`__ with GCC can be used as an alternative to
  13. Visual Studio. Be sure to install/configure it to use the ``posix`` thread model.
  14. - `Python 3.5+ <https://www.python.org/downloads/windows/>`_.
  15. - `SCons 3.0 <https://www.scons.org/>`_ build system. If using Visual Studio 2019,
  16. you need at least SCons 3.1.1.
  17. - *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations)
  18. .. note:: If you have `Scoop <https://scoop.sh/>`_ installed, you can easily
  19. install MinGW and other dependencies using the following command::
  20. scoop install gcc python scons yasm make
  21. .. note:: If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily
  22. install MinGW and other dependencies using the following command::
  23. pacman -S mingw-w64-x86_64-python3-pip \
  24. mingw-w64-x86_64-gcc mingw-w64-x86_64-yasm \
  25. mingw-w64-i686-python3-pip mingw-w64-i686-gcc \
  26. mingw-w64-i686-yasm make
  27. For each MSYS2 MinGW subsystem, you should then run
  28. `pip install scons` in its shell.
  29. .. seealso:: For a general overview of SCons usage for Godot, see
  30. :ref:`doc_introduction_to_the_buildsystem`.
  31. Setting up Python
  32. -----------------
  33. First you need to install Python 3.5 or newer. Make sure to enable the option
  34. to add Python to the ``PATH`` in the Python installer. The SCons installer
  35. should then detect and use the existing Python installation.
  36. Setting up SCons
  37. ----------------
  38. To install SCons open the command prompt and run the following command.
  39. ``python -m pip install scons``
  40. To check whether you have installed Python and SCons correctly, you can
  41. type ``python --version`` and ``scons --version`` into a command prompt
  42. (``cmd.exe``).
  43. If the commands above don't work, make sure to add Python to your ``PATH``
  44. environment variable after installing it, then check again.
  45. You can do so by running the Python installer again and enabling the option
  46. to add Python to the ``PATH``.
  47. .. _doc_compiling_for_windows_install_vs:
  48. Installing Visual Studio caveats
  49. --------------------------------
  50. If installing Visual Studio 2017 or 2019, make sure to enable **C++** in
  51. the list of workflows to install.
  52. If installing Visual Studio 2015, make sure to run a **Custom**
  53. installation instead of **Typical** and select **C++** as a language there.
  54. If you've already made the mistake of installing Visual Studio without
  55. C++ support, run the installer again; it should present you a **Modify** button.
  56. Running the installer from *Add/Remove Programs* will only give you
  57. a **Repair** option, which won't let you install C++ tools.
  58. Downloading Godot's source
  59. --------------------------
  60. Godot's source code is `hosted on GitHub <https://github.com/godotengine/godot>`_.
  61. Downloading it (cloning) using `Git <https://git-scm.com/>`_ is recommended.
  62. The tutorial will assume from now on that you placed the source code in
  63. ``C:\godot``.
  64. .. warning::
  65. To prevent slowdowns caused by continuous virus scanning during compilation,
  66. add the Godot source folder to the list of exceptions in your antivirus
  67. software.
  68. For Windows Defender, hit the :kbd:`Windows` key, type
  69. "Windows Defender Settings" then hit :kbd:`Enter`.
  70. Under **Virus & threat protection**, go to **Virus & threat protection setting**
  71. and scroll down to **Exclusions**. Click **Add or remove exclusions** then
  72. add the Godot source folder.
  73. Compiling
  74. ---------
  75. Selecting a compiler
  76. ~~~~~~~~~~~~~~~~~~~~
  77. SCons will automatically find and use an existing Visual Studio installation.
  78. If you do not have Visual Studio installed, it will attempt to use
  79. MinGW instead. If you already have Visual Studio installed and want to
  80. use MinGW, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC
  81. builds cannot be performed from the MSYS2 or MinGW shells. Use either
  82. ``cmd.exe`` or PowerShell instead.
  83. During development, using the Visual Studio compiler is usually a better idea,
  84. as it links the Godot binary much faster than MinGW. However, MinGW can
  85. produce more optimized binaries using link-time optimization (see below),
  86. making it a better choice for production use.
  87. Running SCons
  88. ~~~~~~~~~~~~~
  89. After opening a command prompt, change to the root directory of
  90. the engine source code (using ``cd``) and type::
  91. C:\godot> scons platform=windows
  92. You can specify a number of CPU threads to use to speed up the build::
  93. C:\godot> scons -j6 platform=windows
  94. In general, it is OK to have at least as many threads compiling Godot as you
  95. have cores in your CPU, if not one or two more. Feel free to add the ``-j``
  96. option to any SCons command you see below.
  97. .. note:: When compiling with multiple CPU threads, SCons may warn about
  98. pywin32 being missing. You can safely ignore this warning.
  99. If all goes well, the resulting binary executable will be placed in
  100. ``C:\godot\bin\`` with the name ``godot.windows.tools.32.exe`` or
  101. ``godot.windows.tools.64.exe``. By default, SCons will build a binary matching
  102. your CPU architecture, but this can be overridden using ``bits=64`` or
  103. ``bits=32``.
  104. This executable file contains the whole engine and runs without any
  105. dependencies. Running it will bring up the Project Manager.
  106. .. note:: If you are compiling Godot for production use, then you can
  107. make the final executable smaller and faster by adding the
  108. SCons option ``target=release_debug``.
  109. If you are compiling Godot with MinGW, you can make the binary
  110. even smaller and faster by adding the SCons option ``use_lto=yes``.
  111. As link-time optimization is a memory-intensive process,
  112. this will require about 7 GB of available RAM while compiling.
  113. .. note:: If you want to use separate editor settings for your own Godot builds
  114. and official releases, you can enable
  115. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  116. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  117. Development in Visual Studio or other IDEs
  118. ------------------------------------------
  119. For most projects, using only scripting is enough but when development
  120. in C++ is needed, for creating modules or extending the engine, working
  121. with an IDE is usually desirable.
  122. You can create a Visual Studio solution via SCons by running SCons with
  123. the ``vsproj=yes`` parameter, like this::
  124. scons p=windows vsproj=yes
  125. You will be able to open Godot's source in a Visual Studio solution now,
  126. and able to build Godot using Visual Studio's **Build** button.
  127. If you need to edit the build commands, they are located in
  128. "Godot" project settings, NMAKE sheet. SCons is called at the end of
  129. the commands. If you make a mistake, copy the command from one of the
  130. other build configurations (debug, release_debug, release) or
  131. architectures (Win32/x64); they are equivalent.
  132. Cross-compiling for Windows from other operating systems
  133. --------------------------------------------------------
  134. If you are a Linux or macOS user, you need to install
  135. `MinGW-w64 <https://mingw-w64.org/doku.php>`__, which typically comes in 32-bit
  136. and 64-bit variants. The package names may differ based on your distribution,
  137. here are some known ones:
  138. +----------------+--------------------------------------------------------------+
  139. | **Arch Linux** | Install `mingw-w64-gcc from the AUR`_. |
  140. +----------------+--------------------------------------------------------------+
  141. | **Debian** / | :: |
  142. | **Ubuntu** | |
  143. | | apt install mingw-w64 |
  144. +----------------+--------------------------------------------------------------+
  145. | **Fedora** | :: |
  146. | | |
  147. | | dnf install mingw64-gcc-c++ mingw64-winpthreads-static \ |
  148. | | mingw32-gcc-c++ mingw32-winpthreads-static |
  149. +----------------+--------------------------------------------------------------+
  150. | **macOS** | :: |
  151. | | |
  152. | | brew install mingw-w64 |
  153. +----------------+--------------------------------------------------------------+
  154. | **Mageia** | :: |
  155. | | |
  156. | | urpmi mingw64-gcc-c++ mingw64-winpthreads-static \ |
  157. | | mingw32-gcc-c++ mingw32-winpthreads-static |
  158. +----------------+--------------------------------------------------------------+
  159. .. _mingw-w64-gcc from the AUR: https://aur.archlinux.org/packages/mingw-w64-gcc/
  160. Before attempting the compilation, SCons will check for
  161. the following binaries in your ``PATH`` environment variable::
  162. i686-w64-mingw32-gcc
  163. x86_64-w64-mingw32-gcc
  164. If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``),
  165. you can define the following environment variables to give a hint to
  166. the build system::
  167. export MINGW32_PREFIX="/path/to/i686-w64-mingw32-"
  168. export MINGW64_PREFIX="/path/to/x86_64-w64-mingw32-"
  169. To make sure you are doing things correctly, executing the following in
  170. the shell should result in a working compiler (the version output may
  171. differ based on your system)::
  172. ${MINGW32_PREFIX}gcc --version
  173. # i686-w64-mingw32-gcc (GCC) 6.1.0 20160427 (Mageia MinGW 6.1.0-1.mga6)
  174. Troubleshooting
  175. ~~~~~~~~~~~~~~~
  176. Cross-compiling from some Ubuntu versions may lead to
  177. `this bug <https://github.com/godotengine/godot/issues/9258>`_,
  178. due to a default configuration lacking support for POSIX threading.
  179. You can change that configuration following those instructions,
  180. for 64-bit::
  181. sudo update-alternatives --config x86_64-w64-mingw32-gcc
  182. <choose x86_64-w64-mingw32-gcc-posix from the list>
  183. sudo update-alternatives --config x86_64-w64-mingw32-g++
  184. <choose x86_64-w64-mingw32-g++-posix from the list>
  185. And for 32-bit::
  186. sudo update-alternatives --config i686-w64-mingw32-gcc
  187. <choose i686-w64-mingw32-gcc-posix from the list>
  188. sudo update-alternatives --config i686-w64-mingw32-g++
  189. <choose i686-w64-mingw32-g++-posix from the list>
  190. Creating Windows export templates
  191. ---------------------------------
  192. Windows export templates are created by compiling Godot without the editor,
  193. with the following flags::
  194. C:\godot> scons platform=windows tools=no target=release_debug bits=32
  195. C:\godot> scons platform=windows tools=no target=release bits=32
  196. C:\godot> scons platform=windows tools=no target=release_debug bits=64
  197. C:\godot> scons platform=windows tools=no target=release bits=64
  198. If you plan on replacing the standard export templates, copy these to the
  199. following location, replacing ``<version>`` with the version identifier
  200. (such as ``3.1.1.stable`` or ``3.2.dev``)::
  201. %USERPROFILE%\AppData\Roaming\Godot\templates\<version>\
  202. With the following names::
  203. windows_32_debug.exe
  204. windows_32_release.exe
  205. windows_64_debug.exe
  206. windows_64_release.exe
  207. However, if you are using custom modules or custom engine code, you
  208. may instead want to configure your binaries as custom export templates
  209. here:
  210. .. image:: img/wintemplates.png
  211. You don't need to copy them in this case, just reference the resulting
  212. files in the ``bin\`` directory of your Godot source folder, so the next
  213. time you build, you will automatically have the custom templates referenced.