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- .. _doc_compiling_for_linuxbsd:
- Compiling for Linux, \*BSD
- ==========================
- .. highlight:: shell
- .. seealso::
- This page describes how to compile Linux editor and export template binaries from source.
- If you're looking to export your project to Linux instead, read :ref:`doc_exporting_for_linux`.
- Requirements
- ------------
- For compiling under Linux or other Unix variants, the following is
- required:
- - GCC 9+ or Clang 6+.
- - `Python 3.6+ <https://www.python.org/downloads/>`_.
- - `SCons 3.1.2+ <https://scons.org/pages/download.html>`_ build system.
- - pkg-config (used to detect the development libraries listed below).
- - Development libraries:
- - X11, Xcursor, Xinerama, Xi and XRandR.
- - Wayland and wayland-scanner.
- - Mesa.
- - ALSA.
- - PulseAudio.
- - *Optional* - libudev (build with ``udev=yes``).
- .. seealso::
- To get the Godot source code for compiling, see :ref:`doc_getting_source`.
- For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`.
- .. _doc_compiling_for_linuxbsd_oneliners:
- Distro-specific one-liners
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- .. tabs::
- .. tab:: Alpine Linux
- ::
- apk add \
- scons \
- pkgconf \
- gcc \
- g++ \
- libx11-dev \
- libxcursor-dev \
- libxinerama-dev \
- libxi-dev \
- libxrandr-dev \
- mesa-dev \
- eudev-dev \
- alsa-lib-dev \
- pulseaudio-dev
- .. tab:: Arch Linux
- ::
- pacman -Sy --noconfirm --needed \
- scons \
- pkgconf \
- gcc \
- libxcursor \
- libxinerama \
- libxi \
- libxrandr \
- wayland-utils \
- mesa \
- glu \
- libglvnd \
- alsa-lib \
- pulseaudio
- .. tab:: Debian/Ubuntu
- ::
- sudo apt-get update
- sudo apt-get install -y \
- build-essential \
- scons \
- pkg-config \
- libx11-dev \
- libxcursor-dev \
- libxinerama-dev \
- libgl1-mesa-dev \
- libglu1-mesa-dev \
- libasound2-dev \
- libpulse-dev \
- libudev-dev \
- libxi-dev \
- libxrandr-dev \
- libwayland-dev
- .. tab:: Fedora
- ::
- sudo dnf install -y \
- scons \
- pkgconfig \
- libX11-devel \
- libXcursor-devel \
- libXrandr-devel \
- libXinerama-devel \
- libXi-devel \
- wayland-devel \
- mesa-libGL-devel \
- mesa-libGLU-devel \
- alsa-lib-devel \
- pulseaudio-libs-devel \
- libudev-devel \
- gcc-c++ \
- libstdc++-static \
- libatomic-static
- .. tab:: FreeBSD
- ::
- pkg install \
- py37-scons \
- pkgconf \
- xorg-libraries \
- libXcursor \
- libXrandr \
- libXi \
- xorgproto \
- libGLU \
- alsa-lib \
- pulseaudio
- .. tab:: Gentoo
- ::
- emerge --sync
- emerge -an \
- dev-build/scons \
- x11-libs/libX11 \
- x11-libs/libXcursor \
- x11-libs/libXinerama \
- x11-libs/libXi \
- dev-util/wayland-scanner \
- media-libs/mesa \
- media-libs/glu \
- media-libs/alsa-lib \
- media-sound/pulseaudio
- .. tab:: Mageia
- ::
- sudo urpmi --auto \
- scons \
- task-c++-devel \
- wayland-devel \
- "pkgconfig(alsa)" \
- "pkgconfig(glu)" \
- "pkgconfig(libpulse)" \
- "pkgconfig(udev)" \
- "pkgconfig(x11)" \
- "pkgconfig(xcursor)" \
- "pkgconfig(xinerama)" \
- "pkgconfig(xi)" \
- "pkgconfig(xrandr)"
- .. tab:: NetBSD
- ::
- pkg_add \
- pkg-config \
- py37-scons
- .. hint::
- For audio support, you can optionally install ``pulseaudio``.
- .. tab:: OpenBSD
- ::
- pkg_add \
- python \
- scons \
- llvm
- .. tab:: openSUSE
- ::
- sudo zypper install -y \
- scons \
- pkgconfig \
- libX11-devel \
- libXcursor-devel \
- libXrandr-devel \
- libXinerama-devel \
- libXi-devel \
- wayland-devel \
- Mesa-libGL-devel \
- alsa-devel \
- libpulse-devel \
- libudev-devel \
- gcc-c++ \
- libGLU1
- .. tab:: Solus
- ::
- eopkg install -y \
- -c system.devel \
- scons \
- libxcursor-devel \
- libxinerama-devel \
- libxi-devel \
- libxrandr-devel \
- wayland-devel \
- mesalib-devel \
- libglu \
- alsa-lib-devel \
- pulseaudio-devel
- Compiling
- ---------
- Start a terminal, go to the root dir of the engine source code and type:
- ::
- scons platform=linuxbsd
- .. note::
- Prior to Godot 4.0, the Linux/\*BSD target was called ``x11`` instead of
- ``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the
- `3.x branch of this documentation <https://docs.godotengine.org/en/3.6/development/compiling/compiling_for_x11.html>`__.
- .. tip::
- If you are compiling Godot to make changes or contribute to the engine,
- you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
- See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
- for more info.
- If all goes well, the resulting binary executable will be placed in the
- "bin" subdirectory. This executable file contains the whole engine and
- runs without any dependencies. Executing it will bring up the Project
- Manager.
- .. note::
- If you wish to compile using Clang rather than GCC, use this command:
- ::
- scons platform=linuxbsd use_llvm=yes
- Using Clang appears to be a requirement for OpenBSD, otherwise fonts
- would not build.
- For RISC-V architecture devices, use the Clang compiler instead of the GCC compiler.
- .. tip:: If you are compiling Godot for production use, you can
- make the final executable smaller and faster by adding the
- SCons option ``production=yes``. This enables additional compiler
- optimizations and link-time optimization.
- LTO takes some time to run and requires about 7 GB of available RAM
- while compiling. If you're running out of memory with the above option,
- use ``production=yes lto=none`` or ``production=yes lto=thin`` for a
- lightweight but less effective form of LTO.
- .. note:: If you want to use separate editor settings for your own Godot builds
- and official releases, you can enable
- :ref:`doc_data_paths_self_contained_mode` by creating a file called
- ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
- Running a headless/server build
- -------------------------------
- To run in *headless* mode which provides editor functionality to export
- projects in an automated manner, use the normal build::
- scons platform=linuxbsd target=editor
- And then use the ``--headless`` command line argument::
- ./bin/godot.linuxbsd.editor.x86_64 --headless
- To compile a debug *server* build which can be used with
- :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
- scons platform=linuxbsd target=template_debug
- To compile a *server* build which is optimized to run dedicated game servers,
- use::
- scons platform=linuxbsd target=template_release production=yes
- Building export templates
- -------------------------
- .. warning:: Linux binaries usually won't run on distributions that are
- older than the distribution they were built on. If you wish to
- distribute binaries that work on most distributions,
- you should build them on an old distribution such as Ubuntu 16.04.
- You can use a virtual machine or a container to set up a suitable
- build environment.
- To build Linux or \*BSD export templates, run the build system with the
- following parameters:
- - (32 bits)
- ::
- scons platform=linuxbsd target=template_release arch=x86_32
- scons platform=linuxbsd target=template_debug arch=x86_32
- - (64 bits)
- ::
- scons platform=linuxbsd target=template_release arch=x86_64
- scons platform=linuxbsd target=template_debug arch=x86_64
- Note that cross-compiling for the opposite bits (64/32) as your host
- platform is not always straight-forward and might need a chroot environment.
- To create standard export templates, the resulting files in the ``bin/`` folder
- must be copied to:
- ::
- $HOME/.local/share/godot/export_templates/<version>/
- and named like this (even for \*BSD which is seen as "Linux/X11" by Godot):
- ::
- linux_debug.arm32
- linux_debug.arm64
- linux_debug.x86_32
- linux_debug.x86_64
- linux_release.arm32
- linux_release.arm64
- linux_release.x86_32
- linux_release.x86_64
- However, if you are writing your custom modules or custom C++ code, you
- might instead want to configure your binaries as custom export templates
- here:
- .. image:: img/lintemplates.png
- You don't even need to copy them, you can just reference the resulting
- files in the ``bin/`` directory of your Godot source folder, so the next
- time you build, you automatically have the custom templates referenced.
- Cross-compiling for RISC-V devices
- ----------------------------------
- To cross-compile Godot for RISC-V devices, we need to setup the following items:
- - `riscv-gnu-toolchain <https://github.com/riscv-collab/riscv-gnu-toolchain/releases>`__.
- While we are not going to use this directly, it provides us with a sysroot, as well
- as header and libraries files that we will need. There are many versions to choose
- from, however, the older the toolchain, the more compatible our final binaries will be.
- If in doubt, `use this version <https://github.com/riscv-collab/riscv-gnu-toolchain/releases/tag/2021.12.22>`__,
- and download ``riscv64-glibc-ubuntu-18.04-nightly-2021.12.22-nightly.tar.gz``. Extract
- it somewhere and remember its path.
- - Clang. RISC-V GCC has
- `bugs with its atomic operations <https://github.com/riscv-collab/riscv-gcc/issues/15>`__
- which prevent it from compiling Godot correctly. Any version of Clang from 16.0.0 upwards
- will suffice. Download it from the package manager of your distro, and make sure that
- it *can* compile to RISC-V. You can verify by executing this command ``clang -print-targets``,
- make sure you see ``riscv64`` on the list of targets.
- - `mold <https://github.com/rui314/mold/releases>`__. This fast linker,
- is the only one that correctly links the resulting binary. Download it, extract it,
- and make sure to add its ``bin`` folder to your PATH. Run
- ``mold --help | grep support`` to check if your version of Mold supports RISC-V.
- If you don't see RISC-V, your Mold may need to be updated.
- To make referencing our toolchain easier, we can set an environment
- variable like this:
- ::
- export RISCV_TOOLCHAIN_PATH="path to toolchain here"
- This way, we won't have to manually set the directory location
- each time we want to reference it.
- With all the above setup, we are now ready to build Godot.
- Go to the root of the source code, and execute the following build command:
- ::
- scons arch=rv64 use_llvm=yes linker=mold lto=none target=editor \
- ccflags="--sysroot=$RISCV_TOOLCHAIN_PATH/sysroot --gcc-toolchain=$RISCV_TOOLCHAIN_PATH -target riscv64-unknown-linux-gnu" \
- linkflags="--sysroot=$RISCV_TOOLCHAIN_PATH/sysroot --gcc-toolchain=$RISCV_TOOLCHAIN_PATH -target riscv64-unknown-linux-gnu"
- The command is similar in nature, but with some key changes. ``ccflags`` and
- ``linkflags`` append additional flags to the build. ``--sysroot`` points to
- a folder simulating a Linux system, it contains all the headers, libraries,
- and ``.so`` files Clang will use. ``--gcc-toolchain`` tells Clang where
- the complete toolchain is, and ``-target riscv64-unknown-linux-gnu``
- indicates to Clang the target architecture, and OS we want to build for.
- If all went well, you should now see a ``bin`` directory, and within it,
- a binary similar to the following:
- ::
- godot.linuxbsd.editor.rv64.llvm
- You can now copy this executable to your favorite RISC-V device,
- then launch it there by double-clicking, which should bring up
- the project manager.
- If you later decide to compile the export templates, copy the above
- build command but change the value of ``target`` to ``template_debug`` for
- a debug build, or ``template_release`` for a release build.
- Using Clang and LLD for faster development
- ------------------------------------------
- You can also use Clang and LLD to build Godot. This has two upsides compared to
- the default GCC + GNU ld setup:
- - LLD links Godot significantly faster compared to GNU ld or gold. This leads to
- faster iteration times.
- - Clang tends to give more useful error messages compared to GCC.
- To do so, install Clang and the ``lld`` package from your distribution's package manager
- then use the following SCons command::
- scons platform=linuxbsd use_llvm=yes linker=lld
- After the build is completed, a new binary with a ``.llvm`` suffix will be
- created in the ``bin/`` folder.
- It's still recommended to use GCC for production builds as they can be compiled using
- link-time optimization, making the resulting binaries smaller and faster.
- If this error occurs::
- /usr/bin/ld: cannot find -l:libatomic.a: No such file or directory
- There are two solutions:
- - In your SCons command, add the parameter ``use_static_cpp=no``.
- - Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ to configure, build, and
- install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link
- to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the
- latest ``libatomic_ops`` will be used without the need to copy it every time when it is updated.
- Using mold for faster development
- ---------------------------------
- For even faster linking compared to LLD, you can use `mold <https://github.com/rui314/mold>`__.
- mold can be used with either GCC or Clang.
- As of January 2023, mold is not readily available in Linux distribution
- repositories, so you will have to install its binaries manually.
- - Download mold binaries from its `releases page <https://github.com/rui314/mold/releases/latest>`__.
- - Extract the ``.tar.gz`` file, then move the extracted folder to a location such as ``.local/share/mold``.
- - Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment variable.
- For example, you can add the following line at the end of your ``$HOME/.bash_profile`` file:
- ::
- PATH="$HOME/.local/share/mold/bin:$PATH"
- - Open a new terminal (or run ``source "$HOME/.bash_profile"``),
- then use the following SCons command when compiling Godot::
- scons platform=linuxbsd linker=mold
- Using system libraries for faster development
- ---------------------------------------------
- `Godot bundles the source code of various third-party libraries. <https://github.com/godotengine/godot/tree/master/thirdparty>`__
- You can choose to use system versions of third-party libraries instead.
- This makes the Godot binary faster to link, as third-party libraries are
- dynamically linked. Therefore, they don't need to be statically linked
- every time you build the engine (even on small incremental changes).
- However, not all Linux distributions have packages for third-party libraries
- available (or they may not be up-to-date).
- Moving to system libraries can reduce linking times by several seconds on slow
- CPUs, but it requires manual testing depending on your Linux distribution. Also,
- you may not be able to use system libraries for everything due to bugs in the
- system library packages (or in the build system, as this feature is less
- tested).
- To compile Godot with system libraries, install these dependencies **on top** of the ones
- listed in the :ref:`doc_compiling_for_linuxbsd_oneliners`:
- .. tabs::
- .. tab:: Debian/Ubuntu
- ::
- sudo apt-get update
- sudo apt-get install -y \
- libembree-dev \
- libenet-dev \
- libfreetype-dev \
- libpng-dev \
- zlib1g-dev \
- libgraphite2-dev \
- libharfbuzz-dev \
- libogg-dev \
- libtheora-dev \
- libvorbis-dev \
- libwebp-dev \
- libmbedtls-dev \
- libminiupnpc-dev \
- libpcre2-dev \
- libzstd-dev \
- libsquish-dev \
- libicu-dev
- .. tab:: Fedora
- ::
- sudo dnf install -y \
- embree3-devel \
- enet-devel \
- glslang-devel \
- graphite2-devel \
- harfbuzz-devel \
- libicu-devel \
- libsquish-devel \
- libtheora-devel \
- libvorbis-devel \
- libwebp-devel \
- libzstd-devel \
- mbedtls-devel \
- miniupnpc-devel
- After installing all required packages, use the following command to build Godot:
- .. NOTE: Some `builtin_` options aren't used here because they break the build as of January 2023
- (tested on Fedora 37).
- ::
- 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
- On Debian stable, you will need to remove `builtin_embree=no` as the system-provided
- Embree version is too old to work with Godot's latest `master` branch
- (which requires Embree 4).
- You can view a list of all built-in libraries that have system alternatives by
- running ``scons -h``, then looking for options starting with ``builtin_``.
- .. warning::
- When using system libraries, the resulting library is **not** portable
- across Linux distributions anymore. Do not use this approach for creating
- binaries you intend to distribute to others, unless you're creating a
- package for a Linux distribution.
|