compiling_for_linuxbsd.rst 20 KB

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  1. .. _doc_compiling_for_linuxbsd:
  2. Compiling for Linux, \*BSD
  3. ==========================
  4. .. highlight:: shell
  5. .. seealso::
  6. This page describes how to compile Linux editor and export template binaries from source.
  7. If you're looking to export your project to Linux instead, read :ref:`doc_exporting_for_linux`.
  8. Requirements
  9. ------------
  10. For compiling under Linux or other Unix variants, the following is
  11. required:
  12. - GCC 9+ or Clang 6+.
  13. - `Python 3.8+ <https://www.python.org/downloads/>`_.
  14. - `SCons 4.0+ <https://scons.org/pages/download.html>`_ build system.
  15. - pkg-config (used to detect the development libraries listed below).
  16. - Development libraries:
  17. - X11, Xcursor, Xinerama, Xi and XRandR.
  18. - Wayland and wayland-scanner.
  19. - Mesa.
  20. - ALSA.
  21. - PulseAudio.
  22. - *Optional* - libudev (build with ``udev=yes``).
  23. .. seealso::
  24. To get the Godot source code for compiling, see :ref:`doc_getting_source`.
  25. For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`.
  26. .. _doc_compiling_for_linuxbsd_oneliners:
  27. Distro-specific one-liners
  28. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  29. .. tabs::
  30. .. tab:: Alpine Linux
  31. ::
  32. apk add \
  33. scons \
  34. pkgconf \
  35. gcc \
  36. g++ \
  37. libx11-dev \
  38. libxcursor-dev \
  39. libxinerama-dev \
  40. libxi-dev \
  41. libxrandr-dev \
  42. mesa-dev \
  43. eudev-dev \
  44. alsa-lib-dev \
  45. pulseaudio-dev
  46. .. tab:: Arch Linux
  47. ::
  48. pacman -Sy --noconfirm --needed \
  49. scons \
  50. pkgconf \
  51. gcc \
  52. libxcursor \
  53. libxinerama \
  54. libxi \
  55. libxrandr \
  56. wayland-utils \
  57. mesa \
  58. glu \
  59. libglvnd \
  60. alsa-lib \
  61. pulseaudio
  62. .. tab:: Debian/Ubuntu
  63. ::
  64. sudo apt-get update
  65. sudo apt-get install -y \
  66. build-essential \
  67. scons \
  68. pkg-config \
  69. libx11-dev \
  70. libxcursor-dev \
  71. libxinerama-dev \
  72. libgl1-mesa-dev \
  73. libglu1-mesa-dev \
  74. libasound2-dev \
  75. libpulse-dev \
  76. libudev-dev \
  77. libxi-dev \
  78. libxrandr-dev \
  79. libwayland-dev
  80. .. tab:: Fedora
  81. ::
  82. sudo dnf install -y \
  83. scons \
  84. pkgconfig \
  85. libX11-devel \
  86. libXcursor-devel \
  87. libXrandr-devel \
  88. libXinerama-devel \
  89. libXi-devel \
  90. wayland-devel \
  91. mesa-libGL-devel \
  92. mesa-libGLU-devel \
  93. alsa-lib-devel \
  94. pulseaudio-libs-devel \
  95. libudev-devel \
  96. gcc-c++ \
  97. libstdc++-static \
  98. libatomic-static
  99. .. tab:: FreeBSD
  100. ::
  101. pkg install \
  102. py37-scons \
  103. pkgconf \
  104. xorg-libraries \
  105. libXcursor \
  106. libXrandr \
  107. libXi \
  108. xorgproto \
  109. libGLU \
  110. alsa-lib \
  111. pulseaudio
  112. .. tab:: Gentoo
  113. ::
  114. emerge --sync
  115. emerge -an \
  116. dev-build/scons \
  117. x11-libs/libX11 \
  118. x11-libs/libXcursor \
  119. x11-libs/libXinerama \
  120. x11-libs/libXi \
  121. dev-util/wayland-scanner \
  122. media-libs/mesa \
  123. media-libs/glu \
  124. media-libs/alsa-lib \
  125. media-sound/pulseaudio
  126. .. tab:: Mageia
  127. ::
  128. sudo urpmi --auto \
  129. scons \
  130. task-c++-devel \
  131. wayland-devel \
  132. "pkgconfig(alsa)" \
  133. "pkgconfig(glu)" \
  134. "pkgconfig(libpulse)" \
  135. "pkgconfig(udev)" \
  136. "pkgconfig(x11)" \
  137. "pkgconfig(xcursor)" \
  138. "pkgconfig(xinerama)" \
  139. "pkgconfig(xi)" \
  140. "pkgconfig(xrandr)"
  141. .. tab:: NetBSD
  142. ::
  143. pkg_add \
  144. pkg-config \
  145. py37-scons
  146. .. hint::
  147. For audio support, you can optionally install ``pulseaudio``.
  148. .. tab:: OpenBSD
  149. ::
  150. pkg_add \
  151. python \
  152. scons \
  153. llvm
  154. .. tab:: openKylin
  155. ::
  156. sudo apt update
  157. sudo apt install -y \
  158. python3-pip \
  159. build-essential \
  160. pkg-config \
  161. libx11-dev \
  162. libxcursor-dev \
  163. libxinerama-dev \
  164. libgl1-mesa-dev \
  165. libglu1-mesa-dev \
  166. libasound2-dev \
  167. libpulse-dev \
  168. libudev-dev \
  169. libxi-dev \
  170. libxrandr-dev \
  171. libwayland-dev
  172. sudo pip install scons
  173. .. tab:: openSUSE
  174. ::
  175. sudo zypper install -y \
  176. scons \
  177. pkgconfig \
  178. libX11-devel \
  179. libXcursor-devel \
  180. libXrandr-devel \
  181. libXinerama-devel \
  182. libXi-devel \
  183. wayland-devel \
  184. Mesa-libGL-devel \
  185. alsa-devel \
  186. libpulse-devel \
  187. libudev-devel \
  188. gcc-c++ \
  189. libGLU1
  190. .. tab:: Solus
  191. ::
  192. eopkg install -y \
  193. -c system.devel \
  194. scons \
  195. libxcursor-devel \
  196. libxinerama-devel \
  197. libxi-devel \
  198. libxrandr-devel \
  199. wayland-devel \
  200. mesalib-devel \
  201. libglu \
  202. alsa-lib-devel \
  203. pulseaudio-devel
  204. Compiling
  205. ---------
  206. Start a terminal, go to the root dir of the engine source code and type:
  207. ::
  208. scons platform=linuxbsd
  209. .. note::
  210. Prior to Godot 4.0, the Linux/\*BSD target was called ``x11`` instead of
  211. ``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the
  212. `3.x branch of this documentation <https://docs.godotengine.org/en/3.6/development/compiling/compiling_for_x11.html>`__.
  213. If all goes well, the resulting binary executable will be placed in the
  214. "bin" subdirectory. This executable file contains the whole engine and
  215. runs without any dependencies. Executing it will bring up the Project
  216. Manager.
  217. .. note::
  218. If you wish to compile using Clang rather than GCC, use this command:
  219. ::
  220. scons platform=linuxbsd use_llvm=yes
  221. Using Clang appears to be a requirement for OpenBSD, otherwise fonts
  222. would not build.
  223. For RISC-V architecture devices, use the Clang compiler instead of the GCC compiler.
  224. .. tip:: If you are compiling Godot for production use, you can
  225. make the final executable smaller and faster by adding the
  226. SCons option ``production=yes``. This enables additional compiler
  227. optimizations and link-time optimization.
  228. LTO takes some time to run and requires about 7 GB of available RAM
  229. while compiling. If you're running out of memory with the above option,
  230. use ``production=yes lto=none`` or ``production=yes lto=thin`` for a
  231. lightweight but less effective form of LTO.
  232. .. note:: If you want to use separate editor settings for your own Godot builds
  233. and official releases, you can enable
  234. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  235. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  236. Running a headless/server build
  237. -------------------------------
  238. To run in *headless* mode which provides editor functionality to export
  239. projects in an automated manner, use the normal build::
  240. scons platform=linuxbsd target=editor
  241. And then use the ``--headless`` command line argument::
  242. ./bin/godot.linuxbsd.editor.x86_64 --headless
  243. To compile a debug *server* build which can be used with
  244. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  245. scons platform=linuxbsd target=template_debug
  246. To compile a *server* build which is optimized to run dedicated game servers,
  247. use::
  248. scons platform=linuxbsd target=template_release production=yes
  249. Building export templates
  250. -------------------------
  251. .. warning:: Linux binaries usually won't run on distributions that are
  252. older than the distribution they were built on. If you wish to
  253. distribute binaries that work on most distributions,
  254. you should build them on an old distribution such as Ubuntu 16.04.
  255. You can use a virtual machine or a container to set up a suitable
  256. build environment.
  257. To build Linux or \*BSD export templates, run the build system with the
  258. following parameters:
  259. - (32 bits)
  260. ::
  261. scons platform=linuxbsd target=template_release arch=x86_32
  262. scons platform=linuxbsd target=template_debug arch=x86_32
  263. - (64 bits)
  264. ::
  265. scons platform=linuxbsd target=template_release arch=x86_64
  266. scons platform=linuxbsd target=template_debug arch=x86_64
  267. Note that cross-compiling for the opposite bits (64/32) as your host
  268. platform is not always straight-forward and might need a chroot environment.
  269. To create standard export templates, the resulting files in the ``bin/`` folder
  270. must be copied to:
  271. ::
  272. $HOME/.local/share/godot/export_templates/<version>/
  273. and named like this (even for \*BSD which is seen as "Linux/X11" by Godot):
  274. ::
  275. linux_debug.arm32
  276. linux_debug.arm64
  277. linux_debug.x86_32
  278. linux_debug.x86_64
  279. linux_release.arm32
  280. linux_release.arm64
  281. linux_release.x86_32
  282. linux_release.x86_64
  283. However, if you are writing your custom modules or custom C++ code, you
  284. might instead want to configure your binaries as custom export templates
  285. here:
  286. .. image:: img/lintemplates.png
  287. You don't even need to copy them, you can just reference the resulting
  288. files in the ``bin/`` directory of your Godot source folder, so the next
  289. time you build, you automatically have the custom templates referenced.
  290. Cross-compiling for RISC-V devices
  291. ----------------------------------
  292. To cross-compile Godot for RISC-V devices, we need to setup the following items:
  293. - `riscv-gnu-toolchain <https://github.com/riscv-collab/riscv-gnu-toolchain/releases>`__.
  294. While we are not going to use this directly, it provides us with a sysroot, as well
  295. as header and libraries files that we will need. There are many versions to choose
  296. from, however, the older the toolchain, the more compatible our final binaries will be.
  297. If in doubt, `use this version <https://github.com/riscv-collab/riscv-gnu-toolchain/releases/tag/2021.12.22>`__,
  298. and download ``riscv64-glibc-ubuntu-18.04-nightly-2021.12.22-nightly.tar.gz``. Extract
  299. it somewhere and remember its path.
  300. - Clang. RISC-V GCC has
  301. `bugs with its atomic operations <https://github.com/riscv-collab/riscv-gcc/issues/15>`__
  302. which prevent it from compiling Godot correctly. Any version of Clang from 16.0.0 upwards
  303. will suffice. Download it from the package manager of your distro, and make sure that
  304. it *can* compile to RISC-V. You can verify by executing this command ``clang -print-targets``,
  305. make sure you see ``riscv64`` on the list of targets.
  306. - `mold <https://github.com/rui314/mold/releases>`__. This fast linker,
  307. is the only one that correctly links the resulting binary. Download it, extract it,
  308. and make sure to add its ``bin`` folder to your PATH. Run
  309. ``mold --help | grep support`` to check if your version of Mold supports RISC-V.
  310. If you don't see RISC-V, your Mold may need to be updated.
  311. To make referencing our toolchain easier, we can set an environment
  312. variable like this:
  313. ::
  314. export RISCV_TOOLCHAIN_PATH="path to toolchain here"
  315. This way, we won't have to manually set the directory location
  316. each time we want to reference it.
  317. With all the above setup, we are now ready to build Godot.
  318. Go to the root of the source code, and execute the following build command:
  319. ::
  320. scons arch=rv64 use_llvm=yes linker=mold lto=none target=editor \
  321. ccflags="--sysroot=$RISCV_TOOLCHAIN_PATH/sysroot --gcc-toolchain=$RISCV_TOOLCHAIN_PATH -target riscv64-unknown-linux-gnu" \
  322. linkflags="--sysroot=$RISCV_TOOLCHAIN_PATH/sysroot --gcc-toolchain=$RISCV_TOOLCHAIN_PATH -target riscv64-unknown-linux-gnu"
  323. The command is similar in nature, but with some key changes. ``ccflags`` and
  324. ``linkflags`` append additional flags to the build. ``--sysroot`` points to
  325. a folder simulating a Linux system, it contains all the headers, libraries,
  326. and ``.so`` files Clang will use. ``--gcc-toolchain`` tells Clang where
  327. the complete toolchain is, and ``-target riscv64-unknown-linux-gnu``
  328. indicates to Clang the target architecture, and OS we want to build for.
  329. If all went well, you should now see a ``bin`` directory, and within it,
  330. a binary similar to the following:
  331. ::
  332. godot.linuxbsd.editor.rv64.llvm
  333. You can now copy this executable to your favorite RISC-V device,
  334. then launch it there by double-clicking, which should bring up
  335. the project manager.
  336. If you later decide to compile the export templates, copy the above
  337. build command but change the value of ``target`` to ``template_debug`` for
  338. a debug build, or ``template_release`` for a release build.
  339. Using Clang and LLD for faster development
  340. ------------------------------------------
  341. You can also use Clang and LLD to build Godot. This has two upsides compared to
  342. the default GCC + GNU ld setup:
  343. - LLD links Godot significantly faster compared to GNU ld or gold. This leads to
  344. faster iteration times.
  345. - Clang tends to give more useful error messages compared to GCC.
  346. To do so, install Clang and the ``lld`` package from your distribution's package manager
  347. then use the following SCons command::
  348. scons platform=linuxbsd use_llvm=yes linker=lld
  349. After the build is completed, a new binary with a ``.llvm`` suffix will be
  350. created in the ``bin/`` folder.
  351. It's still recommended to use GCC for production builds as they can be compiled using
  352. link-time optimization, making the resulting binaries smaller and faster.
  353. If this error occurs::
  354. /usr/bin/ld: cannot find -l:libatomic.a: No such file or directory
  355. There are two solutions:
  356. - In your SCons command, add the parameter ``use_static_cpp=no``.
  357. - Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ to configure, build, and
  358. install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link
  359. to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the
  360. latest ``libatomic_ops`` will be used without the need to copy it every time when it is updated.
  361. Using mold for faster development
  362. ---------------------------------
  363. For even faster linking compared to LLD, you can use `mold <https://github.com/rui314/mold>`__.
  364. mold can be used with either GCC or Clang.
  365. As of January 2023, mold is not readily available in Linux distribution
  366. repositories, so you will have to install its binaries manually.
  367. - Download mold binaries from its `releases page <https://github.com/rui314/mold/releases/latest>`__.
  368. - Extract the ``.tar.gz`` file, then move the extracted folder to a location such as ``.local/share/mold``.
  369. - Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment variable.
  370. For example, you can add the following line at the end of your ``$HOME/.bash_profile`` file:
  371. ::
  372. PATH="$HOME/.local/share/mold/bin:$PATH"
  373. - Open a new terminal (or run ``source "$HOME/.bash_profile"``),
  374. then use the following SCons command when compiling Godot::
  375. scons platform=linuxbsd linker=mold
  376. Using system libraries for faster development
  377. ---------------------------------------------
  378. `Godot bundles the source code of various third-party libraries. <https://github.com/godotengine/godot/tree/master/thirdparty>`__
  379. You can choose to use system versions of third-party libraries instead.
  380. This makes the Godot binary faster to link, as third-party libraries are
  381. dynamically linked. Therefore, they don't need to be statically linked
  382. every time you build the engine (even on small incremental changes).
  383. However, not all Linux distributions have packages for third-party libraries
  384. available (or they may not be up-to-date).
  385. Moving to system libraries can reduce linking times by several seconds on slow
  386. CPUs, but it requires manual testing depending on your Linux distribution. Also,
  387. you may not be able to use system libraries for everything due to bugs in the
  388. system library packages (or in the build system, as this feature is less
  389. tested).
  390. To compile Godot with system libraries, install these dependencies **on top** of the ones
  391. listed in the :ref:`doc_compiling_for_linuxbsd_oneliners`:
  392. .. tabs::
  393. .. tab:: Debian/Ubuntu
  394. ::
  395. sudo apt-get update
  396. sudo apt-get install -y \
  397. libembree-dev \
  398. libenet-dev \
  399. libfreetype-dev \
  400. libpng-dev \
  401. zlib1g-dev \
  402. libgraphite2-dev \
  403. libharfbuzz-dev \
  404. libogg-dev \
  405. libtheora-dev \
  406. libvorbis-dev \
  407. libwebp-dev \
  408. libmbedtls-dev \
  409. libminiupnpc-dev \
  410. libpcre2-dev \
  411. libzstd-dev \
  412. libsquish-dev \
  413. libicu-dev
  414. .. tab:: Fedora
  415. ::
  416. sudo dnf install -y \
  417. embree3-devel \
  418. enet-devel \
  419. glslang-devel \
  420. graphite2-devel \
  421. harfbuzz-devel \
  422. libicu-devel \
  423. libsquish-devel \
  424. libtheora-devel \
  425. libvorbis-devel \
  426. libwebp-devel \
  427. libzstd-devel \
  428. mbedtls-devel \
  429. miniupnpc-devel
  430. After installing all required packages, use the following command to build Godot:
  431. .. NOTE: Some `builtin_` options aren't used here because they break the build as of January 2023
  432. (tested on Fedora 37).
  433. ::
  434. 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
  435. On Debian stable, you will need to remove `builtin_embree=no` as the system-provided
  436. Embree version is too old to work with Godot's latest `master` branch
  437. (which requires Embree 4).
  438. You can view a list of all built-in libraries that have system alternatives by
  439. running ``scons -h``, then looking for options starting with ``builtin_``.
  440. .. warning::
  441. When using system libraries, the resulting library is **not** portable
  442. across Linux distributions anymore. Do not use this approach for creating
  443. binaries you intend to distribute to others, unless you're creating a
  444. package for a Linux distribution.
  445. Using Pyston for faster development
  446. -----------------------------------
  447. You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is a JIT-enabled
  448. implementation of the Python language (which SCons is written in). It is currently
  449. only compatible with Linux. Pyston can speed up incremental builds significantly,
  450. often by a factor between 1.5× and 2×. Pyston can be combined with Clang and LLD
  451. to get even faster builds.
  452. - Download the `latest portable Pyston release <https://github.com/pyston/pyston/releases/latest>`__.
  453. - Extract the portable ``.tar.gz`` to a set location, such as ``$HOME/.local/opt/pyston/`` (create folders as needed).
  454. - Use ``cd`` to reach the extracted Pyston folder from a terminal,
  455. then run ``./pyston -m pip install scons`` to install SCons within Pyston.
  456. - To make SCons via Pyston easier to run, create a symbolic link of its wrapper
  457. script to a location in your ``PATH`` environment variable::
  458. ln -s ~/.local/opt/pyston/bin/scons ~/.local/bin/pyston-scons
  459. - Instead of running ``scons <build arguments>``, run ``pyston-scons <build arguments>``
  460. to compile Godot.
  461. If you can't run ``pyston-scons`` after creating the symbolic link,
  462. make sure ``$HOME/.local/bin/`` is part of your user's ``PATH`` environment variable.
  463. .. note::
  464. Alternatively, you can run ``python -m pip install pyston_lite_autoload``
  465. then run SCons as usual. This will automatically load a subset of Pyston's
  466. optimizations in any Python program you run. However, this won't bring as
  467. much of a performance improvement compared to installing "full" Pyston.