compiling_for_windows.rst 20 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. scoop install gcc python scons make mingw
  33. .. note:: If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily
  34. install MinGW and other dependencies using the following command::
  35. pacman -S mingw-w64-x86_64-python3-pip mingw-w64-x86_64-gcc \
  36. mingw-w64-i686-python3-pip mingw-w64-i686-gcc make
  37. For each MSYS2 MinGW subsystem, you should then run
  38. `pip3 install scons` in its shell.
  39. .. seealso:: To get the Godot source code for compiling, see
  40. :ref:`doc_getting_source`.
  41. For a general overview of SCons usage for Godot, see
  42. :ref:`doc_introduction_to_the_buildsystem`.
  43. Setting up SCons
  44. ----------------
  45. To install SCons, open the command prompt and run the following command::
  46. python -m pip install scons
  47. If you are prompted with the message
  48. ``Defaulting to user installation because normal site-packages is not
  49. writeable``, you may have to run that command again using elevated
  50. permissions. Open a new command prompt as an Administrator then run the command
  51. again to ensure that SCons is available from the ``PATH``.
  52. To check whether you have installed Python and SCons correctly, you can
  53. type ``python --version`` and ``scons --version`` into a command prompt
  54. (``cmd.exe``).
  55. If the commands above don't work, make sure to add Python to your ``PATH``
  56. environment variable after installing it, then check again.
  57. You can do so by running the Python installer again and enabling the option
  58. to add Python to the ``PATH``.
  59. If SCons cannot detect your Visual Studio installation, it might be that your
  60. SCons version is too old. Update it to the latest version with
  61. ``python -m pip install --upgrade scons``.
  62. .. _doc_compiling_for_windows_install_vs:
  63. Downloading Godot's source
  64. --------------------------
  65. Refer to :ref:`doc_getting_source` for detailed instructions.
  66. The tutorial will assume from now on that you placed the source code in
  67. ``C:\godot``.
  68. .. warning::
  69. To prevent slowdowns caused by continuous virus scanning during compilation,
  70. add the Godot source folder to the list of exceptions in your antivirus
  71. software.
  72. For Windows Defender, hit the :kbd:`Windows` key, type "Windows Security"
  73. then hit :kbd:`Enter`. Click on **Virus & threat protection** on the left
  74. panel. Under **Virus & threat protection settings** click on **Manage Settings**
  75. and scroll down to **Exclusions**. Click **Add or remove exclusions** then
  76. add the Godot source folder.
  77. Compiling
  78. ---------
  79. Selecting a compiler
  80. ~~~~~~~~~~~~~~~~~~~~
  81. SCons will automatically find and use an existing Visual Studio installation.
  82. If you do not have Visual Studio installed, it will attempt to use
  83. MinGW instead. If you already have Visual Studio installed and want to
  84. use MinGW-w64, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC
  85. builds cannot be performed from the MSYS2 or MinGW shells. Use either
  86. ``cmd.exe`` or PowerShell instead. If you are using MinGW-LLVM, pass both
  87. ``use_mingw=yes`` and ``use_llvm=yes`` to the SCons command line.
  88. .. tip::
  89. During development, using the Visual Studio compiler is usually a better
  90. idea, as it links the Godot binary much faster than MinGW. However, MinGW
  91. can produce more optimized binaries using link-time optimization (see
  92. below), making it a better choice for production use. This is particularly
  93. the case for the GDScript VM which performs much better with MinGW compared
  94. to MSVC. Therefore, it's recommended to use MinGW to produce builds that you
  95. distribute to players.
  96. All official Godot binaries are built in
  97. `custom containers <https://github.com/godotengine/build-containers>`__
  98. using MinGW.
  99. Running SCons
  100. ~~~~~~~~~~~~~
  101. After opening a command prompt, change to the root directory of
  102. the engine source code (using ``cd``) and type:
  103. .. code-block:: doscon
  104. C:\godot> scons platform=windows
  105. .. note:: When compiling with multiple CPU threads, SCons may warn about
  106. pywin32 being missing. You can safely ignore this warning.
  107. If all goes well, the resulting binary executable will be placed in
  108. ``C:\godot\bin\`` with the name ``godot.windows.editor.x86_32.exe`` or
  109. ``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching
  110. your CPU architecture, but this can be overridden using ``arch=x86_64``,
  111. ``arch=x86_32``, or ``arch=arm64``.
  112. This executable file contains the whole engine and runs without any
  113. dependencies. Running it will bring up the Project Manager.
  114. .. tip:: If you are compiling Godot for production use, you can
  115. make the final executable smaller and faster by adding the
  116. SCons option ``production=yes``. This enables additional compiler
  117. optimizations and link-time optimization.
  118. LTO takes some time to run and requires up to 30 GB of available RAM
  119. while compiling (depending on toolchain). If you're running out of memory
  120. with the above option, use ``production=yes lto=none`` or ``production=yes lto=thin``
  121. (LLVM only) for a lightweight but less effective form of LTO.
  122. .. note:: If you want to use separate editor settings for your own Godot builds
  123. and official releases, you can enable
  124. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  125. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  126. Compiling with support for Direct3D 12
  127. --------------------------------------
  128. By default, builds of Godot do not contain support for the Direct3D 12 graphics
  129. API.
  130. To compile Godot with Direct3D 12 support you need at least the following item:
  131. - `godot-nir-static library <https://github.com/godotengine/godot-nir-static/releases/>`_.
  132. We compile the Mesa libraries you will need into a static library. Download it
  133. anywhere, unzip it and remember the path to the unzipped folder, you will
  134. need it below.
  135. .. note:: You can optionally build the godot-nir-static libraries yourself with
  136. the following steps:
  137. 1. Install the Python package `mako <https://www.makotemplates.org>`_
  138. which is needed to generate some files.
  139. 2. Clone the `godot-nir-static <https://github.com/godotengine/godot-nir-static>`_
  140. directory and navigate to it.
  141. 3. Run the following::
  142. git submodule update --init
  143. ./update_mesa.sh
  144. scons
  145. If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons``
  146. command, you can also specify build architecture using ``arch={architecture}``.
  147. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
  148. ``use_llvm=yes`` to the ``scons`` command.
  149. If you are building with MinGW and the binaries are not located in
  150. the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
  151. command.
  152. Mesa static library should be built using the same compiler and the
  153. same CRT (if you are building with MinGW) you are using for building
  154. Godot.
  155. Optionally, you can compile with the following for additional features:
  156. - `PIX <https://devblogs.microsoft.com/pix/download>`_ is a performance tuning
  157. and debugging application for Direct3D12 applications. If you compile-in
  158. support for it, you can get much more detailed information through PIX that
  159. will help you optimize your game and troubleshoot graphics bugs. To use it,
  160. download the WinPixEventRuntime package. You will be taken to a NuGet package
  161. page where you can click "Download package" to get it. Once downloaded, change
  162. the file extension to .zip and unzip the file to some path.
  163. - `Agility SDK <https://devblogs.microsoft.com/directx/directx12agility>`_ can
  164. be used to provide access to the latest Direct3D 12 features without relying
  165. on driver updates. To use it, download the latest Agility SDK package. You
  166. will be taken to a NuGet package page where you can click "Download package"
  167. to get it. Once downloaded, change the file extension to .zip and unzip the
  168. file to some path.
  169. .. note:: If you use a preview version of the Agility SDK, remember to enable
  170. developer mode in Windows; otherwise it won't be used.
  171. .. note:: If you want to use a PIX with MinGW build, navigate to PIX runtime
  172. directory and use the following commands to generate import library::
  173. # For x86-64:
  174. gendef ./bin/x64/WinPixEventRuntime.dll
  175. dlltool --machine i386:x86-64 --no-leading-underscore -d WinPixEventRuntime.def -D WinPixEventRuntime.dll -l ./bin/x64/libWinPixEventRuntime.a
  176. # For ARM64:
  177. gendef ./bin/ARM64/WinPixEventRuntime.dll
  178. dlltool --machine arm64 --no-leading-underscore -d WinPixEventRuntime.def -D WinPixEventRuntime.dll -l ./bin/ARM64/libWinPixEventRuntime.a
  179. When building Godot, you will need to tell SCons to use Direct3D 12 and where to
  180. look for the additional libraries:
  181. .. code-block:: doscon
  182. C:\godot> scons platform=windows d3d12=yes mesa_libs=<...>
  183. Or, with all options enabled:
  184. .. code-block:: doscon
  185. C:\godot> scons platform=windows d3d12=yes mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>
  186. .. note:: For the Agility SDK's DLLs you have to explicitly choose the kind of
  187. workflow. Single-arch is the default (DLLs copied to ``bin/``). If you
  188. pass ``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for
  189. multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/``
  190. subdirectories and at runtime the right one will be loaded.
  191. Compiling with ANGLE support
  192. ----------------------------
  193. ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used
  194. to improve support for the Compatibility renderer on some older GPUs with outdated
  195. OpenGL drivers and on Windows for ARM.
  196. By default, Godot is built with dynamically linked ANGLE, you can use it by placing
  197. ``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable.
  198. .. note:: You can use dynamically linked ANGLE with export templates as well, rename
  199. aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll``
  200. and place them alongside export template executables, and libraries will
  201. be automatically copied during the export process.
  202. To compile Godot with statically linked ANGLE:
  203. - Download pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them.
  204. - When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries::
  205. scons platform=windows angle_libs=<...>
  206. .. note:: You can optionally build the godot-angle-static libraries yourself with
  207. the following steps:
  208. 1. Clone the `godot-angle-static <https://github.com/godotengine/godot-angle-static>`_
  209. directory and navigate to it.
  210. 2. Run the following command::
  211. git submodule update --init
  212. ./update_angle.sh
  213. scons
  214. If you are buildng with MinGW, add ``use_mingw=yes`` to the command,
  215. you can also specify build architecture using ``arch={architecture}``.
  216. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
  217. ``use_llvm=yes`` to the ``scons`` command.
  218. If you are building with MinGW and the binaries are not located in
  219. the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
  220. command.
  221. ANGLE static library should be built using the same compiler and the
  222. same CRT (if you are building with MinGW) you are using for building
  223. Godot.
  224. Development in Visual Studio
  225. ----------------------------
  226. Using an IDE is not required to compile Godot, as SCons takes care of everything.
  227. But if you intend to do engine development or debugging of the engine's C++ code,
  228. you may be interested in configuring a code editor or an IDE.
  229. Folder-based editors don't require any particular setup to start working with Godot's
  230. codebase. To edit projects with Visual Studio they need to be set up as a solution.
  231. You can create a Visual Studio solution via SCons by running SCons with
  232. the ``vsproj=yes`` parameter, like this::
  233. scons platform=windows vsproj=yes
  234. You will be able to open Godot's source in a Visual Studio solution now,
  235. and able to build Godot using Visual Studio's **Build** button.
  236. .. seealso:: See :ref:`doc_configuring_an_ide_vs` for further details.
  237. Cross-compiling for Windows from other operating systems
  238. --------------------------------------------------------
  239. If you are a Linux or macOS user, you need to install
  240. `MinGW-w64 <https://www.mingw-w64.org/>`__, which typically comes in 32-bit
  241. and 64-bit variants, or `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_,
  242. which comes as a single archive for all target architectures.
  243. The package names may differ based on your distribution, here are some known ones:
  244. +----------------+--------------------------------------------------------------+
  245. | **Arch Linux** | :: |
  246. | | |
  247. | | pacman -Sy mingw-w64 |
  248. +----------------+--------------------------------------------------------------+
  249. | **Debian** / | :: |
  250. | **Ubuntu** | |
  251. | | apt install mingw-w64 |
  252. +----------------+--------------------------------------------------------------+
  253. | **Fedora** | :: |
  254. | | |
  255. | | dnf install mingw64-gcc-c++ mingw64-winpthreads-static \ |
  256. | | mingw32-gcc-c++ mingw32-winpthreads-static |
  257. +----------------+--------------------------------------------------------------+
  258. | **macOS** | :: |
  259. | | |
  260. | | brew install mingw-w64 |
  261. +----------------+--------------------------------------------------------------+
  262. | **Mageia** | :: |
  263. | | |
  264. | | urpmi mingw64-gcc-c++ mingw64-winpthreads-static \ |
  265. | | mingw32-gcc-c++ mingw32-winpthreads-static |
  266. +----------------+--------------------------------------------------------------+
  267. Before attempting the compilation, SCons will check for
  268. the following binaries in your ``PATH`` environment variable::
  269. # for MinGW-w64
  270. i686-w64-mingw32-gcc
  271. x86_64-w64-mingw32-gcc
  272. # for MinGW-LLVM
  273. aarch64-w64-mingw32-clang
  274. i686-w64-mingw32-clang
  275. x86_64-w64-mingw32-clang
  276. If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``),
  277. you can define the following environment variable to give a hint to
  278. the build system::
  279. export MINGW_PREFIX="/path/to/mingw"
  280. Where ``/path/to/mingw`` is the path containing the ``bin`` directory where
  281. ``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g.
  282. ``/opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``).
  283. To make sure you are doing things correctly, executing the following in
  284. the shell should result in a working compiler (the version output may
  285. differ based on your system)::
  286. ${MINGW_PREFIX}/bin/x86_64-w64-mingw32-gcc --version
  287. # x86_64-w64-mingw32-gcc (GCC) 13.2.0
  288. .. note:: If you are building with MinGW-LLVM, add ``use_llvm=yes`` to the ``scons`` command.
  289. .. note:: When cross-compiling for Windows using MinGW-w64, keep in mind only
  290. ``x86_64`` and ``x86_32`` architectures are supported. MinGW-LLVM supports
  291. ``arm64`` as well. Be sure to specify the right ``arch=`` option when
  292. invoking SCons if building from a different architecture.
  293. Troubleshooting
  294. ~~~~~~~~~~~~~~~
  295. Cross-compiling from some Ubuntu versions may lead to
  296. `this bug <https://github.com/godotengine/godot/issues/9258>`_,
  297. due to a default configuration lacking support for POSIX threading.
  298. You can change that configuration following those instructions,
  299. for 64-bit::
  300. sudo update-alternatives --config x86_64-w64-mingw32-gcc
  301. <choose x86_64-w64-mingw32-gcc-posix from the list>
  302. sudo update-alternatives --config x86_64-w64-mingw32-g++
  303. <choose x86_64-w64-mingw32-g++-posix from the list>
  304. And for 32-bit::
  305. sudo update-alternatives --config i686-w64-mingw32-gcc
  306. <choose i686-w64-mingw32-gcc-posix from the list>
  307. sudo update-alternatives --config i686-w64-mingw32-g++
  308. <choose i686-w64-mingw32-g++-posix from the list>
  309. Creating Windows export templates
  310. ---------------------------------
  311. Windows export templates are created by compiling Godot without the editor,
  312. with the following flags:
  313. .. code-block:: doscon
  314. C:\godot> scons platform=windows target=template_debug arch=x86_32
  315. C:\godot> scons platform=windows target=template_release arch=x86_32
  316. C:\godot> scons platform=windows target=template_debug arch=x86_64
  317. C:\godot> scons platform=windows target=template_release arch=x86_64
  318. C:\godot> scons platform=windows target=template_debug arch=arm64
  319. C:\godot> scons platform=windows target=template_release arch=arm64
  320. If you plan on replacing the standard export templates, copy these to the
  321. following location, replacing ``<version>`` with the version identifier
  322. (such as ``4.2.1.stable`` or ``4.3.dev``):
  323. .. code-block:: none
  324. %APPDATA%\Godot\export_templates\<version>\
  325. With the following names::
  326. windows_debug_x86_32_console.exe
  327. windows_debug_x86_32.exe
  328. windows_debug_x86_64_console.exe
  329. windows_debug_x86_64.exe
  330. windows_debug_arm64_console.exe
  331. windows_debug_arm64.exe
  332. windows_release_x86_32_console.exe
  333. windows_release_x86_32.exe
  334. windows_release_x86_64_console.exe
  335. windows_release_x86_64.exe
  336. windows_release_arm64_console.exe
  337. windows_release_arm64.exe
  338. However, if you are using custom modules or custom engine code, you
  339. may instead want to configure your binaries as custom export templates
  340. here:
  341. .. image:: img/wintemplates.webp
  342. Select matching architecture in the export config.
  343. You don't need to copy them in this case, just reference the resulting
  344. files in the ``bin\`` directory of your Godot source folder, so the next
  345. time you build, you will automatically have the custom templates referenced.