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