Cleanups to the compiling for the x11 section.

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Relintai 2023-04-06 23:50:19 +02:00
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@ -1,20 +1,13 @@
Compiling for X11 (Linux, \*BSD) # Compiling for X11 (Linux, \*BSD)
================================
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 `doc_exporting_for_linux`.
See also: ## Requirements
For compiling under Linux or other Unix variants, the following is required:
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 `doc_exporting_for_linux`.
Requirements
------------
For compiling under Linux or other Unix variants, the following is
required:
- GCC 7+ or Clang 6+. - GCC 7+ or Clang 6+.
- Python 3.5+. - Python 3.5+.
@ -31,77 +24,92 @@ required:
- *Optional* - libudev (build with `udev=yes`). - *Optional* - libudev (build with `udev=yes`).
- *Optional* - yasm (for WebM SIMD optimizations). - *Optional* - yasm (for WebM SIMD optimizations).
See also: To get the Godot source code for compiling, see `doc_getting_source`.
To get the Godot source code for compiling, see For a general overview of SCons usage for Godot, see `doc_introduction_to_the_buildsystem`.
`doc_getting_source`.
For a general overview of SCons usage for Godot, see ### Distro-specific one-liners
`doc_introduction_to_the_buildsystem`.
Distro-specific one-liners **Alpine Linux**
^^^^^^^^^^^^^^^^^^^^^^^^^^
+------------------+-----------------------------------------------------------------------------------------------------------+
| **Alpine Linux** | |
| | |
| | apk add scons pkgconf gcc g++ libx11-dev libxcursor-dev libxinerama-dev libxi-dev libxrandr-dev \ |
| | mesa-dev libexecinfo-dev eudev-dev alsa-lib-dev pulseaudio-dev |
+------------------+-----------------------------------------------------------------------------------------------------------+
| **Arch Linux** | |
| | |
| | pacman -S --needed scons pkgconf gcc libxcursor libxinerama libxi libxrandr mesa glu libglvnd \ |
| | alsa-lib pulseaudio yasm |
+------------------+-----------------------------------------------------------------------------------------------------------+
| **Debian** / | |
| **Ubuntu** | |
| | sudo apt-get install build-essential scons pkg-config libx11-dev libxcursor-dev libxinerama-dev \ |
| | libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev yasm |
+------------------+-----------------------------------------------------------------------------------------------------------+
| **Fedora** | |
| | |
| | sudo dnf install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \ |
| | libXi-devel mesa-libGL-devel mesa-libGLU-devel alsa-lib-devel pulseaudio-libs-devel \ |
| | libudev-devel yasm gcc-c++ libstdc++-static libatomic-static |
+------------------+-----------------------------------------------------------------------------------------------------------+
| **FreeBSD** | |
| | |
| | sudo pkg install py37-scons pkgconf xorg-libraries libXcursor libXrandr libXi xorgproto libGLU \ |
| | alsa-lib pulseaudio yasm |
| | |
+------------------+-----------------------------------------------------------------------------------------------------------+
| **Gentoo** | |
| | |
| | emerge -an dev-util/scons x11-libs/libX11 x11-libs/libXcursor x11-libs/libXinerama x11-libs/libXi \ |
| | media-libs/mesa media-libs/glu media-libs/alsa-lib media-sound/pulseaudio dev-lang/yasm |
+------------------+-----------------------------------------------------------------------------------------------------------+
| **Mageia** | |
| | |
| | urpmi scons task-c++-devel pkgconfig "pkgconfig(alsa)" "pkgconfig(glu)" "pkgconfig(libpulse)" \ |
| | "pkgconfig(udev)" "pkgconfig(x11)" "pkgconfig(xcursor)" "pkgconfig(xinerama)" "pkgconfig(xi)" \ |
| | "pkgconfig(xrandr)" yasm |
+------------------+-----------------------------------------------------------------------------------------------------------+
| **OpenBSD** | |
| | |
| | pkg_add python scons llvm yasm |
+------------------+-----------------------------------------------------------------------------------------------------------+
| **openSUSE** | |
| | |
| | sudo zypper install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \ |
| | libXi-devel Mesa-libGL-devel alsa-devel libpulse-devel libudev-devel libGLU1 yasm |
+------------------+-----------------------------------------------------------------------------------------------------------+
| **NetBSD** | |
| | |
| | pkg_add pkg-config py37-scons yasm |
| | |
| | For audio support, you can optionally install `pulseaudio`. |
+------------------+-----------------------------------------------------------------------------------------------------------+
| **Solus** | |
| | |
| | sudo eopkg install -c system.devel scons libxcursor-devel libxinerama-devel libxi-devel \ |
| | libxrandr-devel mesalib-devel libglu alsa-lib-devel pulseaudio-devel yasm |
+------------------+-----------------------------------------------------------------------------------------------------------+
Compiling ```
--------- apk add scons pkgconf gcc g++ libx11-dev libxcursor-dev libxinerama-dev libxi-dev libxrandr-dev \
mesa-dev libexecinfo-dev eudev-dev alsa-lib-dev pulseaudio-dev
```
**Arch Linux**
```
pacman -S --needed scons pkgconf gcc libxcursor libxinerama libxi libxrandr mesa glu libglvnd \
alsa-lib pulseaudio yasm
```
**Debian** / **Ubuntu**
```
sudo apt-get install build-essential scons pkg-config libx11-dev libxcursor-dev libxinerama-dev \
libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev yasm
```
**Fedora**
```
sudo dnf install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \
libXi-devel mesa-libGL-devel mesa-libGLU-devel alsa-lib-devel pulseaudio-libs-devel \
libudev-devel yasm gcc-c++ libstdc++-static libatomic-static
```
**FreeBSD**
```
sudo pkg install py37-scons pkgconf xorg-libraries libXcursor libXrandr libXi xorgproto libGLU \
alsa-lib pulseaudio yasm
```
**Gentoo**
```
emerge -an dev-util/scons x11-libs/libX11 x11-libs/libXcursor x11-libs/libXinerama x11-libs/libXi \
media-libs/mesa media-libs/glu media-libs/alsa-lib media-sound/pulseaudio dev-lang/yasm
```
**Mageia**
```
urpmi scons task-c++-devel pkgconfig "pkgconfig(alsa)" "pkgconfig(glu)" "pkgconfig(libpulse)" \
"pkgconfig(udev)" "pkgconfig(x11)" "pkgconfig(xcursor)" "pkgconfig(xinerama)" "pkgconfig(xi)" \
"pkgconfig(xrandr)" yasm
```
**OpenBSD**
```
pkg_add python scons llvm yasm
```
**openSUSE**
```
sudo zypper install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \
libXi-devel Mesa-libGL-devel alsa-devel libpulse-devel libudev-devel libGLU1 yasm
```
**NetBSD**
```
pkg_add pkg-config py37-scons yasm
```
For audio support, you can optionally install `pulseaudio`.
**Solus**
```
sudo eopkg install -c system.devel scons libxcursor-devel libxinerama-devel libxi-devel \
libxrandr-devel mesalib-devel libglu alsa-lib-devel pulseaudio-devel yasm
```
## Compiling
Start a terminal, go to the root dir of the engine source code and type: Start a terminal, go to the root dir of the engine source code and type:
@ -118,36 +126,29 @@ If all goes well, the resulting binary executable will be placed in the
runs without any dependencies. Executing it will bring up the project runs without any dependencies. Executing it will bring up the project
manager. manager.
Note: Note: If you wish to compile using Clang rather than GCC, use this command:
If you wish to compile using Clang rather than GCC, use this command:
``` ```
scons platform=x11 use_llvm=yes scons platform=x11 use_llvm=yes
``` ```
Using Clang appears to be a requirement for OpenBSD, otherwise fonts Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build.
would not build.
Note: Note:
If you are compiling Godot for production use, then you can
make the final executable smaller and faster by adding the
SCons option `target=release_debug`.
If you are compiling Godot with GCC, you can make the binary If you are compiling Godot for production use, then you can make the final executable smaller
even smaller and faster by adding the SCons option `use_lto=yes`. and faster by adding the SCons option `target=release_debug`.
As link-time optimization is a memory-intensive process,
this will require about 7 GB of available RAM while compiling. If you are compiling Godot with GCC, you can make the binary even smaller and faster by adding the SCons
option `use_lto=yes`. As link-time optimization is a memory-intensive process, this will require about
7 GB of available RAM while compiling.
Note: Note:
If you want to use separate editor settings for your own Godot builds
and official releases, you can enable
`doc_data_paths_self_contained_mode` by creating a file called
`._sc_` or `sc_` in the `bin/` folder.
Compiling a headless/server build If you want to use separate editor settings for your own Godot builds and official releases,
--------------------------------- you can enable `doc_data_paths_self_contained_mode` by creating a file called `._sc_` or `sc_` in the `bin/` folder.
## Compiling a headless/server build
To compile a *headless* build which provides editor functionality to export To compile a *headless* build which provides editor functionality to export
projects in an automated manner, use: projects in an automated manner, use:
@ -156,34 +157,27 @@ projects in an automated manner, use:
scons -j8 platform=server tools=yes target=release_debug scons -j8 platform=server tools=yes target=release_debug
``` ```
To compile a debug *server* build which can be used with To compile a debug *server* build which can be used with `remote debugging tools ( doc_command_line_tutorial )`, use:
`remote debugging tools ( doc_command_line_tutorial )`, use:
``` ```
scons -j8 platform=server tools=no target=release_debug scons -j8 platform=server tools=no target=release_debug
``` ```
To compile a *server* build which is optimized to run dedicated game servers, To compile a *server* build which is optimized to run dedicated game servers, use:
use:
``` ```
scons -j8 platform=server tools=no target=release scons -j8 platform=server tools=no target=release
``` ```
Building export templates ## Building export templates
-------------------------
Warning: 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.
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 X11 (Linux, \*BSD) export templates, run the build system with the To build X11 (Linux, \*BSD) export templates, run the build system with the following parameters:
following parameters:
- (32 bits) - (32 bits)
@ -217,24 +211,19 @@ and named like this (even for \*BSD which is seen as "Linux X11" by Godot):
linux_x11_64_release linux_x11_64_release
``` ```
However, if you are writing your custom modules or custom C++ code, you However, if you are writing your custom modules or custom C++ code, you might instead want to configure your
might instead want to configure your binaries as custom export templates binaries as custom export templates here:
here:
![](img/lintemplates.png) ![](img/lintemplates.png)
You don't even need to copy them, you can just reference the resulting You don't even need to copy them, you can just reference the resulting files in the `bin/` directory of your
files in the `bin/` directory of your Godot source folder, so the next Godot source folder, so the next time you build, you automatically have the custom templates referenced.
time you build, you automatically have the custom templates referenced.
Using Clang and LLD for faster development ## Using Clang and LLD for faster development
------------------------------------------
You can also use Clang and LLD to build Godot. This has two upsides compared to You can also use Clang and LLD to build Godot. This has two upsides compared to the default GCC + GNU ld setup:
the default GCC + GNU ld setup:
- LLD links Godot significantly faster compared to GNU ld or gold. This leads to - LLD links Godot significantly faster compared to GNU ld or gold. This leads to faster iteration times.
faster iteration times.
- Clang tends to give more useful error messages compared to GCC. - 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 To do so, install Clang and the `lld` package from your distribution's package manager
@ -244,8 +233,7 @@ then use the following SCons command:
scons platform=x11 use_llvm=yes use_lld=yes scons platform=x11 use_llvm=yes use_lld=yes
``` ```
After the build is completed, a new binary with a `.llvm` suffix will be After the build is completed, a new binary with a `.llvm` suffix will be created in the `bin/` folder.
created in the `bin/` folder.
It's still recommended to use GCC for production builds as they can be compiled using 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. link-time optimization, making the resulting binaries smaller and faster.