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Add information on compiling Godot on Linux using Clang + LLD (#3210)
This also mentions link-time optimization as in the Compiling for Windows page.
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@@ -114,6 +114,11 @@ manager.
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make the final executable smaller and faster by adding the
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SCons option ``target=release_debug``.
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If you are compiling Godot with GCC, you can make the binary
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even smaller and faster by adding the SCons option ``use_lto=yes``.
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As link-time optimization is a memory-intensive process,
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this will require about 3 GB of available RAM while compiling.
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Building export templates
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-------------------------
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@@ -169,3 +174,21 @@ here:
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You don't even need to copy them, you can just reference the resulting
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files in the ``bin/`` directory of your Godot source folder, so the next
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time you build, you automatically have the custom templates referenced.
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Using Clang and LLD for faster development
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------------------------------------------
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You can also use Clang and LLD to build Godot. This has two upsides compared to
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the default GCC + GNU ld setup:
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- LLD links Godot significantly faster compared to GNU ld or gold. This leads to
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faster iteration times.
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- Clang tends to give more useful error messages compared to GCC.
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To do so, install Clang and the ``lld`` package from your distribution's package manager
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then use the following SCons command::
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user@host:~/godot$ scons platform=x11 use_llvm=yes use_lld=yes
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It's still recommended to use GCC for production builds as they can be compiled using
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link-time optimization, making the resulting binaries smaller and faster.
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