Add information on compiling Godot on Linux using Clang + LLD (#3210)

This also mentions link-time optimization as in the
Compiling for Windows page.
This commit is contained in:
Hugo Locurcio
2020-03-10 10:35:32 +01:00
committed by GitHub
parent 7a5953069d
commit 3f360ce5dd

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@@ -114,6 +114,11 @@ manager.
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
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 3 GB of available RAM while compiling.
Building export templates
-------------------------
@@ -169,3 +174,21 @@ here:
You don't even need to copy them, you can just reference the resulting
files in the ``bin/`` directory of your Godot source folder, so the next
time you build, you automatically have the custom templates referenced.
Using Clang and LLD for faster development
------------------------------------------
You can also use Clang and LLD to build Godot. This has two upsides compared to
the default GCC + GNU ld setup:
- LLD links Godot significantly faster compared to GNU ld or gold. This leads to
faster iteration times.
- 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
then use the following SCons command::
user@host:~/godot$ scons platform=x11 use_llvm=yes use_lld=yes
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.