Rework the Optimizing for size page

- Order options from most important to least important.
- Give estimates on space saved for each option.
- Clarify the benefits of stripping binaries.
- Link to the Godot build options generator in the Overriding build
  options link instead of linking it in the Optimizing for size page.

(cherry picked from commit 8a95663768)
This commit is contained in:
Hugo Locurcio
2021-11-23 19:45:55 +01:00
committed by Rémi Verschelde
parent 4d90e03ddc
commit 73a22bf64b
3 changed files with 92 additions and 42 deletions

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@@ -255,7 +255,14 @@ source to initialize any SCons build options passed via the command line:
extra_suffix = "game_title"
You can also disable some of the builtin modules before compiling, saving some
time it takes to build the engine, see :ref:`doc_optimizing_for_size` page for more details.
time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details.
.. seealso::
You can use the online
`Godot build options generator <https://godot-build-options-generator.github.io/>`__
to generate a ``custom.py`` file containing SCons options.
You can then save this file and place it at the root of your Godot source directory.
Another custom file can be specified explicitly with the ``profile`` command
line option, both overriding the default build configuration:

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@@ -17,16 +17,85 @@ This tutorial aims to give an overview on different methods to create
a smaller binary. Before continuing, it is recommended to read the previous tutorials
on compiling Godot for each platform.
.. seealso::
The options below are listed from the most important (greatest size savings)
to the least important (lowest size savings).
You can use the online
`Godot build options generator <https://godot-build-options-generator.github.io/>`__
to generate a ``custom.py`` file containing SCons options.
You can then save this file and place it at the root of your Godot source directory.
Stripping binaries
------------------
- **Space savings:** Very high
- **Difficulty:** Easy
- **Performed in official builds:** Yes
If you build Windows (MinGW), Linux or macOS binaries from source, remember to
strip debug symbols from binaries by installing the ``strip`` package from your
distribution then running:
::
strip path/to/godot.binary
On Windows, ``strip.exe`` is included in most MinGW toolchain setups.
This will reduce the size of compiled binaries by a factor between 5× and 10×.
The downside is that crash backtraces will no longer provide accurate information
(which is useful for troubleshooting the cause of a crash).
:ref:`C++ profilers <using_cpp_profilers>` will also no longer be able to display
function names (this does not affect the built-in GDScript profiler).
.. note::
The above command will not work on Windows binaries compiled with MSVC
and platforms such as Android and HTML5. Instead, pass ``debug_symbols=no``
on the SCons command line when compiling.
Optimizing for size instead of speed
------------------------------------
- **Space savings:** High
- **Difficulty:** Easy
- **Performed in official builds:** Yes, but only for HTML5
Godot 3.1 onwards allows compiling using size optimizations (instead of speed).
To enable this, set the ``optimize`` flag to ``size``:
::
scons p=windows target=release tools=no optimize=size
Some platforms such as WebAssembly already use this mode by default.
Compiling with link-time optimization
-------------------------------------
- **Space savings:** High
- **Difficulty:** Easy
- **Performed in official builds:** Yes
Enabling link-time optimization produces more efficient binaries, both in
terms of performance and file size. It works by eliminating duplicate
template functions and unused code. It can currently be used with the GCC
and MSVC compilers:
::
scons p=windows target=release tools=no use_lto=yes
Linking becomes much slower and more RAM-consuming with this option,
so it should be used only for release builds:
- When compiling the ``master`` branch, you need to have at least 8 GB of RAM
available for successful linking with LTO enabled.
- When compiling the ``3.x`` branch, you need to have at least 6 GB of RAM
available for successful linking with LTO enabled.
Disabling 3D
------------
- **Space savings:** Moderate
- **Difficulty:** Easy
- **Performed in official builds:** No
For 2D games, having the whole 3D engine available usually makes no sense. Because of this, there is a build flag to disable it:
::
@@ -40,6 +109,10 @@ by about 15%.
Disabling advanced GUI nodes
----------------------------
- **Space savings:** Moderate
- **Difficulty:** Easy
- **Performed in official builds:** No
Most small games don't require complex GUI controls such as Tree, ItemList,
TextEdit or GraphEdit. They can be disabled using a build flag:
@@ -50,6 +123,10 @@ TextEdit or GraphEdit. They can be disabled using a build flag:
Disabling unwanted modules
--------------------------
- **Space savings:** Very low to moderate depending on modules
- **Difficulty:** Medium to hard depending on modules
- **Performed in official builds:** No
A lot of Godot's functions are offered as modules.
You can see a list of modules with the following command:
@@ -115,39 +192,3 @@ following:
.. seealso::
:ref:`doc_overriding_build_options`.
Optimizing for size instead of speed
------------------------------------
Godot 3.1 onwards allows compiling using size optimizations (instead of speed).
To enable this, set the ``optimize`` flag to ``size``:
::
scons p=windows target=release tools=no optimize=size
Some platforms such as WebAssembly already use this mode by default.
Compiling with link-time optimization
-------------------------------------
Enabling link-time optimization produces more efficient binaries, both in
terms of performance and file size. It works by eliminating duplicate
template functions and unused code. It can currently be used with the GCC
and MSVC compilers:
::
scons p=windows target=release tools=no use_lto=yes
Linking becomes much slower and more RAM consuming with this option, so it should be used only for
release builds.
Stripping binaries
------------------
If you build from source, remember to strip debug symbols from binaries:
::
strip godot.64

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@@ -1,3 +1,5 @@
.. _doc_using_cpp_profilers:
Using C++ profilers
===================