Clarify production=yes SCons option in Compiling for Linux/*BSD

This commit is contained in:
Hugo Locurcio
2024-02-16 21:45:19 +01:00
parent 3f350a40c4
commit a5649f0a4b
2 changed files with 17 additions and 15 deletions

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@@ -266,14 +266,15 @@ Manager.
would not build.
For RISC-V architecture devices, use the Clang compiler instead of the GCC compiler.
.. note:: If you are compiling Godot for production use, then you can
make the final executable smaller and faster by adding the
SCons options ``target=template_release production=yes``.
.. tip:: If you are compiling Godot for production use, you can
make the final executable smaller and faster by adding the
SCons option ``production=yes``. This enables additional compiler
optimizations and link-time optimization.
If you are compiling Godot with GCC, you can make the binary
even smaller and faster by adding the SCons option ``lto=full``.
As link-time optimization is a memory-intensive process,
this will require about 7 GB of available RAM while compiling.
LTO takes some time to run and requires about 7 GB of available RAM
while compiling. If you're running out of memory with the above option,
use ``production=yes lto=none`` or ``production=yes lto=thin`` for a
lightweight but less effective form of LTO.
.. note:: If you want to use separate editor settings for your own Godot builds
and official releases, you can enable

View File

@@ -159,14 +159,15 @@ your CPU architecture, but this can be overridden using ``arch=x86_64`` or
This executable file contains the whole engine and runs without any
dependencies. Running it will bring up the Project Manager.
.. 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=template_release``.
.. tip:: If you are compiling Godot for production use, you can
make the final executable smaller and faster by adding the
SCons option ``production=yes``. This enables additional compiler
optimizations and link-time optimization.
If you are compiling Godot with MinGW, you can make the binary
even smaller and faster by adding the SCons option ``lto=full``.
As link-time optimization is a memory-intensive process,
this will require about 7 GB of available RAM while compiling.
LTO takes some time to run and requires about 7 GB of available RAM
while compiling. If you're running out of memory with the above option,
use ``production=yes lto=none`` or ``production=yes lto=thin`` for a
lightweight but less effective form of LTO.
.. note:: If you want to use separate editor settings for your own Godot builds
and official releases, you can enable
@@ -203,7 +204,7 @@ To compile Godot with Direct3D 12 support you need at least the following:
./update_mesa.sh
scons
If you are buildng with MinGW, add ``use_mingw=yes`` to the ``scons``
If you are building with MinGW, add ``use_mingw=yes`` to the ``scons``
command, you can also specify build architecture using ``arch={architecture}``.
Mesa static library should be built using the same compiler you are