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Update SCons link-time optimization option for 3.5 and later
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@@ -151,7 +151,7 @@ dependencies. Running it will bring up the Project Manager.
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SCons option ``target=release_debug``.
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If you are compiling Godot with MinGW, 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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even smaller and faster by adding the SCons option ``lto=full``.
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As link-time optimization is a memory-intensive process,
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this will require about 7 GB of available RAM while compiling.
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@@ -129,7 +129,7 @@ manager.
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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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even smaller and faster by adding the SCons option ``lto=full``.
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As link-time optimization is a memory-intensive process,
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this will require about 7 GB of available RAM while compiling.
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@@ -79,7 +79,7 @@ and MSVC compilers:
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::
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scons p=windows target=release tools=no use_lto=yes
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scons p=windows target=release tools=no lto=full
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Linking becomes much slower and more RAM-consuming with this option,
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so it should be used only for release builds:
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@@ -29,13 +29,8 @@ To get useful profiling information, it is **absolutely required** to use a Godo
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build that includes debugging symbols. Official binaries do not include debugging
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symbols, since these would make the download size significantly larger.
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To get profiling data that best matches the production environment, you should
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compile binaries with the following SCons options:
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- For editor binaries: ``target=release_debug use_lto=yes``
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- For debug export templates: ``target=release_debug use_lto=yes``
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- For release export templates: ``tools=no target=release debug_symbols=yes``
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- ``debug_symbols=yes`` is required as export templates are stripped from debugging symbols by default.
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To get profiling data that best matches the production environment (but with debugging symbols),
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you should compile binaries with the ``production=yes debug_symbols=yes`` SCons options.
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It is possible to run a profiler on less optimized builds (e.g. ``target=debug`` without LTO),
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but results will naturally be less representative of real world conditions.
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