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Update "Compiling for Windows" page.
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@@ -20,9 +20,14 @@ For compiling under Windows, the following is required:
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**Make sure to enable C++ in the list of workflows to install.**
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If you've already installed Visual Studio without C++ support, run the installer
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again; it should present you a **Modify** button.
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Supports ``x86_64``, ``x86_32``, and ``arm64``.
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- `MinGW-w64 <https://mingw-w64.org/>`_ with GCC can be used as an alternative to
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Visual Studio. Be sure to install/configure it to use the ``posix`` thread model.
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**Important:** When using MinGW to compile the ``master`` branch, you need GCC 9 or later.
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Supports ``x86_64`` and ``x86_32`` only.
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- `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_ with clang can be used as
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an alternative to Visual Studio and MinGW-w64.
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Supports ``x86_64``, ``x86_32``, and ``arm64``.
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- `Python 3.6+ <https://www.python.org/downloads/windows/>`_.
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**Make sure to enable the option to add Python to the ``PATH`` in the installer.**
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- `SCons 3.1.2+ <https://scons.org/pages/download.html>`_ build system. Using the
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@@ -106,9 +111,10 @@ Selecting a compiler
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SCons will automatically find and use an existing Visual Studio installation.
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If you do not have Visual Studio installed, it will attempt to use
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MinGW instead. If you already have Visual Studio installed and want to
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use MinGW, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC
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use MinGW-w64, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC
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builds cannot be performed from the MSYS2 or MinGW shells. Use either
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``cmd.exe`` or PowerShell instead.
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``cmd.exe`` or PowerShell instead. If you are using MinGW-LLVM, pass both
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``use_mingw=yes`` and ``use_llvm=yes`` to the SCons command line.
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.. tip::
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@@ -140,8 +146,8 @@ the engine source code (using ``cd``) and type:
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If all goes well, the resulting binary executable will be placed in
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``C:\godot\bin\`` with the name ``godot.windows.editor.x86_32.exe`` or
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``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching
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your CPU architecture, but this can be overridden using ``arch=x86_64`` or
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``arch=x86_32``.
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your CPU architecture, but this can be overridden using ``arch=x86_64``,
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``arch=x86_32``, or ``arch=arm64``.
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This executable file contains the whole engine and runs without any
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dependencies. Running it will bring up the Project Manager.
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@@ -151,10 +157,10 @@ dependencies. Running it will bring up the Project Manager.
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SCons option ``production=yes``. This enables additional compiler
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optimizations and link-time optimization.
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LTO takes some time to run and requires about 7 GB of available RAM
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while compiling. If you're running out of memory with the above option,
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use ``production=yes lto=none`` or ``production=yes lto=thin`` for a
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lightweight but less effective form of LTO.
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LTO takes some time to run and requires up to 30 GB of available RAM
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while compiling (depending on toolchain). If you're running out of memory
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with the above option, use ``production=yes lto=none`` or ``production=yes lto=thin``
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(LLVM only) for a lightweight but less effective form of LTO.
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.. note:: If you want to use separate editor settings for your own Godot builds
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and official releases, you can enable
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@@ -187,11 +193,18 @@ To compile Godot with Direct3D 12 support you need at least the following item:
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./update_mesa.sh
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scons
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If you are building with MinGW, add ``use_mingw=yes`` to the ``scons``
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If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons``
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command, you can also specify build architecture using ``arch={architecture}``.
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If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
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``use_llvm=yes`` to the ``scons`` command.
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Mesa static library should be built using the same compiler you are
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using for building Godot.
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If you are building with MinGW and the binaries are not located in
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the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
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command.
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Mesa static library should be built using the same compiler and the
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same CRT (if you are building with MinGW) you are using for building
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Godot.
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Optionally, you can compile with the following for additional features:
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@@ -271,13 +284,22 @@ To compile Godot with statically linked ANGLE:
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directory and navigate to it.
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2. Run the following command::
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git submodule update --init
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./update_angle.sh
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scons
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If you are buildng with MinGW, add ``use_mingw=yes`` to the command,
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you can also specify build architecture using ``arch={architecture}``.
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If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
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``use_llvm=yes`` to the ``scons`` command.
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ANGLE static library should be built using the same compiler you are
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using for building Godot.
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If you are building with MinGW and the binaries are not located in
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the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
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command.
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ANGLE static library should be built using the same compiler and the
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same CRT (if you are building with MinGW) you are using for building
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Godot.
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Development in Visual Studio
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----------------------------
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@@ -304,8 +326,9 @@ Cross-compiling for Windows from other operating systems
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If you are a Linux or macOS user, you need to install
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`MinGW-w64 <https://www.mingw-w64.org/>`__, which typically comes in 32-bit
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and 64-bit variants. The package names may differ based on your distribution,
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here are some known ones:
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and 64-bit variants, or `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_,
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which comes as a single archive for all target architectures.
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The package names may differ based on your distribution, here are some known ones:
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+----------------+--------------------------------------------------------------+
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| **Arch Linux** | :: |
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@@ -334,9 +357,15 @@ here are some known ones:
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Before attempting the compilation, SCons will check for
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the following binaries in your ``PATH`` environment variable::
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# for MinGW-w64
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i686-w64-mingw32-gcc
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x86_64-w64-mingw32-gcc
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# for MinGW-LLVM
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aarch64-w64-mingw32-clang
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i686-w64-mingw32-clang
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x86_64-w64-mingw32-clang
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If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``),
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you can define the following environment variable to give a hint to
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the build system::
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@@ -354,10 +383,11 @@ differ based on your system)::
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${MINGW_PREFIX}/bin/x86_64-w64-mingw32-gcc --version
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# x86_64-w64-mingw32-gcc (GCC) 13.2.0
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.. note:: If you are building with MinGW-LLVM, add ``use_llvm=yes`` to the ``scons`` command.
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.. note:: When cross-compiling for Windows using MinGW-w64, keep in mind only
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``x86_64`` and ``x86_32`` architectures are supported. Be sure to
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specify the right ``arch=`` option when invoking SCons if building
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from a different architecture.
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``x86_64`` and ``x86_32`` architectures are supported. MinGW-LLVM supports
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``arm64`` as well. Be sure to specify the right ``arch=`` option when
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invoking SCons if building from a different architecture.
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Troubleshooting
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~~~~~~~~~~~~~~~
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@@ -393,6 +423,8 @@ with the following flags:
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C:\godot> scons platform=windows target=template_release arch=x86_32
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C:\godot> scons platform=windows target=template_debug arch=x86_64
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C:\godot> scons platform=windows target=template_release arch=x86_64
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C:\godot> scons platform=windows target=template_debug arch=arm64
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C:\godot> scons platform=windows target=template_release arch=arm64
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If you plan on replacing the standard export templates, copy these to the
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following location, replacing ``<version>`` with the version identifier
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@@ -408,16 +440,22 @@ With the following names::
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windows_debug_x86_32.exe
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windows_debug_x86_64_console.exe
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windows_debug_x86_64.exe
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windows_debug_arm64_console.exe
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windows_debug_arm64.exe
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windows_release_x86_32_console.exe
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windows_release_x86_32.exe
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windows_release_x86_64_console.exe
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windows_release_x86_64.exe
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windows_release_arm64_console.exe
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windows_release_arm64.exe
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However, if you are using custom modules or custom engine code, you
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may instead want to configure your binaries as custom export templates
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here:
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.. image:: img/wintemplates.png
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.. image:: img/wintemplates.webp
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Select matching architecture in the export config.
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You don't need to copy them in this case, 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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