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Original file line number Diff line number Diff line change
Expand Up @@ -277,7 +277,7 @@ Manager.

::

scons platform=linuxbsd use_llvm=yes
scons platform=linuxbsd llvm=yes

Using Clang appears to be a requirement for OpenBSD, otherwise fonts
would not build.
Expand Down Expand Up @@ -470,7 +470,7 @@ Go to the root of the source code, and execute the following build command:
::

PATH="$RISCV_TOOLCHAIN_PATH/bin:$PATH" \
scons arch=rv64 use_llvm=yes linker=mold lto=none target=editor \
scons arch=rv64 llvm=yes linker=mold lto=none target=editor \
ccflags="--sysroot=$RISCV_TOOLCHAIN_PATH/sysroot --gcc-toolchain=$RISCV_TOOLCHAIN_PATH -target riscv64-unknown-linux-gnu" \
linkflags="--sysroot=$RISCV_TOOLCHAIN_PATH/sysroot --gcc-toolchain=$RISCV_TOOLCHAIN_PATH -target riscv64-unknown-linux-gnu"

Expand Down Expand Up @@ -527,7 +527,7 @@ then use the following SCons command:

::

scons platform=linuxbsd use_llvm=yes linker=lld
scons platform=linuxbsd llvm=yes linker=lld

After the build is completed, a new binary with a ``.llvm`` suffix will be
created in the ``bin/`` folder.
Expand All @@ -543,7 +543,7 @@ If this error occurs:

There are two solutions:

- In your SCons command, add the parameter ``use_static_cpp=no``.
- In your SCons command, add the parameter ``static_cpp=no``.
- Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ to configure, build, and
install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link
to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -160,7 +160,7 @@ editor binary built with ``dev_build=yes``:
If you are building the ``master`` branch, you also need to include support
for the MoltenVK Vulkan portability library. By default, it will be linked
statically from your installation of the Vulkan SDK for macOS.
You can also choose to link it dynamically by passing ``use_volk=yes`` and
You can also choose to link it dynamically by passing ``volk=yes`` and
including the dynamic library in your ``.app`` bundle:

::
Expand Down Expand Up @@ -235,7 +235,7 @@ ARM64 and x86_64 binaries (if both were compiled beforehand).
You also need to include support for the MoltenVK Vulkan portability
library. By default, it will be linked statically from your installation of
the Vulkan SDK for macOS. You can also choose to link it dynamically by
passing ``use_volk=yes`` and including the dynamic library in your ``.app``
passing ``volk=yes`` and including the dynamic library in your ``.app``
bundle:

::
Expand Down
18 changes: 9 additions & 9 deletions engine_details/development/compiling/compiling_for_windows.rst
Original file line number Diff line number Diff line change
Expand Up @@ -121,10 +121,10 @@ Selecting a compiler
SCons will automatically find and use an existing Visual Studio installation.
If you do not have Visual Studio installed, it will attempt to use
MinGW instead. If you already have Visual Studio installed and want to
use MinGW-w64, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC
use MinGW-w64, pass ``mingw=yes`` to the SCons command line. Note that MSVC
builds cannot be performed from the MSYS2 or MinGW shells. Use either
``cmd.exe`` or PowerShell instead. If you are using MinGW-LLVM, pass both
``use_mingw=yes`` and ``use_llvm=yes`` to the SCons command line.
``mingw=yes`` and ``llvm=yes`` to the SCons command line.

.. tip::

Expand Down Expand Up @@ -223,10 +223,10 @@ optional PIX and Agility SDK components).
./update_mesa.sh
scons

If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons``
If you are building with MinGW-w64, add ``mingw=yes`` to the ``scons``
command, you can also specify the build architecture using ``arch={architecture}``.
If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
``use_llvm=yes`` to the ``scons`` command.
If you are building with MinGW-LLVM, add both ``mingw=yes`` and
``llvm=yes`` to the ``scons`` command.

If you are building with MinGW and the binaries are not located in
the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
Expand Down Expand Up @@ -364,10 +364,10 @@ To compile Godot with statically linked ANGLE:
./update_angle.sh
scons

If you are buildng with MinGW, add ``use_mingw=yes`` to the command,
If you are buildng with MinGW, add ``mingw=yes`` to the command,
you can also specify the build architecture using ``arch={architecture}``.
If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
``use_llvm=yes`` to the ``scons`` command.
If you are building with MinGW-LLVM, add both ``mingw=yes`` and
``llvm=yes`` to the ``scons`` command.

If you are building with MinGW and the binaries are not located in
the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
Expand Down Expand Up @@ -475,7 +475,7 @@ differ based on your system):
${MINGW_PREFIX}/bin/x86_64-w64-mingw32-gcc --version
# x86_64-w64-mingw32-gcc (GCC) 13.2.0

.. note:: If you are building with MinGW-LLVM, add ``use_llvm=yes`` to the ``scons`` command.
.. note:: If you are building with MinGW-LLVM, add ``llvm=yes`` to the ``scons`` command.
.. note:: When cross-compiling for Windows using MinGW-w64, keep in mind only
``x86_64`` and ``x86_32`` architectures are supported. MinGW-LLVM supports
``arm64`` as well. Be sure to specify the right ``arch=`` option when
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -173,7 +173,7 @@ Godot provides two aliases for this purpose:
tests=yes``. This enables warnings-as-errors behavior (similar to Godot's
continuous integration setup) and also builds :ref:`unit tests
<doc_unit_testing>` so you can run them locally.
- ``production=yes`` is an alias for ``use_static_cpp=yes debug_symbols=no
- ``production=yes`` is an alias for ``static_cpp=yes debug_symbols=no
lto=auto``. Statically linking libstdc++ allows for better binary portability
when compiling for Linux. This alias also enables link-time optimization when
compiling for Linux, Web and Windows with MinGW, but keeps LTO disabled when
Expand Down Expand Up @@ -350,7 +350,7 @@ source to initialize any SCons build options passed via the command line:

optimize = "size"
module_mono_enabled = "yes"
use_llvm = "yes"
llvm = "yes"
extra_suffix = "game_title"

You can also disable some of the built-in modules before compiling, saving some
Expand Down
14 changes: 7 additions & 7 deletions engine_details/development/debugging/using_sanitizers.rst
Original file line number Diff line number Diff line change
Expand Up @@ -60,7 +60,7 @@ It is also possible to detect use-after-return situations by specifying the
*running* Godot (not when compiling it). This increases the address sanitizer's
runtime overhead, so only enable this feature when you actually need it.

To enable the address sanitizer in a Godot build, pass the ``use_asan=yes``
To enable the address sanitizer in a Godot build, pass the ``asan=yes``
SCons option when compiling. Enabling ASAN generally makes the resulting binary
about 2× slower.

Expand All @@ -85,7 +85,7 @@ enough. Since Godot may run on
:ref:`dedicated servers <doc_exporting_for_dedicated_servers>` for months or
even years without a restart, it's important to fix memory leaks when they occur.

To enable the leak sanitizer in a Godot build, pass the ``use_lsan=yes`` SCons
To enable the leak sanitizer in a Godot build, pass the ``lsan=yes`` SCons
option when compiling. Enabling LSAN only has a small performance overhead, but
the program will be much slower to exit as leak detection occurs when the
program exits.
Expand All @@ -103,7 +103,7 @@ The memory sanitizer complements the
:ref:`doc_using_sanitizers_address_sanitizer`. Unlike the address sanitizer,
the memory sanitizer can detect uninitialized memory reads.

To enable the memory sanitizer in a Godot build, pass the ``use_msan=yes``
To enable the memory sanitizer in a Godot build, pass the ``msan=yes``
SCons option when compiling. Enabling MSAN generally makes the resulting binary
about 3× slower.

Expand All @@ -129,7 +129,7 @@ occasionally (and can be difficult to track as a result). To prevent a race
condition, you need to add a lock to ensure only one thread can access the
shared data at a given time.

To enable the thread sanitizer in a Godot build, pass the ``use_tsan=yes`` SCons
To enable the thread sanitizer in a Godot build, pass the ``tsan=yes`` SCons
option when compiling. Enabling TSAN generally makes the resulting binary 10×
slower, while also multiplying memory usage by an approximately 8× factor.

Expand Down Expand Up @@ -188,7 +188,7 @@ different set of optimizations can also change the observed results of undefined
behavior.

To enable the undefined behavior sanitizer in a Godot build, pass the
``use_ubsan=yes`` SCons option when compiling. Enabling UBSAN only has a small
``ubsan=yes`` SCons option when compiling. Enabling UBSAN only has a small
performance overhead.

.. _doc_using_sanitizers_platform_specific_sanitizers:
Expand All @@ -202,9 +202,9 @@ Web
When :ref:`compiling for the Web <doc_compiling_for_web>`,
there are 2 additional sanitizer SCons options available:

- ``use_assertions=yes`` enables runtime Emscripten assertions, which can catch
- ``assertions=yes`` enables runtime Emscripten assertions, which can catch
various issues.
- ``use_safe_heap=yes`` enables `Emscripten's SAFE_HEAP sanitizer <https://emscripten.org/docs/debugging/Sanitizers.html>`__.
- ``safe_heap=yes`` enables `Emscripten's SAFE_HEAP sanitizer <https://emscripten.org/docs/debugging/Sanitizers.html>`__.
It provides similar functionality to ASAN, but it focuses on issues that
are specific to WebAssembly. ``SAFE_HEAP`` is not guaranteed to be compatible
with ASAN and UBSAN in the same binary, so you may have to build it separately.
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@ macOS
instead.

In practice, this means that using validation layers on macOS **requires**
you to use a Godot build compiled with the ``use_volk=yes`` SCons option.
you to use a Godot build compiled with the ``volk=yes`` SCons option.
:ref:`doc_compiling_for_macos`. If testing validation layers on an exported
project, you must recompile the export template and specify it as a custom
export template in your project's macOS export preset.
Expand All @@ -48,7 +48,7 @@ don't need to reboot after installing the SDK, but you may need to close and
reopen your current terminal.

After installing the Vulkan SDK, run a Godot binary that was compiled with
``use_volk=yes`` SCons option. Specify the ``--gpu-validation``
``volk=yes`` SCons option. Specify the ``--gpu-validation``
:ref:`command line argument <doc_command_line_tutorial>`.
You can also specify ``--gpu-abort`` which will make Godot quit as soon
as a validation error happens. This can prevent your system from freezing
Expand Down