diff --git a/engine_details/development/compiling/compiling_for_macos.rst b/engine_details/development/compiling/compiling_for_macos.rst index c654d679cc7..ba77cc5cfd4 100644 --- a/engine_details/development/compiling/compiling_for_macos.rst +++ b/engine_details/development/compiling/compiling_for_macos.rst @@ -89,22 +89,12 @@ Compiling with AccessKit support AccessKit provides support for screen readers. -By default, Godot is built with AccessKit dynamically linked. You can use it by placing -``accesskit.dylib`` alongside the standalone executable or in the app bundle's ``Frameworks`` folder. +Compiling with AccessKit requires additional dependencies to be installed. +If you wish to skip this step, you can use the ``accesskit=no`` SCons option. -.. note:: You can use dynamically linked AccessKit with export templates as well, rename - the DYLIB to ``accesskit.{architecture}.dylib`` - and place them inside the export template app bundle ``Frameworks`` folder, and the - libraries will be automatically copied during the export process. - -To compile Godot with statically linked AccessKit: - -- Download the pre-built static libraries from `godot-accesskit-c-static library `_, and unzip them. -- When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries: - - :: - - scons platform=macos accesskit_sdk_path=<...> +You can install the required dependencies by running +``python misc/scripts/install_accesskit.py`` +in the Godot source repository. After running this script, compile Godot as usual. .. note:: You can optionally build the godot-angle-static libraries yourself with the following steps: @@ -123,6 +113,52 @@ To compile Godot with statically linked AccessKit: The AccessKit static library should be built using the same compiler you are using for building Godot. + To compile Godot with a custom build of AccessKit, add ``accesskit_sdk_path={path}`` to + tell SCons where to look for the AccessKit libraries: + + :: + + scons platform=macos accesskit_sdk_path=<...> + +Compiling with ANGLE support +---------------------------- + +ANGLE provides a translation layer from OpenGL ES 3.x to Metal and can be used +to improve support for the Compatibility renderer on some older GPUs with outdated +OpenGL drivers. + +Compiling with ANGLE requires additional dependencies to be installed. +If you wish to skip this step, you can use the ``angle=no`` SCons option. + +You can install the required dependencies by running +``python misc/scripts/install_angle.py`` +in the Godot source repository. After running this script, compile Godot as usual. + +.. note:: You can optionally build the godot-angle-static libraries yourself with + the following steps: + + 1. Clone the `godot-angle-static `_ + directory and navigate to it. + 2. Run the following command: + + :: + + git submodule update --init + ./update_angle.sh + scons + + You can also specify the build architecture using ``arch={architecture}``. + + The ANGLE static library should be built using the same compiler you are + using for building Godot. + + To compile Godot with a custom build of ANGLE, add ``angle_libs={path}`` to + tell SCons where to look for the ANGLE libraries: + + :: + + scons platform=macos angle_libs=<...> + Automatic ``.app`` bundle creation ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ diff --git a/engine_details/development/compiling/compiling_for_windows.rst b/engine_details/development/compiling/compiling_for_windows.rst index 73f76519def..aa4762e1b37 100644 --- a/engine_details/development/compiling/compiling_for_windows.rst +++ b/engine_details/development/compiling/compiling_for_windows.rst @@ -298,24 +298,14 @@ Compiling with AccessKit support AccessKit provides support for screen readers. -By default, Godot is built with AccessKit dynamically linked. You can use it by placing -``accesskit.dll`` alongside the executable. +Compiling with AccessKit requires additional dependencies to be installed. +If you wish to skip this step, you can use the ``accesskit=no`` SCons option. -.. note:: You can use dynamically linked AccessKit with export templates as well, rename - the DLL to ``accesskit.{architecture}.dll`` - and place them alongside the export template executables, and the libraries will - be automatically copied during the export process. - -To compile Godot with statically linked AccessKit: - -- Download the pre-built static libraries from `godot-accesskit-c-static library `_, and unzip them. -- When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries: - - :: - - scons platform=windows accesskit_sdk_path=<...> +You can install the required dependencies by running +``python misc/scripts/install_accesskit.py`` +in the Godot source repository. After running this script, compile Godot as usual. -.. note:: You can optionally build the godot-angle-static libraries yourself with +.. note:: You can optionally build the AccessKit libraries yourself with the following steps: 1. Clone the `godot-accesskit-c-static `_ @@ -333,29 +323,59 @@ To compile Godot with statically linked AccessKit: same CRT (if you are building with MinGW) you are using for building Godot. -Compiling with ANGLE support + To compile Godot with a custom build of AccessKit, add ``accesskit_sdk_path={path}`` to + tell SCons where to look for the AccessKit libraries: + + :: + + scons platform=windows accesskit_sdk_path=<...> + +Compiling with WinRT support ---------------------------- -ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used -to improve support for the Compatibility renderer on some older GPUs with outdated -OpenGL drivers and on Windows for ARM. +WinRT provides support for OneCore TTS (accessing Windows 10+ voices), and Emoji Picker. -By default, Godot is built with dynamically linked ANGLE, you can use it by placing -``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable. +If you are building with MinGW, compiling with WinRT requires additional dependencies to be installed. +If you wish to skip this step, you can use the ``winrt=no`` SCons option. -.. note:: You can use dynamically linked ANGLE with export templates as well, rename - the DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll`` - and place them alongside the export template executables, and the libraries will - be automatically copied during the export process. +You can install the required dependencies by running +``python misc/scripts/install_winrt.py`` +in the Godot source repository. After running this script, compile Godot as usual. -To compile Godot with statically linked ANGLE: +.. note:: You can optionally build the WinRT headers yourself with + the following steps: -- Download the pre-built static libraries from `godot-angle-static library `_, and unzip them. -- When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries: + 1. Clone the `winrt-mingw `_ + directory and navigate to it. + 2. Run the following command: - :: + :: - scons platform=windows angle_libs=<...> + cmake -Bbuild -DCMAKE_BUILD_TYPE=Release -DCPPWINRT_BUILD_VERSION=2.0.250303.1 -DBUILD_TESTING=OFF cppwinrt/ + echo "" > build/app.manifest.rc + cmake --build build + ./build/cppwinrt.exe -input windows-rs/crates/libs/bindgen/default/ -output include/ + + To compile Godot with a custom build of WinRT, add ``winrt_path={path}`` to + tell SCons where to look for the AccessKit headers: + + :: + + scons platform=windows winrt_path=<...> + +Compiling with ANGLE support +---------------------------- + +ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used +to improve support for the Compatibility renderer on some older GPUs with outdated +OpenGL drivers and on Windows for ARM. + +Compiling with ANGLE requires additional dependencies to be installed. +If you wish to skip this step, you can use the ``angle=no`` SCons option. + +You can install the required dependencies by running +``python misc/scripts/install_angle.py`` +in the Godot source repository. After running this script, compile Godot as usual. .. note:: You can optionally build the godot-angle-static libraries yourself with the following steps: @@ -383,6 +403,13 @@ To compile Godot with statically linked ANGLE: same CRT (if you are building with MinGW) you are using for building Godot. + To compile Godot with a custom build of ANGLE, add ``angle_libs={path}`` to + tell SCons where to look for the ANGLE libraries: + + :: + + scons platform=windows angle_libs=<...> + Development in Visual Studio ----------------------------