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github-actions[bot] edited this page Oct 2, 2026
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Every make target, as make help lists them. Every command is the same on macOS, Linux and WSL.
| Command | What it does |
|---|---|
make help |
List the targets and the current input hash. |
make check |
Everything. Run it before you commit. |
make check-cpu |
Format check, lint, the CPU suites, the compile-fail cases and the documentation check. |
make check-gpu |
Lint and test the MAX backend. Needs a GPU. |
make test-gpu-host |
Run the MAX backend's layout suites. Needs MAX but no GPU. CI runs it. |
make ci |
check, ignoring the cache. |
make test |
Build every tests/test_*.mojo suite once, with warnings as errors, and run it. |
make lint |
Compile the examples, the benchmarks, the tools and the library documentation with warnings as errors. make test builds each suite with warnings as errors, and that build is the suite's lint. |
make fmt |
Reformat every source in place. |
make fmt-check |
Verify the formatting. Changes nothing. |
make coverage |
Line, branch, condition and MC/DC coverage. Fails on any gap. It runs the three steps below in order. |
make coverage-instrument |
Build the instrumented tree in coverage/build/. |
make coverage-capture |
Run the suites in the instrumented tree and keep their captures. |
make coverage-report |
Report on the captures. Fails on any gap, and on a suite with no capture. |
make compile-fail |
Assert that every file in tests/compile_fail/ fails to compile. |
make docstrings |
Audit every public symbol for Args, Returns and Raises. Not part of check. |
make docs-check |
Check the documentation against the writing rules. |
make wiki-publish |
Copy docs/wiki/ to the GitHub wiki. |
make example |
Render out/triangle.png. |
make animation |
Render every animated example into out/. |
make viewer |
Orbit a scene in this terminal with the mouse. |
make bench |
Time the CPU and GPU rasterizers across image sizes. |
make bench-scene |
Time each stage of the CPU renderer on a textured sphere. |
make bench-examples |
Time cataloged examples against three.js and, when present, Mojo 1.0. |
make clean |
Remove the coverage build and the task cache. Keeps out/. |
make clean-images |
Remove the rendered images in out/. |
Results are cached on a SHA-256 of the source contents, the Makefile and the toolchain version. A task with unchanged inputs is skipped. make -B <task> forces one. test-gpu and docs-check are never cached. test-cpu also caches each suite: a change runs again only the suites that import a changed file or quote a changed asset. make -B test-cpu runs every suite.
| Variable | Default | Meaning |
|---|---|---|
AFFECTED |
Empty | A git ref. check-cpu, lint-cpu, test-cpu, fmt-check, compile-fail and coverage then check only what the change since that ref affects. See How to run the checks. |
COV_BUDGET |
One second per suite, and a minute at least | Seconds the coverage run gets before it is killed. |
GPU_BUDGET |
300 | Seconds the GPU suite gets. |
JOBS |
The core count | Suites run in parallel. |
TEST_TIMEOUT |
5 | Seconds one test can take in test-cpu. A slower test fails the suite. Make the code under test faster. Do not make the test smaller or raise the limit. |
Tutorials
How-to
Reference
- Scene graph
- Rotations
- Cameras
- Geometry
- Geometry addons
- Lofts and clipping groups
- Sculptor
- Procedural generators
- Meshes and assets
- Lines
- Points and sprites
- Helpers
- Scene objects
- Animated objects
- Raycasting
- Curves and paths
- Animation
- Skinning
- Materials
- Node materials
- TSL functions
- Lights
- Lighting addons
- Fog
- Textures
- Renderer
- Renderer hooks and material flags
- Rasterization
- GPU backend
- Render target
- Post-processing
- GPU computation
- Compute nodes
- Progressive light map
- Gaussian splats
- Voxel global illumination
- SVG renderer
- Image files
- Image decode queue
- Model files
- More model files
- Exporters
- Scene JSON
- Windowing and controls
- Math
- Norm consumers
- Math addons
- Units
- Coverage tool
- Commands
- Examples
- Benchmarks
- Extensions
- Shared physics
- Physics query snapshots
- Continuous collision
- Tick force restoration
- Water
- Animals
- Buildings
- CARLA
- Femur
- Tibia
- Fibula
- Patella
- Knee
- Muscles
- Vessels
- Lymph
- Nerves
- Integument
- Leg
- Foot
- Pelvis
- Torso
- Arm
- Hand
- Head
- Genome
- Game humanoid
- Humanoid fidelity
- Audio-aligned game faces
- Converted assets
- Mesh quality
- Segment inertia
Explanation
- Software rasterizer
- Scene graph as an array
- Linear color
- Normals are not colors
- Perspective correction
- Fixed-point coverage
- Per-fragment shading
- Mipmaps
- Sorted transparency
- Types and checks
- Render hooks as a trait
- Shared CPU and GPU code
- Bands and threads
- PNG structure
- Extensions beside the port
- CUDA teardown hang
- Mojo compiler hang