diff --git a/development/compiling/compiling_for_windows.rst b/development/compiling/compiling_for_windows.rst index acc8003fabc..4ee63c9ad7d 100644 --- a/development/compiling/compiling_for_windows.rst +++ b/development/compiling/compiling_for_windows.rst @@ -151,7 +151,7 @@ dependencies. Running it will bring up the Project Manager. SCons option ``target=release_debug``. If you are compiling Godot with MinGW, you can make the binary - even smaller and faster by adding the SCons option ``use_lto=yes``. + even smaller and faster by adding the SCons option ``lto=full``. As link-time optimization is a memory-intensive process, this will require about 7 GB of available RAM while compiling. diff --git a/development/compiling/compiling_for_x11.rst b/development/compiling/compiling_for_x11.rst index 298daeeec4c..45169b4447e 100644 --- a/development/compiling/compiling_for_x11.rst +++ b/development/compiling/compiling_for_x11.rst @@ -129,7 +129,7 @@ manager. SCons option ``target=release_debug``. If you are compiling Godot with GCC, you can make the binary - even smaller and faster by adding the SCons option ``use_lto=yes``. + even smaller and faster by adding the SCons option ``lto=full``. As link-time optimization is a memory-intensive process, this will require about 7 GB of available RAM while compiling. diff --git a/development/compiling/optimizing_for_size.rst b/development/compiling/optimizing_for_size.rst index 113d04ebd46..37951c7ca50 100644 --- a/development/compiling/optimizing_for_size.rst +++ b/development/compiling/optimizing_for_size.rst @@ -79,7 +79,7 @@ and MSVC compilers: :: - scons p=windows target=release tools=no use_lto=yes + scons p=windows target=release tools=no lto=full Linking becomes much slower and more RAM-consuming with this option, so it should be used only for release builds: diff --git a/development/cpp/using_cpp_profilers.rst b/development/cpp/using_cpp_profilers.rst index fb9397c43e4..23ec0b81851 100644 --- a/development/cpp/using_cpp_profilers.rst +++ b/development/cpp/using_cpp_profilers.rst @@ -29,13 +29,8 @@ To get useful profiling information, it is **absolutely required** to use a Godo build that includes debugging symbols. Official binaries do not include debugging symbols, since these would make the download size significantly larger. -To get profiling data that best matches the production environment, you should -compile binaries with the following SCons options: - -- For editor binaries: ``target=release_debug use_lto=yes`` -- For debug export templates: ``target=release_debug use_lto=yes`` -- For release export templates: ``tools=no target=release debug_symbols=yes`` - - ``debug_symbols=yes`` is required as export templates are stripped from debugging symbols by default. +To get profiling data that best matches the production environment (but with debugging symbols), +you should compile binaries with the ``production=yes debug_symbols=yes`` SCons options. It is possible to run a profiler on less optimized builds (e.g. ``target=debug`` without LTO), but results will naturally be less representative of real world conditions.