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Debug symbols for Godot builds #2
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I'll summarize my findings in this post. I think proposal #1342 means to provide separate builds with debug symbols, which are not meant for game release distribution. Currently, Godot for Windows is built with Verifying Linux build using GDB and addresses from a stack trace
It's a different story with MinGW/GCC version 13.1.0 on Arch Linux. Using the stable version of mingw-w64 from Arch Linux repos, the builds produced are considerably smaller and do not appear to contain usable debug symbols. A typical debug build of Godot is around 1Gib+ in size. Windows build I compiled that should contain debug symbols amounts to 100Mib, which is slightly larger than a typical release binary. The Windows build was produced using MinGW/GCC 13.1.0 on Arch Linux with the following options: Using MinGW/GCC version 14.2.0 on Windows (installed via scoop), the binary produced is ~90MB in size, which again is too small for a debug build. Symbols also are not findable by GDB/addr2line using the addresses from a stack trace - it seems to be true for both Verifying Windows build using GDB and addresses from a stack trace
Related code: Typical file sizes for reference
Related:
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Wasn't the debug information output written on a separate file? If the debug files are not by default split, it's an additional step after compilation (except on Windows, where exe/pdbs are already created separately. Although that might not be the case with MinGW/GCC where it outputs debug info in DWARF format, and might require explicit parameter to split executable and debug info. |
That is the size of the binary with the debug symbols section included, no separate file. Godot has an option for split |
I see. I wonder if @vaind has experience with MinGW/GCC and |
no experience with LTO on mingw I'm afraid |
Sentry has custom debug file repositories. For example, for Android and Apple symbols, which are managed by Sentry itself.
Godot doesn't have a symbol server, but we could collect those symbols and provide them as part of a
Godot
custom symbol server to Sentry customers.But for that, Godot builds would need to generate debug files. That's tracked here:
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