Difference between revisions of "Viewer 2 Microsoft Windows Builds"

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(Added caution to skip fmod steps if you are just started to build)
m (Redirected page to Visual Studio 2013 Viewer Builds)
 
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{{multi-lang}}
#REDIRECT [[Visual Studio 2013 Viewer Builds]]
{{CompileNav}}
 
Philosophy: to keep it brief, this page should only include steps we KNOW ARE NEEDED, not random hints.  Extra details or open issues can go on the talk page.
 
{{KBnote|Following this recipe will probably take 6 to 12 hours of wall-clock time, and 2 to 6 hours of your time, if you're starting from a fresh Windows XP/Vista/7 system.}}
 
== Establish your programming environment ==
 
This is needed for compiling any viewer based on the LL open source code and only needs to be done once.
 
=== Install and update Visual Studio and SDKs ===
 
*Install [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express Visual C++ 2010 Express] (Web install) or [http://go.microsoft.com/?linkid=9709969 Visual C++ 2010 Express] (ISO)
*Install [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=6B6C21D2-2006-4AFA-9702-529FA782D63B Windows SDK for Windows 7 and .NET Framework 4] (Web install) [Note: uncheck the Redistributable Package option to prevent installation failure] or [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=35aeda01-421d-4ba5-b44b-543dc8c33a20 Windows SDK for Windows 7 and .NET Framework 4] (ISO)
*Check if any Microsoft Visual C++ 2010 Redistributable Package is installed. If so, uninstall it (both x82/x64).
*Install  [http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba DirectX SDK (June 2010)]
*If you have default installed Direct X SDK, [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en Microsoft Visual C++ 2010 Redistributable Package] should have been installed as well.
*Run [http://www.update.microsoft.com/microsoftupdate/v6 Microsoft Update], and keep running it until no updates are needed. This may take 6~8 iterations on older versions of windows.
** For Windows XP, use the provided link above. After then, use Microsoft Update on your start menu instead of default Windows Update.
** For Windows Vista and Windows 7, you can use the link above to add Microsoft Update feature to your Windows Update. "Microsoft Update" won't on menu, so you will have to use default Windows Update to update your Visual Studios.
** During the update cycles make sure you have picked up ”Microsoft Visual Studio 2010 Service Pack 1". If you haven't, get it from [http://www.microsoft.com/downloads/en/confirmation.aspx?FamilyID=75568aa6-8107-475d-948a-ef22627e57a5  here] (Web install) or [http://go.microsoft.com/fwlink/?LinkId=210710 here] (ISO).
 
=== Install required development tools ===
 
{{KBnote|The order of the following installations should not matter.}}
{{KBnote|If the installer for a particular package does not update your PATH environment variable you will have to do this manually.}}
 
* '''CMake''' ([http://www.cmake.org/HTML/Download.html download CMake])
** This should be version 2.8.4 (or above in the 2.8.x series).
**Add the <code>\bin</code> directory to your path.
* '''Python''' (either [http://www.python.org/download/ Standard Python] or [http://www.activestate.com/activepython/downloads ActivePython])
** Version 2.7.1 works with the build scripts.
* '''Mercurial''' (either [http://tortoisehg.bitbucket.org/ TortoiseHg] or [http://mercurial.selenic.com/ Mercurial Hg])
**Create a new file <code>%USERPROFILE%\Mercurial.ini</code> and in it put your Second Life name and optionally your email address:
[ui]
username = John Doe <john@example.com>
* '''Cygwin''' ([http://www.cygwin.com/ download Cygwin])
** When you run the cygwin setup utility make sure you have selected to install '''unzip''' (under "Archives"), '''bison''', '''flex''', '''patchutils''' (all located under "devel"), and '''curl''' (under "Web"), which are not part of the default install. Do not install Cygwin Python or Mercurial.  You won't need to use the Cygwin shell for anything.
**Add  the <code>cygwin\bin</code> directory to the '''very end''' of your path and make sure it stays that way.
 
=== Install optional development tools ===
 
* [http://code.google.com/p/unsis/downloads/list Unicode NSIS (Nullsoft Scriptable Install System)]
** This is the package installer used to build <code>Second_Life_<version-code>_LindenDeveloper_Setup.exe</code>. You only need this package if you are going to distribute the viewer you compile or if you want to install it locally.
*: In the [[#Configuring_the_Viewer|Configure VS2010 step]] below you will need to add a line in the '''Executable Directories''' section:
*:* 64 bit systems use <code>%ProgramFiles(x86)%\NSIS\Unicode</code>
*:* 32 bit systems use <code>%ProgramFiles%\NSIS\Unicode</code>
* [http://notepadplusplus.org/ Notepad++]
** You need to use an editor that conforms to the [[Coding Standard]]. In particular, you must not check in files with DOS line endings except in very limited circumstances; see [[How to avoid DOS line endings in Windows tools]].
* [[Mercurial_Tools]] (strongly recommended)
** When you are following these instructions you will be updating the <code>%USERPROFILE%\Mercurial.ini</code> file you created when you installed Mercurial.
 
=== Install Autobuild ===
* Follow the directions at [[Autobuild#Getting_Autobuild|Getting Autobuild]] to install Autobuild.
* Add the following environment variables:
:{|border="1" class="lltable"
|-
! Name !! Value !! Description
|-
|AUTOBUILD_VSVER||100||so that Autobuild doesn't default to using (or trying) older compiler versions
|-
|AUTOBUILD_INSTALLABLE_CACHE||any existing directory(e.g. E:\SSfiles\Libraries)||(optional) if you do not want the library files downloaded as part of the configure process going into your Windows <nowiki>%TEMP%</nowiki> directory
|-
|}
 
* In general, you can modify the environment variables by selecting '''System''' from the Control Panel, selecting '''Advanced system settings''', and clicking '''Environment Variables'''.
* See [http://support.microsoft.com/kb/310519 Microsoft Support Issue] for the detailed instruction on Windows XP.
 
=== Configure VC2010 ===
While you may choose to use autobuild for all your compiling you still need to establish certain settings internal to VC2010.
 
*Start the IDE.
 
*Navigate to '''Tools''' > '''Options''' > '''Projects and Solutions''' > '''Build and Run''' and set '''maximum number of parallel projects builds''' to <code>1</code>.
 
{{KBnote|The following steps require an open visual studio project.  It does not matter which project you use, as you will only change some global settings used by all projects when they are opened.  The open project itself won't be changed.}}
 
You will need to set a number of paths.
* Open any existing project you may have or make a New Project.
 
* Navigate to '''View''' ( > '''Other Windows''' ) > '''Property Manager'''. You will see Property Manager as a pane on the left side.
 
:* (VC Express only) If you don't see Property Manager on the menu, enable '''Tools''' > '''Settings''' > '''Expert Settings''' and try again.
 
* In Property Manager, click '''Release | Win32''' node. The node expands and displays a user property sheet.
 
[[File:VS2010_Project_Config.PNG|100px]]
[[:File:VS2010_Project_Config.PNG|Example image]]
 
* Either double-click '''Microsoft.Cpp.Win32.user''', or click '''Microsoft.Cpp.Win32.user''' and then click Properties in the shortcut menu.
 
*Pick '''General'''
Set '''Enable Managed Incremental Build''' to <code>Yes</code>.
 
*Pick '''VC++ Directories'''.
 
This is where the build environment is pulled together into a functional VC2010 build system and also where much hand wringing, hair pulling, and fist pounding frustration takes place.
 
*Set '''Executable Directories''' to:
 
$(ExecutablePath)
$(DXSDK_DIR)
C:\cygwin\bin
$(SystemRoot)
 
[[File:32BitExecutableDirectories.png|100px]]
[[:File:32BitExecutableDirectories.png|32 bit Executable Directories example image]]
 
*Set '''Include Directories''' to:
 
$(WindowsSdkDir)include\gl
$(DXSDK_DIR)include
 
[[File:32BitIncludeDirectories.png|100px]]
[[:File:32BitIncludeDirectories.png|32 bit Include Directories example image]]
 
*Set '''Library Directories''' to:
 
$(DXSDK_DIR)
 
[[File:32BitLibraryDirectories.png|100px]]
[[:File:32BitLibraryDirectories.png|32 bit Library Directories example image]]
 
== Set up your source code tree ==
 
Plan your directory structure ahead of time.  If you are going to be producing changes or patches you will be cloning a copy of an unaltered source code tree for every change or patch you make, so you might want to have all this work stored in it's own directory.
 
To get a copy of the source code tree:
* Open up a DOS Command window
* CD to where you want to install viewer-release.  Do not have any spaces in this path.
* Do:
hg clone <nowiki>http://hg.secondlife.com/viewer-release</nowiki>
 
Let's say some time has gone by since you have performed the previous steps and now you want to develop a change or work on a jira.  You will update your clean local repository with all the changes committed to viewer-release since you last synchronized your files:
* CD into <code>viewer-release</code>
* Do:
hg pull -u
 
* Move up one level from <code>viewer-release</code>
* Do:
hg clone viewer-release VWR-nnnnn
Note: <code>nnnnn</code> is the jira number.  You can also clone to a name of your choosing if you are making changes not associated with the LL jira system.
 
== Prepare third party libraries ==
Most third party libraries needed to build the viewer will be automatically downloaded for you and installed into the build directory within your source tree during the [[#Configuring_the_Viewer|configuration step]] below. Some few need to be manually set up, though, when using an open source developer configuration (<code>Release'''OS'''</code>, <code>RelWithDebInfo'''OS'''</code> or <code>Debug'''OS'''</code>)
 
=== Fmod ===
 
{{KBcaution|If you are just starting out building the viewer or if you do not care for sound skip these FMOD steps.  You will save some time and it is less confusing to make a non-FMOD build.}}
 
CD to where you want to install the 3p-fmod repository and do:
hg clone <nowiki>https://bitbucket.org/lindenlab/3p-fmod</nowiki>
 
CD into the <code>3p-fmod</code> directory you created and build it:
autobuild build --all
 
Package the results:
autobuild package
 
Update autobuild with the filename and hash just displayed.  CD to the directory where you cloned viewer-release and do:
 
copy autobuild.xml my_autobuild.xml
autobuild installables --config-file my_autobuild.xml edit fmod platform=windows hash=<hash> url=file:///<fmod-filespec>
 
Example:
copy autobuild.xml my_autobuild.xml
autobuild installables --config-file my_autobuild.xml edit fmod platform=windows hash=0f196f00e7dff49f22252efb68525658 url=file:///C:/3p-fmod/fmod-3.75-windows-20110531.tar.bz2
 
{{KBnote|Having to copy <code>autobuild.xml</code> and modify the copy from within a cloned repository is a lot of work for every repository you make, but this is the only way to guarantee you pick up upstream changes to <code>autobuild.xml</code> and do not send up a modified <code>autobuild.xml</code> when you do an hg push.}}
 
=== Fmod method 2 (using switches) ===
[To be written up]
 
== Configuring the Viewer Build ==
 
At the command line in the source tree's root directory, presumably in your cloned repository (e.g. <nowiki>C:\linden\VWR-12345\</nowiki>), run:
autobuild configure --config-file my_autobuild.xml -c [CONFIGURATION]
or if you rather want to use default autobuild.xml, run without --config-file option (the same as the following):
autobuild configure -c [CONFIGURATION]
where <nowiki>[CONFIGURATION]</nowiki> is '''ReleaseOS''', '''RelWithDebInfoOS''' or '''DebugOS'''. See [[Building the Viewer with Autobuild#Build a desired configuration]].
 
{{KBnote|It is not a good idea to work in viewer-release, unless you are only compiling for youself.}}
 
=== Configuration Switches ===
There are a number of switches you can use to modify the configuration process.  The name of each switch is followed by its type and then by the value you want to set.
 
* '''FMOD''' (bool) controls if the Fmod package is incorporated into the viewer.  You must have performed the Fmod installation steps in [[#Fmod_method_1_.28using_autobuild.29]] for this to work.
* '''LL_TESTS''' (bool) controls if the tests are compiled and run.  There are quite a lot of them so excluding them is recommended unless you have some reason to need one or more of them.
* '''PACKAGE''' (bool) controls if the package step is run.  You must have installed NSIS described in [[#Install_optional_development_tools]] for this to work.
 
{{KBnote|'''OFF''' and '''NO''' are the same as '''FALSE'''; anything else is considered to be '''TRUE'''.}}
 
Example:
autobuild configure --config-file my_autobuild.xml -c ReleaseOS -- -DLL_TESTS:BOOL=FALSE -DPACKAGE:BOOL=FALSE -DFMOD:BOOL=TRUE
 
== Compiling the Viewer ==
=== Compiling the viewer with autobuild ===
You can compile the viewer with either autobuild (the encouraged/supported method) or with the VS IDE.
 
When compiling with autobuild you will have the best chance of success if you work from within a ''preconfigured'' Command Prompt window.  Depending on how your computer has been set up there are two possible ways to open this window and you need to find which works in your particular case:
*Method 1
**From '''All Programs''' Navigate into the '''Microsoft Windows SDK V7.1''' program menu
**Click on '''Windows SDK 7.1 Command Prompt'''
*Method 2
**From '''All Programs''' Navigate into the '''Microsoft Visual Studio 2010''' program menu
**Click on '''Microsoft Visual Studio Command Prompt (2010)'''
 
*CD into the source tree's root directory and run:
autobuild build --config-file my_autobuild.xml -c [CONFIGURATION] --no-configure
 
There are some useful switches to know about, so your commands may look like this:
autobuild configure --config-file my_autobuild.xml -c ReleaseOS -- -DLL_TESTS:BOOL=FALSE -DPACKAGE:BOOL=FALSE -DFMOD:BOOL=TRUE
autobuild build --config-file my_autobuild.xml -c ReleaseOS --no-configure
 
{{KBnote|It is possible to use autobuild to do both the configure step (only needed once) and the build step with one command.  I find it is clearer and saves a bit of time if these steps are done separately.}}
 
{{KBnote|Do not be alarmed if you see groups of messages with '''warning LNK4099: PDB''' in them.}}
 
=== Compiling the viewer with the IDE ===
 
The autobuild configure step created the <code>\build-vc100</code> directory at the root of the source tree.  In here is the <code>SecondLife.sln</code> solution file.
 
Start the IDE and open this solution.
 
You might want to change the build type in the drop-down located in the toolbar from '''Debug''' to '''Release''' or '''RelWithDebInfo'''.
 
[[File:VS2010BuildType.png|100px]]
[[:File:VS2010BuildType.png|Changing build type example image]]
 
You need to adjust the Platform Toolset setting.
* Select all the projects in the Solution Explorer list.
** Click on the first project and scroll to the bottom of this list and {{K|shift}}-click on the last project.
* Right click on the selected list
* Navigate to '''Properties''' > '''Configuration Properties''' > '''General''' > '''Platform Toolset'''
* Change this value to <code>Windows7.1SDK</code>
 
* Push {{K|F7}} (or {{K|F6}} if non-Express) to start the compiler.
 
== Running your newly built viewer ==
=== Running from a desktop shortcut ===
* Make a desktop shortcut for <code>Drive:\your-path\build-vc100\newview\Release\secondlife-bin.exe</code>
 
* Right-click the shortcut
* Select '''Properties'''
* Set '''Start in:''' to <code>Drive:\your-path\indra\newview</code>
 
=== Running from within the IDE ===
* In the Solution Explorer pane right click on '''secondlife-bin'''
** Click '''Set as StartUp Project'''
** Pick '''Properties''' > '''Configuration Properties''' > '''Debugging'''
*** Set '''Command''' to <code>Drive:\your-path\build-vc100\newview\Release\secondlife-bin.exe</code> (adjust <code>Release</code> to the type of build you are doing, e.g. <code>RelWithDebInfo</code>)
*** Set '''Working Directory''' to <code>..\..\indra\newview</code>
 
== Handling Problems ==
 
=== Seeking Solution ===
If you encounter errors or run into problems following the instructions above, please first check whether someone else already had the same issue. A solution might be known already.
 
You may find the solution in any of these resources:
* [[{{TALKPAGENAME}}|This talk page]] (Report useful experiences there)
* [[#Common_Issues.2FBugs.2FGlitches_And_Solutions|Issue list below]] (If new issues, please add it to talk page above instead of there)
* [[Talk:Microsoft_Windows_Builds|Old talk page]]
* [[Common compilation problems]] (Rather old)
* [[Issue tracker]]
 
=== Getting Help ===
Even when no description of your problem has been written down yet, someone might know about it, so get in touch with the community to get help.
 
* Subscribe to [[OpenSource-Dev|OpenSource-Dev Mailing List]] ([https://lists.secondlife.com/cgi-bin/mailman/listinfo/opensource-dev subscribe]) and post your question there.
* For faster response, join the general open source viewer discussion and development [[IRC]] channel [irc://irc.freenode.org/opensl #opensl on freenode].  Hopefully a helpful person is online when you ask your question.
 
== Common Issues/Bugs/Glitches And Solutions ==
 
==== Not being able to find objidl.h in the Microsoft Windows SDK, when compiling llwindow ====
https://lists.secondlife.com/pipermail/opensource-dev/2011-April/006562.html
* Can be caused by path problems or some installation conflicts with the DirectX SDK.
 
==== stdint.h typedef conflicts between Quicktime and VS2010 ====
https://lists.secondlife.com/pipermail/opensource-dev/2011-April/006565.html
*: Can be solved by some small edits to header files to make sure the two don't bash on each other.
 
==== Eliminate deprecated switches, messages, and use memory more efficiently ====
 
The VS2010 compiler uses a lot of memory while compiling the viewer.  If you run out of memory you will start to page heavily and your compile time will become much longer.  The /Zm1000 switch affects compiler memory usage.
 
You may see this message while compiling:
use 'EHsc' instead of 'GX'
 
Here is how to free up some memory the compiler allocates and to eliminate these messages:
 
*Edit <code>\CMake 2.8\share\cmake-2.8\Modules\Platform\Windows-cl.cmake</code>
 
*Replace line 156 with:
  IF(MSVC10)
    SET(CMAKE_CXX_FLAGS_INIT "/DWIN32 /D_WINDOWS /W3 /EHsc /GR")
  ELSEIF(NOT MSVC10)
    SET(CMAKE_CXX_FLAGS_INIT "/DWIN32 /D_WINDOWS /W3 /Zm1000 /EHsc /GR")
  ENDIF(MSVC10)
 
*Replace line 172 with: 
  IF(MSVC10)
    SET(CMAKE_CXX_FLAGS_INIT "/DWIN32 /D_WINDOWS /W3 /EHsc /GR")
  ELSEIF(NOT MSVC10)
    SET(CMAKE_CXX_FLAGS_INIT "/DWIN32 /D_WINDOWS /W3 /Zm1000 /GX /GR")
  ENDIF(MSVC10)
 
*Replace line 184 with:
  IF(MSVC10)
    SET(CMAKE_CXX_FLAGS_INIT "/DWIN32 /D_WINDOWS /W3 /EHsc /GR")
  ELSEIF(NOT MSVC10)
    SET(CMAKE_CXX_FLAGS_INIT "/DWIN32 /D_WINDOWS /W3 /Zm1000 /GX /GR")
  ENDIF(MSVC10)
 
== References ==
 
Tip of the hat to Nicky_Perian for [[User:Nicky_Perian/Visual_Studio_10_Autobuild]]
 
[[Category:Compiling viewer]]

Latest revision as of 11:26, 23 April 2015