Difference between revisions of "Viewer 2 Microsoft Windows Builds"

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{{multi-lang}}
#REDIRECT [[Visual Studio 2013 Viewer Builds]]
 
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.}}
 
{{KBcaution|If you want to alter the build instructions please try to have a discussion with at least one person on [irc://irc.freenode.net/opensl #opensl on Freenode].  There are language and stylistic conventions we try to follow and we want to make sure any change to these instructions is tested in a number of build environments before being published here.}}
{{CompileNav}}
 
== 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.visualstudio.com/en-us/downloads/download-visual-studio-vs#DownloadFamilies_4 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=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en Microsoft Visual C++ 2010 Redistributable Package]
*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)
*Install  [http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba DirectX SDK (June 2010)]
** If you get the S1023 error during installation, refer to [http://blogs.msdn.com/b/chuckw/archive/2011/12/09/known-issue-directx-sdk-june-2010-setup-and-the-s1023-error.aspx this page].
*Run [http://www.update.microsoft.com/microsoftupdate/v6 Microsoft Update] and keep running it until no updates are needed. This may take more than 6 iterations on older versions of windows.
** The link above only works when opened in Internet Explorer.
** For windows 8, you need to use the desktop windows update window ('''Control Panel\System and Security\Windows Update'''). The rest is the same as Windows 7.
** For Windows Vista and Windows 7, you need to select "Get updates from other Microsoft products" to get the updates for Visual Studio.
** For Windows XP, use the provided link above.  The Windows Update menu item on your computer is not the correct updater to use.
** During the update cycles make sure you have picked up  [http://www.microsoft.com/downloads/en/confirmation.aspx?FamilyID=75568aa6-8107-475d-948a-ef22627e57a5  Microsoft Visual Studio 2010 Service Pack 1] (Web install) or [http://go.microsoft.com/fwlink/?LinkId=210710 Microsoft Visual Studio 2010 Service Pack 1] (ISO)
*If you are running VS2010 under anything older than Windows 7, then you might need to install the "Windows Automation" library to avoid seeing VS2010's UI crawl like a tortoise. [http://support.microsoft.com/kb/981741 Here is the relevant MS support article].
 
=== 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 2.8.8 (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"), '''curl''' (under "Web"), and '''m4''' (under "interpreters"). 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://notepad-plus-plus.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.
* [http://www.fmod.org/download/#FMODExAPIDownloads FMOD Ex Api]
** This is the software that supports sounds.  Installing it is optional but the installation instructions will assume you have installed it.
 
=== Install Autobuild ===
* Follow the directions at [[Autobuild#Getting_Autobuild|Getting Autobuild]] to install Autobuild.
 
* Add an environment variable, so that autobuild doesn't default to using (or trying) older compiler versions:
** Right-click "My Computer" and select '''Properties''' or press the windows logo key and the pause key at the same time.
** For XP, when the Properties dialog opens, click the '''Advanced''' tab followed by the '''Environmental Variables''' button. This will open a new window with a list of System and User variables. For Vista and later, when the System Properties window opens, click the '''Advanced system settings''' on the left column, then click '''Environment Variables...'''
** In the User section, click '''New'''. Set '''Variable Name''' to AUTOBUILD_VSVER and set '''Variable Value''' to 100.
** Click the OK/Close buttons to close all the windows.
 
=== 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>.
*(VC Express only) Enable Tools > Settings > Expert Settings to get the Build (and other) menus. If you already have a '''Build''' menu you do not need to perform this step.
 
{{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.
 
At the bottom on the Solution Explorer you will see three tabs.
 
*Click the one on the right labeled '''Property Manager'''. (The name may be somewhat truncated.)
 
[[File:VS2010_Property_Manager.PNG|100px]]
[[:File:VS2010_Property_Manager.PNG|Example image]]
 
*On the left side click to expand any project and then click again to expand the '''Release''' folder.
 
[[File:VS2010_Project_Config.PNG|100px]]
[[:File:VS2010_Project_Config.PNG|Example image]]
 
*Right click on '''Microsoft.Cpp.Win32.user''' and select '''Properties'''.
 
*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)
$(WindowsSdkDir)\Bin
C:\cygwin\bin
$(SystemRoot)
 
[[File:32BitExecutableDirectories.png|100px]]
[[:File:32BitExecutableDirectories.png|32 bit Executable Directories example image]]
 
*Set '''Include Directories''' to:
 
$(WindowsSdkDir)\Include
$(WindowsSdkDir)\Include\gl
$(DXSDK_DIR)\Include
 
[[File:32BitIncludeDirectories.png|100px]]
[[:File:32BitIncludeDirectories.png|32 bit Include Directories example image]]
 
*Set '''Library Directories''' to:
 
$(WindowsSdkDir)\Lib
$(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|FMOD is no longer available from the company that wrote it.  FmodEX will be replacing it soon, and there will be updated instructions on how to incorporate it into your build.  In the meantime ignore all references to building with 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
 
'''If the above command fails, you might have the version of bash packaged with Git in your PATH.''' Please edit your path and ensure that the Git path (e.g 'C:\Program Files (x86)\Git\cmd'), if it exists, appears AFTER 'c:\cygwin\bin'.
 
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
set AUTOBUILD_CONFIG_FILE=my_autobuild.xml
autobuild installables edit fmod platform=windows hash=<hash> url=file:///<fmod-filespec>
 
Example:
copy autobuild.xml my_autobuild.xml
autobuild installables 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.}}
 
== Configuring the Viewer Build ==
 
The basic command to configure the viewer build is
 
autobuild configure [-c ''configuration type'']
 
where ''configuration type'' is one of:
:;DebugOS
::maximum debugging information - probably not best for regular use
:;ReleaseOS
::maximum optimizations and some debugging features disabled - best performance
:;RelWithDebInfoOS
::a compromise between the above two extremes - probably best for development
 
you can set the default configuration type by setting the environment variable <tt>AUTOBUILD_CONFIGURATION</tt>
 
set AUTOBUILD_CONFIGURATION=''RelWithDebInfoOS''
 
If you need to modify the autobuild.xml configuration file in a way that you don't want to commit, such as having added a locally built library package (for example, see [[#Fmod|Fmod]] below), you will need to override the default configuration file by adding
--config-file ''my_autobuild.xml''
where ''my_autobuild.xml'' is the name of your local configuration file.
 
=== Configuration Switches ===
 
There are a number of switches you can specify to be passed through <tt>autobuild configure</tt> to the <tt>cmake</tt> command that creates your VS project files.  These switches are added after the special argument "<tt>--</tt>".  The name of each switch is followed by its type and then by the value you want to set.
 
autobuild configure -- -D''switch_name'':''switch_type''=''switch_value''
 
:;VIEWER_CHANNEL
::Sets the channel name for your viewer.  See [[Channel and Version Requirements]] for how the channel name should be chosen and used.
::Quoting for string values can be tricky, especially with multiple-word values; note the combination of single and double quotes:
autobuild configure -- -DVIEWER_CHANNEL:STRING='"''channel''"'
::or use escaped double quotes:
autobuild configure -- -DVIEWER_CHANNEL:STRING="\"''channel''\""
:;FMOD (bool)
::Controls if the Fmod package is incorporated into the viewer.  You must have performed the Fmod installation steps in [[#Fmod|Fmod]] below in addition to setting the switch.
:;LL_TESTS (bool)
::Controls whether or not the unit and integration tests are compiled and run.  There are quite a lot of them so excluding them does save some time building, but they may detect errors that will be hard to diagnose in a full viewer.  If you plan to submit changes to Linden Lab, please ensure that you have run the tests before submitting.
:;PACKAGE (bool)
::Controls whether or not the package step is run.  The package step creates an installer for your viewer. You must have installed NSIS described in [[Viewer_2_Microsoft_Windows_Builds#Install_optional_development_tools]] for this to work.
 
{{KBnote|'''OFF''' and '''NO''' are the same as '''FALSE'''; anything else is considered to be '''TRUE'''.}}
 
===Autobuild Cache Directory===
 
In the course of building, autobuild will download and cache a fairly large number of prepackaged builds for components it needs.  Most of these will not require that you change them, and autobuild will cache them so that it does not need to download them again.
 
The environment variable <nowiki>AUTOBUILD_INSTALLABLE_CACHE</nowiki> controls the location of the autobuild download cache directory. If you do not want the library files downloaded as part of the configure process going into your Windows <nowiki>%TEMP%</nowiki> directory define the environment variable to point to some other location you have established:
 
set AUTOBUILD_INSTALLABLE_CACHE=''E:\SSfiles\Libraries''
 
===Fmod===
 
Fmod is the audio library the viewer uses. If you are compiling with Fmod you will need to use a local copy of the configuration file:
 
set AUTOBUILD_CONFIG_FILE=''my_autobuild.xml''
 
At the command line in the source tree's root directory, presumably in your cloned repository (e.g. <nowiki>C:\linden\VWR-12345\</nowiki>)
 
Add a cmake argument to enable building with FMOD:
autobuild configure --config-file my_autobuild.xml [-c ''configuration type''] -- '''-DFMOD:BOOL=TRUE'''
 
Example without FMOD:
autobuild configure -c ReleaseOS -- -DLL_TESTS:BOOL=FALSE -DPACKAGE:BOOL=FALSE
 
Example with FMOD:
autobuild configure --config-file my_autobuild.xml -c ReleaseOS -- -DLL_TESTS:BOOL=FALSE -DPACKAGE:BOOL=FALSE -DFMOD:BOOL=TRUE
 
== Compiling the Viewer ==
 
{{KBnote|Do not be alarmed if you see groups of messages with '''warning LNK4099: PDB''' in them.}}
 
=== 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 Visual Studio 2010''' program menu
**Click on '''Microsoft Visual Studio Command Prompt (2010)'''
 
*Method 2
**From '''All Programs''' Navigate into the '''Microsoft Windows SDK V7.1''' program menu
**Click on '''Windows SDK 7.1 Command Prompt'''
 
{{KBcaution|If you are building with Fmod and have followed the previous Fmod setup instructions AND you are now using a new command window you will need to redo the <code>set AUTOBUILD_CONFIG_FILE{{=}}my_autobuild.xml</code>.}}
 
*Run:
 
Without FMOD:
autobuild build -c [CONFIGURATION] --no-configure
 
With FMOD:
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:
 
Example without FMOD:
autobuild configure -c ReleaseOS -- "-DLL_TESTS:BOOL=FALSE -DPACKAGE:BOOL=FALSE"
autobuild build -c ReleaseOS --no-configure
 
Example with FMOD:
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.}}
 
=== 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 on the left of the screen.
** 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}} 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 ==
 
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. See the [[#Common_Issues.2FBugs.2FGlitches_And_Solutions|issue list below]], check [[{{TALKPAGENAME}}|the talk page]] (and report useful experiences there) and search our [[issue tracker]]. 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 [[#Getting_help|get help]].
 
=== Getting 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 ===
 
==== A full build happens for NVIDIA users, when an incremental compile is expected ====
If you notice that you are suffering from full compiles when you should only be performing an incremental compile, you may be affected by jira issue {{jira|OPEN-166}}.  To fix this, see the instructions in [https://jira.secondlife.com/browse/OPEN-166?focusedCommentId=394563&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-394563 Dolphin Linden's comment].
 
==== 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