Difference between revisions of "CMake"

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= What's this about? =
CMake is a system for generating per-platform build files.  Visit [http://cmake.org cmake.org] for general information about CMake.


We recently (June 2008) switched to [http://www.cmake.org/ CMake] for building the Second Life viewer.
Linden Lab switched to CMake for building the Second Life viewer (starting with version 1.21); we are currently using version 2.8.10.2


== What does CMake buy us? ==
= Introduction to CMake =


CMake has the advantage of generating per-platform build files for us.  On Linux, it will generate Makefiles and KDevelop project files.  On OS X, it will generate Makefiles and Xcode project files.  On Windows, it will generate Makefiles (for nmake) and Visual Studio project files.
CMake has the advantage of generating per-platform build files for us.  On Linux, it will generate Makefiles and KDevelop project files.  On OS X, it will generate Makefiles and Xcode project files.  On Windows, it will generate Makefiles (for nmake) and Visual Studio project files.
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CMake tells your build system how to rebuild its input files when it detects changes to CMake's configuration files.  This means that you only need to run <code>cmake</code> once.  After that, <code>make</code> or your IDE should keep the CMake files and its own project files in sync for you.
CMake tells your build system how to rebuild its input files when it detects changes to CMake's configuration files.  This means that you only need to run <code>cmake</code> once.  After that, <code>make</code> or your IDE should keep the CMake files and its own project files in sync for you.
== What have we tested? ==
We've performed test build-and-run cycles on the following platforms.
{| class="wikitable"
|-
| Linux
| Debian sarge
| i386
| gcc 3.4
| prebuilt libraries
|-
| Linux
| Debian sarge
| i386
| gcc 4.1.2
| prebuilt libraries
|-
| Linux
| Fedora 9
| x86_64
| gcc 4.3.0
| standalone
|-
| Linux
| Ubuntu 7.04
| i686
| gcc 4.1.2
| prebuilt libraries
|-
| Linux
| Ubuntu 8.04
| i686
| gcc 4.2.3
| standalone
|-
| Mac OS X
| 10.5 (Leopard)
| i386
| Xcode 3.0
| prebuilt libraries
|-
| Mac OS X
| 10.5
| PowerPC
| Xcode 3.0
| prebuilt libraries
|-
| Windows
| XP
| i386
| VS 2005
| prebuilt libraries
|-
| Windows
| XP
| i386
| VS 2008
| prebuilt libraries
|}
Not every platform has been equally tested, and not every feature is fully functional.  Please help us to track problems by reporting any trouble you run into.


= Performing a build with CMake =
= Performing a build with CMake =


If you want to try a CMake-powered build, it helps to already be familiar with our [[Get source and compile | build process]].
Our builds are now managed one layer further out then CMake, using [[Autobuild]]; starting there is recommended.
 
First of all, you'll need to [http://www.cmake.org/HTML/Download.html download CMake] Version 2.4.8 (NOT the latest!), and install it.  On Linux distros, it's usually available as a native package.  On Windows and OS X, just use the prebuilt binaries.
 
<b>Note</b>: we do not yet support CMake 2.6.0.  Please use CMake 2.4.8 instead.
 
To start, you'll need:
* The source code, art, and library archives from the [[Source_downloads]] page, all extracted to the same directory.
* [http://www.fmod.org/index.php/download#FMOD3ProgrammersAPI Fmod 3.75] (''not'' 4.x), and its source files copied to the correct locations (see the Fmod sections of [[Compiling_the_viewer_(Linux)#FMOD_.28audio.29|Linux]], [[Compiling the viewer (Mac OS X)#Fmod|Mac]], [[Compiling the viewer (MSVS2005)#Fmod|Windows]]).
*:(Fmod is the only bit of manual copying needed as of late July 2008; later, this could become automated.)
** The target directories do not exist until you did the steps in the next section
 
If you are building on '''Windows''', you will need:
* The Windows Platform SDK. Get the latest version (as of 29 Oct 2008) here: [http://www.microsoft.com/downloads/details.aspx?FamilyID=F26B1AA4-741A-433A-9BE5-FA919850BDBF&displaylang=en Windows SDK for Windows Server 2008 and .NET Framework 3.5]
* DirectX 9.0 SDK. Get the latest version (as of 29 Oct 2008) here: [http://www.microsoft.com/downloads/details.aspx?FamilyID=ea4894b5-e98d-44f6-842d-e32147237638&DisplayLang=en DirectX 9.0 SDK (August 2008)]
* Cygwin installed on your system (specifically, make sure that patchutils, flex, and bison (all under "devel") are installed. These packages are NOT selected for install by default.). [http://www.cygwin.com/ Cygwin]
* Python installed on your system (If you are using a version of Python newer than v2.5, you may need to change the Python.cmake file. See discussion for details (this change was necessary as of 1.21-r99587 source branch). )  [http://www.python.org/download/ Python Download]
* Verify that Cygwin, CMake, and Python are in the windows "PATH".
* If applicable/desired, [http://developer.apple.com/quicktime/download/ Quicktime SDK for Windows] installed
 
'''NOTE:''' '''DO NOT''' use the Cygwin version of CMake or Python. The Build will fail. (CMake specifically excludes the Cygwin version of Python, in the <code>'Python.cmake'</code> file) Run the <code>'develop.py'</code> script from a windows command prompt in the \linden\indra\ directory.
 
== Configuring your tree ==
Before you first run a build, you'll need to configure things.  There's an <code>develop.py</code> script that will do this for you.  Simply run it from the command line and it will create a reasonably sane default configuration. Note: You need to cd into the intra subdirectory for it to work.
 
Note: if you're using VisualStudio 2005, use "python develop.py -G VC80".  See Discussion fore more info.
 
Note: if you're using VisualStudio 2008, use "python develop.py -G VC90".
 
 
In the CMake world, we keep source and object files separate.  The <code>develop.py</code> script will create and populate a build directory for you. 
 
On Linux, this will be named <code>viewer-linux-i686</code>. 
 
On OS X, it will be <code>build-darwin-universal</code>.


On Windows, it will be <code>'build-vc71'</code> (VS 2003) , <code>'build-vc80'</code> (VS 2005) or <code>'build-vc90'</code> (VS 2008).
Per platform build instructions for CMake-based builds of the Second Life viewer are available for these platforms:
* [[Microsoft Windows Builds|Microsoft Windows]]
* [[Compiling the viewer (Mac OS X)|Mac OS X]]
* [[Compiling the viewer (Linux)|Linux]]


== What to expect ==


Running <code>develop.py</code> does <i>not</i> actually start a build.  It just generates the makefiles, project files, or whatever that you'll need.  After you're done, you'll have a top-level makefile or project file in your build directory.  Run <code>make</code> or load it into your IDE, and away you go!
= Modifying CMake Files =


In principle, your build should run to completion.  If you run into any problems, please report them.  Better yet, if you can fix them and supply patches, we'd be thrilled!  Please follow the usual contribution agreement guidelines.
== What to modify ==


== Where's the built viewer? ==
'''TODO'' - discuss structure of CMake files
 
The location of the newly built viewer depends on your platform.  On Linux, it'll be here:
<pre>
build-linux-i686/newview/packaged
</pre>
 
On OS X, it will be here by default:
<pre>
build-darwin-universal/newview/RelWithDebInfo/Second Life.app
</pre>
If you change the kind of build you use, the intermediate directory will also change, e.g. from <code>RelWithDebInfo</code> to <code>Release</code>.
 
On Windows, the built viewer ought to run from VS2005.
 
= Prebuilt libraries vs. standalone builds =
 
While many users will want to use the prebuilt libraries that we provide, we're also interested in making life as easy as possible for packagers who want to use their platform's native libraries.
 
If you run <code>ccmake</code>, you should see a <code>STANDALONE</code> option that determines whether the build will use your system's libraries or our prepackaged ones.  Flipping this to <code>ON</code> should be all you need to do to perform a packager-friendly build.
 
For standalone builds, we'd really like to beef up the checks for system libraries so that for example <code>cmake</code> will fail if a required library (such as OpenJPEG) isn't installed.  We welcome all patches that help out with this.
 
* [https://wiki.secondlife.com/wiki/Talk:CMake Compiling standalone builds on Linux Ubuntu]


= Patching guidelines =
= Patching guidelines =
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If you're sending patches in, please follow a few simple guidelines:
If you're sending patches in, please follow a few simple guidelines:
* Use regular context diffs.  If you're attaching a patch, please try to make sure it has Unix line endings and pathnames, not Windows.
* Follow the existing coding style in the CMake files.  I don't like code shouting at me, so prefer lowercase letters.
* Follow the existing coding style in the CMake files.  I don't like code shouting at me, so prefer lowercase letters.
* One logical change per patch.
* One logical change per patch.
* Use spaces for indentation, not tabs.
* Use spaces for indentation, not tabs.


See [[Submitting patches]] for more details.


 
[[Category:Open Source Portal]]
Please also see the (user contributed) instructions at [http://wiki.secondlife.com/wiki/User:Michelle2_Zenovka/cmake http://wiki.secondlife.com/wiki/User:Michelle2_Zenovka/cmake]
 
[[Category:Compiling viewer]]
[[Category:Compiling viewer]]

Latest revision as of 09:35, 13 February 2013

CMake is a system for generating per-platform build files. Visit cmake.org for general information about CMake.

Linden Lab switched to CMake for building the Second Life viewer (starting with version 1.21); we are currently using version 2.8.10.2

Introduction to CMake

CMake has the advantage of generating per-platform build files for us. On Linux, it will generate Makefiles and KDevelop project files. On OS X, it will generate Makefiles and Xcode project files. On Windows, it will generate Makefiles (for nmake) and Visual Studio project files.

All of the "smarts" stay in the CMake files, so there's just one authoritative source of build knowledge. This means that people can use the development environment they prefer without having to worry so much about breaking other people's builds. Because CMake files are plain text, merging is easy, as is maintaining experimental patches.

CMake tells your build system how to rebuild its input files when it detects changes to CMake's configuration files. This means that you only need to run cmake once. After that, make or your IDE should keep the CMake files and its own project files in sync for you.

Performing a build with CMake

Our builds are now managed one layer further out then CMake, using Autobuild; starting there is recommended.

Per platform build instructions for CMake-based builds of the Second Life viewer are available for these platforms:


Modifying CMake Files

What to modify

'TODO - discuss structure of CMake files

Patching guidelines

We welcome your patches! We can't test on every permutation of platform, compiler, IDE, and libraries, so if you have problems that you can fix, please contribute your fixes and we'll do our best to ensure that you only have to fix problems once.

If you're sending patches in, please follow a few simple guidelines:

  • Follow the existing coding style in the CMake files. I don't like code shouting at me, so prefer lowercase letters.
  • One logical change per patch.
  • Use spaces for indentation, not tabs.

See Submitting patches for more details.