Difference between revisions of "CMake"

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= Building the viewer using CMake =
CMake is a system for generating per-platform build files.  Visit [http://cmake.org cmake.org] for general information about CMake.


We're experimenting with the possibility of switching 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


== Why change what we're doing?
= Introduction to CMake =


Our current build system is unsatisfactory in several respects.
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.


Within Linden Lab, we use different tools on each platform: [http://www.scons.org/ scons] on Linux, Visual Studio 2003 on Windows, and XCode on OS X.
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.
* Any time we add or rename a source file, updating the various build instructions is painful.
* We can't easily stay up to date with newer tools, such as Visual Studio 2005 or 2008.
* Merging changes to the project files used by XCode and Visual Studio is a nightmare.


== What does CMake buy us? ==
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 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.
= Performing a build with CMake =


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.
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:
* [[Microsoft Windows Builds|Microsoft Windows]]
* [[Compiling the viewer (Mac OS X)|Mac OS X]]
* [[Compiling the viewer (Linux)|Linux]]
 
 
= Modifying CMake Files =


== What are the disadvantages of CMake? ==
== What to modify ==


The CMake configuration language is weird and ugly.
'''TODO'' - discuss structure of CMake files


The documentation is poor.  This is a much bigger problem for new projects than ones that already have CMake in place.  We've already survived the early "WTF?" stages; it's much easier to hack on existing CMake files than it is to create new ones from scratch.
= Patching guidelines =


= Experimenting with CMake =
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.


First of all, you'll need to [http://www.cmake.org/HTML/Download.html download CMake], and install itOn Linux distros, it's usually available as a native package. On Windows and OS X, just use the prebuilt binaries.
If you're sending patches in, please follow a few simple guidelines:
* Follow the existing coding style in the CMake filesI don't like code shouting at me, so prefer lowercase letters.
* One logical change per patch.
* Use spaces for indentation, not tabs.


These are Linux/Mac instructions.  The Windows instructions are presumably similar, except you wave your mouse around instead of running commands.
See [[Submitting patches]] for more details.


Check out a copy of the viewer cmake branch:
[[Category:Open Source Portal]]
<pre>
[[Category:Compiling viewer]]
svn co http://svn.secondlife.com/svn/linden/branches/cmake
</pre>
Create a build directory:
<pre>
mkdir mybuild
</pre>
Go into that directory, and run <code>cmake</code> or <code>ccmake</code> in there, pointing it at the parent directory.
<pre>
cmake ..
</pre>

Latest revision as of 10:35, 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.