mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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Sync'ing the 'dev' branch with the 'feature_3.0dev' branch at commit 68c6d11fc36761ae1a5e6cdc3457be16f2e9704a The branch 'feature_3.0dev' is now locked and preserved for historical purposes.
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Copyright 2013 Pixar
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Licensed under the Apache License, Version 2.0 (the "Apache License")
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with the following modification; you may not use this file except in
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compliance with the Apache License and the following modification to it:
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Section 6. Trademarks. is deleted and replaced with:
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6. Trademarks. This License does not grant permission to use the trade
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names, trademarks, service marks, or product names of the Licensor
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and its affiliates, except as required to comply with Section 4(c) of
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the License and to reproduce the content of the NOTICE file.
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You may obtain a copy of the Apache License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the Apache License with the above modification is
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distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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KIND, either express or implied. See the Apache License for the specific
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language governing permissions and limitations under the Apache License.
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Building with Cmake
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-------------------
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.. contents::
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:local:
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:backlinks: none
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Information on how to build OpenSubdiv
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----
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Overview
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========
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Assuming that you have `cloned <getting_started.html>`__ the source repository
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and selected an appropriate release branch, the following instructions will
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walk you through the Cmake and configuration and build process.
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Cmake is a cross-platform, open-source build system. Cmake controls the compilation
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process using platform independent configuration files in order to generate
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makefiles and workspaces that are native to the platform of choice.
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The process involves the following steps:
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#. Locate & build the requisite dependencies
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#. Configure & run CMake to generate Makefiles / MSVC solution / XCode project
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#. Run the build from make / MSVC / XCode
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----
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Step 1: Dependencies
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====================
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Cmake will adapt the build based on which dependencies have been successfully
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discovered and will disable certain features and code examples accordingly.
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Please refer to the documentation of each of the dependency packages for specific
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build and installation instructions.
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Required
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________
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- `cmake <http://www.cmake.org/>`__ version 2.8
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Optional
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________
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- `Ptex <http://ptex.us/>`__ (support features for ptex textures and the
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ptexViewer example)
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- `Zlib <http://www.zlib.net/>`__ (required for Ptex under Windows)
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- `GLEW <http://glew.sourceforge.net/>`__
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- `CUDA <http://www.nvidia.com/object/cuda_home_new.html>`__
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- `TBB <http://www.threadingbuildingblocks.org/>`__
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- `OpenCL <http://www.khronos.org/opencl/>`__
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- `DX11 SDK <http://www.microsoft.com/>`__
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- `GLFW <https://github.com/glfw/glfw>`__ (required for standalone examples
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and some regression tests)
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- `Docutils <http://docutils.sourceforge.net/>`__ (required for reST-based documentation)
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- `Python Pygments <http://www.pygments.org/>`__ (required for Docutils reST styling)
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- `Doxygen <www.doxygen.org/>`__
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----
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Step 2: Configuring CMake
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=========================
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One way to configure CMake is to use the `CMake GUI <http://www.cmake.org/cmake/help/runningcmake.html>`__.
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In many cases CMake can fall back on default standard paths in order to find the
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packages that OpenSubdiv depends on. For non-standard installations however, a
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complete set of override variables is available. The following sub-section lists
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some of these variables. For more specific details, please consult the source of
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the custom CMake modules in the OpenSubdiv/cmake/ folder.
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Useful Build Options
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____________________
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The following configuration arguments can be passed to the cmake command line.
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.. code:: c++
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-DCMAKE_BUILD_TYPE=[Debug|Release]
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-DCMAKE_INSTALL_PREFIX=[base path to install OpenSubdiv (default: Current directory)]
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-DCMAKE_LIBDIR_BASE=[library directory basename (default: lib)]
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-DCUDA_TOOLKIT_ROOT_DIR=[path to CUDA]
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-DPTEX_LOCATION=[path to Ptex]
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-DGLEW_LOCATION=[path to GLEW]
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-DGLFW_LOCATION=[path to GLFW]
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-DMAYA_LOCATION=[path to Maya]
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-DTBB_LOCATION=[path to Intel's TBB]
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-DICC_LOCATION=[path to Intel's C++ Studio XE]
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-DNO_LIB=1 // disable the opensubdiv libs build (caveat emptor)
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-DNO_EXAMPLES=1 // disable examples build
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-DNO_TUTORIALS=1 // disable tutorials build
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-DNO_REGRESSION=1 // disable regression tests build
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-DNO_MAYA=1 // disable Maya plugin build
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-DNO_PTEX=1 // disable PTex support
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-DNO_DOC=1 // disable documentation build
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-DNO_OMP=1 // disable OpenMP
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-DNO_TBB=1 // disable TBB
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-DNO_CUDA=1 // disable CUDA
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-DNO_OPENCL=1 // disable OpenCL
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-DNO_OPENGL=1 // disable OpenGL
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-DNO_CLEW=1 // disable CLEW wrapper library
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Environment Variables
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_____________________
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The paths to Maya, Ptex, GLFW, GLEW and other dependencies can also be specified
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through the following environment variables:
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.. code:: c++
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MAYA_LOCATION, PTEX_LOCATION, GLFW_LOCATION, GLEW_LOCATION
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Automated Script
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________________
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The GUI solution will probably become a burden for active developpers who tend to
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re-run the configuration step fairly often. A scripted solution can save a lot of
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time. Here is a typical workflow:
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.. code:: c++
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git clone https://github.com/PixarAnimationStudios/OpenSubdiv.git <folder>
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cd <folder>
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mkdir build
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cd build
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source ../../cmake_setup
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Where *cmake_setup* is a configuration script.
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Here is an example CMake configuration script for a full typical windows-based
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build that can be run in GitShell :
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.. code:: c++
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#/bin/tcsh
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# Replace the ".." with a full path to the root of the OpenSubdiv source tree if necessary
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"c:/Program Files (x86)/CMake 2.8/bin/cmake.exe" \
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-G "Visual Studio 10 Win64" \
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-D "GLEW_LOCATION:string=c:/Program Files/glew-1.9.0" \
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-D "GLFW_LOCATION:string=c:/Program Files/glfw-2.7.7.bin.WIN64" \
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-D "OPENCL_INCLUDE_DIRS:string=c:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/OpenCL/common/inc" \
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-D "_OPENCL_CPP_INCLUDE_DIRS:string=c:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/OpenCL/common/inc" \
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-D "OPENCL_LIBRARIES:string=c:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/OpenCL/common/lib/x64/OpenCL.lib" \
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-D "MAYA_LOCATION:string=c:/Program Files/Autodesk/Maya2013.5" \
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-D "PTEX_LOCATION:string=c:/Users/opensubdiv/demo/src/ptex/x64" \
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..
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# copy Ptex dependencies (Windows only)
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mkdir -p bin/{Debug,Release}
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\cp -f c:/Users/opensubdiv/demo/src/zlib-1.2.7/contrib/vstudio/vc10/x64/ZlibDllRelease/zlibwapi.dll bin/Debug/
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\cp -f c:/Users/opensubdiv/demo/src/zlib-1.2.7/contrib/vstudio/vc10/x64/ZlibDllRelease/zlibwapi.dll bin/Release/
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\cp -f c:/Users/opensubdiv/demo/src/ptex/x64/lib/Ptex.dll bin/Debug/
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\cp -f c:/Users/opensubdiv/demo/src/ptex/x64/lib/Ptex.dll bin/Release/
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.. container:: impnotip
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* **Important**
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Notice that the following scripts start by **recursively removing** the *../build/* and
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*../inst/* directories. Make sure you modify them to suit your build workflow.
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Here is a similar script for \*Nix-based platforms:
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.. code:: c++
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echo "*** Removing build"
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cd ..; rm -rf build/ inst/; mkdir build; cd build;
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echo "*** Running cmake"
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cmake -DPTEX_LOCATION=/home/opensubdiv/dev/opensource/ptex/install \
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-DGLEW_LOCATION=/home/opensubdiv/dev/opensource/glew/glew-1.9.0 \
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-DGLFW_LOCATION=/home/opensubdiv/dev/opensource/glfw/build \
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-DDOXYGEN_EXECUTABLE=/home/opensubdiv/dev/opensource/doxygen/inst/bin/doxygen \
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-DCMAKE_INSTALL_PREFIX=../inst \
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-DCMAKE_BUILD_TYPE=Debug \
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..
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Here is a similar script for OSX:
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.. code:: c++
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echo "*** Removing build"
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cd ..; rm -rf build/ inst/; mkdir build; cd build;
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echo "*** Running cmake"
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cmake -DOPENGL_INCLUDE_DIR=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers \
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-DGLFW_LOCATION=/Users/opensubdiv/dev/opensource/glfw/inst \
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-DNO_OMP=1 -DNO_REGRESSION=0 \
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-DCMAKE_INSTALL_PREFIX=../inst \
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-DCMAKE_BUILD_TYPE=Debug \
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.."
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Using Intel's C++ Studio XE
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___________________________
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OpenSubdiv can be also be built with `Intel's C++ compiler <http://software.intel.com/en-us/intel-compilers>`__
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(icc). The default compiler can be overriden in CMake with the following configuration options:
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.. code:: c++
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-DCMAKE_CXX_COMPILER=[path to icc executable]
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-DCMAKE_C_COMPILER=[path to icc executable]
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The installation location of the C++ Studio XE can be overriden with:
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.. code:: c++
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-DICC_LOCATION=[path to Intel's C++ Studio XE]
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Using Clang
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___________
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CMake can also be overriden to use the `clang <http://clang.llvm.org/>`__ compilers by configuring the following options:
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.. code:: c++
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-DCMAKE_CXX_COMPILER=clang++ \
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-DCMAKE_C_COMPILER=clang \
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----
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Step 3: Building
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================
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CMake provides a cross-platform command-line build:
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.. code:: c++
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cmake --build . --target install --config Release
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Alternatively, you can native toolkits to launch the build. The steps differ for each OS:
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* *Windows* :
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launch VC++ with the solution generated by cmake in your build directory.
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* *OSX* :
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run *make* in the build directory
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* *\*Nix* :
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| run *make* in your build directory
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| - use the *clean* target to remove previous build results
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| - use *VERBOSE=1* for verbose build output
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.. container:: notebox
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**Note**
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We recommend against using CMake's Xcode project generator (-G "Xcode") on OSX, as it seems to
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generate some dependencies incorrectly. We recommend instead reverting to Makefiles on OSX, and
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launching *make*, instead of *xcodebuild* to execute the build (make sure to install the command
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line tools in Xcode)
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----
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Build Targets
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_____________
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Makefile-based builds allow the use of named target. Here are some of the more
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useful target names:
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*osd_\<static\|dynamic\>_\<CPU\|GPU\>*
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| The core components of the OpenSubdiv libraries
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*\<example_name\>*
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| Builds specific code examples by name (glViewer, ptexViewer...)
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*doc*
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| Builds ReST and doxygen documentation
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*doc_html*
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| Builds ReST documentation
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*doc_doxy*
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| Builds Doxygen documentation
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