forked from KolibriOS/kolibrios
220 lines
5.8 KiB
HTML
220 lines
5.8 KiB
HTML
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<html lang="en">
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<head>
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<meta http-equiv="content-type" content="text/html; charset=utf-8">
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<title>Compiling and Installing</title>
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<link rel="stylesheet" type="text/css" href="mesa.css">
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</head>
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<body>
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<div class="header">
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<h1>The Mesa 3D Graphics Library</h1>
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</div>
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<iframe src="contents.html"></iframe>
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<div class="content">
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<h1>Compiling and Installing</h1>
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<ol>
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<li><a href="#prereq-general">Prerequisites for building</a>
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<ul>
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<li><a href="#prereq-general">General prerequisites</a>
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<li><a href="#prereq-dri">For DRI and hardware acceleration</a>
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</ul>
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<li><a href="#autoconf">Building with autoconf (Linux/Unix/X11)</a>
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<li><a href="#scons">Building with SCons (Windows/Linux)</a>
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<li><a href="#other">Building for other systems</a>
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<li><a href="#libs">Library Information</a>
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<li><a href="#pkg-config">Building OpenGL programs with pkg-config</a>
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</ol>
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<h1 id="prereq-general">1. Prerequisites for building</h1>
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<h2>1.1 General</h2>
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<ul>
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<li><a href="http://www.python.org/">Python</a> - Python is required.
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Version 2.6.4 or later should work.
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</li>
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<br>
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<li><a href="http://www.makotemplates.org/">Python Mako module</a> -
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Python Mako module is required. Version 0.7.3 or later should work.
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</li>
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</br>
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<li><a href="http://www.scons.org/">SCons</a> is required for building on
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Windows and optional for Linux (it's an alternative to autoconf/automake.)
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</li>
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<br>
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<li>lex / yacc - for building the GLSL compiler.
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<br>
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<br>
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On Linux systems, flex and bison are used.
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Versions 2.5.35 and 2.4.1, respectively, (or later) should work.
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<br>
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<br>
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On Windows with MinGW, install flex and bison with:
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<pre>mingw-get install msys-flex msys-bison</pre>
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For MSVC on Windows, install
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<a href="http://winflexbison.sourceforge.net/">Win flex-bison</a>.
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</li>
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</ul>
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<h3 id="prereq-dri">1.2 For DRI and hardware acceleration</h3>
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<p>
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The following are required for DRI-based hardware acceleration with Mesa:
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</p>
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<ul>
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<li><a href="http://xorg.freedesktop.org/releases/individual/proto/">
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dri2proto</a> version 2.6 or later
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<li><a href="http://dri.freedesktop.org/libdrm/">libDRM</a>
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version 2.4.33 or later
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<li>Xorg server version 1.5 or later
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<li>Linux 2.6.28 or later
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</ul>
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<p>
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If you're using a fedora distro the following command should install all
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the needed dependencies:
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</p>
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<pre>
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sudo yum install flex bison imake libtool xorg-x11-proto-devel libdrm-devel \
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gcc-c++ xorg-x11-server-devel libXi-devel libXmu-devel libXdamage-devel git \
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expat-devel llvm-devel python-mako
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</pre>
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<h1 id="autoconf">2. Building with autoconf (Linux/Unix/X11)</h1>
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<p>
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The primary method to build Mesa on Unix systems is with autoconf.
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</p>
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<p>
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The general approach is the standard:
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</p>
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<pre>
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./configure
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make
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sudo make install
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</pre>
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<p>
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But please read the <a href="autoconf.html">detailed autoconf instructions</a>
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for more details.
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</p>
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<h1 id="scons">3. Building with SCons (Windows/Linux)</h1>
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<p>
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To build Mesa with SCons on Linux or Windows do
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</p>
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<pre>
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scons
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</pre>
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<p>
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The build output will be placed in
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build/<i>platform</i>-<i>machine</i>-<i>debug</i>/..., where <i>platform</i> is for
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example linux or windows, <i>machine</i> is x86 or x86_64, optionally followed
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by -debug for debug builds.
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</p>
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<p>
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To build Mesa with SCons for Windows on Linux using the MinGW crosscompiler toolchain do
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</p>
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<pre>
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scons platform=windows toolchain=crossmingw machine=x86 libgl-gdi
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</pre>
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<p>
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This will create:
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</p>
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<ul>
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<li>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll — Mesa + Gallium + softpipe (or llvmpipe), binary compatible with Windows's opengl32.dll
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</ul>
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<p>
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Put them all in the same directory to test them.
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</p>
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<h1 id="other">4. Building for other systems</h1>
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<p>
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Documentation for other environments (some may be very out of date):
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</p>
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<ul>
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<li><a href="README.VMS">README.VMS</a> - VMS
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<li><a href="README.CYGWIN">README.CYGWIN</a> - Cygwin
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<li><a href="README.WIN32">README.WIN32</a> - Win32
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</ul>
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<h1 id="libs">5. Library Information</h1>
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<p>
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When compilation has finished, look in the top-level <code>lib/</code>
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(or <code>lib64/</code>) directory.
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You'll see a set of library files similar to this:
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</p>
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<pre>
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lrwxrwxrwx 1 brian users 10 Mar 26 07:53 libGL.so -> libGL.so.1*
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lrwxrwxrwx 1 brian users 19 Mar 26 07:53 libGL.so.1 -> libGL.so.1.5.060100*
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-rwxr-xr-x 1 brian users 3375861 Mar 26 07:53 libGL.so.1.5.060100*
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lrwxrwxrwx 1 brian users 14 Mar 26 07:53 libOSMesa.so -> libOSMesa.so.6*
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lrwxrwxrwx 1 brian users 23 Mar 26 07:53 libOSMesa.so.6 -> libOSMesa.so.6.1.060100*
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-rwxr-xr-x 1 brian users 23871 Mar 26 07:53 libOSMesa.so.6.1.060100*
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</pre>
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<p>
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<b>libGL</b> is the main OpenGL library (i.e. Mesa).
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<br>
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<b>libOSMesa</b> is the OSMesa (Off-Screen) interface library.
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</p>
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<p>
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If you built the DRI hardware drivers, you'll also see the DRI drivers:
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</p>
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<pre>
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-rwxr-xr-x 1 brian users 16895413 Jul 21 12:11 i915_dri.so
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-rwxr-xr-x 1 brian users 16895413 Jul 21 12:11 i965_dri.so
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-rwxr-xr-x 1 brian users 11849858 Jul 21 12:12 r200_dri.so
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-rwxr-xr-x 1 brian users 11757388 Jul 21 12:12 radeon_dri.so
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</pre>
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<p>
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If you built with Gallium support, look in lib/gallium/ for Gallium-based
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versions of libGL and device drivers.
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</p>
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<h1 id="pkg-config">6. Building OpenGL programs with pkg-config</h1>
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<p>
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Running <code>make install</code> will install package configuration files
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for the pkg-config utility.
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</p>
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<p>
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When compiling your OpenGL application you can use pkg-config to determine
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the proper compiler and linker flags.
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</p>
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<p>
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For example, compiling and linking a GLUT application can be done with:
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</p>
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<pre>
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gcc `pkg-config --cflags --libs glut` mydemo.c -o mydemo
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</pre>
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<br>
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</div>
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</body>
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</html>
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