Building with CMake

Building with CMake



Overview

Assuming that you have cloned the source repository and selected an appropriate release branch, the following instructions will walk you through the CMake configuration and build process.

CMake is a cross-platform, open-source build system. CMake controls the compilation process using platform independent configuration files in order to generate Makefiles and workspaces that are native to the platform of choice.

The process involves the following steps:

  1. Locate & build the requisite dependencies
  2. Configure & run CMake to generate Makefiles / MSVC solution / XCode project
  3. Run the build from make / MSVC / XCode

Step 1: Dependencies

CMake will adapt the build based on which dependencies have been successfully discovered and will disable certain features and code examples accordingly.

Please refer to the documentation of each of the dependency packages for specific build and installation instructions.

Required

Optional OpenSubdiv::Osd Dependencies

Optional Interactive Example Dependencies

  • GLFW (for OpenGL example viewers and some regression tests)
  • Ptex (for Ptex example viewers)
  • Zlib (for Ptex example viewers)

Optional Documentation Dependencies


Step 2: Configuring CMake

One way to configure CMake is to use the CMake GUI. In many cases CMake can fall back on default standard paths in order to find the packages that OpenSubdiv depends on. For non-standard installations however, a complete set of override variables is available. The following sub-section lists some of these variables. For more specific details, please consult the source of the custom CMake modules in the OpenSubdiv/cmake/ folder.

Useful Build Options

The following configuration arguments can be passed to the CMake command line.

-DCMAKE_BUILD_TYPE=[Debug|Release]

-DCMAKE_INSTALL_PREFIX=[base path to install OpenSubdiv (default: Current directory)]
-DCMAKE_LIBDIR_BASE=[library directory basename (default: lib)]
-DCMAKE_SYSTEM_NAME=[target system name for cross-compilation builds, e.g. iOS]

-DCMAKE_PREFIX_PATH=[semicolon-separated list of directories specifying installation prefixes to be searched by the find_package() command (default: empty list)]

-DCUDA_SDK_ROOT_DIR=[path to CUDA]
-DCUDA_TOOLKIT_ROOT_DIR=[path to CUDA]
-DOSD_CUDA_NVCC_FLAGS=[CUDA options, e.g. --gpu-architecture]

-DGLFW_LOCATION=[path to GLFW for OpenGL example viewers]
-DPTEX_LOCATION=[path to Ptex for Ptex example viewers]
-DICC_LOCATION=[path to Intel's C++ Studio XE]

-DNO_LIB=1        // disable the opensubdiv libs build (caveat emptor)
-DNO_EXAMPLES=1   // disable examples build
-DNO_TUTORIALS=1  // disable tutorials build
-DNO_REGRESSION=1 // disable regression tests build
-DNO_PTEX=1       // disable Ptex examples
-DNO_DOC=1        // disable documentation build
-DNO_OMP=1        // disable OpenMP
-DNO_TBB=1        // disable TBB
-DNO_CUDA=1       // disable CUDA
-DNO_OPENCL=1     // disable OpenCL
-DNO_CLEW=1       // disable OpenCL loader library
-DNO_OPENGL=1     // disable OpenGL
-DNO_METAL=1      // disable Metal

-DOSD_PATCH_SHADER_SOURCE_GLSL=1  // GLSL Patch Shader Source
-DOSD_PATCH_SHADER_SOURCE_HLSL=1  // HLSL Patch Shader Source
-DOSD_PATCH_SHADER_SOURCE_MSL=1   // MSL Patch Shader Source

Environment Variables

The paths to GLFW, Ptex, Zlib, and other dependencies can also be specified through the following environment variables:

GLFW_LOCATION, PTEX_LOCATION, ZLIB_ROOT

Automated Script

The GUI solution will probably become a burden for active developpers who tend to re-run the configuration step fairly often. A scripted solution can save a lot of time. Here is a typical workflow:

git clone https://github.com/PixarAnimationStudios/OpenSubdiv.git <folder>
cd <folder>
source cmake_setup

Where cmake_setup is a configuration script.

Important

Notice that the following scripts start by recursively removing the buildDir and instDir directories. Make sure you modify them to suit your build workflow.

Here is an example CMake configuration script for a full typical windows-based build that can be run in GitShell :

echo "*** Removing build"
rm -rf buildDir instDir
echo "*** Running cmake"
cmake -B buildDir \
      -D CMAKE_INSTALL_PREFIX=instDir \
      -G "Visual Studio 16 2019" -A x64 \
      -D "GLFW_LOCATION=C:\path\to\glwf" \
      -S .

Here is a similar script for *Nix-based platforms:

echo "*** Removing build"
rm -rf buildDir instDir
echo "*** Running cmake"
cmake -B buildDir \
      -D CMAKE_INSTALL_PREFIX=instDir \
      -D "GLFW_LOCATION=/path/to/glfw" \
      -S .

Here is a similar script for macOS:

echo "*** Removing build"
rm -rf buildDir instDir
echo "*** Running cmake"
cmake -B buildDir \
      -D CMAKE_INSTALL_PREFIX=instDir \
      -G Xcode \
      -D "GLFW_LOCATION=/path/to/glfw" \
      -S .

Here is a similar script for iOS:

Use CMAKE_SYSTEM_NAME to have CMake use the appropriate cross-compilation toolchain when building for iOS.

echo "*** Removing build"
rm -rf buildDir instDir
echo "*** Running cmake"
SDKROOT=$(xcrun --sdk iphoneos --show-sdk-path)
cmake -B buildDir \
      -D CMAKE_INSTALL_PREFIX=instDir \
      -G Xcode \
      -D CMAKE_SYSTEM_NAME=iOS \
      -D NO_PTEX=1 -D NO_DOC=1 \
      -D NO_OMP=1 -D NO_TBB=1 -D NO_CUDA=1 -D NO_OPENCL=1 -D NO_CLEW=1 \
      -D NO_TUTORIALS=1 -D NO_EXAMPLES=1 -D NO_REGRESSION=1 -D NO_OPENGL=1 \
      -S .

Using Intel's C++ Studio XE

OpenSubdiv can be also be built with Intel's C++ compiler (icc). The default compiler can be overriden in CMake with the following configuration options:

-DCMAKE_CXX_COMPILER=[path to icc executable]
-DCMAKE_C_COMPILER=[path to icc executable]

The installation location of the C++ Studio XE can be overriden with:

-DICC_LOCATION=[path to Intel's C++ Studio XE]

Using Clang

CMake can also be overriden to use the clang compilers by configuring the following options:

-DCMAKE_CXX_COMPILER=clang++ \
-DCMAKE_C_COMPILER=clang \

Step 3: Building

CMake provides a cross-platform command-line build:

cmake --build buildDir --target install --config Release

Alternatively, you can use native toolkits to launch the build. The steps differ for each OS:

  • Windows :

    launch VIsual Studio IDE with the solution generated by CMake in your build directory.

  • macOS :

    launch Xcode with the xcodeproj generated by CMake in your build directory

  • *Nix :
    run make in your build directory
    - use the clean target to remove previous build results
    - use VERBOSE=1 for verbose build output

Build Targets

Makefile-based builds allow the use of named target. Here are some of the more useful target names:

osd_<static|dynamic>_<CPU|GPU>
The core components of the OpenSubdiv libraries

<example_name>
Builds specific code examples by name (glViewer, ptexViewer...)

doc
Builds ReST and doxygen documentation

doc_html
Builds ReST documentation

doc_doxy
Builds Doxygen documentation


Compiling & Linking an OpenSubdiv Application

Here are example commands for building an OpenSubdiv application on several architectures:

Linux

g++ -I$OPENSUBDIV/include -c myapp.cpp
g++ myapp.o -L$OPENSUBDIV/lib -losdGPU -losdCPU -o myapp

macOS

g++ -I$OPENSUBDIV/include -c myapp.cpp
g++ myapp.o -L$OPENSUBDIV/lib -losdGPU -losdCPU -o myapp
install_name_tool -add_rpath $OPENSUBDIV/lib myapp

(On 64-bit OS-X: add -m64 after each g++.)

Windows

cl /nologo /MT /TP /DWIN32 /I"%OPENSUBDIV%\include" -c myapp.cpp
link /nologo /out:myapp.exe /LIBPATH:"%OPENSUBDIV%\lib" libosdGPU.lib libosdCPU.lib myapp.obj

Note:

HBR uses the offsetof macro on a templated struct, which appears to spurriously set off a warning in both gcc and Clang. It is recommended to turn the warning off with the -Wno-invalid-offsetof flag.