Building with Cmake
Information on how to build OpenSubdiv
Overview
Assuming that you have cloned the source repository and selected an appropriate release branch, the following instructions will walk you through the Cmake and 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:
- Locate & build the requisite dependencies
- Configure & run CMake to generate Makefiles / MSVC solution / XCode project
- 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
- cmake version 2.8
Optional
- Ptex (support features for ptex textures and the ptexViewer example)
- Zlib (required for Ptex under Windows)
- GLEW
- CUDA
- TBB
- OpenCL
- DX11 SDK
- GLFW (required for standalone examples and some regression tests)
- Docutils (required for reST-based documentation)
- Python Pygments (required for Docutils reST styling)
- Doxygen
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)] -DCUDA_TOOLKIT_ROOT_DIR=[path to CUDA] -DPTEX_LOCATION=[path to Ptex] -DGLEW_LOCATION=[path to GLEW] -DGLFW_LOCATION=[path to GLFW] -DMAYA_LOCATION=[path to Maya] -DTBB_LOCATION=[path to Intel's TBB] -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_MAYA=1 // disable Maya plugin build -DNO_PTEX=1 // disable PTex support -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_OPENGL=1 // disable OpenGL -DNO_CLEW=1 // disable CLEW wrapper library
Environment Variables
The paths to Maya, Ptex, GLFW, GLEW and other dependencies can also be specified through the following environment variables:
MAYA_LOCATION, PTEX_LOCATION, GLFW_LOCATION, GLEW_LOCATION
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> mkdir build cd build source ../../cmake_setup
Where cmake_setup is a configuration script.
Here is an example CMake configuration script for a full typical windows-based build that can be run in GitShell :
#/bin/tcsh # Replace the ".." with a full path to the root of the OpenSubdiv source tree if necessary "c:/Program Files (x86)/CMake 2.8/bin/cmake.exe" \ -G "Visual Studio 10 Win64" \ -D "GLEW_LOCATION:string=c:/Program Files/glew-1.9.0" \ -D "GLFW_LOCATION:string=c:/Program Files/glfw-2.7.7.bin.WIN64" \ -D "OPENCL_INCLUDE_DIRS:string=c:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/OpenCL/common/inc" \ -D "_OPENCL_CPP_INCLUDE_DIRS:string=c:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/OpenCL/common/inc" \ -D "OPENCL_LIBRARIES:string=c:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/OpenCL/common/lib/x64/OpenCL.lib" \ -D "MAYA_LOCATION:string=c:/Program Files/Autodesk/Maya2013.5" \ -D "PTEX_LOCATION:string=c:/Users/opensubdiv/demo/src/ptex/x64" \ .. # copy Ptex dependencies (Windows only) mkdir -p bin/{Debug,Release} \cp -f c:/Users/opensubdiv/demo/src/zlib-1.2.7/contrib/vstudio/vc10/x64/ZlibDllRelease/zlibwapi.dll bin/Debug/ \cp -f c:/Users/opensubdiv/demo/src/zlib-1.2.7/contrib/vstudio/vc10/x64/ZlibDllRelease/zlibwapi.dll bin/Release/ \cp -f c:/Users/opensubdiv/demo/src/ptex/x64/lib/Ptex.dll bin/Debug/ \cp -f c:/Users/opensubdiv/demo/src/ptex/x64/lib/Ptex.dll bin/Release/
Important
Notice that the following scripts start by recursively removing the ../build/ and ../inst/ directories. Make sure you modify them to suit your build workflow.
Here is a similar script for *Nix-based platforms:
echo "*** Removing build" cd ..; rm -rf build/ inst/; mkdir build; cd build; echo "*** Running cmake" cmake -DPTEX_LOCATION=/home/opensubdiv/dev/opensource/ptex/install \ -DGLEW_LOCATION=/home/opensubdiv/dev/opensource/glew/glew-1.9.0 \ -DGLFW_LOCATION=/home/opensubdiv/dev/opensource/glfw/build \ -DDOXYGEN_EXECUTABLE=/home/opensubdiv/dev/opensource/doxygen/inst/bin/doxygen \ -DCMAKE_INSTALL_PREFIX=../inst \ -DCMAKE_BUILD_TYPE=Debug \ ..
Here is a similar script for OSX:
echo "*** Removing build" cd ..; rm -rf build/ inst/; mkdir build; cd build; echo "*** Running cmake" cmake -DOPENGL_INCLUDE_DIR=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers \ -DGLFW_LOCATION=/Users/opensubdiv/dev/opensource/glfw/inst \ -DNO_OMP=1 -DNO_REGRESSION=0 \ -DCMAKE_INSTALL_PREFIX=../inst \ -DCMAKE_BUILD_TYPE=Debug \ .."
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 . --target install --config Release
Alternatively, you can native toolkits to launch the build. The steps differ for each OS:
- Windows :
launch VC++ with the solution generated by cmake in your build directory.
- OSX :
run make in the 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
- Note
- We recommend against using CMake's Xcode project generator (-G "Xcode") on OSX, as it seems to generate some dependencies incorrectly. We recommend instead reverting to Makefiles on OSX, and launching make, instead of xcodebuild to execute the build (make sure to install the command line tools in Xcode)
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