You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
290 lines
11 KiB
290 lines
11 KiB
/*! |
|
|
|
@page compile_guide Compiling GLFW |
|
|
|
@tableofcontents |
|
|
|
This is about compiling the GLFW library itself. For information on how to |
|
build applications that use GLFW, see @ref build_guide. |
|
|
|
|
|
@section compile_cmake Using CMake |
|
|
|
GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles |
|
for a particular development environment. If you are on a Unix-like system such |
|
as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or |
|
Homebrew, you can install its CMake package. If not, you can download |
|
installers for Windows and macOS from the |
|
[CMake website](https://cmake.org/). |
|
|
|
@note CMake only generates project files or makefiles. It does not compile the |
|
actual GLFW library. To compile GLFW, first generate these files for your |
|
chosen development environment and then use them to compile the actual GLFW |
|
library. |
|
|
|
|
|
@subsection compile_deps Dependencies |
|
|
|
Once you have installed CMake, make sure that all other dependencies are |
|
available. On some platforms, GLFW needs a few additional packages to be |
|
installed. See the section for your chosen platform and development environment |
|
below. |
|
|
|
|
|
@subsubsection compile_deps_msvc Dependencies for Visual C++ on Windows |
|
|
|
The Windows SDK bundled with Visual C++ already contains all the necessary |
|
headers, link libraries and tools except for CMake. Move on to @ref |
|
compile_generate. |
|
|
|
|
|
@subsubsection compile_deps_mingw Dependencies for MinGW or MinGW-w64 on Windows |
|
|
|
Both the MinGW and the MinGW-w64 packages already contain all the necessary |
|
headers, link libraries and tools except for CMake. Move on to @ref |
|
compile_generate. |
|
|
|
|
|
@subsubsection compile_deps_mingw_cross Dependencies for MinGW or MinGW-w64 cross-compilation |
|
|
|
Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For |
|
example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages |
|
for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives |
|
like Ubuntu have the `mingw-w64` package for both. |
|
|
|
GLFW has CMake toolchain files in the `CMake/` directory that set up |
|
cross-compilation of Windows binaries. To use these files you add an option |
|
when running `cmake` to generate the project files or makefiles: |
|
|
|
@code{.sh} |
|
cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> . |
|
@endcode |
|
|
|
The exact toolchain file to use depends on the prefix used by the MinGW or |
|
MinGW-w64 binaries on your system. You can usually see this in the /usr |
|
directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages |
|
have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct |
|
invocation would be: |
|
|
|
@code{.sh} |
|
cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake . |
|
@endcode |
|
|
|
For more details see the article |
|
[CMake Cross Compiling](https://gitlab.kitware.com/cmake/community/wikis/doc/cmake/CrossCompiling) on |
|
the CMake wiki. |
|
|
|
Once you have this set up, move on to @ref compile_generate. |
|
|
|
|
|
@subsubsection compile_deps_xcode Dependencies for Xcode on macOS |
|
|
|
Xcode comes with all necessary tools except for CMake. The required headers |
|
and libraries are included in the core macOS frameworks. Xcode can be |
|
downloaded from the Mac App Store or from the ADC Member Center. |
|
|
|
Once you have Xcode installed, move on to @ref compile_generate. |
|
|
|
|
|
@subsubsection compile_deps_x11 Dependencies for Linux and X11 |
|
|
|
To compile GLFW for X11, you need to have the X11 packages installed, as well as |
|
the basic development tools like GCC and make. For example, on Ubuntu and other |
|
distributions based on Debian GNU/Linux, you need to install the `xorg-dev` |
|
package, which pulls in all X.org header packages. |
|
|
|
Once you have installed the necessary packages, move on to @ref |
|
compile_generate. |
|
|
|
|
|
@subsubsection compile_deps_wayland Dependencies for Linux and Wayland |
|
|
|
To compile GLFW for Wayland, you need to have the Wayland packages installed, |
|
as well as the basic development tools like GCC and make. For example, on |
|
Ubuntu and other distributions based on Debian GNU/Linux, you need to install |
|
the `libwayland-dev` package, which contains all Wayland headers and pulls in |
|
wayland-scanner, as well as the `wayland-protocols` and `extra-cmake-modules` |
|
packages. |
|
|
|
Once you have installed the necessary packages, move on to @ref |
|
compile_generate. |
|
|
|
|
|
@subsection compile_deps_osmesa Dependencies for Linux and OSMesa |
|
|
|
To compile GLFW for OSMesa, you need to install the OSMesa library and header |
|
packages. For example, on Ubuntu and other distributions based on Debian |
|
GNU/Linux, you need to install the `libosmesa6-dev` package. The OSMesa library |
|
is required at runtime for context creation and is loaded on demand. |
|
|
|
Once you have installed the necessary packages, move on to @ref |
|
compile_generate. |
|
|
|
|
|
@subsection compile_generate Generating build files with CMake |
|
|
|
Once you have all necessary dependencies it is time to generate the project |
|
files or makefiles for your development environment. CMake needs to know two |
|
paths for this: the path to the _root_ directory of the GLFW source tree (i.e. |
|
_not_ the `src` subdirectory) and the target path for the generated files and |
|
compiled binaries. If these are the same, it is called an in-tree build, |
|
otherwise it is called an out-of-tree build. |
|
|
|
One of several advantages of out-of-tree builds is that you can generate files |
|
and compile for different development environments using a single source tree. |
|
|
|
@note This section is about generating the project files or makefiles necessary |
|
to compile the GLFW library, not about compiling the actual library. |
|
|
|
|
|
@subsubsection compile_generate_cli Generating files with the CMake command-line tool |
|
|
|
To make an in-tree build, enter the _root_ directory of the GLFW source tree |
|
(i.e. _not_ the `src` subdirectory) and run CMake. The current directory is |
|
used as target path, while the path provided as an argument is used to find the |
|
source tree. |
|
|
|
@code{.sh} |
|
cd <glfw-root-dir> |
|
cmake . |
|
@endcode |
|
|
|
To make an out-of-tree build, make a directory outside of the source tree, enter |
|
it and run CMake with the (relative or absolute) path to the root of the source |
|
tree as an argument. |
|
|
|
@code{.sh} |
|
mkdir glfw-build |
|
cd glfw-build |
|
cmake <glfw-root-dir> |
|
@endcode |
|
|
|
Once you have generated the project files or makefiles for your chosen |
|
development environment, move on to @ref compile_compile. |
|
|
|
|
|
@subsubsection compile_generate_gui Generating files with the CMake GUI |
|
|
|
If you are using the GUI version, choose the root of the GLFW source tree as |
|
source location and the same directory or another, empty directory as the |
|
destination for binaries. Choose _Configure_, change any options you wish to, |
|
_Configure_ again to let the changes take effect and then _Generate_. |
|
|
|
Once you have generated the project files or makefiles for your chosen |
|
development environment, move on to @ref compile_compile. |
|
|
|
|
|
@subsection compile_compile Compiling the library |
|
|
|
You should now have all required dependencies and the project files or makefiles |
|
necessary to compile GLFW. Go ahead and compile the actual GLFW library with |
|
these files, as you would with any other project. |
|
|
|
Once the GLFW library is compiled, you are ready to build your applications, |
|
linking it to the GLFW library. See @ref build_guide for more information. |
|
|
|
|
|
@subsection compile_options CMake options |
|
|
|
The CMake files for GLFW provide a number of options, although not all are |
|
available on all supported platforms. Some of these are de facto standards |
|
among projects using CMake and so have no `GLFW_` prefix. |
|
|
|
If you are using the GUI version of CMake, these are listed and can be changed |
|
from there. If you are using the command-line version of CMake you can use the |
|
`ccmake` ncurses GUI to set options. Some package systems like Ubuntu and other |
|
distributions based on Debian GNU/Linux have this tool in a separate |
|
`cmake-curses-gui` package. |
|
|
|
Finally, if you don't want to use any GUI, you can set options from the `cmake` |
|
command-line with the `-D` flag. |
|
|
|
@code{.sh} |
|
cmake -DBUILD_SHARED_LIBS=ON . |
|
@endcode |
|
|
|
|
|
@subsubsection compile_options_shared Shared CMake options |
|
|
|
@anchor BUILD_SHARED_LIBS |
|
__BUILD_SHARED_LIBS__ determines whether GLFW is built as a static |
|
library or as a DLL / shared library / dynamic library. |
|
|
|
@anchor GLFW_BUILD_EXAMPLES |
|
__GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built |
|
along with the library. |
|
|
|
@anchor GLFW_BUILD_TESTS |
|
__GLFW_BUILD_TESTS__ determines whether the GLFW test programs are |
|
built along with the library. |
|
|
|
@anchor GLFW_BUILD_DOCS |
|
__GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along |
|
with the library. |
|
|
|
@anchor GLFW_VULKAN_STATIC |
|
__GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked |
|
statically into the application. |
|
|
|
|
|
@subsubsection compile_options_win32 Windows specific CMake options |
|
|
|
@anchor USE_MSVC_RUNTIME_LIBRARY_DLL |
|
__USE_MSVC_RUNTIME_LIBRARY_DLL__ determines whether to use the DLL version or the |
|
static library version of the Visual C++ runtime library. If set to `ON`, the |
|
DLL version of the Visual C++ library is used. |
|
|
|
@anchor GLFW_USE_HYBRID_HPG |
|
__GLFW_USE_HYBRID_HPG__ determines whether to export the `NvOptimusEnablement` and |
|
`AmdPowerXpressRequestHighPerformance` symbols, which force the use of the |
|
high-performance GPU on Nvidia Optimus and AMD PowerXpress systems. These symbols |
|
need to be exported by the EXE to be detected by the driver, so the override |
|
will not work if GLFW is built as a DLL. |
|
|
|
|
|
@section compile_manual Compiling GLFW manually |
|
|
|
If you wish to compile GLFW without its CMake build environment then you will |
|
have to do at least some of the platform detection yourself. GLFW needs |
|
a configuration macro to be defined in order to know what window system it's |
|
being compiled for and also has optional, platform-specific ones for various |
|
features. |
|
|
|
When building with CMake, the `glfw_config.h` configuration header is generated |
|
based on the current platform and CMake options. The GLFW CMake environment |
|
defines @b GLFW_USE_CONFIG_H, which causes this header to be included by |
|
`internal.h`. Without this macro, GLFW will expect the necessary configuration |
|
macros to be defined on the command-line. |
|
|
|
The window creation API is used to create windows, handle input, monitors, gamma |
|
ramps and clipboard. The options are: |
|
|
|
- @b _GLFW_COCOA to use the Cocoa frameworks |
|
- @b _GLFW_WIN32 to use the Win32 API |
|
- @b _GLFW_X11 to use the X Window System |
|
- @b _GLFW_WAYLAND to use the Wayland API (experimental and incomplete) |
|
- @b _GLFW_OSMESA to use the OSMesa API (headless and non-interactive) |
|
|
|
If you are building GLFW as a shared library / dynamic library / DLL then you |
|
must also define @b _GLFW_BUILD_DLL. Otherwise, you must not define it. |
|
|
|
If you are linking the Vulkan loader statically into your application then you |
|
must also define @b _GLFW_VULKAN_STATIC. Otherwise, GLFW will attempt to use the |
|
external version. |
|
|
|
If you are using a custom name for the Vulkan, EGL, GLX, OSMesa, OpenGL, GLESv1 |
|
or GLESv2 library, you can override the default names by defining those you need |
|
of @b _GLFW_VULKAN_LIBRARY, @b _GLFW_EGL_LIBRARY, @b _GLFW_GLX_LIBRARY, @b |
|
_GLFW_OSMESA_LIBRARY, @b _GLFW_OPENGL_LIBRARY, @b _GLFW_GLESV1_LIBRARY and @b |
|
_GLFW_GLESV2_LIBRARY. Otherwise, GLFW will use the built-in default names. |
|
|
|
For the EGL context creation API, the following options are available: |
|
|
|
- @b _GLFW_USE_EGLPLATFORM_H to use an existing `EGL/eglplatform.h` header file |
|
for native handle types (fallback) |
|
|
|
@note None of the @ref build_macros may be defined during the compilation of |
|
GLFW. If you define any of these in your build files, make sure they are not |
|
applied to the GLFW sources. |
|
|
|
*/
|
|
|