1# Build Instructions
2This document contains the instructions for building this repository on Linux and Windows.
3
4This repository does not contain a Vulkan-capable driver.
5Before proceeding, it is strongly recommended that you obtain a Vulkan driver from your graphics hardware vendor
6and install it.
7
8Note: The sample Vulkan Intel driver for Linux (ICD) is being deprecated in favor of other driver options from Intel.
9This driver has been moved to the [VulkanTools repo](https://github.com/LunarG/VulkanTools).
10Further instructions regarding this ICD are available there.
11
12## Contributing
13
14If you intend to contribute, the preferred work flow is for you to develop your contribution
15in a fork of this repo in your GitHub account and then submit a pull request.
16Please see the [CONTRIBUTING](CONTRIBUTING.md) file in this respository for more details.
17
18## Git the Bits
19
20To create your local git repository:
21```
22git clone https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers
23```
24
25## Linux Build
26
27The build process uses CMake to generate makefiles for this project.
28The build generates the loader, layers, and tests.
29
30This repo has been built and tested on Ubuntu 14.04.3 LTS, 14.10, 15.04, 15.10, and 16.04 LTS.
31It should be straightforward to use it on other Linux distros.
32
33These packages are needed to build this repository:
34```
35sudo apt-get install git cmake build-essential bison libx11-dev libxcb1-dev
36```
37
38Example debug build (Note that the update\_external\_sources script used below builds external tools into predefined locations. See **Loader and Validation Layer Dependencies** for more information and other options):
39```
40cd Vulkan-LoaderAndValidationLayers  # cd to the root of the cloned git repository
41./update_external_sources.sh
42cmake -H. -Bdbuild -DCMAKE_BUILD_TYPE=Debug
43cd dbuild
44make
45```
46
47If you have installed a Vulkan driver obtained from your graphics hardware vendor, the install process should
48have configured the driver so that the Vulkan loader can find and load it.
49
50If you want to use the loader and layers that you have just built:
51```
52export LD_LIBRARY_PATH=<path to your repository root>/dbuild/loader
53export VK_LAYER_PATH=<path to your repository root>/dbuild/layers
54```
55You can run the `vulkaninfo` application to see which driver, loader and layers are being used.
56
57The `LoaderAndLayerInterface` document in the `loader` folder in this repository is a specification that
58describes both how ICDs and layers should be properly
59packaged, and how developers can point to ICDs and layers within their builds.
60
61### Linux Install to System Directories
62
63Installing the files resulting from your build to the systems directories is optional since
64environment variables can usually be used instead to locate the binaries.
65There are also risks with interfering with binaries installed by packages.
66If you are certain that you would like to install your binaries to system directories,
67you can proceed with these instructions.
68
69Assuming that you've built the code as described above and the current directory is still `dbuild`,
70you can execute:
71
72```
73sudo make install
74```
75
76This command installs files to:
77
78* `/usr/local/include/vulkan`:  Vulkan include files
79* `/usr/local/lib`:  Vulkan loader and layers shared objects
80* `/usr/local/bin`:  vulkaninfo application
81* `/etc/vulkan/explicit_layer.d`:  Layer JSON files
82
83You may need to run `ldconfig` in order to refresh the system loader search cache on some Linux systems.
84
85The list of installed files appears in the build directory in a file named `install_manifest.txt`.
86You can easily remove the installed files with:
87
88```
89cat install_manifest.txt | sudo xargs rm
90```
91
92See the CMake documentation for details on using `DESTDIR` and `CMAKE_INSTALL_PREFIX` to customize
93your installation location.
94
95Note that some executables in this repository (e.g., `cube`) use the "rpath" linker directive
96to load the Vulkan loader from the build directory, `dbuild` in this example.
97This means that even after installing the loader to the system directories, these executables
98still use the loader from the build directory.
99
100## Validation Test
101
102The test executables can be found in the dbuild/tests directory.
103Some of the tests that are available:
104- vk\_layer\_validation\_tests: Test Vulkan layers.
105
106There are also a few shell and Python scripts that run test collections (eg,
107`run_all_tests.sh`).
108
109## Linux Demos
110
111Some demos that can be found in the dbuild/demos directory are:
112- vulkaninfo: report GPU properties
113- cube: a textured spinning cube
114- smoke/smoke: A "smoke" test using a more complex Vulkan demo
115
116## Windows System Requirements
117
118Windows 7+ with additional required software packages:
119
120- Microsoft Visual Studio 2013 Professional.  Note: it is possible that lesser/older versions may work, but that has not been tested.
121- [CMake](http://www.cmake.org/download/).  Notes:
122  - Tell the installer to "Add CMake to the system PATH" environment variable.
123- [Python 3](https://www.python.org/downloads).  Notes:
124  - Select to install the optional sub-package to add Python to the system PATH environment variable.
125  - Ensure the pip module is installed (it should be by default)
126  - Need python3.3 or later to get the Windows py.exe launcher that is used to get python3 rather than python2 if both are installed on Windows
127  - 32 bit python works
128- [Git](http://git-scm.com/download/win).
129  - Note: If you use Cygwin, you can normally use Cygwin's "git.exe".  However, in order to use the "update\_external\_sources.bat" script, you must have this version.
130  - Tell the installer to allow it to be used for "Developer Prompt" as well as "Git Bash".
131  - Tell the installer to treat line endings "as is" (i.e. both DOS and Unix-style line endings).
132  - Install each a 32-bit and a 64-bit version, as the 64-bit installer does not install the 32-bit libraries and tools.
133- glslang is required for demos and tests.
134  - [You can download and configure it (in a peer directory) here](https://github.com/KhronosGroup/glslang/blob/master/README.md)
135  - A windows batch file has been included that will pull and build the correct version.  Run it from Developer Command Prompt for VS2013 like so:
136    - update\_external\_sources.bat --build-glslang (Note: see **Loader and Validation Layer Dependencies** below for other options)
137
138## Windows Build - MSVC
139
140Before building on Windows, you may want to modify the customize section in loader/loader.rc to so as to
141set the version numbers and build description for your build. Doing so will set the information displayed
142for the Properites->Details tab of the loader vulkan-1.dll file that is built.
143
144Build all Windows targets after installing required software and cloning the Loader and Validation Layer repo as described above by completing the following steps in a "Developer Command Prompt for VS2013" window (Note that the update\_external\_sources script used below builds external tools into predefined locations. See **Loader and Validation Layer Dependencies** for more information and other options):
145```
146cd Vulkan-LoaderAndValidationLayers  # cd to the root of the cloned git repository
147update_external_sources.bat --all
148build_windows_targets.bat
149```
150
151At this point, you can use Windows Explorer to launch Visual Studio by double-clicking on the "VULKAN.sln" file in the \build folder.  Once Visual Studio comes up, you can select "Debug" or "Release" from a drop-down list.  You can start a build with either the menu (Build->Build Solution), or a keyboard shortcut (Ctrl+Shift+B).  As part of the build process, Python scripts will create additional Visual Studio files and projects, along with additional source files.  All of these auto-generated files are under the "build" folder.
152
153Vulkan programs must be able to find and use the vulkan-1.dll library. Make sure it is either installed in the C:\Windows\System32 folder, or the PATH environment variable includes the folder that it is located in.
154
155To run Vulkan programs you must tell the icd loader where to find the libraries.
156This is described in a `LoaderAndLayerInterface` document in the `loader` folder in this repository.
157This specification describes both how ICDs and layers should be properly
158packaged, and how developers can point to ICDs and layers within their builds.
159
160## Android Build
161Install the required tools for Linux and Windows covered above, then add the
162following.
163### Android Studio
164- Install [Android Studio 2.1](http://tools.android.com/download/studio/canary), latest Preview (tested with 4):
165- From the "Welcome to Android Studio" splash screen, add the following components using Configure > SDK Manager:
166  - SDK Platforms > Android N Preview
167  - SDK Tools > Android NDK
168
169#### Add NDK to path
170
171On Linux:
172```
173export PATH=$HOME/Android/sdk/ndk-bundle:$PATH
174```
175On Windows:
176```
177set PATH=%LOCALAPPDATA%\Android\sdk\ndk-bundle;%PATH%
178```
179On OSX:
180```
181export PATH=$HOME/Library/Android/sdk/ndk-bundle:$PATH
182```
183### Additional OSX System Requirements
184Tested on OSX version 10.11.4
185
186 Setup Homebrew and components
187- Follow instructions on [brew.sh](http://brew.sh) to get homebrew installed.
188```
189/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
190```
191- Ensure Homebrew is at the beginning of your PATH:
192```
193export PATH=/usr/local/bin:$PATH
194```
195- Add packages with the following (may need refinement)
196```
197brew install cmake python python3 git
198```
199### Build steps for Android
200Use the following to ensure the Android build works.
201
202There are two options for building the Android layers. One using the SPIRV tools
203provided as part of the Android NDK or build using upstream sources.
204
205#### Building with NDK SPIRV tools
206##### Linux and OSX
207Follow the setup steps for Linux or OSX above, then from your terminal:
208```
209cd build-android
210./android-generate.sh
211ndk-build -j $(sysctl -n hw.ncpu)
212```
213##### Windows
214Follow the setup steps for Windows above, then from Developer Command Prompt for VS2013:
215```
216cd build-android
217android-generate.bat
218ndk-build
219```
220#### Android demos
221Use the following steps to build, install, and run Cube and Tri for Android:
222```
223cd demos/android
224android update project -s -p . -t "android-23"
225ndk-build
226ant -buildfile cube debug
227adb install ./cube/bin/NativeActivity-debug.apk
228adb shell am start com.example.Cube/android.app.NativeActivity
229```
230To build, install, and run Cube with validation layers, first build layers using steps above, then run:
231```
232cd demos/android
233android update project -s -p . -t "android-23"
234ndk-build -j
235ant -buildfile cube-with-layers debug
236adb install ./cube-with-layers/bin/NativeActivity-debug.apk
237adb shell am start -a android.intent.action.MAIN -c android-intent.category.LAUNCH -n com.example.CubeWithLayers/android.app.NativeActivity --es args "--validate"
238```
239
240To build, install, and run the Smoke demo for Android, run the following, and any
241prompts that come back from the script:
242```
243./update_external_sources.sh --glslang
244cd demos/smoke/android
245export ANDROID_SDK_HOME=<path to Android/Sdk>
246export ANDROID_NDK_HOME=<path to Android/Sdk/ndk-bundle>
247./build-and-install
248adb shell am start com.example.Smoke/android.app.NativeActivity
249```
250
251#### Building with upstream sources
252##### Linux and OSX
253Follow the setup steps for Linux or OSX above, then from your terminal:
254```
255cd build-android
256./update_external_sources_android.sh
257./android-generate.sh
258ndk-build -j $(sysctl -n hw.ncpu) NDK_MODULE_PATH=..
259```
260##### Windows
261Follow the setup steps for Windows above, then from Developer Command Prompt for VS2013:
262```
263cd build-android
264update_external_sources_android.bat
265android-generate.bat
266ndk-build NDK_MODULE_PATH=..
267```
268
269## Ninja Builds - All Platforms
270The [Qt Creator IDE](https://qt.io/download-open-source/#section-2) can open a root CMakeList.txt as a project directly, and it provides tools within Creator to configure and generate Vulkan SDK build files for one to many targets concurrently, resolving configuration issues as needed. Alternatively, when invoking CMake use the -G Codeblocks Ninja option to generate Ninja build files to be used as project files for QtCreator
271
272- Follow the steps defined elsewhere for the OS using the update\_external\_sources script or as shown in **Loader and Validation Layer Dependencies** below
273- Open, configure, and build the gslang and spirv-tools CMakeList.txt files
274- Then do the same with the Vulkan-LoaderAndValidationLayers CMakeList.txt file.
275- In order to debug with QtCreator, a [Microsoft WDK: eg WDK 10](http://go.microsoft.com/fwlink/p/?LinkId=526733) is required. Note that installing the WDK breaks the MSVC vcvarsall.bat build scripts provided by MSVC, requiring that the LIB, INCLUDE, and PATH env variables be set to the WDK paths by some other means
276
277## Loader and Validation Layer Dependencies
278gslang and SPIRV-Tools repos are required to build and run Loader and Validation Layer components. They are not git sub-modules of Vulkan-LoaderAndValidationLayers but Vulkan-LoaderAndValidationLayers is linked to specific revisions of gslang and spirv-tools. These can be automatically cloned and built to predefined locations with the update\_external\_sources scripts. If a custom configuration is required, do the following steps:
279
2801) clone the repos:
281
282    git clone https://github.com/KhronosGroup/glslang.git
283    git clone https://github.com/KhronosGroup/SPIRV-Tools.git
284
285
2862) checkout the correct version of each tree based on the contents of the glslang\_revision and spirv-tools\_revision files at the root of the Vulkan-LoaderAndValidationLayers tree (do the same anytime that Vulkan-LoaderAndValidationLayers is updated from remote)
287
288_on windows_
289
290    git checkout < [path to Vulkan-LoaderAndValidationLayers]\glslang_revision [in glslang repo]
291	git checkout < [path to Vulkan-LoaderAndValidationLayers]\spirv-tools_revision[in spriv-tools repo]
292
293*non windows*
294
295    git checkout `cat [path to Vulkan-LoaderAndValidationLayers]\glslang_revision` [in glslang repo]
296	git checkout `cat [path to Vulkan-LoaderAndValidationLayers]\spirv-tools_revision` [in spriv-tools repo]
297
2983) Configure the gslang and spirv-tools source trees with cmake and build them with your IDE of choice
299
3004) Enable the CUSTOM\_GSLANG\_BIN\_PATH and CUSTOM\_SPIRV\_TOOLS\_BIN\_PATH options in the Vulkan-LoaderAndValidationLayers cmake configuration and point the GSLANG\_BINARY\_PATH and SPIRV\_TOOLS\_BINARY\_PATH variables to the correct location
301
3025) If building on Windows with MSVC, set DISABLE\_BUILDTGT\_DIR\_DECORATION to _On_. If building on Windows, but without MSVC set DISABLE\_BUILD\_PATH\_DECORATION to _On_
303
304## Optional software packages:
305
306- [Cygwin for windows](https://www.cygwin.com/).  Notes:
307  - Cygwin provides some Linux-like tools, which are valuable for obtaining the source code, and running CMake.
308    Especially valuable are the BASH shell and git packages.
309  - If you don't want to use Cygwin, there are other shells and environments that can be used.
310    You can also use a Git package that doesn't come from Cygwin.
311
312- [Ninja on all platforms](https://github.com/ninja-build/ninja/releases). [The Ninja-build project](ninja-build.org). [Ninja Users Manual](ninja-build.org/manual.html)
313
314- [QtCreator as IDE for CMake builds on all platforms](https://qt.io/download-open-source/#section-2)
315