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      1 # Build Instructions
      2 This document contains the instructions for building this repository on Linux and Windows.
      3 
      4 This repository does not contain a Vulkan-capable driver.
      5 Before proceeding, it is strongly recommended that you obtain a Vulkan driver from your graphics hardware vendor
      6 and install it.
      7 
      8 Note: The sample Vulkan Intel driver for Linux (ICD) is being deprecated in favor of other driver options from Intel.
      9 This driver has been moved to the [VulkanTools repo](https://github.com/LunarG/VulkanTools).
     10 Further instructions regarding this ICD are available there.
     11 
     12 ## Contributing
     13 
     14 If you intend to contribute, the preferred work flow is for you to develop your contribution
     15 in a fork of this repo in your GitHub account and then submit a pull request.
     16 Please see the [CONTRIBUTING](CONTRIBUTING.md) file in this respository for more details.
     17 
     18 ## Git the Bits
     19 
     20 To create your local git repository:
     21 ```
     22 git clone https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers 
     23 ```
     24 
     25 ## Linux Build
     26 
     27 The build process uses CMake to generate makefiles for this project.
     28 The build generates the loader, layers, and tests.
     29 
     30 This repo has been built and tested on Ubuntu 14.04.3 LTS, 14.10, 15.04, 15.10, and 16.04 LTS.
     31 It should be straightforward to use it on other Linux distros.
     32 
     33 These packages are needed to build this repository: 
     34 ```
     35 sudo apt-get install git cmake build-essential bison libx11-dev libxcb1-dev
     36 ```
     37 
     38 Example 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 ```
     40 cd Vulkan-LoaderAndValidationLayers  # cd to the root of the cloned git repository
     41 ./update_external_sources.sh
     42 cmake -H. -Bdbuild -DCMAKE_BUILD_TYPE=Debug
     43 cd dbuild
     44 make
     45 ```
     46 
     47 If you have installed a Vulkan driver obtained from your graphics hardware vendor, the install process should
     48 have configured the driver so that the Vulkan loader can find and load it.
     49 
     50 If you want to use the loader and layers that you have just built:
     51 ```
     52 export LD_LIBRARY_PATH=<path to your repository root>/dbuild/loader
     53 export VK_LAYER_PATH=<path to your repository root>/dbuild/layers
     54 ```
     55 You can run the `vulkaninfo` application to see which driver, loader and layers are being used.
     56 
     57 The `LoaderAndLayerInterface` document in the `loader` folder in this repository is a specification that
     58 describes both how ICDs and layers should be properly
     59 packaged, and how developers can point to ICDs and layers within their builds.
     60 
     61 ### Linux Install to System Directories
     62 
     63 Installing the files resulting from your build to the systems directories is optional since
     64 environment variables can usually be used instead to locate the binaries.
     65 There are also risks with interfering with binaries installed by packages.
     66 If you are certain that you would like to install your binaries to system directories,
     67 you can proceed with these instructions.
     68 
     69 Assuming that you've built the code as described above and the current directory is still `dbuild`,
     70 you can execute:
     71 
     72 ```
     73 sudo make install
     74 ```
     75 
     76 This 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 
     83 You may need to run `ldconfig` in order to refresh the system loader search cache on some Linux systems.
     84 
     85 The list of installed files appears in the build directory in a file named `install_manifest.txt`.
     86 You can easily remove the installed files with:
     87 
     88 ```
     89 cat install_manifest.txt | sudo xargs rm
     90 ```
     91 
     92 See the CMake documentation for details on using `DESTDIR` and `CMAKE_INSTALL_PREFIX` to customize
     93 your installation location.
     94 
     95 Note that some executables in this repository (e.g., `cube`) use the "rpath" linker directive
     96 to load the Vulkan loader from the build directory, `dbuild` in this example.
     97 This means that even after installing the loader to the system directories, these executables
     98 still use the loader from the build directory.
     99 
    100 ## Validation Test
    101 
    102 The test executables can be found in the dbuild/tests directory. 
    103 Some of the tests that are available:
    104 - vk\_layer\_validation\_tests: Test Vulkan layers.
    105 
    106 There are also a few shell and Python scripts that run test collections (eg,
    107 `run_all_tests.sh`).
    108 
    109 ## Linux Demos
    110 
    111 Some 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 
    118 Windows 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 
    140 Before building on Windows, you may want to modify the customize section in loader/loader.rc to so as to
    141 set the version numbers and build description for your build. Doing so will set the information displayed
    142 for the Properites->Details tab of the loader vulkan-1.dll file that is built.
    143 
    144 Build 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 ```
    146 cd Vulkan-LoaderAndValidationLayers  # cd to the root of the cloned git repository
    147 update_external_sources.bat --all
    148 build_windows_targets.bat 
    149 ```
    150 
    151 At 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 
    153 Vulkan 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 
    155 To run Vulkan programs you must tell the icd loader where to find the libraries.
    156 This is described in a `LoaderAndLayerInterface` document in the `loader` folder in this repository.
    157 This specification describes both how ICDs and layers should be properly
    158 packaged, and how developers can point to ICDs and layers within their builds.
    159 
    160 ## Android Build
    161 Install the required tools for Linux and Windows covered above, then add the
    162 following.
    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 
    171 On Linux:
    172 ```
    173 export PATH=$HOME/Android/sdk/ndk-bundle:$PATH
    174 ```
    175 On Windows:
    176 ```
    177 set PATH=%LOCALAPPDATA%\Android\sdk\ndk-bundle;%PATH%
    178 ```
    179 On OSX:
    180 ```
    181 export PATH=$HOME/Library/Android/sdk/ndk-bundle:$PATH
    182 ```
    183 ### Additional OSX System Requirements
    184 Tested 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 "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
    190 ```
    191 - Ensure Homebrew is at the beginning of your PATH:
    192 ```
    193 export PATH=/usr/local/bin:$PATH
    194 ```
    195 - Add packages with the following (may need refinement)
    196 ```
    197 brew install cmake python python3 git
    198 ```
    199 ### Build steps for Android
    200 Use the following to ensure the Android build works.
    201 
    202 There are two options for building the Android layers. One using the SPIRV tools
    203 provided as part of the Android NDK or build using upstream sources.
    204 
    205 #### Building with NDK SPIRV tools
    206 ##### Linux and OSX
    207 Follow the setup steps for Linux or OSX above, then from your terminal:
    208 ```
    209 cd build-android
    210 ./android-generate.sh
    211 ndk-build -j $(sysctl -n hw.ncpu)
    212 ```
    213 ##### Windows
    214 Follow the setup steps for Windows above, then from Developer Command Prompt for VS2013:
    215 ```
    216 cd build-android
    217 android-generate.bat
    218 ndk-build
    219 ```
    220 #### Android demos
    221 Use the following steps to build, install, and run Cube and Tri for Android:
    222 ```
    223 cd demos/android
    224 android update project -s -p . -t "android-23"
    225 ndk-build
    226 ant -buildfile cube debug
    227 adb install ./cube/bin/NativeActivity-debug.apk
    228 adb shell am start com.example.Cube/android.app.NativeActivity
    229 ```
    230 To build, install, and run Cube with validation layers, first build layers using steps above, then run:
    231 ```
    232 cd demos/android
    233 android update project -s -p . -t "android-23"
    234 ndk-build -j
    235 ant -buildfile cube-with-layers debug
    236 adb install ./cube-with-layers/bin/NativeActivity-debug.apk
    237 adb 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 
    240 To build, install, and run the Smoke demo for Android, run the following, and any
    241 prompts that come back from the script:
    242 ```
    243 ./update_external_sources.sh --glslang
    244 cd demos/smoke/android
    245 export ANDROID_SDK_HOME=<path to Android/Sdk>
    246 export ANDROID_NDK_HOME=<path to Android/Sdk/ndk-bundle>
    247 ./build-and-install
    248 adb shell am start com.example.Smoke/android.app.NativeActivity
    249 ```
    250 
    251 #### Building with upstream sources
    252 ##### Linux and OSX
    253 Follow the setup steps for Linux or OSX above, then from your terminal:
    254 ```
    255 cd build-android
    256 ./update_external_sources_android.sh
    257 ./android-generate.sh
    258 ndk-build -j $(sysctl -n hw.ncpu) NDK_MODULE_PATH=..
    259 ```
    260 ##### Windows
    261 Follow the setup steps for Windows above, then from Developer Command Prompt for VS2013:
    262 ```
    263 cd build-android
    264 update_external_sources_android.bat
    265 android-generate.bat
    266 ndk-build NDK_MODULE_PATH=..
    267 ```
    268 
    269 ## Ninja Builds - All Platforms
    270 The [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 
    278 gslang 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 
    280 1) 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 
    286 2) 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 
    298 3) Configure the gslang and spirv-tools source trees with cmake and build them with your IDE of choice
    299 
    300 4) 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 
    302 5) 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