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author | h.udo <hudokkow@gmail.com> | 2016-09-08 18:15:54 +0100 |
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committer | h.udo <hudokkow@gmail.com> | 2016-12-21 10:04:18 +0000 |
commit | a18701e7b2fe03780f90502d5d51e09cdc3ad718 (patch) | |
tree | a9d2c2cca8599a18a78c6b1345f42e48e76ddb27 /cmake/README.md | |
parent | f2b31fda391d3364b7307ab9f9216fa0ee7164c7 (diff) |
[cmake] Move to root folder: Move files
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diff --git a/cmake/README.md b/cmake/README.md new file mode 100644 index 0000000000..f3d727e548 --- /dev/null +++ b/cmake/README.md @@ -0,0 +1,299 @@ +# Kodi CMake based buildsystem + +This files describes Kodi's CMake based buildsystem. CMake is a cross-platform +tool for generating makefiles as well as project files used by IDEs. + +The current version of the buildsystem is capable of building and packaging +Kodi for the following platforms: + +- Linux (GNU Makefiles, Ninja) +- Windows (NMake Makefiles, Visual Studio 14 (2015), Ninja) +- macOS and iOS (GNU Makefiles, Xcode, Ninja) +- Android (GNU Makefiles) +- FreeBSD (GNU Makefiles) + +Before building Kodi with CMake, please ensure that you have the platform +specific dependencies installed. + +While the legacy build systems typically used in-source builds it's recommended +to use out-of-source builds with CMake. The necessary runtime dependencies such +as dlls, skins and configuration files are copied over to the build directory +automatically. + +## Dependency installation + +### Linux + +The dependencies required to build on Linux can be found in +[docs/README.xxx](https://github.com/xbmc/xbmc/tree/master/docs). + +### Raspberry Pi + +The cross compilation environment for the Raspberry Pi as well as the +dependencies have to be installed as explained in +[docs/README.raspberrypi](https://github.com/xbmc/xbmc/tree/master/docs/README.raspberrypi). + +### Windows + +For Windows the dependencies can be found in the +[Wiki](http://kodi.wiki/view/HOW-TO:Compile_Kodi_for_Windows) (Step 1-4). If not already available on your pc, you should +install the [Windows Software Development Kit (SDK)](https://dev.windows.com/en-us/downloads/sdk-archive) for your Windows version. This is required for HLSL shader offline compiling with the [Effect-Compiler Tool](https://msdn.microsoft.com/de-de/library/windows/desktop/bb232919(v=vs.85).aspx) (fxc.exe). + +On Windows, the CMake based buildsystem requires that the binary dependencies +are downloaded using `DownloadBuildDeps.bat` and `DownloadMingwBuildEnv.bat` +and that the mingw libs (ffmpeg, libdvd and others) are built using +`make-mingwlibs.bat`. + +### macOS + +For macOS the required dependencies can be found in +[docs/README.osx](https://github.com/xbmc/xbmc/tree/master/docs/README.osx). + +On macOS it is necessary to build the dependencies in `tools/depends` using +`./bootstrap && ./configure --host=<PLATFORM> && make`. The other steps such +as `make -C tools/depends/target/xbmc` and `make xcode_depends` are not needed +as these steps are covered already by the CMake project. + +### Android + +The dependencies needed to compile for Android can be found in +[docs/README.android](https://github.com/xbmc/xbmc/tree/master/docs/README.android) +. All described steps have to be executed (except 5.2 which is replaced by the +respective CMake command below). + +## Building Kodi + +This section lists the necessary commands for building Kodi with CMake. +CMake supports different generators that can be classified into two categories: +single- and multiconfiguration generators. + +A single configuration generator (GNU/NMake Makefiles) generates project files +for a single build type (e.g. Debug, Release) specified at configure time. +Multi configuration generators (Visual Studio, Xcode) allow to specify the +build type at compile time. + +All examples below are for out-of-source builds with Kodi checked out to +`<KODI_SRC>`: + +``` +mkdir kodi-build && cd kodi-build +``` + +### Linux with GNU Makefiles + +``` +cmake <KODI_SRC>/project/cmake/ +cmake --build . -- VERBOSE=1 -j$(nproc) # or: make VERBOSE=1 -j$(nproc) +./kodi.bin +``` + +`CMAKE_BUILD_TYPE` defaults to `Release`. + +#### Debian package generation +The buildsystem is capable of generating Debian packages using CPack. To generate them, `CPACK_GENERATOR` has to be set to *DEB*, i.e. executing CMake's configure step with `-DCPACK_GENERATOR=DEB`. +You should use CMake/CPack 3.6.0 or higher. Lower versions can generate the packages but package names will be mangled. + +The following optional variables (which can be passed to buildsystem when executing cmake with the -D`<variable-name>=<value>` format) can be used to manipulate package type, name and version: + +- `DEBIAN_PACKAGE_TYPE` controls the name and version of generated packages. Accepted values are `stable`, `unstable` and `nightly` (default is `nightly`). +- `DEBIAN_PACKAGE_EPOCH` controls package epoch (default is `2`) +- `DEBIAN_PACKAGE_VERSION` controls package version (default is `0`) +- `DEBIAN_PACKAGE_REVISION` controls package revision (no default is set) + +Packages metadata can be changed simply by editing files present in the `cpack/deb` folder +A lot more variables are available (see cpack/CPackDebian.cmake file) but you shouldn't mess with them unless you know what you're doing. + +Generated packages can be found in <BUILD_DIR>/packages. + +### Raspberry Pi with GNU Makefiles + +``` +cmake -DCMAKE_TOOLCHAIN_FILE=<KODI_SRC>/tools/depends/target/Toolchain.cmake <KODI_SRC>/project/cmake/ +cmake --build . -- VERBOSE=1 -j$(nproc) # or: make VERBOSE=1 -j$(nproc) +``` + +### Windows with Visual Studio project files + +``` +cmake -G "Visual Studio 14" <KODI_SRC>/project/cmake/ +cmake --build . --config "Debug" # or: Build solution with Visual Studio +Debug\kodi.exe +``` + +#### Windows installer generation + +The script [project/Win32BuildSetup](https://github.com/xbmc/xbmc/blob/master/project/Win32BuildSetup/BuildSetup.bat) +builds an installable package for Windows. + +### Windows with NMake Makefiles + +``` +cmake -G "NMake Makefiles" -DCMAKE_BUILD_TYPE=Release <KODI_SRC>/project/cmake/ +cmake --build . # or: nmake +kodi.exe +``` + +### macOS with GNU Makefiles + +``` +cmake -DCMAKE_TOOLCHAIN_FILE=<KODI_SRC>/tools/depends/target/Toolchain.cmake <KODI_SRC>/project/cmake/ +cmake --build . -- VERBOSE=1 -j$(sysctl -n hw.ncpu) # or: make VERBOSE=1 -j$(sysctl -n hw.ncpu) +./kodi.bin +``` + +### macOS with Xcode project files + +``` +cmake -DCMAKE_TOOLCHAIN_FILE=<KODI_SRC>/tools/depends/target/Toolchain.cmake -G "Xcode" <KODI_SRC>/project/cmake/ +cmake --build . --config "Release" -- -verbose -jobs $(sysctl -n hw.ncpu) # or: Build solution with Xcode +./Release/kodi.bin +``` + +#### macOS installer generation + +Afterwards an installable DMG for macOS can be built with the following command: + +``` +cmake --build . --config "Release" --target "dmg" # or: make dmg +``` + +#### iOS package generation + +Consequently an installable DEB for iOS can be built with the following command: + +``` +make deb +``` + +### Android with GNU Makefiles + +``` +cmake -DCMAKE_TOOLCHAIN_FILE=<KODI_SRC>/tools/depends/target/Toolchain.cmake <KODI_SRC>/project/cmake/ +cmake --build . -- VERBOSE=1 -j$(nproc) # or: make VERBOSE=1 -j$(nproc) +``` + +#### Android package generation + +An installable APK for Android can be built with the following command: + +``` +make apk +``` + +## Options + +Kodi supports a number of build options that can enable or disable certain +functionality.i These options must be set when running CMake with +`-DENABLE_<OPTION>=<ON|OFF|AUTO`. The default is `AUTO` which enables +the option if a certain dependency is found. For example CEC support is +enabled if libCEC is available. `ON` forcefully enables the dependency +and the CMake run will fail if the related dependency is not available. +This is mostly useful for packagers. `OFF` will disable the feature. + +Example for forcefully enabling VAAPI and disabling VDPAU: + +``` +cmake ... -DENABLE_VAAPI=ON -DENABLE_VDPAU=OFF ... +``` + +Example for building with external FFMPEG: + +``` +cmake ... -DFFMPEG_PATH=/opt/ffmpeg -DENABLE_INTERNAL_FFMPEG=OFF ... +``` + +For more information and an updated list of option, please check the +main [project/cmake/CMakeLists.txt](https://github.com/xbmc/xbmc/tree/master/project/cmake/CMakeLists.txt). + +## Tests + +Kodi uses Google Test as its testing framework. Each test file is scanned for tests and these +are added to CTest, which is the native test driver for CMake. + +This scanning happens at configuration time. If tests depend on generated support files which +should not be scanned, then those support files should be added to the SUPPORT_SOURCES +variable as opposed to SOURCES before calling core_add_test. You might want to do this where +the generated support files would not exist at configure time, or if they are so large that +scanning them would take up an unreasonable amount of configure time. + +## Extra targets + +When using the makefile builds a few extra targets are defined: + +- `make check` builds and executes the test suite. +- `make check-valgrind` builds and executes the test suite with valgrind memcheck. +- `make doc` builds the Doxygen documentation. + +Code coverage (with Gcov, LCOV and Gcovr) can be built on Linux: + +- CMake has to be executed with `-DCMAKE_BUILD_TYPE=Coverage` +- `make coverage` generates an HTML code coverage report. +- `make coverage_xml` generates an XML code coverage report. + +## Building binary addons + +The CMake build system integrates with the addon build system if the GNU +Makefile generator is used. This offers an easy way to build addons for +packagers or Kodi developers who don't work on addons. + +``` +make binary-addons +``` + +Specific addons can be built with: + +``` +make binary-addons ADDONS="visualization.spectrum pvr.demo" +``` + +Addon developers can build single addons into the Kodi build directory +so that the addon can be tested with self-compiled specific versions of Kodi. + +``` +mkdir pvr.demo-build && cd pvr.demo-build +cmake -DCMAKE_BUILD_TYPE=Debug -DCMAKE_PREFIX_PATH=<KODI_BUILD_DIR>/build -DKODI_BUILD_DIR=<KODI_BUILD_DIR> <pvr.demo-SRC> +make +``` + +It is recommended to specify the directories as absolute paths. If relative +paths are used, they are considered relative to the build directory in which +`cmake` was executed (aka the current working working directory). + +Both methods work only for already existing addons. See this +[forum thread](http://forum.kodi.tv/showthread.php?tid=219166&pid=1934922#pid1934922) +and [addons/README.md](https://github.com/xbmc/xbmc/blob/master/project/cmake/addons/README.md) +for addon development and detailed documentation about the addon build system. + +## Sanitizers + +Clang and GCC support different kinds of Sanitizers. To enable a Sanitizer call CMake with the +option `-DECM_ENABLE_SANITIZERS=’san1;san2;...'`. For more information about enabling the +Sanitizers read the documentation in +[modules/extra/ECMEnableSanitizers.cmake](https://github.com/xbmc/xbmc/tree/master/project/cmake/modules/extra/ECMEnableSanitizers.cmake). + +It is also recommended to read the sections about the Sanitizers in the [Clang +documentation](http://clang.llvm.org/docs/). + +## Debugging the build + +This section covers some tips that can be useful for debugging a CMake +based build. + +### Verbosity (show compiler and linker parameters) + +In order to see the exact compiler commands `make` and `nmake` can be +executed with a `VERBOSE=1` parameter. + +On Windows, this is unfortunately not enough because `nmake` uses +temporary files to workaround `nmake`'s command string length limitations. +In order to see verbose output the file +[Modules/Platform/Windows.cmake](https://github.com/Kitware/CMake/blob/master/Modules/Platform/Windows.cmake#L40) +in the local CMake installation has to be adapted by uncommenting these +lines: + +``` +# uncomment these out to debug nmake and borland makefiles +#set(CMAKE_START_TEMP_FILE "") +#set(CMAKE_END_TEMP_FILE "") +#set(CMAKE_VERBOSE_MAKEFILE 1) +``` |