[Bf-committers] Get Cmake on-par with scons (docs, batch files and configuration scripts)
matmenu at live.fr
Sun Dec 20 21:16:55 CET 2015
By the way, I give the cmake command to get the same build as with the
full cmake script:
cmake ..\blender -G "NMake Makefiles" -DCMAKE_BUILD_TYPE=Release
-DWITH_BUILDINFO=ON -DWITH_BULLET=ON -DWITH_CODEC_AVI=ON
-DWITH_CODEC_FFMPEG=ON -DWITH_CODEC_SNDFILE=ON -DWITH_CYCLES=ON
-DWITH_CYCLES_OSL=ON -DWITH_FFTW3=ON -DWITH_LIBMV=ON
-DWITH_COMPOSITOR=ON -DWITH_FREESTYLE=ON -DWITH_GHOST_XDND=ON
-DWITH_IK_SOLVER=ON -DWITH_IK_ITASC=ON -DWITH_IMAGE_CINEON=ON
-DWITH_IMAGE_DDS=ON -DWITH_IMAGE_FRAMESERVER=ON -DWITH_IMAGE_HDR=ON
-DWITH_IMAGE_OPENEXR=ON -DWITH_IMAGE_OPENJPEG=ON -DWITH_IMAGE_REDCODE=ON
-DWITH_IMAGE_TIFF=ON -DWITH_INPUT_NDOF=ON -DWITH_INTERNATIONAL=ON
-DWITH_JACK=ON -DWITH_LZMA=ON -DWITH_LZO=ON -DWITH_MOD_BOOLEAN=ON
-DWITH_MOD_FLUID=ON -DWITH_MOD_REMESH=ON -DWITH_MOD_SMOKE=ON
-DWITH_MOD_OCEANSIM=ON -DWITH_AUDASPACE=ON -DWITH_OPENAL=ON
-DWITH_OPENCOLLADA=ON -DWITH_OPENCOLORIO=ON -DWITH_OPENMP=ON
-DWITH_PYTHON_INSTALL=ON -DWITH_RAYOPTIMIZATION=ON -DWITH_SDL=ON
-DWITH_X11_XINPUT=ON -DWITH_X11_XF86VMODE=ON -DWITH_PLAYER=ON
Am 20/12/2015 um 20:59 schrieb matmenu:
> Ok so I start a new thread then following discussion regarding cmake
> switch. I know they are not due to cmake, it's just the cmake wiki-docs
> and scripts needs some tweeks and/or a batch file to bring it on scons
> level. At the moment, following the docs here
> we have many steps to follow, it breaks when switching branches or
> adding new functionnality unlike scons and the final build is missing
> many parts compared to official builds. Here are things that I think
> should be fixed before making the final switch.
> - Have a one line command for cmake just like for scons (python
> scons\scons.py -j 4) to build a version of blender similar in
> functionality and build parameters to the official/buildbot ones. "make
> full" like on linux seems good.
> I tried Antony .bat file, but it doesn't find many libs and fails .
> Using the Cmake GUI or scons works. Error message are like those one:
> -- Could NOT find JPEG (missing: JPEG_LIBRARY JPEG_INCLUDE_DIR)
> -- Found Freetype:
> - It may be due to temporary errors in the code, but in our case with a
> full GUI build (only way working for us atm), 2 modules fails to compile
> with cmake since about 1 week. Buildbots however seems to be ok?
> Am 20/12/2015 um 19:57 schrieb Sergey Sharybin:
>> As for the issues with default config on msvc+cmake -- i never really ad
>> issues, it always working "out-of-the-box" for me and likely for other
>> active developers. However, we can't _always_ guarantee latest Git is
>> always compilable, it's possible to have occasional compilation errors. If
>> it's something bigger for you -- please do a fuller report here in the ML
>> (in a separate thread tho!). Such issues are not something which is caused
>> by the build system and should be reviewed anyway and separately.
>> As for the release-like configuration -- here are the points:
>> - Default configuration _must_ be identical on all platforms
>> - Some of the features requires 3rd party libraries
>> - We can only have pre-compiled libraries for WIndows and OSX, for Linux
>> one is doomed to either use library from the repository or compile himself
>> (which isn't always trivial)
>> So for the default configuration we prefer to have configuration which does
>> not require some obscure libraries.
>> On another hand, however, in GNU-like environment it's simple to do full
>> make full # invoke from the sources root directory
>> Perhaps we can have something similar on Windows? .bat script maybe?
>> Switching branches is a weird thing. I've got both SCons and CMake failing
>> at some points. This seems to be much better with latest versions of CMake
>> tho. And yeah, you don't really need to force full-cmake regeneration after
>> changing the branch. For the compilation you can simply invoke building
>> command (msbuild or name, depending on the generator).
>> So all in all mentioned issues seems something what we can address and not
>> really caused by the building system on it's own. But that's for the
>> feedback :)
>> On Sun, Dec 20, 2015 at 11:22 PM, Antony Riakiotakis <kalast at gmail.com>
>>> You don't need to open visual studio. You can just use nmake from
>>> command line. What I personally do is have a nice batch file to do the
>>> job for me. It only works from a developer command prompt for visual
>>> studio. Here are its contents:
>>> cd c:\src\blender
>>> git checkout master
>>> git pull --rebase
>>> git submodule update --recursive --remote
>>> cd c:\src\blender-build
>>> del CMakeCache.txt
>>> cmake ..\blender -G "NMake Makefiles" -DCMAKE_BUILD_TYPE=Release
>>> -DWITH_RAYOPTIMIZATION=ON -DWITH_CODEC_FFMPEG=OFF -DWITH_PLAYER=ON
>>> -DWITH_IMAGE_OPENEXR=ON -DWITH_OPENCOLLADA=ON -DWITH_CYCLES=ON
>>> -DWITH_OPENMP=ON -DWITH_CYCLES_CUDA_BINARIES=OFF
>>> -DWITH_MOD_OCEANSIM=ON -DWITH_FFTW3=ON -DWITH_LIBMV=ON
>>> -DCMAKE_VERBOSE_MAKEFILE=OFF -DWITH_CYCLES_OSL=ON
>>> -DWITH_IMAGE_REDCODE=OFF -DWITH_OPENSUBDIV=ON
>>> nmake install
>>> On 20/12/2015, matmenu <matmenu at live.fr> wrote:
>>>> Exactly what Antony said. Nobody will care what the building system is,
>>>> if it works out of the box. At the moment, it works perfect on Linux,
>>>> but it's still not working flawlessly on windows for me and other
>>>> friends. We made a little list of things that don't work properly:
>>>> - When using the cmake_full script, 2 modules fail to build in VS2013
>>>> - "cmake_full" script is not default.
>>>> - With Scons it is a one-line cmd that compiles a release-like build in
>>>> one step. With cmake, following the wiki doc, we have to 1) Start the
>>>> GUI and choose the folders 2) configure, change some parameters manually
>>>> 3)generate solutions, 4) open VS 5) switch from debug (default) to
>>>> release 6) start the building process.
>>>> - Switching branches is a pain. Everytime we switch the branch, we have
>>>> to 1)delete cache, 2)configure and add my cutom params manually agin
>>>> (with scons, it was just added to the scons script) 3) generate solution
>>>> etc... otherwise, not all files are taken into account (for example for
>>>> object_nodes branch which has a lot of new files) and build fails. With
>>>> scons, the git checkout was enough to have the branch-specific scons
>>>> script and run the one-line again.
>>>> So I agree that the best experience on Linux is with Cmake, but on
>>>> Windows, it's still far away from ideal. Maybe just because I don't know
>>>> Cmake on windows well and the wiki doc is not adapted, but either it's
>>>> in doc or scripts or both, there is still some things to do to make it a
>>>> good switch. Fixing windows specific-bugs is already not funny, so it
>>>> would be good to make the build process as easy as with scons.
>>>> Am 20/12/2015 um 16:37 schrieb Antony Riakiotakis:
>>>>> +1 to drop scons. It may be easy to setup for casual builders, but so
>>>>> is cmake, if we provide good defaults.
>>>>> On 20/12/2015, Thomas Dinges <blender at dingto.org> wrote:
>>>>>> I use SCons too, but I also use CMake from time to time, so it's not a
>>>>>> big deal to switch over.
>>>>>> Therefore, I fully support removing SCons. Not sure we really need to
>>>>>> wait for 2.8x to do it though, imho it's fine to drop it now, we still
>>>>>> need 1-2 months before a new 2.7x release I guess, should be time
>>>>>> to communicate the change.
>>>>>> Am 20.12.15 um 15:22 schrieb Mike Erwin:
>>>>>>> I use SCons but support the idea of having only one build system.
>>>>>>> much luck building Blender with CMake but am willing to learn!
>>>>>>> -- Mike
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