dawn-cmake/docs/building.md

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# Building Dawn
## System requirements
* Git
* CMake (3.10.2 or later) (if desired)
* GN (if desired)
* Ninja (or other build tool)
* Python, for fetching dependencies
* [depot_tools] in your path
- Linux
- The `pkg-config` command:
```sh
# Install pkg-config on Ubuntu
sudo apt-get install pkg-config
```
- Mac
- [Xcode](https://developer.apple.com/xcode/) 12.2+.
- The macOS 11.0 SDK. Run `xcode-select` to check whether you have it.
```sh
ls `xcode-select -p`/Platforms/MacOSX.platform/Developer/SDKs
```
## Install `depot_tools`
Dawn uses the Chromium build system and dependency management so you need to [install depot_tools] and add it to the PATH.
[install depot_tools]: http://commondatastorage.googleapis.com/chrome-infra-docs/flat/depot_tools/docs/html/depot_tools_tutorial.html#_setting_up
## Get the code
```sh
# Clone the repo as "dawn"
git clone https://dawn.googlesource.com/dawn dawn && cd dawn
# Bootstrap the gclient configuration
cp scripts/standalone.gclient .gclient
# Fetch external dependencies and toolchains with gclient
gclient sync
```
## Build Dawn
### Compiling using CMake + Ninja
```sh
mkdir -p out/Debug
cd out/Debug
cmake -GNinja ../..
ninja # or autoninja
```
### Compiling using CMake + make
```sh
mkdir -p out/Debug
cd out/Debug
cmake ../..
make # -j N for N-way parallel build
```
### Compiling using gn + ninja
```sh
mkdir -p out/Debug
gn gen out/Debug
autoninja -C out/Debug
```
The most common GN build option is `is_debug=true/false`; otherwise
`gn args out/Debug --list` shows all the possible options.
On macOS you'll want to add the `use_system_xcode=true` in most cases.
(and if you're a googler please get XCode from go/xcode).
To generate a Microsoft Visual Studio solution, add `ide=vs2022` and
`ninja-executable=<dawn parent directory>\dawn\third_party\ninja\ninja.exe`.
The .sln file will be created in the output directory specified.
### Fuzzers on MacOS
If you are attempting fuzz, using `TINT_BUILD_FUZZERS=ON`, the version of llvm
in the XCode SDK does not have the needed libfuzzer functionality included.
The build error that you will see from using the XCode SDK will look something
like this:
```
ld: file not found:/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/11.0.0/lib/darwin/libclang_rt.fuzzer_osx.a
```
The solution to this problem is to use a full version llvm, like what you would
get via homebrew, `brew install llvm`, and use something like `CC=<path to full
clang> cmake ..` to setup a build using that toolchain.