- Requirements
- Building Overview
- Generated source code
- Dependencies
- Linux Build
- Windows Build
- MacOS build
- Android Build
- Installed Files
- CMake >= 3.17.2
- C++17 compatible toolchain
- Git
- Python >= 3.10
NOTE: Python is needed for working on generated code, and helping grab dependencies. While it's not technically required, it's practically required for most users.
The following will be enough for most people, for more detailed instructions, see below.
git clone https://github.com/KhronosGroup/Vulkan-ExtensionLayer.git
cd Vulkan-ExtensionLayer
cmake -S . -B build -D UPDATE_DEPS=ON -D BUILD_WERROR=ON -D BUILD_TESTS=ON -D CMAKE_BUILD_TYPE=Debug
cmake --build build --config Debug
By default BUILD_WERROR
is OFF
. The idiom for open source projects is to NOT enable warnings as errors.
System/language package managers have to build on multiple different platforms and compilers.
By defaulting to ON
we cause issues for package managers since there is no standard way to disable warnings until CMake 3.24
Add -D BUILD_WERROR=ON
to your workflow. Or use the dev
preset shown below which will also enabling warnings as errors.
Currently this repo has a custom process for grabbing C/C++ dependencies.
Keep in mind this repo predates tools like vcpkg
, conan
, etc. Our process is most similar to vcpkg
.
By specifying -D UPDATE_DEPS=ON
when configuring CMake we grab dependencies listed in known_good.json.
All we are doing is streamlining building
/installing
the known good
dependencies and helping CMake find
the dependencies.
This is done via a combination of Python
and CMake
scripting.
Misc Useful Information:
- By default
UPDATE_DEPS
isOFF
. The intent is to be friendly by default to system/language package managers. - You can run
update_deps.py
manually but it isn't recommended for most users.
Typically most developers alter known_good.json
with the commit/branch they are testing.
Alternatively you can modify CMAKE_PREFIX_PATH
as follows.
# Delete the CMakeCache.txt which will cache find_* results
rm build -rf/
cmake -S . -B build/ ... -D CMAKE_PREFIX_PATH=~/foobar/my_custom_glslang_install/ ...
This repository is regularly built and tested on the two most recent Ubuntu LTS versions.
sudo apt-get install git build-essential python3 cmake
# Linux WSI system libraries
sudo apt-get install libwayland-dev xorg-dev
By default, the repository components are built with support for the
Vulkan-defined WSI display servers: Xcb, Xlib, and Wayland. It is recommended
to build the repository components with support for these display servers to
maximize their usability across Linux platforms. If it is necessary to build
these modules without support for one of the display servers, the appropriate
CMake option of the form BUILD_WSI_xxx_SUPPORT
can be set to OFF
.
Usage of this repository's contents in 32-bit Linux environments is not officially supported. However, since this repository is supported on 32-bit Windows, these modules should generally work on 32-bit Linux.
Here are some notes for building 32-bit targets on a 64-bit Ubuntu "reference" platform:
# 32-bit libs
# your PKG_CONFIG configuration may be different, depending on your distribution
sudo apt-get install gcc-multilib g++-multilib libx11-dev:i386
Set up your environment for building 32-bit targets:
export ASFLAGS=--32
export CFLAGS=-m32
export CXXFLAGS=-m32
export PKG_CONFIG_LIBDIR=/usr/lib/i386-linux-gnu
- Windows 10+
- Visual Studio
Note: Anything less than Visual Studio 2019
is not guaranteed to compile/work.
Run CMake to generate Visual Studio project files.
# NOTE: By default CMake picks the latest version of Visual Studio as the default generator.
cmake -S . -B build --preset dev
# Open the Visual Studio solution
cmake --open build
See the CMake documentation for further information on Visual Studio generators.
NOTE: Windows developers don't have to develop in Visual Studio. Visual Studio just helps streamlining the needed C++ toolchain requirements (compilers, linker, etc).
- Xcode
NOTE: MacOS developers don't have to develop in Xcode. Xcode just helps streamlining the needed C++ toolchain requirements (compilers, linker, etc). Similar to Visual Studio on Windows.
To create and open an Xcode project:
# Create the Xcode project
cmake -S . -B build -G Xcode --preset dev
# Open the Xcode project
cmake --open build
See the CMake documentation for further information on the Xcode generator.
- CMake 3.21+
- NDK r25+
- Ninja 1.10+
- Android SDK Build-Tools 34.0.0+
- Download Android Studio
- Install (https://developer.android.com/studio/install)
- From the
Welcome to Android Studio
splash screen, add the following components using the SDK Manager:- SDK Platforms > Android 8.0 and newer (API Level 26 or higher)
- SDK Tools > Android SDK Build-Tools
- SDK Tools > Android SDK Platform-Tools
- SDK Tools > Android SDK Tools
- SDK Tools > NDK
- SDK Tools > CMake
NOTE: The following commands are streamlined for Linux but easily transferable to other platforms.
The main intent is setting 2 environment variables and ensuring the NDK and build tools are in the PATH
.
# Set environment variables
# https://github.com/actions/runner-images/blob/main/images/linux/Ubuntu2204-Readme.md#environment-variables-2
export ANDROID_SDK_ROOT=$HOME/Android/Sdk
export ANDROID_NDK_HOME=$ANDROID_SDK_ROOT/ndk/X.Y.Z
# Modify path
export PATH=$ANDROID_SDK_ROOT/build-tools/X.Y.Z:$PATH
# (Optional if you have new enough version of CMake + Ninja)
export PATH=$ANDROID_SDK_ROOT/cmake/3.22.1/bin:$PATH
# Verify SDK build-tools is set correctly
which aapt
# Verify CMake/Ninja are in the path
which cmake
which ninja
# Check apksigner
apksigner --help
Note: If apksigner
gives a java: not found
error you do not have Java in your path.
# A common way to install on the system
sudo apt install default-jre
- Building libraries to package with your APK
Invoking CMake directly to build the binary is relatively simple.
See https://developer.android.com/ndk/guides/cmake#command-line for CMake NDK documentation.
# Build release binary for arm64-v8a
cmake -S . -B build \
-D CMAKE_TOOLCHAIN_FILE=$ANDROID_NDK_HOME/build/cmake/android.toolchain.cmake \
-D ANDROID_PLATFORM=26 \
-D CMAKE_ANDROID_ARCH_ABI=arm64-v8a \
-D CMAKE_ANDROID_STL_TYPE=c++_static \
-D ANDROID_USE_LEGACY_TOOLCHAIN_FILE=NO \
-D CMAKE_BUILD_TYPE=Release \
-D UPDATE_DEPS=ON \
-G Ninja
cmake --build build
cmake --install build --prefix build/install
Then you just package the library into your APK under the appropriate lib directory based on the ABI: https://en.wikipedia.org/wiki/Apk_(file_format)#Package_contents
Alternatively users can also use scripts/android.py
to build the binaries.
Note: scripts/android.py
will place the binaries in the build-android/libs
directory.
# Build release binary for arm64-v8a
python3 scripts/android.py --config Release --app-abi arm64-v8a --app-stl c++_static
android.py
can also streamline building for multiple ABIs:
# Build release binaries for all ABIs
python3 scripts/android.py --config Release --app-abi 'armeabi-v7a arm64-v8a x86 x86_64' --app-stl c++_static
- Building the test APK for development purposes
Creating the test APK is a bit of an involved process since it requires running multiple CLI tools after the CMake build has finished.
As a result users are enouraged to use scripts/android.py
to build the test APK.
This script handles wrapping CMake and various Android CLI tools to create the APK for you.
# Build a complete test APK with debug binaries for all ABIS
python3 scripts/android.py --config Debug --app-abi 'armeabi-v7a arm64-v8a x86 x86_64' --app-stl c++_shared --apk --tests
# Build a clean test APK with release binaries for arm64-v8a
python3 scripts/android.py --config Release --app-abi arm64-v8a --app-stl c++_shared --apk --tests --clean
Note: scripts/android.py
will place the APK in the build-android/bin
directory.
The installation depends on the target platform
For UNIX operating systems:
- install_dir
/lib
: The extension layer binaries - install_dir
/share/vulkan/explicit_layer.d
: The corresponding json manifest files
NOTE
: Android doesn't use json manifests for Vulkan layers.
For WIN32:
- install_dir
/bin
: The extension layer binaries - install_dir
/bin
: The corresponding json manifest files
After you have built your project you can install using CMake's install functionality.
CMake Docs:
# EX: Installs Release artifacts into `build/install` directory.
# NOTE: --config is only needed for multi-config generators (Visual Studio, Xcode, etc)
cmake --install build/ --config Release --prefix build/install