<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html lang="en"> <head> <meta http-equiv="content-type" content="text/html; charset=utf-8"> <title>Compiling and Installing</title> <link rel="stylesheet" type="text/css" href="mesa.css"> </head> <body> <div class="header"> <h1>The Mesa 3D Graphics Library</h1> </div> <iframe src="contents.html"></iframe> <div class="content"> <h1>Compiling and Installing</h1> <ol> <li><a href="#prereq-general">Prerequisites for building</a> <ul> <li><a href="#prereq-general">General prerequisites</a> <li><a href="#prereq-dri">For DRI and hardware acceleration</a> </ul> <li><a href="#autoconf">Building with autoconf (Linux/Unix/X11)</a> <li><a href="#scons">Building with SCons (Windows/Linux)</a> <li><a href="#other">Building for other systems</a> <li><a href="#libs">Library Information</a> <li><a href="#pkg-config">Building OpenGL programs with pkg-config</a> </ol> <h1 id="prereq-general">1. Prerequisites for building</h1> <h2>1.1 General</h2> <ul> <li><a href="http://www.python.org/">Python</a> - Python is required. Version 2.6.4 or later should work. </li> <br> <li><a href="http://www.makotemplates.org/">Python Mako module</a> - Python Mako module is required. Version 0.3.4 or later should work. </li> </br> <li><a href="http://www.scons.org/">SCons</a> is required for building on Windows and optional for Linux (it's an alternative to autoconf/automake.) </li> <br> <li>lex / yacc - for building the GLSL compiler. <br> <br> On Linux systems, flex and bison are used. Versions 2.5.35 and 2.4.1, respectively, (or later) should work. <br> <br> On Windows with MinGW, install flex and bison with: <pre>mingw-get install msys-flex msys-bison</pre> For MSVC on Windows, install <a href="http://winflexbison.sourceforge.net/">Win flex-bison</a>. </li> <br> <li>For building on Windows, Microsoft Visual Studio 2013 or later is required. </li> </ul> <h3 id="prereq-dri">1.2 For DRI and hardware acceleration</h3> <p> The following are required for DRI-based hardware acceleration with Mesa: </p> <ul> <li><a href="http://xorg.freedesktop.org/releases/individual/proto/"> dri2proto</a> version 2.6 or later <li><a href="http://dri.freedesktop.org/libdrm/">libDRM</a> latest version <li>Xorg server version 1.5 or later <li>Linux 2.6.28 or later </ul> <p> If you're using a fedora distro the following command should install all the needed dependencies: </p> <pre> sudo yum install flex bison imake libtool xorg-x11-proto-devel libdrm-devel \ gcc-c++ xorg-x11-server-devel libXi-devel libXmu-devel libXdamage-devel git \ expat-devel llvm-devel python-mako </pre> <h1 id="autoconf">2. Building with autoconf (Linux/Unix/X11)</h1> <p> The primary method to build Mesa on Unix systems is with autoconf. </p> <p> The general approach is the standard: </p> <pre> ./configure make sudo make install </pre> <p> But please read the <a href="autoconf.html">detailed autoconf instructions</a> for more details. </p> <h1 id="scons">3. Building with SCons (Windows/Linux)</h1> <p> To build Mesa with SCons on Linux or Windows do </p> <pre> scons </pre> <p> The build output will be placed in build/<i>platform</i>-<i>machine</i>-<i>debug</i>/..., where <i>platform</i> is for example linux or windows, <i>machine</i> is x86 or x86_64, optionally followed by -debug for debug builds. </p> <p> To build Mesa with SCons for Windows on Linux using the MinGW crosscompiler toolchain do </p> <pre> scons platform=windows toolchain=crossmingw machine=x86 libgl-gdi </pre> <p> This will create: </p> <ul> <li>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll — Mesa + Gallium + softpipe (or llvmpipe), binary compatible with Windows's opengl32.dll </ul> <p> Put them all in the same directory to test them. </p> <h1 id="other">4. Building for other systems</h1> <p> Documentation for other environments (some may be very out of date): </p> <ul> <li><a href="README.VMS">README.VMS</a> - VMS <li><a href="README.CYGWIN">README.CYGWIN</a> - Cygwin <li><a href="README.WIN32">README.WIN32</a> - Win32 </ul> <h1 id="libs">5. Library Information</h1> <p> When compilation has finished, look in the top-level <code>lib/</code> (or <code>lib64/</code>) directory. You'll see a set of library files similar to this: </p> <pre> lrwxrwxrwx 1 brian users 10 Mar 26 07:53 libGL.so -> libGL.so.1* lrwxrwxrwx 1 brian users 19 Mar 26 07:53 libGL.so.1 -> libGL.so.1.5.060100* -rwxr-xr-x 1 brian users 3375861 Mar 26 07:53 libGL.so.1.5.060100* lrwxrwxrwx 1 brian users 14 Mar 26 07:53 libOSMesa.so -> libOSMesa.so.6* lrwxrwxrwx 1 brian users 23 Mar 26 07:53 libOSMesa.so.6 -> libOSMesa.so.6.1.060100* -rwxr-xr-x 1 brian users 23871 Mar 26 07:53 libOSMesa.so.6.1.060100* </pre> <p> <b>libGL</b> is the main OpenGL library (i.e. Mesa). <br> <b>libOSMesa</b> is the OSMesa (Off-Screen) interface library. </p> <p> If you built the DRI hardware drivers, you'll also see the DRI drivers: </p> <pre> -rwxr-xr-x 1 brian users 16895413 Jul 21 12:11 i915_dri.so -rwxr-xr-x 1 brian users 16895413 Jul 21 12:11 i965_dri.so -rwxr-xr-x 1 brian users 11849858 Jul 21 12:12 r200_dri.so -rwxr-xr-x 1 brian users 11757388 Jul 21 12:12 radeon_dri.so </pre> <p> If you built with Gallium support, look in lib/gallium/ for Gallium-based versions of libGL and device drivers. </p> <h1 id="pkg-config">6. Building OpenGL programs with pkg-config</h1> <p> Running <code>make install</code> will install package configuration files for the pkg-config utility. </p> <p> When compiling your OpenGL application you can use pkg-config to determine the proper compiler and linker flags. </p> <p> For example, compiling and linking a GLUT application can be done with: </p> <pre> gcc `pkg-config --cflags --libs glut` mydemo.c -o mydemo </pre> <br> </div> </body> </html>