Although this version of VirtualGL no longer provides a native Windows client, native versions of several of the benchmarking utilities can still be built using this source tree. These utilities are distributed in a separate package called "VirtualGL-Utils".
-
CMake v3.10 or later
-
Microsoft Visual C++ 2005 or later
If you don't already have Visual C++, then the easiest way to get it is by installing Visual Studio Community Edition, which includes everything necessary to build VirtualGL-Utils.
- You can also download and install the standalone Windows SDK (for Windows 7 or later), which includes command-line versions of the 32-bit and 64-bit Visual C++ compilers.
- If you intend to build VirtualGL-Utils from the command line, then add
the appropriate compiler and SDK directories to the
INCLUDE
,LIB
, andPATH
environment variables. This is generally accomplished by executingvcvars32.bat
orvcvars64.bat
, which are located in the same directory as the compiler.
... OR ...
-
MinGW
MSYS2 or tdm-gcc recommended if building on a Windows machine. Both distributions install a Start Menu link that can be used to launch a command prompt with the appropriate compiler paths automatically set.
Binary objects, libraries, and executables are generated in the directory from which CMake is executed (the "binary directory"), and this directory need not necessarily be the same as the VirtualGL source directory. You can create multiple independent binary directories, in which different versions of VirtualGL-Utils can be built from the same source tree using different compilers or settings. In the sections below, {build_directory} refers to the binary directory, whereas {source_directory} refers to the VirtualGL source directory. For in-tree builds, these directories are the same.
cd {build_directory}
cmake -G"NMake Makefiles" -DCMAKE_BUILD_TYPE=Release [additional CMake flags] {source_directory}
nmake
This will build either a 32-bit or a 64-bit version of VirtualGL-Utils,
depending on which version of cl.exe is in the PATH
.
Choose the appropriate CMake generator option for your version of Visual Studio
(run cmake
with no arguments for a list of available generators.) For
instance:
cd {build_directory}
cmake -G"Visual Studio 10" [additional CMake flags] {source_directory}
You can then open ALL_BUILD.vcproj in Visual Studio and build one of the configurations in that project ("Debug", "Release", etc.) to generate a full build of VirtualGL-Utils.
NOTE: This assumes that you are building on a Windows machine using the MSYS environment. Cross-compiling on a Linux/Unix machine is left as an exercise for the reader.
cd {build_directory}
cmake -G"MSYS Makefiles" [additional CMake flags] {source_directory}
make
Add -DCMAKE_BUILD_TYPE=Debug
to the CMake command line. Or, if building with
NMake, remove -DCMAKE_BUILD_TYPE=Release
(Debug builds are the default with
NMake.)
To list and configure other CMake options not specifically mentioned in this guide, run
cmake-gui {source_directory}
from the build directory after initially configuring the build. This will display all variables that are relevant to the VirtualGL-Utils build, their current values, and a help string describing what they do.
You can use the build system to install VirtualGL-Utils into a directory of your choosing. To do this, add:
-DCMAKE_INSTALL_PREFIX={install_directory}
to the CMake command line. Then, you can run make install
or nmake install
(or build the "install" target in the Visual Studio IDE) to build and install
VirtualGL-Utils. Running make uninstall
or nmake uninstall
(or building
the "uninstall" target in the Visual Studio IDE) will uninstall
VirtualGL-Utils.
If you don't specify CMAKE_INSTALL_PREFIX
, then the default is
c:\Program Files\VirtualGL-Utils.
If using NMake:
cd {build_directory}
nmake installer
If using MinGW:
cd {build_directory}
make installer
If using the Visual Studio IDE, build the "installer" target.
The installer package (VirtualGL[64]-Utils-{version}.exe) will be located under {build_directory}. If building using the Visual Studio IDE, then the installer package will be located in a subdirectory with the same name as the configuration you built (such as {build_directory}\Debug\ or {build_directory}\Release).
Building a Windows installer requires the
Nullsoft Install System. makensis.exe should
be in your PATH
.