# Build Instructions
-This document contains the instructions for building this repository on Linux and Windows.
-This repository does not contain a Vulkan-capable driver.
-Before proceeding, it is strongly recommended that you obtain a Vulkan driver from your graphics hardware vendor
-and install it.
+Instructions for building this repository on Linux, Windows, Android, and MacOS.
+
+## Index
+
+1. [Contributing](#contributing-to-the-repository)
+2. [Repository Set-Up](#repository-set-up)
+3. [Windows Build](#building-on-windows)
+4. [Linux Build](#building-on-linux)
+5. [Android Build](#building-on-android)
+6. [MacOS build](#building-on-macos)
+
+## Contributing to the Repository
+
+If you intend to contribute, the preferred work flow is for you to develop
+your contribution in a fork of this repository in your GitHub account and
+then submit a pull request.
+Please see the [CONTRIBUTING.md](CONTRIBUTING.md) file in this repository for more details.
+
+## Repository Set-Up
-## Contributing
+### Display Drivers
-If you intend to contribute, the preferred work flow is for you to develop your contribution
-in a fork of this repo in your GitHub account and then submit a pull request.
-Please see the [CONTRIBUTING](CONTRIBUTING.md) file in this repository for more details.
+This repository does not contain a Vulkan-capable driver.
+Before proceeding, it is strongly recommended that you obtain a Vulkan driver from your
+graphics hardware vendor and install it properly.
-## Git the Bits
+### Download the Repository
To create your local git repository:
-```
-git clone https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers
-```
-## Linux Build
+ git clone https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers
+
+## Building On Windows
+
+### Windows Build Requirements
+
+Windows 7+ with the following software packages:
+
+- Microsoft Visual Studio 2013 Update 4 Professional, VS2015 (any version), or VS2017 (any version).
+- [CMake](http://www.cmake.org/download/)
+ - Tell the installer to "Add CMake to the system PATH" environment variable.
+- [Python 3](https://www.python.org/downloads)
+ - Select to install the optional sub-package to add Python to the system PATH
+ environment variable.
+ - Ensure the `pip` module is installed (it should be by default)
+ - Python3.3 or later is necessary for the Windows py.exe launcher that is used to select python3
+ rather than python2 if both are installed
+- [Git](http://git-scm.com/download/win)
+ - Tell the installer to allow it to be used for "Developer Prompt" as well as "Git Bash".
+ - Tell the installer to treat line endings "as is" (i.e. both DOS and Unix-style line endings).
+ - Install both the 32-bit and 64-bit versions, as the 64-bit installer does not install the
+ 32-bit libraries and tools.
+- Notes for using [Cygwin](https://www.cygwin.com)
+ - First, in a Cygwin shell:
+ - `./update_external_sources.sh --no-build`
+ - Then, in a Visual Studio Developer Command Prompt:
+ - Ensure python3.x and CMake in are in the path
+ - Run `update_external_sources.bat --no-sync`
+ - Run build_windows_targets.bat cmake
+
+### Windows Build - Microsoft Visual Studio
+
+1. Open a Developer Command Prompt for VS201x
+2. Change directory to `Vulkan-LoaderAndValidationLayers` -- the root of the cloned git repository
+3. Run `update_external_sources.bat` -- this will download and build external components
+4. Create a `build` directory, change into that directory, and run cmake
+
+For example, for VS2017 (generators for other versions are [specified here](#cmake-visual-studio-generators)):
+
+ cmake -G "Visual Studio 15 2017 Win64" ..
+
+This will create a Windows solution file named `VULKAN.sln` in the build directory.
+
+Launch Visual Studio and open the "VULKAN.sln" solution file in the build folder.
+You may select "Debug" or "Release" from the Solution Configurations drop-down list.
+Start a build by selecting the Build->Build Solution menu item.
+This solution copies the loader it built to each program's build directory
+to ensure that the program uses the loader built from this solution.
+
+#### The Update External Sources Batch File
+
+Employing [optional parameters](#update-external-sources-optional-parameters)
+to the **update_external_sources.bat** script can streamline repository set-up.
+
+### Windows Tests and Demos
+
+After making any changes to the repository, you should perform some quick sanity tests,
+including the run_all_tests Powershell script and the cube demo with validation enabled.
-The build process uses CMake to generate makefiles for this project.
-The build generates the loader, layers, and tests.
+To run the validation test script, open a Powershell Console,
+change to the build/tests directory, and run:
-This repo has been built and tested on the two most recent Ubuntu LTS versions. Currently, the oldest supported
-version is Ubuntu 14.04, meaning that the minimum supported compiler versions are GCC 4.8.2 and Clang 3.4, although
-earlier versions may work.
+For Release builds:
+
+ .\run_all_tests.ps1
+
+For Debug builds:
+
+ .\run_all_tests.ps1 -Debug
+
+This script will run the following tests:
+
+- `vk_loader_validation_tests`:
+ Vulkan loader handle wrapping, allocation callback, and loader/layer interface tests
+- `vk_layer_validation_tests`:
+ Test Vulkan validation layers
+- `vkvalidatelayerdoc`:
+ Tests that validation database is up-to-date and is synchronized with the validation source code
+
+To run the Cube demo with validation in a Debug build configuration:
+
+- In the MSVC solution explorer, right-click on the `cube` project and select
+ `Set As Startup Project`
+- Right click on cube again, select properties->Debugging->Command Arguments, change to
+ `--validate`, and save
+- From the main menu, select Debug->Start Debugging, or from the toolbar click
+ `Local Windows Debugger`
+
+Other demos that can be found in the build/demos directory are:
+
+- `vulkaninfo`: Report GPU properties
+- `smoketest`: A "smoke" test using more complex Vulkan rendering
+
+### Windows Notes
+
+#### CMake Visual Studio Generators
+
+The above example used Visual Studio 2017, and specified its generator as "Visual Studio 15 2017 Win64".
+The chosen generator should match your Visual Studio version. Appropriate Visual Studio generators include:
+
+| Build Platform | 64-bit Generator | 32-bit Generator |
+|------------------------------|-------------------------------|-------------------------|
+| Microsoft Visual Studio 2013 | "Visual Studio 12 2013 Win64" | "Visual Studio 12 2013" |
+| Microsoft Visual Studio 2015 | "Visual Studio 14 2015 Win64" | "Visual Studio 14 2015" |
+| Microsoft Visual Studio 2017 | "Visual Studio 15 2017 Win64" | "Visual Studio 15 2017" |
+
+#### The Vulkan Loader Library
+
+Vulkan programs must be able to find and use the vulkan-1.dll library.
+While several of the test and demo projects in the Windows solution set this up automatically, doing so manually may be necessary for custom projects or solutions.
+Make sure the library is either installed in the C:\Windows\System32 folder, or that the PATH environment variable includes the folder where the library resides.
+
+To run Vulkan programs you must tell the Vulkan Loader where to find the libraries.
+This is described in a `LoaderAndLayerInterface` document in the `loader` folder in this repository.
+This describes both how ICDs and layers should be properly packaged, and how developers can point to ICDs and layers within their builds.
+
+## Building On Linux
+
+### Linux Build Requirements
+
+This repository has been built and tested on the two most recent Ubuntu LTS versions.
+Currently, the oldest supported version is Ubuntu 14.04, meaning that the minimum supported compiler versions are GCC 4.8.2 and Clang 3.4, although earlier versions may work.
It should be straightforward to adapt this repository to other Linux distributions.
+**Required Package List:**
+
+ sudo apt-get install git cmake build-essential libx11-xcb-dev libxkbcommon-dev libmirclient-dev libwayland-dev libxrandr-dev
+
+### Linux Build
+
+Example debug build (Note that the update\_external\_sources script used below builds external tools into predefined locations.
+See **Loader and Validation Layer Dependencies** for more information and other options):
-These packages are needed to build this repository:
-```
-sudo apt-get install git cmake build-essential bison libx11-xcb-dev libxkbcommon-dev libmirclient-dev libwayland-dev libxrandr-dev
-```
+1. In a Linux terminal, `cd Vulkan-LoaderAndValidationLayers` -- the root of the
+ cloned git repository
+2. Execute `./update_external_sources.sh` -- this will download and build external components
+3. Create a `build` directory, change into that directory, and run cmake:
-Example debug build (Note that the update\_external\_sources script used below builds external tools into predefined locations. See **Loader and Validation Layer Dependencies** for more information and other options):
-```
-cd Vulkan-LoaderAndValidationLayers # cd to the root of the cloned git repository
-./update_external_sources.sh
-cmake -H. -Bdbuild -DCMAKE_BUILD_TYPE=Debug
-cd dbuild
-make
-```
+ mkdir build
+ cd build
+ cmake -DCMAKE_BUILD_TYPE=Debug ..
-If your build system supports ccache, you can enable that via cmake option `-DUSE_CCACHE=On`
+4. Run `make -j8` to begin the build
-If you have installed a Vulkan driver obtained from your graphics hardware vendor, the install process should
-have configured the driver so that the Vulkan loader can find and load it.
+If your build system supports ccache, you can enable that via CMake option `-DUSE_CCACHE=On`
+
+#### The Update External Sources script
+
+Employing [optional parameters](#update-external-sources-optional-parameters)
+to the **update_external_sources.sh** script can streamline repository set-up.
+
+#### Using the new loader and layers
+
+ export LD_LIBRARY_PATH=<path to your repository root>/build/loader
+ export VK_LAYER_PATH=<path to your repository root>/build/layers
-If you want to use the loader and layers that you have just built:
-```
-export LD_LIBRARY_PATH=<path to your repository root>/dbuild/loader
-export VK_LAYER_PATH=<path to your repository root>/dbuild/layers
-```
You can run the `vulkaninfo` application to see which driver, loader and layers are being used.
-The `LoaderAndLayerInterface` document in the `loader` folder in this repository is a specification that
-describes both how ICDs and layers should be properly
-packaged, and how developers can point to ICDs and layers within their builds.
+The `LoaderAndLayerInterface` document in the `loader` folder in this repository
+is a specification that describes both how ICDs and layers should be properly packaged,
+and how developers can point to ICDs and layers within their builds.
### WSI Support Build Options
-By default, the Vulkan Loader and Validation Layers are built with support for all 4 Vulkan-defined WSI display systems, Xcb, Xlib, Wayland, and Mir. It is recommended to build these modules with support for these
-display systems to maximize their usability across Linux platforms.
-If it is necessary to build these modules without support for one of the display systems, the appropriate CMake option of the form BUILD_WSI_xxx_SUPPORT can be set to OFF. See the top-level CMakeLists.txt file for more info.
+
+By default, the Vulkan Loader and Validation Layers are built with support for all 4 Vulkan-defined WSI display servers: Xcb, Xlib, Wayland, and Mir.
+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`.
+See the top-level CMakeLists.txt file for more info.
### Linux Install to System Directories
-Installing the files resulting from your build to the systems directories is optional since
-environment variables can usually be used instead to locate the binaries.
+Installing the files resulting from your build to the systems directories is optional since environment variables can usually be used instead to locate the binaries.
There are also risks with interfering with binaries installed by packages.
-If you are certain that you would like to install your binaries to system directories,
-you can proceed with these instructions.
+If you are certain that you would like to install your binaries to system directories, you can proceed with these instructions.
-Assuming that you've built the code as described above and the current directory is still `dbuild`,
-you can execute:
+Assuming that you've built the code as described above and the current directory is still `build`, you can execute:
-```
-sudo make install
-```
+ sudo make install
This command installs files to:
-* `/usr/local/include/vulkan`: Vulkan include files
-* `/usr/local/lib`: Vulkan loader and layers shared objects
-* `/usr/local/bin`: vulkaninfo application
-* `/usr/local/etc/vulkan/explicit_layer.d`: Layer JSON files
+- `/usr/local/include/vulkan`: Vulkan include files
+- `/usr/local/lib`: Vulkan loader and layers shared objects
+- `/usr/local/bin`: vulkaninfo application
+- `/usr/local/etc/vulkan/explicit_layer.d`: Layer JSON files
You may need to run `ldconfig` in order to refresh the system loader search cache on some Linux systems.
-The list of installed files appears in the build directory in a file named `install_manifest.txt`.
-You can easily remove the installed files with:
-
-```
-cat install_manifest.txt | sudo xargs rm
-```
+You can further customize the installation location by setting additional CMake variables to override their defaults.
+For example, if you would like to install to `/tmp/build` instead of `/usr/local`, on your CMake command line specify:
-You can further customize the installation location by setting additional CMake variables
-to override their defaults.
-For example, if you would like to install to `/tmp/build` instead of `/usr/local`, specify:
+ -DCMAKE_INSTALL_PREFIX=/tmp/build
+ -DDEST_DIR=/tmp/build
-```
--DCMAKE_INSTALL_PREFIX=/tmp/build
--DDEST_DIR=/tmp/build
-```
+Then run `make install` as before. The install step places the files in `/tmp/build`.
-on your CMake command line and run `make install` as before.
-The install step places the files in `/tmp/build`.
-
-Using the `CMAKE_INSTALL_PREFIX` to customize the install location also modifies the
-loader search paths to include searching for layers in the specified install location.
-In this example, setting `CMAKE_INSTALL_PREFIX` to `/tmp/build` causes the loader to
-search `/tmp/build/etc/vulkan/explicit_layer.d` and `/tmp/build/share/vulkan/explicit_layer.d`
+Using the `CMAKE_INSTALL_PREFIX` to customize the install location also modifies
+the loader search paths to include searching for layers in the specified install location.
+In this example, setting `CMAKE_INSTALL_PREFIX` to `/tmp/build` causes the loader to search
+`/tmp/build/etc/vulkan/explicit_layer.d` and `/tmp/build/share/vulkan/explicit_layer.d`
for the layer JSON files.
-The loader also searches the "standard" system locations of `/etc/vulkan/explicit_layer.d`
-and `/usr/share/vulkan/explicit_layer.d` after searching the two locations under `/tmp/build`.
+The loader also searches the "standard" system locations of `/etc/vulkan/explicit_layer.d` and
+`/usr/share/vulkan/explicit_layer.d` after searching the two locations under `/tmp/build`.
You can further customize the installation directories by using the CMake variables
`CMAKE_INSTALL_SYSCONFDIR` to rename the `etc` directory and `CMAKE_INSTALL_DATADIR`
See the CMake documentation for more details on using these variables
to further customize your installation.
-Also see the `LoaderAndLayerInterface` document in the `loader` folder in this repository for more
-information about loader operation.
+Also see the `LoaderAndLayerInterface` document in the `loader` folder in this
+repository for more information about loader operation.
-Note that some executables in this repository (e.g., `cube`) use the "rpath" linker directive
-to load the Vulkan loader from the build directory, `dbuild` in this example.
-This means that even after installing the loader to the system directories, these executables
-still use the loader from the build directory.
+Note that some executables in this repository (e.g., `cube`) use the "rpath" linker directive to
+load the Vulkan loader from the build directory, `build` in this example.
+This means that even after installing the loader to the system directories, these executables still
+use the loader from the build directory.
-### Linux 32-bit support
+### Linux Uninstall
-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.
+To uninstall the files from the system directories, you can execute:
-Here are some notes for building 32-bit targets on a 64-bit Ubuntu "reference" platform:
+ sudo make uninstall
-If not already installed, install the following 32-bit development libraries:
+### Linux Tests and Demos
-`gcc-multilib g++-multilib libx11-dev:i386`
+After making any changes to the repository, you should perform some quick sanity tests, including
+the run_all_tests shell script and the cube demo with validation enabled.
-This list may vary depending on your distro and which windowing systems you are building for.
+To run the **validation test script**, in a terminal change to the build/tests directory and run:
-Set up your environment for building 32-bit targets:
+ VK_LAYER_PATH=../layers ./run_all_tests.sh
-```
-export ASFLAGS=--32
-export CFLAGS=-m32
-export CXXFLAGS=-m32
-export PKG_CONFIG_LIBDIR=/usr/lib/i386-linux-gnu
-```
+This script will run the following tests:
-Again, your PKG_CONFIG configuration may be different, depending on your distro.
+- `vk_loader_validation_tests`: Tests Vulkan Loader handle wrapping
+- `vk_layer_validation_tests`: Test Vulkan validation layers
+- `vkvalidatelayerdoc`: Tests that validation database is in up-to-date and in synchronization with
+ the validation source code
-If the libraries in the `external` directory have already been built
-for 64-bit targets,
-delete or "clean" this directory and rebuild it with
-the above settings using the `update_external_sources` shell script.
-This is required because the libraries in `external` must be built for
-32-bit in order to be usable by the rest of the components in the repository.
+To run the **Cube demo** with validation, in a terminal change to the `build/demos`
+directory and run:
-Finally, rebuild the repository using `cmake` and `make`, as explained above.
-
-## Validation Test
+ VK_LAYER_PATH=../layers ./cube --validate
-The test executables can be found in the dbuild/tests directory.
-Some of the tests that are available:
-- vk\_layer\_validation\_tests: Test Vulkan layers.
+Other demos that can be found in the `build/demos` directory are:
-There are also a few shell and Python scripts that run test collections (eg,
-`run_all_tests.sh`).
+- `vulkaninfo`: report GPU properties
+- `smoketest`: A "smoke" test using more complex Vulkan rendering
-## Linux Demos
+You can select which WSI subsystem is used to build the demos using a CMake option
+called DEMOS_WSI_SELECTION.
+Supported options are XCB (default), XLIB, WAYLAND, and MIR.
+Note that you must build using the corresponding BUILD_WSI_*_SUPPORT enabled at the
+base repository level (all SUPPORT options are ON by default).
+For instance, creating a build that will use Xlib to build the demos,
+your CMake command line might look like:
-Some demos that can be found in the dbuild/demos directory are:
-- vulkaninfo: report GPU properties
-- cube: a textured spinning cube
-- smoke/smoke: A "smoke" test using a more complex Vulkan demo
+ cmake -H. -Bbuild -DCMAKE_BUILD_TYPE=Debug -DDEMOS_WSI_SELECTION=XLIB
-You can select which WSI subsystem is used to build the demos using a cmake option called DEMOS_WSI_SELECTION.
-Supported options are XCB (default), XLIB, WAYLAND, and MIR. Note that you must build using the corresponding BUILD_WSI_*_SUPPORT enabled at the base repo level (all SUPPORT options are ON by default).
-For instance, creating a build that will use Xlib to build the demos, your cmake command line might look like:
+### Linux Notes
-cmake -H. -Bbuild -DCMAKE_BUILD_TYPE=Debug -DDEMOS_WSI_SELECTION=XLIB
+#### Linux 32-bit support
-## Windows System Requirements
+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.
-Windows 7+ with additional required software packages:
+Here are some notes for building 32-bit targets on a 64-bit Ubuntu "reference" platform:
-- Microsoft Visual Studio 2013 Professional. Note: it is possible that lesser/older versions may work, but that has not been tested.
-- [CMake](http://www.cmake.org/download/). Notes:
- - Tell the installer to "Add CMake to the system PATH" environment variable.
-- [Python 3](https://www.python.org/downloads). Notes:
- - Select to install the optional sub-package to add Python to the system PATH environment variable.
- - Ensure the pip module is installed (it should be by default)
- - Need python3.3 or later to get the Windows py.exe launcher that is used to get python3 rather than python2 if both are installed on Windows
- - 32 bit python works
-- [Git](http://git-scm.com/download/win).
- - Note: If you use Cygwin, you can normally use Cygwin's "git.exe", and "update\_external\_sources.sh --no-build" does support Cygwin's git. However, in order to use the "update\_external\_sources.bat" script, you must have this version.
- - Tell the installer to allow it to be used for "Developer Prompt" as well as "Git Bash".
- - Tell the installer to treat line endings "as is" (i.e. both DOS and Unix-style line endings).
- - Install each a 32-bit and a 64-bit version, as the 64-bit installer does not install the 32-bit libraries and tools.
-- glslang is required for demos and tests.
- - [You can download and configure it (in a peer directory) here](https://github.com/KhronosGroup/glslang/blob/master/README.md)
- - A windows batch file has been included that will pull and build the correct version. Run it from Developer Command Prompt for VS2013 like so:
- - update\_external\_sources.bat --build-glslang (Note: see **Loader and Validation Layer Dependencies** below for other options)
+If not already installed, install the following 32-bit development libraries:
-## Windows Build - MSVC
+`gcc-multilib g++-multilib libx11-dev:i386`
-Before building on Windows, you may want to modify the customize section in loader/loader.rc to so as to
-set the version numbers and build description for your build. Doing so will set the information displayed
-for the Properties->Details tab of the loader vulkan-1.dll file that is built.
+This list may vary depending on your distribution and which windowing systems you are building for.
-Build all Windows targets after installing required software and cloning the Loader and Validation Layer repo as described above by completing the following steps in a "Developer Command Prompt for VS2013" window (Note that the update\_external\_sources script used below builds external tools into predefined locations. See **Loader and Validation Layer Dependencies** for more information and other options):
-```
-cd Vulkan-LoaderAndValidationLayers # cd to the root of the cloned git repository
-update_external_sources.bat
-build_windows_targets.bat
-```
+Set up your environment for building 32-bit targets:
-At this point, you can use Windows Explorer to launch Visual Studio by double-clicking on the "VULKAN.sln" file in the \build folder. Once Visual Studio comes up, you can select "Debug" or "Release" from a drop-down list. You can start a build with either the menu (Build->Build Solution), or a keyboard shortcut (Ctrl+Shift+B). As part of the build process, Python scripts will create additional Visual Studio files and projects, along with additional source files. All of these auto-generated files are under the "build" folder.
+ export ASFLAGS=--32
+ export CFLAGS=-m32
+ export CXXFLAGS=-m32
+ export PKG_CONFIG_LIBDIR=/usr/lib/i386-linux-gnu
-Vulkan programs must be able to find and use the vulkan-1.dll library. Make sure it is either installed in the C:\Windows\System32 folder, or the PATH environment variable includes the folder that it is located in.
+Again, your PKG_CONFIG configuration may be different, depending on your distribution.
-To run Vulkan programs you must tell the icd loader where to find the libraries.
-This is described in a `LoaderAndLayerInterface` document in the `loader` folder in this repository.
-This specification describes both how ICDs and layers should be properly
-packaged, and how developers can point to ICDs and layers within their builds.
+If the libraries in the `external` directory have already been built for 64-bit targets,
+delete or "clean" this directory and rebuild it with the above settings using the
+`update_external_sources` shell script.
+This is required because the libraries in `external` must be built for 32-bit in order
+to be usable by the rest of the components in the repository.
-### Using Cygwin Git
+Finally, rebuild the repository using `cmake` and `make`, as explained above.
-If you are using Cygwin git instead of win32-native git, you can use the *sh* script to sync using Cygwin's git (but not also build), then use the *bat* script to build (but not also sync).
+## Building On Android
-In a cygwin shell do this:
-```
-./update_external_sources.sh --no-build
-```
+Install the required tools for Linux and Windows covered above, then add the following.
-Then in a Visual Studio Developer Command Prompt shell do this:
-```
-update_external_sources.bat --no-sync
-```
+### Android Build Requirements
-## Android Build
-Install the required tools for Linux and Windows covered above, then add the following.
-### Android Studio
- Install [Android Studio 2.3](https://developer.android.com/studio/index.html) or later.
-- From the "Welcome to Android Studio" splash screen, add the following components using Configure > SDK Manager:
+- From the "Welcome to Android Studio" splash screen, add the following components using
+ Configure > SDK Manager:
- SDK Platforms > Android 6.0 and newer
- SDK Tools > Android SDK Build-Tools
- SDK Tools > Android SDK Platform-Tools
- SDK Tools > NDK
#### Add Android specifics to environment
+
For each of the below, you may need to specify a different build-tools version, as Android Studio will roll it forward fairly regularly.
On Linux:
-```
-export ANDROID_SDK_HOME=$HOME/Android/sdk
-export ANDROID_NDK_HOME=$HOME/Android/sdk/ndk-bundle
-export PATH=$ANDROID_SDK_HOME:$PATH
-export PATH=$ANDROID_NDK_HOME:$PATH
-export PATH=$ANDROID_SDK_HOME/build-tools/23.0.3:$PATH
-```
+
+ export ANDROID_SDK_HOME=$HOME/Android/sdk
+ export ANDROID_NDK_HOME=$HOME/Android/sdk/ndk-bundle
+ export PATH=$ANDROID_SDK_HOME:$PATH
+ export PATH=$ANDROID_NDK_HOME:$PATH
+ export PATH=$ANDROID_SDK_HOME/build-tools/23.0.3:$PATH
+
On Windows:
-```
-set ANDROID_SDK_HOME=%LOCALAPPDATA%\Android\sdk
-set ANDROID_NDK_HOME=%LOCALAPPDATA%\Android\sdk\ndk-bundle
-set PATH=%LOCALAPPDATA%\Android\sdk\ndk-bundle;%PATH%
-```
+
+ set ANDROID_SDK_HOME=%LOCALAPPDATA%\Android\sdk
+ set ANDROID_NDK_HOME=%LOCALAPPDATA%\Android\sdk\ndk-bundle
+ set PATH=%LOCALAPPDATA%\Android\sdk\ndk-bundle;%PATH%
+
On OSX:
-```
-export ANDROID_SDK_HOME=$HOME/Library/Android/sdk
-export ANDROID_NDK_HOME=$HOME/Library/Android/sdk/ndk-bundle
-export PATH=$ANDROID_NDK_PATH:$PATH
-export PATH=$ANDROID_SDK_HOME/build-tools/23.0.3:$PATH
-```
-Note: If jarsigner is missing from your platform, you can find it in the Android Studio install or in your Java installation. If you do not have Java, you can get it with something like the following:
-```
-sudo apt-get install openjdk-8-jdk
-```
-
-### Additional OSX System Requirements
-Tested on OSX version 10.12.4
-
- Setup Homebrew and components
-- Follow instructions on [brew.sh](http://brew.sh) to get homebrew installed.
-```
-/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
-```
+
+ export ANDROID_SDK_HOME=$HOME/Library/Android/sdk
+ export ANDROID_NDK_HOME=$HOME/Library/Android/sdk/ndk-bundle
+ export PATH=$ANDROID_NDK_PATH:$PATH
+ export PATH=$ANDROID_SDK_HOME/build-tools/23.0.3:$PATH
+
+Note: If `jarsigner` is missing from your platform, you can find it in the
+Android Studio install or in your Java installation.
+If you do not have Java, you can get it with something like the following:
+
+ sudo apt-get install openjdk-8-jdk
+
+#### Additional OSX System Requirements
+
+Tested on OSX version 10.13.3
+
+Setup Homebrew and components
+
+- Follow instructions on [brew.sh](http://brew.sh) to get Homebrew installed.
+
+ /usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
+
- Ensure Homebrew is at the beginning of your PATH:
-```
-export PATH=/usr/local/bin:$PATH
-```
-- Add packages with the following (may need refinement)
-```
-brew install cmake python python3 git
-```
-### Build steps for Android
-
-There are two options for building the Android layers. One using the SPIRV tools
-provided as part of the Android NDK or build using upstream sources.
-To build with SPIRV tools from the NDK, remove the build-android/third_party directory created
-by running update_external_sources_android.sh, (or never run update_external_sources_android.sh).
-Use the following script to build everything in the repo for Android, including validation layers, tests, demos, and APK packaging:
-This script does retrieve and use the upstream SPRIV tools.
-```
-cd build-android
-./build_all.sh
-```
+
+ export PATH=/usr/local/bin:$PATH
+
+- Add packages with the following:
+
+ brew install cmake python
+
+### Android Build
+
+There are two options for building the Android layers.
+Either using the SPIRV tools provided as part of the Android NDK, or using upstream sources.
+To build with SPIRV tools from the NDK, remove the build-android/third_party directory created by
+running update_external_sources_android.sh, (or avoid running update_external_sources_android.sh).
+Use the following script to build everything in the repository for Android, including validation
+layers, tests, demos, and APK packaging: This script does retrieve and use the upstream SPRIV tools.
+
+ cd build-android
+ ./build_all.sh
+
Resulting validation layer binaries will be in build-android/libs.
Test and demo APKs can be installed on production devices with:
-```
-./install_all.sh [-s <serial number>]
-```
+
+ ./install_all.sh [-s <serial number>]
+
Note that there are no equivalent scripts on Windows yet, that work needs to be completed.
The following per platform commands can be used for layer only builds:
+
#### Linux and OSX
+
Follow the setup steps for Linux or OSX above, then from your terminal:
-```
-cd build-android
-./update_external_sources_android.sh --no-build
-./android-generate.sh
-ndk-build -j $(sysctl -n hw.ncpu)
-```
+
+ cd build-android
+ ./update_external_sources_android.sh --no-build
+ ./android-generate.sh
+ ndk-build -j4
+
#### Windows
+
Follow the setup steps for Windows above, then from Developer Command Prompt for VS2013:
-```
-cd build-android
-update_external_sources_android.bat
-android-generate.bat
-ndk-build
-```
-#### Android tests
+
+ cd build-android
+ update_external_sources_android.bat
+ android-generate.bat
+ ndk-build
+
+### Android Tests and Demos
+
+After making any changes to the repository you should perform some quick sanity tests,
+including the layer validation tests and the cube and smoke demos with validation enabled.
+
+#### Run Layer Validation Tests
+
Use the following steps to build, install, and run the layer validation tests for Android:
-```
-cd build-android
-./build_all.sh
-adb install -r bin/VulkanLayerValidationTests.apk
-adb shell am start com.example.VulkanLayerValidationTests/android.app.NativeActivity
-```
+
+ cd build-android
+ ./build_all.sh
+ adb install -r bin/VulkanLayerValidationTests.apk
+ adb shell am start com.example.VulkanLayerValidationTests/android.app.NativeActivity
+
Alternatively, you can use the test_APK script to install and run the layer validation tests:
-```
-test_APK.sh -s <serial number> -p <plaform name> -f <gtest_filter>
-```
-#### Android demos
+
+ test_APK.sh -s <serial number> -p <plaform name> -f <gtest_filter>
+
+#### Run Cube and Smoke with Validation
+
Use the following steps to build, install, and run Cube and Smoke for Android:
-```
-cd build-android
-./build_all.sh
-adb install -r ../demos/android/cube/bin/cube.apk
-adb shell am start com.example.Cube/android.app.NativeActivity
-```
-To build, install, and run Cube with validation layers, first build layers using steps above, then run:
-```
-cd build-android
-./build_all.sh
-adb install -r ../demos/android/cube-with-layers/bin/cube-with-layers.apk
-# Run without validation enabled:
-adb shell am start com.example.CubeWithLayers/android.app.NativeActivity
-# Run with validation enabled:
-adb shell am start -a android.intent.action.MAIN -c android-intent.category.LAUNCH -n com.example.CubeWithLayers/android.app.NativeActivity --es args "--validate"
-```
-vkjson_info for Android is built as an executable for devices with root access.
-
-To use, simply push it to the device and run it:
-```
-./build_all.sh
-adb push obj/local/<abi>/vkjson_info /data/tmp/
-adb shell /data/tmp/vkjson_info
-```
-The resulting json file will be found in:
-```
-/sdcard/Android/<device_name>.json
-```
-To build, install, and run the Smoke demo for Android, run the following, and any
-prompts that come back from the script:
-```
-./update_external_sources.sh --glslang
-cd demos/smoke/android
-export ANDROID_SDK_HOME=<path to Android/Sdk>
-export ANDROID_NDK_HOME=<path to Android/Sdk/ndk-bundle>
-./build-and-install
-adb shell am start -a android.intent.action.MAIN -c android-intent.category.LAUNCH -n com.example.Smoke/android.app.NativeActivity --es args "--validate"
-```
+
+ cd build-android
+ ./build_all.sh
+ adb install -r ../demos/android/cube/bin/cube.apk
+ adb shell am start com.example.Cube/android.app.NativeActivity
+
+To build, install, and run Cube with validation layers,
+first build layers using steps above, then run:
+
+ cd build-android
+ ./build_all.sh
+ adb install -r ../demos/android/cube-with-layers/bin/cube-with-layers.apk
+
+##### Run without validation enabled
+
+ adb shell am start com.example.CubeWithLayers/android.app.NativeActivity
+
+##### Run with validation enabled
+
+ adb shell am start -a android.intent.action.MAIN -c android-intent.category.LAUNCH -n com.example.CubeWithLayers/android.app.NativeActivity --es args "--validate"
+
+To build, install, and run the Smoke demo for Android, run the following, and any prompts that come back from the script:
+
+ ./update_external_sources.sh --glslang
+ cd demos/smoke/android
+ export ANDROID_SDK_HOME=<path to Android/Sdk>
+ export ANDROID_NDK_HOME=<path to Android/Sdk/ndk-bundle>
+ ./build-and-install
+ adb shell am start -a android.intent.action.MAIN -c android-intent.category.LAUNCH -n com.example.Smoke/android.app.NativeActivity --es args "--validate"
+
+## Building on MacOS
+
+### MacOS Build Requirements
+
+Tested on OSX version 10.12.6
+
+Setup Homebrew and components
+
+- Follow instructions on [brew.sh](http://brew.sh) to get Homebrew installed.
+
+ /usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
+
+- Ensure Homebrew is at the beginning of your PATH:
+
+ export PATH=/usr/local/bin:$PATH
+
+- Add packages with the following (may need refinement)
+
+ brew install cmake python python3 git
+
+### Clone the Repository
+
+Clone the Vulkan-LoaderAndValidationLayers repository:
+
+ git clone https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers.git
+
+### Get the External Libraries
+
+Change to the cloned directory (`cd Vulkan-LoaderAndValidationLayers`) and run the script:
+
+ ./update_external_sources.sh
+
+This script downloads and builds the `glslang` and `MoltenVK` repositories.
+
+### MacOS build
+
+#### CMake Generators
+
+This repository uses CMake to generate build or project files that are
+then used to build the repository.
+The CMake generators explicitly supported in this repository are:
+
+- Unix Makefiles
+- Xcode
+
+#### Building with the Unix Makefiles Generator
+
+This generator is the default generator, so all that is needed for a debug
+build is:
+
+ mkdir build
+ cd build
+ cmake -DCMAKE_BUILD_TYPE=Debug ..
+ make
+
+To speed up the build on a multi-core machine, use the `-j` option for `make`
+to specify the number of cores to use for the build.
+For example:
+
+ make -j4
+
+You can now run the demo applications from the command line:
+
+ open demos/cube.app
+ open demos/cubepp.app
+ open demos/smoketest.app
+ open demos/vulkaninfo.app
+
+Or you can locate them from `Finder` and launch them from there.
+
+##### The Install Target and RPATH
+
+The applications you just built are "bundled applications", but the executables
+are using the `RPATH` mechanism to locate runtime dependencies that are still
+in your build tree.
+
+To see this, run this command from your `build` directory:
+
+ otool -l demos/cube.app/Contents/MacOS/cube
+
+and note that the `cube` executable contains loader commands:
+
+- `LC_LOAD_DYLIB` to load `libvulkan.1.dylib` via an `@rpath`
+- `LC_RPATH` that contains an absolute path to the build location of the Vulkan loader
+
+This makes the bundled application "non-transportable", meaning that it won't run
+unless the Vulkan loader is on that specific absolute path.
+This is useful for debugging the loader or other components built in this repository,
+but not if you want to move the application to another machine or remove your build tree.
+
+To address this problem, run:
+
+ make install
+
+This step "cleans up" the `RPATH` to remove any external references
+and performs other bundle fix-ups.
+After running `make install`, re-run the `otool` command again and note:
+
+- `LC_LOAD_DYLIB` is now `@executable_path/../MacOS/libvulkan.1.dylib`
+- `LC_RPATH` is no longer present
+
+The "bundle fix-up" operation also puts a copy of the Vulkan loader into the bundle,
+making the bundle completely self-contained and self-referencing.
+
+Note that the "install" target has a very different meaning compared to the Linux
+"make install" target.
+The Linux "install" copies the targets to system directories.
+In MacOS, "install" means fixing up application bundles.
+In both cases, the "install" target operations clean up the `RPATH`.
+
+##### The Non-bundled vulkaninfo Application
+
+There is also a non-bundled version of the `vulkaninfo` application that you can
+run from the command line:
+
+ demos/vulkaninfo
+
+If you run this before you run "make install", vulkaninfo's RPATH is already set
+to point to the Vulkan loader in the build tree, so it has no trouble finding it.
+But the loader will not find the MoltenVK driver and you'll see a message about an
+incompatible driver. To remedy this:
+
+ VK_ICD_FILENAMES=../external/MoltenVK/Package/Latest/MoltenVK/macOS/MoltenVK_icd.json demos/vulkaninfo
+
+If you run `vulkaninfo` after doing a "make install", the `RPATH` in the `vulkaninfo` application
+got removed and the OS needs extra help to locate the Vulkan loader:
+
+ DYLD_LIBRARY_PATH=loader VK_ICD_FILENAMES=../external/MoltenVK/Package/Latest/MoltenVK/macOS/MoltenVK_icd.json demos/vulkaninfo
+
+#### Building with the Xcode Generator
+
+To create and open an Xcode project:
+
+ mkdir build-xcode
+ cd build-xcode
+ cmake -GXcode ..
+ open VULKAN.xcodeproj
+
+Within Xcode, you can select Debug or Release builds in the project's Build Settings.
+You can also select individual schemes for working with specific applications like `cube`.
## Ninja Builds - All Platforms
-The [Qt Creator IDE](https://qt.io/download-open-source/#section-2) can open a root CMakeList.txt as a project directly, and it provides tools within Creator to configure and generate Vulkan SDK build files for one to many targets concurrently, resolving configuration issues as needed. Alternatively, when invoking CMake use the -G Codeblocks Ninja option to generate Ninja build files to be used as project files for QtCreator
-- Follow the steps defined elsewhere for the OS using the update\_external\_sources script or as shown in **Loader and Validation Layer Dependencies** below
-- Open, configure, and build the glslang CMakeList.txt files. Note that building the glslang project will provide access to spirv-tools and spirv-headers.
-- Then do the same with the Vulkan-LoaderAndValidationLayers CMakeList.txt file.
-- In order to debug with QtCreator, a [Microsoft WDK: eg WDK 10](http://go.microsoft.com/fwlink/p/?LinkId=526733) is required. Note that installing the WDK breaks the MSVC vcvarsall.bat build scripts provided by MSVC, requiring that the LIB, INCLUDE, and PATH env variables be set to the WDK paths by some other means
+The [Qt Creator IDE](https://qt.io/download-open-source/#section-2) can open a root CMakeList.txt
+as a project directly, and it provides tools within Creator to configure and generate Vulkan SDK
+build files for one to many targets concurrently.
+Alternatively, when invoking CMake, use the `-G "Codeblocks - Ninja"` option to generate Ninja build
+files to be used as project files for QtCreator
+
+- Follow the steps defined elsewhere for the OS using the update\_external\_sources script or as
+ shown in **Loader and Validation Layer Dependencies** below
+- Open, configure, and build the glslang CMakeList.txt files. Note that building the glslang
+ project will provide access to spirv-tools and spirv-headers
+- Then do the same with the Vulkan-LoaderAndValidationLayers CMakeList.txt file
+- In order to debug with QtCreator, a
+ [Microsoft WDK: eg WDK 10](http://go.microsoft.com/fwlink/p/?LinkId=526733) is required.
+
+Note that installing the WDK breaks the MSVC vcvarsall.bat build scripts provided by MSVC,
+requiring that the LIB, INCLUDE, and PATHenv variables be set to the WDK paths by some other means
+
+## Update External Sources Optional Parameters
+
+This script will default to building 64-bit _and_ 32-bit versions of debug _and_ release
+configurations, which can take a substantial amount of time.
+However, it supports the following options to select a particular build configuration which can
+reduce the time needed for repository set-up:
+
+| Command Line Option | Function |
+|----------------------|----------------------------------------------|
+| --32 | Build 32-bit targets only |
+| --64 | Build 64-bit targets only |
+| --release | Perform release builds only |
+| --debug | Perform debug builds only |
+| --no-build | Sync without building targets |
+| --no-sync | Skip repository sync step |
+
+For example, to target a Windows 64-bit debug development configuration, invoke the batch file as follows:
+
+`update_external_sources.bat --64 --debug`
+
+Similarly, invoking the same configuration for Linux would be:
+
+`update_external_sources.sh --64 --debug`
## Loader and Validation Layer Dependencies
-The glslang repo is required to build and run Loader and Validation Layer components. It is not a git sub-module of Vulkan-LoaderAndValidationLayers but Vulkan-LoaderAndValidationLayers is linked to a specific revision of gslang. This can be automatically cloned and built to predefined locations with the update\_external\_sources scripts. If a custom configuration is required, do the following steps:
-1) clone the repo:
+The glslang repository is required to build and run Loader and Validation Layer components.
+It is not a git sub-module of Vulkan-LoaderAndValidationLayers but Vulkan-LoaderAndValidationLayers
+is linked to a specific revision of glslang.
+This can be automatically cloned and built to predefined locations with the
+`update_external_sources` scripts.
+If a custom configuration is required, do the following steps:
+
+1) clone the repository:
- git clone https://github.com/KhronosGroup/glslang.git
+ `git clone https://github.com/KhronosGroup/glslang.git`
-2) checkout the correct version of the tree based on the contents of the glslang\_revision file at the root of the Vulkan-LoaderAndValidationLayers tree (do the same anytime that Vulkan-LoaderAndValidationLayers is updated from remote)
+2) checkout the correct version of the tree based on the contents of the
+glslang\_revision file at the root of the Vulkan-LoaderAndValidationLayers tree
+(do the same anytime that Vulkan-LoaderAndValidationLayers is updated from remote)
-_on windows_
+ - On Windows
- git checkout < [path to Vulkan-LoaderAndValidationLayers]\glslang_revision [in glslang repo]
+ ```script
+ git checkout < [path to Vulkan-LoaderAndValidationLayers]\glslang_revision [in glslang repo]
+ ```
-*non windows*
+ - Non Windows
- git checkout `cat [path to Vulkan-LoaderAndValidationLayers]\glslang_revision` [in glslang repo]
+ ```script
+ git checkout `cat [path to Vulkan-LoaderAndValidationLayers]\glslang_revision` [in glslang repo]
+ ```
-3) Configure the glslang source tree with cmake and build it with your IDE of choice
+3) Configure the glslang source tree with CMake and build it with your IDE of choice
-4) Enable the CUSTOM\_GLSLANG\_BIN\_PATH and CUSTOM\_SPIRV\_TOOLS\_BIN\_PATH options in the Vulkan-LoaderAndValidationLayers cmake configuration and point the GLSLANG\_BINARY\_PATH and SPIRV\_TOOLS\_BINARY\_PATH variables to the correct location
+4) Enable the `CUSTOM_GLSLANG_BIN_PATH` and `CUSTOM_SPIRV_TOOLS_BIN_PATH` options in the Vulkan-LoaderAndValidationLayers
+ CMake configuration and point the `GLSLANG_BINARY_PATH` and `SPIRV_TOOLS_BINARY_PATH` variables to the correct location
-5) If building on Windows with MSVC, set DISABLE\_BUILDTGT\_DIR\_DECORATION to _On_. If building on Windows, but without MSVC set DISABLE\_BUILD\_PATH\_DECORATION to _On_
+5) If building on Windows with MSVC, set `DISABLE_BUILDTGT_DIR_DECORATION` to _On_.
+ If building on Windows, but without MSVC set `DISABLE_BUILD_PATH_DECORATION` to _On_
-## Optional software packages:
+## Optional software packages
-- [Cygwin for windows](https://www.cygwin.com/). Notes:
- - Cygwin provides some Linux-like tools, which are valuable for obtaining the source code, and running CMake.
- Especially valuable are the BASH shell and git packages.
- - If you don't want to use Cygwin, there are other shells and environments that can be used.
- You can also use a Git package that doesn't come from Cygwin.
+- [Cygwin for windows](https://www.cygwin.com/)
+ - Cygwin provides some Linux-like tools, which can be valuable for working with the repository,
+ such as the BASH shell and git packages
+ - With appropriate adjustments, it is possible to use other shells and environments as well
-- [Ninja on all platforms](https://github.com/ninja-build/ninja/releases). [The Ninja-build project](ninja-build.org). [Ninja Users Manual](ninja-build.org/manual.html)
+- [Ninja on all platforms](https://github.com/ninja-build/ninja/releases)
+- [The Ninja-build project](https://ninja-build.org)
+- [Ninja Users Manual](https://ninja-build.org/manual.html)
- [QtCreator as IDE for CMake builds on all platforms](https://qt.io/download-open-source/#section-2)