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  <title>Compiling and Installing</title>
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<div class="header">
  <h1>The Mesa 3D Graphics Library</h1>
</div>

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<div class="content">

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<h1>Compiling and Installing</h1>
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<ol>
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<li><a href="#prereq-general">Prerequisites for building</a>
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  <ul>
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  <li><a href="#prereq-general">General prerequisites</a>
  <li><a href="#prereq-dri">For DRI and hardware acceleration</a>
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  </ul>
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<li><a href="#autoconf">Building with autoconf (Linux/Unix/X11)</a>
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<li><a href="#scons">Building with SCons (Windows/Linux)</a>
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<li><a href="#android">Building with AOSP (Android)</a>
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<li><a href="#libs">Library Information</a>
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<li><a href="#pkg-config">Building OpenGL programs with pkg-config</a>
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</ol>
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<h1 id="prereq-general">1. Prerequisites for building</h1>
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<h2>1.1 General</h2>
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<p>
Build system.
</p>

<ul>
<li>Autoconf is required when building on *nix platforms.
<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>
<li>Android Build system when building as native Android component. Autoconf
is used when when building ARC.
</li>
</ul>


<p>
The following compilers are known to work, if you know of others or you're
willing to maintain support for other compiler get in touch.
</p>

<ul>
<li>GCC 4.2.0 or later (some parts of Mesa may require later versions)
<li>clang - exact minimum requirement is currently unknown.
<li>Microsoft Visual Studio 2013 Update 4 or later is required, for building on Windows.
</ul>


<p>
Third party/extra tools.
<br>
<strong>Note</strong>: These should not be required, when building from a release tarball. If
you think you've spotted a bug let developers know by filing a
<a href="bugs.html">bug report</a>.
</p>


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<ul>
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<li><a href="https://www.python.org/">Python</a> - Python is required.
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Version 2.6.4 or later should work.
</li>
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<li><a href="http://www.makotemplates.org/">Python Mako module</a> -
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Python Mako module is required. Version 0.3.4 or later should work.
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</li>
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<li>lex / yacc - for building the Mesa IR and GLSL compiler.
<div>
On Linux systems, flex and bison versions 2.5.35 and 2.4.1, respectively,
(or later) should work.
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On Windows with MinGW, install flex and bison with:
<pre>mingw-get install msys-flex msys-bison</pre>
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For MSVC on Windows, install
<a href="http://winflexbison.sourceforge.net/">Win flex-bison</a>.
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</div>
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</ul>
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<p><strong>Note</strong>: Some versions can be buggy (eg. flex 2.6.2) so do try others if things fail.</p>
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<h3 id="prereq-dri">1.2 Requirements</h3>
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<p>
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The requirements depends on the features selected at configure stage.
Check/install the respective -devel package as prompted by the configure error
message.
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</p>

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<p>
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Here are some common ways to retrieve most/all of the dependencies based on
the packaging tool used by your distro.
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</p>
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<pre>
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  zypper source-install --build-deps-only Mesa # openSUSE/SLED/SLES
  yum-builddep mesa # yum Fedora, OpenSuse(?)
  dnf builddep mesa # dnf Fedora
  apt-get build-dep mesa # Debian and derivatives
  ... # others
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</pre>
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<h1 id="autoconf">2. Building with autoconf (Linux/Unix/X11)</h1>
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<p>
The primary method to build Mesa on Unix systems is with autoconf.
</p>
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<p>
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The general approach is the standard:
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</p>
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<pre>
  ./configure
  make
  sudo make install
</pre>
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<p>
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But please read the <a href="autoconf.html">detailed autoconf instructions</a>
for more details.
</p>
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<h1 id="scons">3. Building with SCons (Windows/Linux)</h1>
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<p>
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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>
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    scons platform=windows toolchain=crossmingw machine=x86 libgl-gdi
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</pre>
<p>
This will create:
</p>
<ul>
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<li>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll &mdash; Mesa + Gallium + softpipe (or llvmpipe), binary compatible with Windows's opengl32.dll
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</ul>
<p>
Put them all in the same directory to test them.
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Additional information is available in <a href="README.WIN32">README.WIN32</a>.

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</p>



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<h1 id="android">4. Building with AOSP (Android)</h1>
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<p>
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Currently one can build Mesa for Android as part of the AOSP project, yet
your experience might vary.
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</p>
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<p>
In order to achieve that one should update their local manifest to point to the
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upstream repo, set the appropriate BOARD_GPU_DRIVERS and build the
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libGLES_mesa library.
</p>
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<p>
FINISHME: Improve on the instructions add references to Rob H repos/Jenkins,
Android-x86 and/or other resources.
</p>
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<h1 id="libs">5. Library Information</h1>
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<p>
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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:
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</p>
<pre>
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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*
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</pre>
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<p>
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<b>libGL</b> is the main OpenGL library (i.e. Mesa).
<br>
<b>libOSMesa</b> is the OSMesa (Off-Screen) interface library.
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</p>

<p>
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If you built the DRI hardware drivers, you'll also see the DRI drivers:
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</p>
<pre>
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-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
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</pre>
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<p>
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If you built with Gallium support, look in lib/gallium/ for Gallium-based
versions of libGL and device drivers.
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</p>


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<h1 id="pkg-config">6. Building OpenGL programs with pkg-config</h1>
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<p>
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Running <code>make install</code> will install package configuration files
for the pkg-config utility.
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</p>

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<p>
When compiling your OpenGL application you can use pkg-config to determine
the proper compiler and linker flags.
</p>
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<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>
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<br>
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</div>
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