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2018年6月29日 (金) 04:42時点における最新版

In this page I'll try to describe configuration of environment, used for release builds and for nightly builds making with buildbot. It wouldn't be a description how to build ideal build environment -- it'll just be more a description how I configured system to create builds. Of course, you could easily don't follow it for 100% (i.e. use another Linux distributive, or don't use virtual machine), but I'll try to describe all troubles I've meet when was trying to create ideal release build.

System

I'm using Debian Squeeze amd64 system running under VirtualBox.

Why virtual machine?

Virtual machine is needed for easier deploying to another servers (currently system is running at my home server machine, but it's planned to be moved to one of machines in studio). Also, it provides snapshoting functionality. So i could create a snapshot, make some tests inside build environment and easily revert all changes if this would wrong or strangely (mainly it happens when you're upgrading used libraries -- it'll be much easier to revert snapshot rather than remembering all changes you made).

Why Debian Squeeze?

This question question could be splitted into two parts: why Debian and why Squeeze. So, I'm using Debian for ~9 years and it's just convenient and habitual to work in this Linux distribute. And I prefer using stable versions of Debian for systems which should be available 24/7 without worrying about package updates -- there'll be only security updates which doesn't break stuff.

But unfortunately, Squeeze would be a bad environment for release builds (I'll write about this a bit later), but using Lenny caused plenty of problems at my home -- especially when I've been using NFS shares. Kernel quite often used to catch "kernel oops", which wasn't cool at all.

Why AMD64?

We need to create both of 32 and 64 bit builds, and using one AMD64 platform gives advantage, then 32bit chroot environment could be run inside it, no need in two virtual machines. And AMD64 is just a bit faster :)

Chroot

As I told a bit earlier, Squeeze wound't be a perfect build environment. Main problem comes from glibc. Our policy is to support hardware/software for ten years period, and glibc is only one side compatibility -- you could easily run program linked against earlier version of glibc, but not in other direction. Static linking against glibc was a bit problem, which caused segmentation faults for some cases. I've heard something about posibility to link against older glibc even if your system has got newer, but I've forgot when and where it was. If you point me there -- it'll be useful.

So, we need environment with glibc2.7. It's a Debian Lenny! But as I wrote, Lenny was too buggy for me to use as host system, so I decided to use chroot-s. One more advantage -- it makes possible to have one host system for all kinds of builds (32/64 bits, maybe different versions of glibc in the future).

schroot

Using "raw" chroot isn't very cool -- it requires root privileges and if you're using schroot you shouldn't even use sudo (after configuration, of course).

So, I used debootstrap to create two lenny chroot environments and set them up in schroot config file so I (and some more admins in system) could easily enter this environment.

Packages

First step was is to make Blender compile with "out-of-box" configuration files. Some development libraries were necessary for this. I can't remember which exactly, but I could easily publish all packages installed into chroot environment with versions of packages. But simply, if you can't compile Blender -- you've missed some libraries :) And I haven't used any backports site or non-debian official repositories (I'm using http://ftp.de.debian.org/ mirror here -- it works much nicer than others). Btw, it could be very useful to disable installation of recommended packages -- it saves disk usage.

One note which is necessary to mark here -- I've used python compiled from official original sources with such flags:

./configure --prefix=/opt/python3.2 \
  --enable-ipv6 \
  --enable-loadable-sqlite-extensions \
  --with-dbmliborder=bdb \
  --with-wide-unicode \
  --with-computed-gotos

I have also enabled _md5, _sha1, _sha256 and _sha512 modules in Modules/Setup. There were some "mistakes" here -- there's no md5.c file and it should be md5module.c only for _md5; _sha should be replaced with _sha1 and shamodule with sha1module. I run ./configure script after this again to get Modules/configure.c re-created with correct settings. When compilation finished, it told me only modules _dbm, _gdbm and _tkinte haven't been compiled. If you've got more modules uncompiled, then some functions could be missed in addons and they could be unworkable at other platforms.

Static linking

After I've been able to compile blender with out-of-box settings, time cane to make some libraries static. It's needed to prevent versions conflicts when at some platform it should be libjpeg.so.62 and at others libjpeg.so.2 (and so on).

Easiest way is to use scons for this. There're plenty of WITH_<blah-blah>_STATIC here. But it wouldn't be enough, for example there's no way to link expat/xml/jpeg/etc libraries staticly. I've used a small hack for this: I've created special folder where I've created symlinks to libraries I wanted to link against staticly (there _are_ libjpeg.a and other .a files in /usr/lib) and named them libxml-static.a, libexpat-static.a and so on. After this I've set BF_<FEATURE>_LIBPATH to folder with this symlinks and set BF_<FEATURE>_LIB to library with -static suffix. Content of this folder is:

libexpat-static.a
libgomp.a
libjpeg.a
libpcre-static.a
libpng.a
libxml2-static.a

Actually, not all libraries have got -static suffix. Not sure why sometimes linking happens against dynamic version and sometimes against static -- depends on path order, which I'm not sure about, and for cases when this happens I've used this -static suffix approach.

To find out which libraries I'm linking staticly against and which features we've got in release builds, you could check rules from build_files/buildbot/config.

OpenCOLLADA

Maybe I should write about this a bit earlier, but in release builds we've got COLLADA support. I used such simple command to build OpenCOLLADA:

scons RELEASE=1 NOVALIDATION=1 XMLPARSER=libxmlnative PCRENATIVE=1 SHAREDLIB=0 -j 2

I used native libxml and libpcre (from system) because there were some troubles with using libraries from OpenCOLLADA sources and I haven't got much time to solve this problems. That's why we need xml/pcre libraries to be linked against staticly. Can't remember why expat is needed, but it's not from OpenCOLLADA, it's OpenEXR, IIRC.

To install all libraries and include files into /opt/opencollada I've used a very stupid script which makes search for .h and .a files in source folder and copies them to /opt folder (do not forgot to strip them!).

ffmpeg

We've sticked to version from revision, when ffmpeg was removed from main source tree of blender. It's caused by quite simply problem: it's quite difficult to backport very-new version of ffmpeg to Debian Lenny. And that version, that comes in Lenny's repo (even if you're using debian-multimedia repo) has got very bad behavior -- it adds unneded pixelirezationm we don't need this at all. Maybe after 2.57 release I'll update ffmpeg to the most recent version, but I don't want to to this in RC state.

OpenAL

We've got crash during playback when OpenAL was enabled in user preferences. We thought it's because of old OpenAL library so we upgraded it:

cmake -DCMAKE_VERBOSE_MAKEFILE=ON \
      -DCMAKE_INSTALL_PREFIX=/opt/openal
      -DCMAKE_BUILD_TYPE:String=Release
      -DALSOFT_CONFIG=ON \
      -DLIBTYPE=STATIC ...

It wasn't necessary at all, because crash was caused because of -lpthread and -static-libgcc flags we've been using, but here it is :)

blenderplayer

So, I think all general things I've already described, if not you could collect knowledge from scons' rules from build_files/buildbot/config folder (absolutely the same rules are using for release builds).

We're using different rules for blenderplayer to reduce size of executable file. Some features are just disabled for player (like collada).

You could easily learn difference between this two configurations after comparsion rules form that config/ folder.

Software GL

We've got some troubles with 32bit systems and blender-softwaregl script since 2.5alpha0. It was caused by stupid mistake -- both of 64 and 32 bit builds were using 64bit version of mesa libraries.

The easiest way was to get libraries from 2.49b (they're absolutely the same version), but plenty of bugs were fixed since that time in Mesa. So I've decided to upgrade this libs.

It was very difficult to do in Lenny -- the whole X sybsytem should be backported. Not cool at all, so I've created two more chroot-s with Debian Sid where I've compiled Mesa.

Here's configuration line for 32bit platform:

./configure CC="gcc -Wl,--as-needed" CXX="g++ -Wl,--as-needed" LDFLAGS="-pthread -static-libgcc" --enable-motif --with-driver=xlib --prefix=/opt/mesa --enable-32-bit --build=i486-linux-gnu

For 64bit you should simply remove --enable-32-bit --build=i486-linux-gnu.

One thing here should be noted I think, i've installed libraries listed in Build-Deps section of mesa package from Debian to create library wit hse same feature set as Debian uses.

Build scripts Scripts for nightly builds are in build_files/buildbot folder. I'll ask other admins of build system and try to share scripts we're using in this BuildBot virtual machine.

Additional info

You could learn more things about configuration from:

  • build_files/buildbot/ folder in our main source tree
  • mail me to g.ulairi AT gmail DOT com
  • our irc channel #blendercoders at irc.freenode.net (my nick there is nazg-gul)

Hope this info was useful for you and if I'll notice that I've missed something in this article -- it'll be updated.

-Sergey-