Building from source ==================== Requirements ------------ Requirements common for all platforms: * Python version 2.6 or 2.7 * Python Image Library * CMake version 2.8 or higher (tested with version 2.8) The GUI also dependends on: * Qt version 4.7 or higher (tested with version 4.8) * QJSON version 0.5 or higher (tested with version 0.7.1, which is bundled) Qt and QJSON will be required if `-DENABLE_GUI=TRUE` is passed to CMake, and never used if `-DENABLE_GUI=FALSE` is passed instead. The implicit default is `-DENABLE_GUI=AUTO`, which will build the GUI if Qt is available, using the bundled QJSON if it is not found on the system. The code also depends on zlib, libpng, and snappy libraries, but the bundled sources are always used regardless of system availability, to make the wrapper shared-objects/DLL self contained, and to prevent symbol collisions when tracing. Linux / Mac OS X ---------------- Additional optional dependencies for Linux: * libprocps (procps development libraries) * libdwarf Build as: cmake -H. -Bbuild -DCMAKE_BUILD_TYPE=RelWithDebInfo make -C build Other possible values for `CMAKE_BUILD_TYPE` `Debug`, `Release`, `RelWithDebInfo`, and `MinSizeRel`. You can also build the 32-bits GL wrapper on a 64-bits distribution, provided you have a multilib gcc and 32-bits X11 libraries, by doing: cmake \ -DCMAKE_C_FLAGS=-m32 \ -DCMAKE_CXX_FLAGS=-m32 \ -DCMAKE_EXE_LINKER_FLAGS=-m32 \ -DCMAKE_SYSTEM_LIBRARY_PATH=/usr/lib32 \ -DENABLE_GUI=FALSE \ -H. -Bbuild32 make -C build32 glxtrace The `/usr/lib32` refers to the path where the 32-bits shared objects are may differ depending on the actual Linux distribution. Android ------- Additional requirements: * [Android NDK](http://developer.android.com/sdk/ndk/index.html) Build as: export ANDROID_NDK=/path/to/your/ndk cmake -DCMAKE_TOOLCHAIN_FILE=cmake/toolchain/android.toolchain.cmake -DANDROID_API_LEVEL=9 -H. -Bbuild make -C build You can also choose a particular ABI by passing `ANDROID_ABI` variable to cmake, e.g., `-DANDROID_ABI=x86`. FirefoxOS --------- Put Apitrace source tree into `B2GROOT/external/apitrace/` and the `Android.mk` file (`B2GROOT/external/apitrace/Android.mk`) will do the needful to compile and install apitrace appropriately into the system image as part of FirefoxOS build process. It expects a linaro-type of Android NDK to be present in `../../prebuilt/ndk/android-ndk-r7` (ie `B2GROOT/prebuilt/ndk/android-ndk-r7`). Windows ------- Additional requirements: * For Direct3D 11.1 support: * [Microsoft Visual Studio 11 Ultimate Beta](http://www.microsoft.com/download/en/details.aspx?id=27543) * Other: * Microsoft Visual Studio (tested with 2010 version) or MinGW (tested with mingw-w64's gcc version 4.6.2) * [Microsoft DirectX SDK](http://msdn.microsoft.com/en-us/directx/aa937781): * for D3D 10, 10.1, and 11 support the [June 2010 release](http://www.microsoft.com/en-us/download/details.aspx?id=6812) is recommended. * for D3D7, D3D8 support the [August 2007 release](http://www.microsoft.com/downloads/details.aspx?familyid=529F03BE-1339-48C4-BD5A-8506E5ACF571) or earlier is required, as later releases do not include the necessary headers. To build with Visual Studio first invoke CMake GUI as: cmake-gui -H%cd% -B%cd%\build and press the _Configure_ button. It will try to detect most required/optional dependencies automatically. When not found automatically, you can manually specify the location of the dependencies from the CMake GUI. Qt on Windows doesn't ship with 64-bit binaries, you may want to add `-DENABLE_GUI=FALSE` to the above cmake command line for Windows 64-bits builds. After you've successfully configured, you can start the build by opening the generated `build\apitrace.sln` solution file, or invoking CMake as: cmake --build build --config MinSizeRel The steps to build 64bit version are similar, but choosing _Visual Studio 10 Win64_ instead of _Visual Studio 10_. It's also possible to instruct CMake build Windows binaries on Linux with [MinGW cross compilers](http://www.cmake.org/Wiki/CmakeMingw).