110 lines
6.2 KiB
Markdown
110 lines
6.2 KiB
Markdown
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# Building Slic3r PE on Microsoft Windows
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The currently supported way of building Slic3r PE on Windows is with CMake and MS Visual Studio 2013.
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You can use the free [Visual Studio 2013 Community Edition](https://www.visualstudio.com/vs/older-downloads/).
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CMake installer can be downloaded from [the official website](https://cmake.org/download/).
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Building with newer versions of MSVS (2015, 2017) may work too as reported by some of our users.
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_Note:_ Thanks to [**@supermerill**](https://github.com/supermerill) for testing and inspiration for this guide.
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### Dependencies
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On Windows Slic3r is built against statically built libraries.
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We provide a prebuilt package of all the needed dependencies. This package only works on Visual Studio 2013, so if you are using a newer version of Visual Studio, you need to compile the dependencies yourself as per [below](#building-the-dependencies-package-yourself).
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The package comes in a several variants:
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- [64 bit, Release mode only](https://bintray.com/vojtechkral/Slic3r-PE/download_file?file_path=destdir-64.7z) (41 MB, 578 MB unpacked)
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- [64 bit, Release and Debug mode](https://bintray.com/vojtechkral/Slic3r-PE/download_file?file_path=destdir-64-dev.7z) (88 MB, 1.3 GB unpacked)
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- [32 bit, Release mode only](https://bintray.com/vojtechkral/Slic3r-PE/download_file?file_path=destdir-32.7z) (38 MB, 520 MB unpacked)
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- [32 bit, Release and Debug mode](https://bintray.com/vojtechkral/Slic3r-PE/download_file?file_path=destdir-32-dev.7z) (74 MB, 1.1 GB unpacked)
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When unsure, use the _Release mode only_ variant, the _Release and Debug_ variant is only needed for debugging & development.
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If you're unsure where to unpack the package, unpack it into `C:\local\` (but it can really be anywhere).
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Alternatively you can also compile the dependencies yourself, see below.
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### Building Slic3r PE with Visual Studio
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First obtain the Slic3r PE sources via either git or by extracting the source archive.
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Then you will need to note down the so-called 'prefix path' to the dependencies, this is the location of the dependencies packages + `\usr\local` appended.
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For example on 64 bits this would be `C:\local\destdir-64\usr\local`. The prefix path will need to be passed to CMake.
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When ready, open the relevant Visual Studio command line and `cd` into the directory with Slic3r sources.
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Use these commands to prepare Visual Studio solution file:
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mkdir build
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cd build
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cmake .. -G "Visual Studio 12 Win64" -DCMAKE_PREFIX_PATH="<insert prefix path here>"
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Note that if you're building a 32-bit variant, you will need to change the `"Visual Studio 12 Win64"` to just `"Visual Studio 12"`.
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Conversely, if you're using Visual Studio version other than 2013, the version number will need to be changed accordingly.
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If `cmake` has finished without errors, go to the build directory and open the `Slic3r.sln` solution file in Visual Studio.
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Before building, make sure you're building the right project (use one of those starting with `slic3r_app_...`) and that you're building
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with the right configuration, i.e. _Release_ vs. _Debug_. When unsure, choose _Release_.
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Note that you won't be able to build a _Debug_ variant against a _Release_-only dependencies package.
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#### Installing using the `INSTALL` project
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Slic3r PE can be run from the Visual Studio or from Visual Studio's build directory (`src\Release` or `src\Debug`),
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but for longer-term usage you might want to install somewhere using the `INSTALL` project.
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By default, this installs into `C:\Program Files\Slic3r`.
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To customize the install path, use the `-DCMAKE_INSTALL_PREFIX=<path of your choice>` when invoking `cmake`.
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### Building from the command line
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There are several options for building from the command line:
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- [msbuild](https://docs.microsoft.com/en-us/visualstudio/msbuild/msbuild-reference?view=vs-2017&viewFallbackFrom=vs-2013)
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- [Ninja](https://ninja-build.org/)
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- [nmake](https://docs.microsoft.com/en-us/cpp/build/nmake-reference?view=vs-2017)
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To build with msbuild, use the same CMake command as in previous paragraph and then build using
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msbuild /m /P:Configuration=Release ALL_BUILD.vcxproj
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To build with Ninja or nmake, replace the `-G` option in the CMake call with `-G Ninja` or `-G "NMake Makefiles"` , respectively.
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Then use either `ninja` or `nmake` to start the build.
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To install, use `msbuild /P:Configuration=Release INSTALL.vcxproj` , `ninja install` , or `nmake install` .
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### Building the dependencies package yourself
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The dependencies package is built using CMake scripts inside the `deps` subdirectory of Slic3r PE sources.
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(This is intentionally not interconnected with the CMake scripts in the rest of the sources.)
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Open the preferred Visual Studio command line (64 or 32 bit variant) and `cd` into the directory with Slic3r sources.
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Then `cd` into the `deps` directory and use these commands to build:
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mkdir build
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cd build
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cmake .. -G "Visual Studio 12 Win64" -DDESTDIR="C:\local\destdir-custom"
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msbuild /m ALL_BUILD.vcxproj
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You can also use the Visual Studio GUI or other generators as mentioned above.
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The `DESTDIR` option is the location where the bundle will be installed.
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This may be customized. If you leave it empty, the `DESTDIR` will be placed inside the same `build` directory.
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Warning: If the `build` directory is nested too deep inside other folders, various file paths during the build
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become too long and the build might fail due to file writing errors (\*). For this reason, it is recommended to
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place the `build` directory relatively close to the drive root.
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Note that the build variant that you may choose using Visual Studio (i.e. _Release_ or _Debug_ etc.) when building the dependency package is **not relevant**.
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The dependency build will by default build _both_ the _Release_ and _Debug_ variants regardless of what you choose in Visual Studio.
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You can disable building of the debug variant by passing the
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-DDEP_DEBUG=OFF
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option to CMake, this will only produce a _Release_ build.
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Refer to the CMake scripts inside the `deps` directory to see which dependencies are built in what versions and how this is done.
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\*) Specifically, the problem arises when building boost. Boost build tool appends all build options into paths of
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intermediate files, which are not handled correctly by either `b2.exe` or possibly `ninja` (?).
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