The SKIA_LIBRARY is filled automatically using find_library() and SKIA_LIBRARY_DIR, but it looks like somethings it doesn't work and it's better to just specify the SKIA_LIBRARY directly.
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Table of contents
Platforms
You should be able to compile Aseprite successfully on the following platforms:
- Windows 10 + Visual Studio Community 2019 + Windows 10.0.18362.0 SDK (we don't support MinGW)
- macOS 10.15.3 Mojave + Xcode 11.2.1 + macOS 10.15 SDK (older version might work)
- Linux + gcc 9.2 or clang 9.0
Get the source code
You can get the source code downloading a Aseprite-v1.x-Source.zip
file from the latest Aseprite release (in that case please follow the
compilation instructions inside the .zip
file):
https://github.com/aseprite/aseprite/releases
Or you can clone the repository and all its submodules using the following command:
git clone --recursive https://github.com/aseprite/aseprite.git
To update an existing clone you can use the following commands:
cd aseprite
git pull
git submodule update --init --recursive
You can use Git for Windows to clone the repository on Windows.
Dependencies
To compile Aseprite you will need:
- The latest version of CMake (3.14 or greater)
- Ninja build system
- And a compiled version of the
aseprite-m81
branch of the Skia library. There are pre-built packages available. You can get some extra information in the laf dependencies page.
Windows dependencies
- Windows 10 (we don't support cross-compiling)
- Visual Studio Community 2019 (we don't support MinGW)
- The Desktop development with C++ item + Windows 10.0.18362.0 SDK from the Visual Studio installer
macOS dependencies
On macOS you will need macOS 10.15 SDK and Xcode 11.2.1 (older versions might work).
Linux dependencies
You will need the following dependencies on Ubuntu/Debian:
sudo apt-get install -y g++ cmake ninja-build libx11-dev libxcursor-dev libxi-dev libgl1-mesa-dev libfontconfig1-dev
On Fedora:
sudo dnf install -y gcc-c++ cmake ninja-build libX11-devel libXcursor-devel libXi-devel mesa-libGL-devel fontconfig-devel
Compiling
-
Get Aseprite code, put it in a folder like
C:\aseprite
, and create abuild
directory inside to leave all the files that are result of the compilation process (.exe
,.lib
,.obj
,.a
,.o
, etc).cd C:\aseprite mkdir build
In this way, if you want to start with a fresh copy of Aseprite source code, you can remove the
build
directory and start again. -
Enter in the new directory and execute
cmake
:cd C:\aseprite\build cmake -G Ninja -DLAF_BACKEND=skia ..
Here
cmake
needs different options depending on your platform. You must check the details for Windows, macOS, and Linux. Somecmake
options can be modified using tools likeccmake
orcmake-gui
. -
After you have executed and configured
cmake
, you have to compile the project:cd C:\aseprite\build ninja aseprite
-
When
ninja
finishes the compilation, you can find the executable insideC:\aseprite\build\bin\aseprite.exe
.
Windows details
Open a developer command prompt
or in the command line (cmd.exe
) call:
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\Common7\Tools\VsDevCmd.bat" -arch=x64
And then
cd aseprite
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo -DLAF_BACKEND=skia -DSKIA_DIR=C:\deps\skia -DSKIA_LIBRARY_DIR=C:\deps\skia\out\Release-x64 -DSKIA_LIBRARY=C:\deps\skia\out\Release-x64\skia.lib -G Ninja ..
ninja aseprite
In this case, C:\deps\skia
is the directory where Skia was compiled
or uncompressed.
MinGW
We don't support MinGW compiler and it might bring some problems into
the compilation process. If you see that the detected C++ compiler by
cmake is C:\MinGW\bin\c++.exe
or something similar, you have to get
rid of MinGW path (C:\MinGW\bin
) from the PATH
environment
variable and run cmake again from scratch, so the Visual Studio C++
compiler (cl.exe
) is used instead.
You can define the CMAKE_IGNORE_PATH
variable when running cmake for
the first time in case that you don't know or don't want to modify the
PATH
variable, e.g.:
cmake -DCMAKE_IGNORE_PATH=C:\MinGW\bin ...
More information in issue #2449
macOS details
Run cmake
with the following parameters and then ninja
:
cd aseprite
mkdir build
cd build
cmake \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
-DCMAKE_OSX_ARCHITECTURES=x86_64 \
-DCMAKE_OSX_DEPLOYMENT_TARGET=10.9 \
-DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.15.sdk \
-DLAF_BACKEND=skia \
-DSKIA_DIR=$HOME/deps/skia \
-DSKIA_LIBRARY_DIR=$HOME/deps/skia/out/Release-x64 \
-DSKIA_LIBRARY=$HOME/deps/skia/out/Release-x64/libskia.a \
-G Ninja \
..
ninja aseprite
In this case, $HOME/deps/skia
is the directory where Skia was
compiled or downloaded. Make sure that CMAKE_OSX_SYSROOT
is
pointing to the correct SDK directory (in this case
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.15.sdk
),
but it could be different in your Mac.
Issues with Retina displays
If you have a Retina display, check the following issue:
https://github.com/aseprite/aseprite/issues/589
Linux details
Run cmake
with the following parameters and then ninja
:
cd aseprite
mkdir build
cd build
cmake \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
-DLAF_BACKEND=skia \
-DSKIA_DIR=$HOME/deps/skia \
-DSKIA_LIBRARY_DIR=$HOME/deps/skia/out/Release-x64 \
-DSKIA_LIBRARY=$HOME/deps/skia/out/Release-x64/libskia.a \
-G Ninja \
..
ninja aseprite
In this case, $HOME/deps/skia
is the directory where Skia was
compiled or uncompressed.
Using shared third party libraries
If you don't want to use the embedded code of third party libraries
(i.e. to use your installed versions), you can disable static linking
configuring each USE_SHARED_
option.
After running cmake -G
, you can edit build/CMakeCache.txt
file,
and enable the USE_SHARED_
flag (set its value to ON
) of the
library that you want to be linked dynamically.