Update README.cross to match reality better

Change-Id: I14e97bb9e3351ed7a5e7e8c853253353bfe9df2e
This commit is contained in:
Tor Lillqvist 2012-05-17 22:57:46 +03:00
parent 6868d84b13
commit bc229ca1ab

View file

@ -1,29 +1,15 @@
Cross-compiling LibreOffice
===========================
The cross-compilation experimentation is going on for four platforms:
Windows, iOS, Android and PowerPC Mac OS X. It happens in the master
branch of LibreOffice. Some people have talked about setting up a
separate branch for Android work, or even separate clones at github,
but that is not necessary.
Cross-compilation of LibreOffice completely is not possible yet. Much
work has been done, "baby steps" for some platforms, much more for
others, but a lot remains. For iOS and Android this work is highly
experimental, originally done in spare time just for the hacking
pleasure. No promise, explicit or implied, is given that it will ever
be finished.
Searching for information about cross-compilation of OpenOffice.org
(the predecessor of LibreOffice) you will find information about what
actually was not cross-compilation, but using QEMU.
Cross-compilation work has been done, to various degrees, for four
platforms: Windows, iOS, Android and PowerPC Mac OS X.
General
-------
In GNU Autoconf terminology, "build" is the platform on which you are
running a build on some software and "host" is the platform on which
running a build of some software and "host" is the platform on which
the software you are building will run. Only in the specific case of
building compilers and other programming tools is the term "target"
used to indicate the platform for which the tools your are building
@ -180,7 +166,8 @@ CXX_FOR_BUILD=ccache g++
--without-helppack-integration
--without-myspell-dicts
Once you have compiled it, you may want to try to run it:
Once you have compiled it, you may want to try to run it, for instance
using Wine:
$ cd /tmp
$ tar xf <your-build-dir>/instsetoo_native/wntgcci.pro/LibreOffice_Dev/archive/install/en-US/LibO-Dev_3.6.0alpha0_Win_x86_install-arc_en-US.tar.gz
@ -277,7 +264,8 @@ thought yet.
The Apple tool-chain for iOS cross-building is available only for
Mac OS X.
Here is an autogen.lastrun for iOS (device) using Xcode 4.3 and clang:
Here is an autogen.lastrun for iOS (device) using Xcode 4.3 and clang,
and Xcode 3 for the build platform parts:
CXX=ccache /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch armv7 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.0.sdk
CC=ccache /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -arch armv7 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.0.sdk
CC_FOR_BUILD=ccache /Xcode3/usr/bin/gcc-4.0 -mmacosx-version-min=10.4
@ -288,31 +276,18 @@ CXX_FOR_BUILD=ccache /Xcode3/usr/bin/g++-4.0 -mmacosx-version-min=10.4
--without-helppack-integration
--without-myspell-dicts
And here for the iOS simulator, using Xcode 4.2 and gcc:
CXX=ccache /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/g++ -arch i386 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk
CC=ccache /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc -arch i386 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk
CC_FOR_BUILD=ccache /Xcode3/usr/bin/gcc-4.0 -mmacosx-version-min=10.4
CXX_FOR_BUILD=ccache /Xcode3/usr/bin/g++-4.0 -mmacosx-version-min=10.4
--with-distro=LibreOfficeiOS
--with-system-nss
--enable-debug
--without-help
--without-helppack-integration
--without-myspell-dicts
It seems that with the latest iOS SDK one has to do:
sudo ln -s i686-apple-darwin10 /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.3.sdk/usr/include/c++/4.2.1/i686-apple-darwin11
or g++ won't find its headers like <bits/c++config.h>
The --with-system-nss doesn't mean that any Mozilla NSS would be used,
it's just a trick to bypass some tests in the configure script.
For the iOS simulator, using Xcode 4.3 and gcc (should switch to clang here, too):
CXX=ccache /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/g++ -arch i386 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk
CC=ccache /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc -arch i386 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk
CC_FOR_BUILD=ccache /Xcode3/usr/bin/gcc-4.0 -mmacosx-version-min=10.4
CXX_FOR_BUILD=ccache /Xcode3/usr/bin/g++-4.0 -mmacosx-version-min=10.4
For the iOS simulator, using Xcode 4.3 and clang both for the host and
build platform:
CXX=ccache /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch i386 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.1.sdk
CC=ccache /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -arch i386 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.1.sdk
CC_FOR_BUILD=ccache clang -arch i386 -mmacosx-version-min=10.6
CXX_FOR_BUILD=ccache clang++ -arch i386 -mmacosx-version-min=10.6
--enable-werror
--with-build-platform-configure-options=--with-macosx-version-min-required=10.6 --with-macosx-sdk=10.6
--with-distro=LibreOfficeiOS
--with-system-nss
--without-help
@ -330,15 +305,18 @@ Android
From a technical point of view the core Android OS is Linux, but
everything else is different. Unlike iOS, an Android app can use
shared objects just fine, so that aspect of UNO doesn't need special
handling.
handling. Except that there is a silly low limit in the Android
dynamic linker on the number of libraries you can dlopen. Note that
this is a limitation of user-level code, not the kernel. Here are
various ways around this problem that are being examined.
As for the GUI, the same holds as said above for iOS.
Android cross-compilation work has been done on Linux (openSUSE in
particular) and Mac OS X. The Android cross-buld tool-chain (the
"Native Development Kit", or NDK) is available for Linux, Mac OS X and
Windows. (Trying to cross-compile from Windows will probably drive you
insane.)
"Native Development Kit", or NDK) is available for Linux and Mac OS
X. Sure, for Windows, too, but trying to cross-compile LO from Windows
will probably drive you insane.
Here is an autogen.lastrun for Android, when cross-compiling from Mac OS X: