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7619e42870
And explain why we do not provide a Linux Sdk
231 lines
11 KiB
Markdown
231 lines
11 KiB
Markdown
# Installing on Windows
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## Supported platforms
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* Windows XP
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* Windows Vista
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* Windows 7
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* Windows 8
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## Prerequisites
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To develop applications using the GStreamer SDK for Windows you will
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need [Windows
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XP](http://windows.microsoft.com/en-US/windows/products/windows-xp) or
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later.
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The GStreamer SDK includes C headers (`.h`) and library files (`.lib`)
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valid for any version of [Microsoft Visual
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Studio](http://www.microsoft.com/visualstudio). For convenience,
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property pages (`.props`) are also included which extremely simplify
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creating new projects. These property pages, though, only work with
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[Microsoft Visual
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Studio 2010](http://www.microsoft.com/visualstudio/en-us/products/2010-editions)
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(including the free [Visual C++ Express
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edition](http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express)).
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The recommended system is
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[Windows 7](http://windows.microsoft.com/en-us/windows7/products/home)
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with [Microsoft Visual
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Studio 2010](http://www.microsoft.com/visualstudio/en-us/products/2010-editions) (Take
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a look at its [system
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requirements](http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express)).
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Installing the SDK for 32-bits platforms requires approximately 286MB of
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free disk space for the runtime and 207MB for the development files.
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Installing the SDK for 64-bits platforms requires approximately 340MB of
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free disk space for the runtime and 216MB for the development files.
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## Download and install the SDK
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There are 3 sets of files in the SDK:
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- The runtime files are needed to run GStreamer applications. You
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probably want to distribute these files with your application (or
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the installer below).
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- The development files are **additional** files you need to create
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GStreamer applications.
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- The [Merge
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Modules](http://msdn.microsoft.com/en-us/library/windows/desktop/aa369820%28v=vs.85%29.aspx)
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files are **additional** files you can use to deploy the GStreamer
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SDK alongside your application (see [Windows
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deployment](Windows%2Bdeployment.html)).
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Get **the Runtime and Development files** installers appropriate for
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your architecture from here:
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**FIXME: Add links **
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> ![Warning](images/icons/emoticons/warning.png)
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> Due to the size of these files, usage of a [Download Manager](http://en.wikipedia.org/wiki/Download_manager) is **highly recommended**. Take a look at [this list](http://en.wikipedia.org/wiki/Comparison_of_download_managers) if you do not have one installed. If, after downloading, the installer reports itself as corrupt, chances are that the connection ended before the file was complete. A Download Manager will typically re-start the process and fetch the missing parts.
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Execute the installers and choose an installation folder. The suggested
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default is usually OK.
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> ![Warning](images/icons/emoticons/warning.png)
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>`If you plan to use Visual Studio, **close it before installing the GStreamer SDK**. The installer will define new environment variables which will not be picked up by Visual Studio if it is open.
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> On **Windows 8** and **Windows 10**, it might be necessary to log out and log back in to your account after the installation for the newly defined environment variables to be picked up by Visual Studio.
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It is the application's responsibility to ensure that, at runtime,
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GStreamer can access its libraries and plugins. It can be done by adding
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`%GSTREAMER_SDK_ROOT_X86%\bin` to the `%PATH%` environment variable, or
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by running the application from this same folder.
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At runtime, GStreamer will look for its plugins in the following
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folders:
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- `%HOMEDRIVE%%HOMEFOLDER%/.gstreamer-1.0/plugins`
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- `C:\gstreamer\1.0\x86\lib\gstreamer-1.0`
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- `<location of libgstreamer-1.0-0.dll>\..\lib\gstreamer-1.0`
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- `%GST_PLUGIN_PATH%`
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So, typically, if your application can find `libgstreamer-1.0-0.dll`,
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it will find the GStreamer plugins, as long as the installation folder
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structure is unmodified. If you do change this structure in your
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application, then you can use the `%GST_PLUGIN_PATH%` environment
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variable to point GStreamer to its plugins. The plugins are initially
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found at `%GSTREAMER_SDK_ROOT_X86%\lib\gstreamer-1.0`.
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Additionally, if you want to prevent GStreamer from looking in all the
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default folders listed above, you can set the
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`%GST_PLUGIN_SYSTEM_PATH%` environment variable to point where the
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plugins are located.
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## Configure your development environment
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### Building the tutorials
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The tutorial's code, along with project files and a solution file for
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Visual Studio 2010 are all included in the SDK, in
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the `%GSTREAMER_SDK_ROOT_X86%``\share\gst-sdk\tutorials` folder.
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`%GSTREAMER_SDK_ROOT_X86%` is an environment variable that the installer
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defined for you, and points to the installation folder of the SDK.
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In order to prevent accidental modification of the original code, and to
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make sure Visual Studio has the necessary permissions to write the
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output files, copy the entire `tutorials` folder to a place of your
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liking, and work from there.
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> ![Information](images/icons/emoticons/information.png)
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> **64-bit Users**
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>
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>Use `%GSTREAMER_SDK_ROOT_X86_64%` if you have installed the SDK for 64-bit platforms. Both SDKs (32 and 64-bit) can be installed simultaneously, and hence the separate environment variables.
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>
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>Make sure you select the Solution Configuration that matches the GStreamer SDK that you have installed: `Win32` for 32 bits or `x64` for 64 bits.
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>
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> ![Windows Install Configuration](attachments/WindowsInstall-Configuration.png)
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You can fire up Visual Studio 2010 and load your copy of the
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`tutorials.sln` solution file (Click on the screen shots to enlarge
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them).
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![](attachments/WindowsInstall2.png)
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![](attachments/WindowsInstall1.png)
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Hit **F7**, press the Build Solution button
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![](attachments/WindowsInstall-BuildSolution.png) or go to Build →
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Build Solution. All projects should build without problems.
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### Running the tutorials
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In order to run the tutorials, we will set the current working directory
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to `%GSTREAMER_SDK_ROOT_X86%`\\`bin` in the Debugging section of the
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project properties. **This property is not stored in the project files,
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so you will need to manually add it to every tutorial you want to run
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from within Visual Studio**. Right click on a project in the Solution
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Explorer, Properties → Debugging → Working Directory, and type
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`$(GSTREAMER_SDK_ROOT_X86)`\\`bin`
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(The `$(...)` notation is required to access environment variables
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from within Visual Studio. You use the `%...%` notation from Windows
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Explorer)
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You should now be able to run the tutorials.
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### Creating new projects manually
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**If you want to create 64-bit applications, remember also to create x64
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Solution and Project configurations as
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explained [here](http://msdn.microsoft.com/en-us/library/9yb4317s\(v=vs.100\).aspx).**
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#### Include the necessary SDK Property Sheet
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The included property sheets make creating new projects extremely easy.
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In Visual Studio 2010 create a new project (Normally a `Win32
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Console` or `Win32 Application`). Then go to the Property Manager
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(View→Property Manager), right-click on your project and select “Add
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Existing Property Sheet...”. Navigate to
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`%GSTREAMER_SDK_ROOT_X86%`\\`share\vs\2010\libs` and
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load `gstreamer-1.0.props `
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This property sheet contains the directories where the headers and
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libraries are located, and the necessary options for the compiler and
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linker, so you do not need to change anything else in your project.
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If you cannot find the Property Manager, you might need to enable Expert
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Settings. Go to Tools → Settings → Expert Settings. Upon first
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installation of Visual Studio, Expert Settings are disabled by
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default.
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![](attachments/WindowsInstall10.png)
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> ![Warning](images/icons/emoticons/warning.png)
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> **Depending on the GStreamer libraries you need to use, you will have to add more property pages, besides `gstreamer-1.0`** (each property page corresponds to one GStreamer library).
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>
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> The tutorial's project files already contain all necessary property pages. When developing your own applications, the GStreamer documentation will tell you what library a function belongs to, and therefore, what property pages you need to add.
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#### Remove the dependency with the Visual Studio runtime
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At this point, you have a working environment, which you can test by
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running the tutorials. However, there is a last step remaining.
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Applications built with Visual C++ 2010 depend on the Visual C++ 2010
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Runtime, which is a DLL that gets installed when you install Visual
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Studio. If you were to distribute your application, you would need to
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distribute this DLL with it (What is known as the [Visual C++ 2010
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Redistributable
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Package](http://www.microsoft.com/download/en/details.aspx?id=5555)).
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This happens with every version of Visual Studio, and the Runtime DLL is
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different for every version of Visual Studio.
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Furthermore, GStreamer itself is built using a “basic” C runtime which
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comes in every Windows system since Windows XP, and is named
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`MSVCRT.DLL`. If your application and GStreamer do not use the same C
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Runtime, problems are bound to crop out.
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In order to avoid these issues you must instruct your application to use
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the system's C Runtime. First install the [Windows Device Driver Kit
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Version 7.1.0](http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=11800) (DDK).
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When the installer asks about the features, select only “Build
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Environments”. Accept the suggested location for the installation, which
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is usually `C:\WinDDK\7600.16385.1`. This download is an ISO file, you
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can either burn a DVD with it (as recommended in the Microsoft site. You
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will need DVD burning software), mount the file in a virtual DVD device
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(you will need DVD virtualization software) or unpack the file as if it
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was a regular compressed file (you will need decompression software that
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understands the ISO format).
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Then, add the `x86.props` or `x86_64.props` (for 32 or 64 bits) property
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sheet found in `%GSTREAMER_SDK_ROOT_X86%``\``share\vs\2010\msvc` to your
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project. This will make your application use the ubiquitous
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`MSVCRT.DLL` saving you some troubles in the future.
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> ![Information](images/icons/emoticons/information.png)
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> If you did not install the WinDDK to the standard path `C:\WinDDK\7600.16385.1`, you will need to tell Visual Studio where it is. Unfortunately, there is no automated way to do this. Once you have added the `x86.props` or `x86_64.props` to your project, go to the Property Manager, expand your project and its subfolders until you find the property sheet called `config`. Double click to edit it, and select the section called “User Macros” in the list on the left. You should see a macro called `WINDOWS_DRIVER_KIT`. Double click to edit it, and set its value to the root folder where you installed the DDK. This is the folder containing a file called `samples.txt`.
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>
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>That's it. Accept the changes, right click on the `config` property sheet and select “Save”. The path to the DDK is now stored in `config.props` and you do not need to perform this operation anymore.
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### Creating new projects using the wizard
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Go to File → New → Project… and you should find a template
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named **GStreamer SDK Project**. It takes no parameters, and sets all
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necessary project settings, both for 32 and 64 bits architectures.
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The generated project file includes the two required Property Sheets
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described in the previous section, so, in order to link to the correct
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`MSVCRT.DLL`, **you still need to install the Windows Device Driver
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Kit** and change the appropriate property sheets.
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