# Table of contents * [Platforms](#platforms) * [Get the source code](#get-the-source-code) * [Dependencies](#dependencies) * [Windows dependencies](#windows-dependencies) * [macOS dependencies](#macos-dependencies) * [Linux dependencies](#linux-dependencies) * [Compiling](#compiling) * [Windows details](#windows-details) * [MinGW](#mingw) * [macOS details](#macos-details) * [Issues with Retina displays](#issues-with-retina-displays) * [Linux details](#linux-details) * [Using shared third party libraries](#using-shared-third-party-libraries) # Platforms You should be able to compile Aseprite successfully on the following platforms: * Windows 10 + [Visual Studio Community 2022 + Windows 10.0 SDK (the latest version available)](https://imgur.com/a/7zs51IT) (we don't support [MinGW](#mingw)) * macOS 12.3.1 Monterey + Xcode 13.1 + macOS 11.3 SDK (older version might work) * Linux Ubuntu Xenial 16.04 + clang 10.0 # 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](https://git-for-windows.github.io/) to clone the repository on Windows. # Dependencies To compile Aseprite you will need: * The latest version of [CMake](https://cmake.org) (3.16 or greater) * [Ninja](https://ninja-build.org) build system * And a compiled version of the `aseprite-m102` branch of the [Skia library](https://github.com/aseprite/skia#readme). There are [pre-built packages available](https://github.com/aseprite/skia/releases). You can get some extra information in the [*laf* dependencies](https://github.com/aseprite/laf#dependencies) page. ## Windows dependencies * Windows 10 (we don't support cross-compiling) * [Visual Studio Community 2022](https://visualstudio.microsoft.com/downloads/) (we don't support [MinGW](#mingw)) * The [Desktop development with C++ item + Windows 10.0.18362.0 SDK](https://imgur.com/a/7zs51IT) from the Visual Studio installer ## macOS dependencies On macOS you will need macOS 11.3 SDK and Xcode 13.1 (older versions might work). ## Linux dependencies You will need the following dependencies on Ubuntu/Debian: sudo apt-get install -y g++ clang-10 libc++-10-dev libc++abi-10-dev cmake ninja-build libx11-dev libxcursor-dev libxi-dev libgl1-mesa-dev libfontconfig1-dev On Fedora: sudo dnf install -y gcc-c++ clang libcxx-devel cmake ninja-build libX11-devel libXcursor-devel libXi-devel mesa-libGL-devel fontconfig-devel On Arch: sudo pacman -S gcc clang libc++ cmake ninja libx11 libxcursor mesa-libgl fontconfig # Compiling 1. [Get Aseprite code](#get-the-source-code), put it in a folder like `C:\aseprite`, and create a `build` 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. 2. 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](#windows-details), [macOS](#macos-details), and [Linux](#linux-details). Some `cmake` options can be modified using tools like [`ccmake`](https://cmake.org/cmake/help/latest/manual/ccmake.1.html) or [`cmake-gui`](https://cmake.org/cmake/help/latest/manual/cmake-gui.1.html). 3. After you have executed and configured `cmake`, you have to compile the project: cd C:\aseprite\build ninja aseprite 4. When `ninja` finishes the compilation, you can find the executable inside `C:\aseprite\build\bin\aseprite.exe`. ## Windows details Open a [developer command prompt](https://docs.microsoft.com/en-us/dotnet/framework/tools/developer-command-prompt-for-vs) or in the command line (`cmd.exe`) call: call "C:\Program Files\Microsoft Visual Studio\2022\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](https://github.com/aseprite/aseprite/issues/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/MacOSX.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/MacOSX.sdk`), but it could be different in your Mac. ### Apple Silicon If you running macOS on an ARM64/AArch64/Apple Silicon Mac (e.g. M1), you can compile a native ARM64 version of Aseprite following the same steps as above but when we call `cmake`, we have some differences: cmake \ -DCMAKE_BUILD_TYPE=RelWithDebInfo \ -DCMAKE_OSX_ARCHITECTURES=arm64 \ -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 \ -DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk \ -DLAF_BACKEND=skia \ -DSKIA_DIR=$HOME/deps/skia \ -DSKIA_LIBRARY_DIR=$HOME/deps/skia/out/Release-arm64 \ -DSKIA_LIBRARY=$HOME/deps/skia/out/Release-arm64/libskia.a \ -DPNG_ARM_NEON:STRING=on \ -G Ninja \ .. ### Issues with Retina displays If you have a Retina display, check the following issue: https://github.com/aseprite/aseprite/issues/589 ## Linux details You need to use clang and libc++ to compile Aseprite: cd aseprite mkdir build cd build export CC=clang export CXX=clang++ cmake \ -DCMAKE_BUILD_TYPE=RelWithDebInfo \ -DCMAKE_CXX_FLAGS:STRING=-stdlib=libc++ \ -DCMAKE_EXE_LINKER_FLAGS:STRING=-stdlib=libc++ \ -DLAF_BACKEND=skia \ -DSKIA_DIR=$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. ### GCC compiler In case that you are using the pre-compiled Skia version, you must use the clang compiler and libc++ to compile Aseprite. Only if you compile Skia with GCC, you will be able to compile Aseprite with GCC, and this is not recommended as you will have a performance penalty doing so. # 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.