third_party_vulkan-loader/CMakeLists.txt

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CMake
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# The name of our project is "VULKAN". CMakeLists files in this project can
# refer to the root source directory of the project as ${VULKAN_SOURCE_DIR} and
# to the root binary directory of the project as ${VULKAN_BINARY_DIR}.
cmake_minimum_required(VERSION 2.8.11)
project (VULKAN)
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# set (CMAKE_VERBOSE_MAKEFILE 1)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake")
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# Header file for CMake settings
include_directories("${PROJECT_SOURCE_DIR}/include")
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include(FindPkgConfig)
if (CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID MATCHES "Clang")
set(COMMON_COMPILE_FLAGS "-Wall -Wextra -Wno-unused-parameter -Wno-missing-field-initializers")
set(COMMON_COMPILE_FLAGS "${COMMON_COMPILE_FLAGS} -fno-strict-aliasing -fno-builtin-memcmp")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99 ${COMMON_COMPILE_FLAGS}")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${COMMON_COMPILE_FLAGS}")
if (UNIX)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fvisibility=hidden")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fvisibility=hidden")
endif()
endif()
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Can compile "loader" and "layers" on Windows and Linux ... These directories build and are partially turned-on on Windows, using the "tri" demo (follow-on commit) and a "NULL driver" that was created out of the sample/Intel driver. The GetProcAddress() is not yet finding symbols in the NULL driver. For now: - "C:\Windows\System32" is the default XGL driver directory. The getenv() isn't yet working. I suggest creating your own #define in order to point to where a driver is. - In order to recognize a Windows driver, we must look at both its prefix and suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll). - We autogenerate Windows ".def" files for the layers. Additional info is: - This is necessary in order for a DLL to export symbols that can be queried using GetProcAddress(). We can't use the normal Windows approach of declaring these functions using "__declspec(dllexport)", because these functions are declared in "xgl.h". - This involves adding and running the new "xgl-win-def-file-generate.py" file. - NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint). Generating them is pretty simple. NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following: - Install VisualStudio 2013 Professional - Install CMake from: http://www.cmake.org/cmake/resources/software.html - I let it add itself to the system PATH environment variable. - Install Python 3 from: https://www.python.org/downloads - I let it add itself to the system PATH environment variable. - Obtain the Git repository, checkout the "ian-150127-WinBuild" branch. - Using a Cygwin shell: I did the following: - "cd" to the top-level directory (i.e. the one that contains the ".git" directory). - "mkdir _out64" - "cd _out64" - "cmake -G "Visual Studio 12 Win64" .." - At this point, I used WindowsExplorer to open the "XGL.sln" file. I can build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the normal "F7". I had to right-click the "ALL_BUILD" project, go to Properties->Debugging and change the debug Command and Working Directory to point to "tri.exe" and where the executable are. At this point, I can debug (using the normal "F5" shortcut).
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if (NOT WIN32)
# Hard code our LunarGLASS and glslang paths for now
get_filename_component(GLSLANG_PREFIX ../glslang ABSOLUTE)
get_filename_component(LUNARGLASS_PREFIX ../LunarGLASS ABSOLUTE)
Can compile "loader" and "layers" on Windows and Linux ... These directories build and are partially turned-on on Windows, using the "tri" demo (follow-on commit) and a "NULL driver" that was created out of the sample/Intel driver. The GetProcAddress() is not yet finding symbols in the NULL driver. For now: - "C:\Windows\System32" is the default XGL driver directory. The getenv() isn't yet working. I suggest creating your own #define in order to point to where a driver is. - In order to recognize a Windows driver, we must look at both its prefix and suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll). - We autogenerate Windows ".def" files for the layers. Additional info is: - This is necessary in order for a DLL to export symbols that can be queried using GetProcAddress(). We can't use the normal Windows approach of declaring these functions using "__declspec(dllexport)", because these functions are declared in "xgl.h". - This involves adding and running the new "xgl-win-def-file-generate.py" file. - NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint). Generating them is pretty simple. NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following: - Install VisualStudio 2013 Professional - Install CMake from: http://www.cmake.org/cmake/resources/software.html - I let it add itself to the system PATH environment variable. - Install Python 3 from: https://www.python.org/downloads - I let it add itself to the system PATH environment variable. - Obtain the Git repository, checkout the "ian-150127-WinBuild" branch. - Using a Cygwin shell: I did the following: - "cd" to the top-level directory (i.e. the one that contains the ".git" directory). - "mkdir _out64" - "cd _out64" - "cmake -G "Visual Studio 12 Win64" .." - At this point, I used WindowsExplorer to open the "XGL.sln" file. I can build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the normal "F7". I had to right-click the "ALL_BUILD" project, go to Properties->Debugging and change the debug Command and Working Directory to point to "tri.exe" and where the executable are. At this point, I can debug (using the normal "F5" shortcut).
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if(NOT EXISTS ${GLSLANG_PREFIX})
message(FATAL_ERROR "Necessary glslang components do not exist: " ${GLSLANG_PREFIX})
endif()
Can compile "loader" and "layers" on Windows and Linux ... These directories build and are partially turned-on on Windows, using the "tri" demo (follow-on commit) and a "NULL driver" that was created out of the sample/Intel driver. The GetProcAddress() is not yet finding symbols in the NULL driver. For now: - "C:\Windows\System32" is the default XGL driver directory. The getenv() isn't yet working. I suggest creating your own #define in order to point to where a driver is. - In order to recognize a Windows driver, we must look at both its prefix and suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll). - We autogenerate Windows ".def" files for the layers. Additional info is: - This is necessary in order for a DLL to export symbols that can be queried using GetProcAddress(). We can't use the normal Windows approach of declaring these functions using "__declspec(dllexport)", because these functions are declared in "xgl.h". - This involves adding and running the new "xgl-win-def-file-generate.py" file. - NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint). Generating them is pretty simple. NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following: - Install VisualStudio 2013 Professional - Install CMake from: http://www.cmake.org/cmake/resources/software.html - I let it add itself to the system PATH environment variable. - Install Python 3 from: https://www.python.org/downloads - I let it add itself to the system PATH environment variable. - Obtain the Git repository, checkout the "ian-150127-WinBuild" branch. - Using a Cygwin shell: I did the following: - "cd" to the top-level directory (i.e. the one that contains the ".git" directory). - "mkdir _out64" - "cd _out64" - "cmake -G "Visual Studio 12 Win64" .." - At this point, I used WindowsExplorer to open the "XGL.sln" file. I can build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the normal "F7". I had to right-click the "ALL_BUILD" project, go to Properties->Debugging and change the debug Command and Working Directory to point to "tri.exe" and where the executable are. At this point, I can debug (using the normal "F5" shortcut).
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if(NOT EXISTS ${LUNARGLASS_PREFIX})
message(FATAL_ERROR "Necessary LunarGLASS components do not exist: " ${GLSLANG_PREFIX})
endif()
if (${CMAKE_SYSTEM_NAME} MATCHES "Linux")
set(PYTHON_CMD "python3")
endif()
else()
set(PYTHON_CMD "py")
endif()
# loader: Generic VULKAN ICD loader
# icd: Device dependent (DD) VULKAN components
# tests: VULKAN tests
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add_subdirectory(loader)
add_subdirectory(icd)
Can compile "loader" and "layers" on Windows and Linux ... These directories build and are partially turned-on on Windows, using the "tri" demo (follow-on commit) and a "NULL driver" that was created out of the sample/Intel driver. The GetProcAddress() is not yet finding symbols in the NULL driver. For now: - "C:\Windows\System32" is the default XGL driver directory. The getenv() isn't yet working. I suggest creating your own #define in order to point to where a driver is. - In order to recognize a Windows driver, we must look at both its prefix and suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll). - We autogenerate Windows ".def" files for the layers. Additional info is: - This is necessary in order for a DLL to export symbols that can be queried using GetProcAddress(). We can't use the normal Windows approach of declaring these functions using "__declspec(dllexport)", because these functions are declared in "xgl.h". - This involves adding and running the new "xgl-win-def-file-generate.py" file. - NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint). Generating them is pretty simple. NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following: - Install VisualStudio 2013 Professional - Install CMake from: http://www.cmake.org/cmake/resources/software.html - I let it add itself to the system PATH environment variable. - Install Python 3 from: https://www.python.org/downloads - I let it add itself to the system PATH environment variable. - Obtain the Git repository, checkout the "ian-150127-WinBuild" branch. - Using a Cygwin shell: I did the following: - "cd" to the top-level directory (i.e. the one that contains the ".git" directory). - "mkdir _out64" - "cd _out64" - "cmake -G "Visual Studio 12 Win64" .." - At this point, I used WindowsExplorer to open the "XGL.sln" file. I can build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the normal "F7". I had to right-click the "ALL_BUILD" project, go to Properties->Debugging and change the debug Command and Working Directory to point to "tri.exe" and where the executable are. At this point, I can debug (using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
if (NOT WIN32)
add_subdirectory(tests)
endif()
add_subdirectory(layers)
add_subdirectory(demos)
#add_subdirectory(tools/glave)