
I'm taking a page from Dolphin's book, and including copies of each dependency's source code. This combines the ease of use of including pre-built libraries instead of needing to navigate a package manager - as is (or was) the case for MSVC - with the portability of using packages. Granted, this method's more of a jack of all trades, master of none, since it's *less* user-friendly than prebuilt packages (compilation times), and you don't get the per-distro compatibility fixes you'd get from a package manager. You can still use system libs if you want. In fact, it's still the default behaviour: compiling the libs manually is just a fallback. I'll add an option to force-enable this soon, however, since it's a nicer way to produce static MSYS2 builds than the hackish nightmare that I was using before. Not to mention, having my own copy of the sources means I can provide my own fixes and tweaks your package manager may not. For example, I can combine MSYS2's FreeType subpixel rendering with vcpkg's fix for SDL2 exporting its symbols in static builds.
18 lines
702 B
Bash
Executable file
18 lines
702 B
Bash
Executable file
#!/bin/bash
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set -x
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set -e
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cd `dirname "$0"`
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generate_shaders()
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{
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platform=$1
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/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/usr/bin/metal -std=$platform-metal1.1 -Wall -O3 -o ./sdl.air ./SDL_shaders_metal.metal || exit $?
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/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/usr/bin/metal-ar rc sdl.metalar sdl.air || exit $?
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/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/usr/bin/metallib -o sdl.metallib sdl.metalar || exit $?
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xxd -i sdl.metallib | perl -w -p -e 's/\Aunsigned /const unsigned /;' >./SDL_shaders_metal_$platform.h
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rm -f sdl.air sdl.metalar sdl.metallib
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}
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generate_shaders osx
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generate_shaders ios
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