Fixing android build

This commit is contained in:
Bradley Austin Davis 2018-02-06 15:57:53 -08:00
parent 0455fb37b6
commit 6092f1503e
3 changed files with 15 additions and 33 deletions

View file

@ -18,7 +18,7 @@ android {
'-DANDROID_TOOLCHAIN=clang',
'-DANDROID_STL=c++_shared',
'-DQT_CMAKE_PREFIX_PATH=' + HIFI_ANDROID_PRECOMPILED + '/qt/lib/cmake',
'-DNATIVE_SCRIBE=' + HIFI_ANDROID_PRECOMPILED + '/scribe',
'-DNATIVE_SCRIBE=' + HIFI_ANDROID_PRECOMPILED + '/scribe' + EXEC_SUFFIX,
'-DHIFI_ANDROID_PRECOMPILED=' + HIFI_ANDROID_PRECOMPILED,
'-DRELEASE_NUMBER=' + RELEASE_NUMBER,
'-DRELEASE_TYPE=' + RELEASE_TYPE,

View file

@ -137,16 +137,16 @@ def packages = [
def scribeLocalFile='scribe' + EXEC_SUFFIX
def scribeFile='scribe_linux_x86_64'
def scribeChecksum='c98678d9726bd8bbf1bab792acf3ff6c'
def scribeVersion='onfeBkJWcJiTwiGOyZPVBjlyhoYQ4Axn'
def scribeChecksum='ca4b904f52f4f993c29175ba96798fa6'
def scribeVersion='wgpf4dB2Ltzg4Lb2jJ4nPFsHoDkmK_OO'
if (Os.isFamily(Os.FAMILY_MAC)) {
scribeFile = 'scribe_osx_x86_64'
scribeChecksum='a137ad62c1bf7cca739da219544a9a16'
scribeVersion='kU.Aq512HVe65uRnkFEWQEqeQfaYF2c0'
scribeChecksum='72db9d32d4e1e50add755570ac5eb749'
scribeVersion='o_NbPrktzEYtBkQf3Tn7zc1nZWzM52w6'
} else if (Os.isFamily(Os.FAMILY_WINDOWS)) {
scribeFile = 'scribe_win32_x86_64.exe'
scribeChecksum='75c2ce9ed45d17de375e3988bfaba816'
scribeVersion='24TfWFh1FBY.t6i_LdzAXZYeQOtmQNZp'
scribeChecksum='678e43d290c90fda670c6fefe038a06d'
scribeVersion='GCCJxlmd2irvNOFWfZR0U1UCLHndHQrC'
}
def options = [

View file

@ -50,43 +50,25 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_TARGET}")
set(SHADER_TARGET_HEADER ${SHADER_TARGET}.h)
set(SHADER_TARGET_SOURCE ${SHADER_TARGET}.cpp)
set(SCRIBE_COMMAND scribe)
# Target dependant Custom rule on the SHADER_FILE
if (APPLE)
set(GLPROFILE MAC_GL)
set(SCRIBE_ARGS -c++ -T ${SHADER_TYPE} -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(OUTPUT ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
elseif (ANDROID)
set(GLPROFILE LINUX_GL)
set(SCRIBE_ARGS -c++ -T ${SHADER_TYPE} -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
# for an android build, we can't use the scribe that cmake would normally produce as a target,
# since it's unrunnable by the cross-compiling build machine
# so, we require the compiling user to point us at a compiled executable version for their native toolchain
if (NOT NATIVE_SCRIBE)
find_program(NATIVE_SCRIBE scribe PATHS ${SCRIBE_PATH} ENV SCRIBE_PATH)
endif()
if (NOT NATIVE_SCRIBE)
message(FATAL_ERROR "The High Fidelity scribe tool is required for shader pre-processing. \
Please compile scribe using your native toolchain and set SCRIBE_PATH to the path containing the scribe executable in your ENV.\
")
endif ()
add_custom_command(OUTPUT ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE} COMMAND ${NATIVE_SCRIBE} ${SCRIBE_ARGS} DEPENDS ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
set(SCRIBE_COMMAND ${NATIVE_SCRIBE})
elseif (UNIX)
set(GLPROFILE LINUX_GL)
set(SCRIBE_ARGS -c++ -T ${SHADER_TYPE} -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(OUTPUT ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
else ()
set(GLPROFILE PC_GL)
set(SCRIBE_ARGS -c++ -T ${SHADER_TYPE} -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(OUTPUT ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
endif()
set(SCRIBE_ARGS -c++ -T ${SHADER_TYPE} -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(
OUTPUT ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE}
COMMAND ${SCRIBE_COMMAND} ${SCRIBE_ARGS}
DEPENDS ${SCRIBE_COMMAND} ${SHADER_INCLUDE_FILES} ${SHADER_FILE}
)
#output the generated file name
set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE} PARENT_SCOPE)