set(TARGET_NAME gpu) AUTOSCRIBE_SHADER_LIB(gpu) # use setup_hifi_library macro to setup our project and link appropriate Qt modules setup_hifi_library() link_hifi_libraries(shared) add_dependency_external_projects(glm) find_package(GLM REQUIRED) target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS}) add_dependency_external_projects(glew) find_package(GLEW REQUIRED) add_definitions(-DGLEW_STATIC) target_include_directories(${TARGET_NAME} PUBLIC ${GLEW_INCLUDE_DIRS}) target_link_libraries(${TARGET_NAME} ${GLEW_LIBRARY}) if (APPLE) # link in required OS X frameworks and include the right GL headers find_library(OpenGL OpenGL) target_link_libraries(${TARGET_NAME} ${OpenGL}) elseif (WIN32) target_link_libraries(${TARGET_NAME} ${GLEW_LIBRARY} opengl32.lib) if (USE_NSIGHT) # try to find the Nsight package and add it to the build if we find it # note that this will also enable NSIGHT profilers in all the projects linking gpu find_package(NSIGHT) if (NSIGHT_FOUND) target_include_directories(${TARGET_NAME} PUBLIC ${NSIGHT_INCLUDE_DIRS}) target_compile_definitions(${TARGET_NAME} PUBLIC NSIGHT_FOUND) target_link_libraries(${TARGET_NAME} "${NSIGHT_LIBRARIES}") endif () endif() elseif (ANDROID) target_link_libraries(${TARGET_NAME} "-lGLESv3" "-lEGL") else () find_package(OpenGL REQUIRED) if (${OPENGL_INCLUDE_DIR}) include_directories(SYSTEM "${OPENGL_INCLUDE_DIR}") endif () target_link_libraries(${TARGET_NAME} "${OPENGL_LIBRARY}") endif (APPLE)