This fixes compilation for msvc ABI. This currently only works under Windows, I believe because Zig requires the Windows SDK to be present for msvc compilation / does not allow cross compilation with MSVC. Still, this is nice to have. Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
159 lines
5.8 KiB
Zig
159 lines
5.8 KiB
Zig
const std = @import("std");
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const Builder = std.build.Builder;
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const system_sdk = @import("system_sdk.zig");
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pub fn build(b: *Builder) void {
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const mode = b.standardReleaseOptions();
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const target = b.standardTargetOptions(.{});
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const main_tests = b.addTest("src/main.zig");
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main_tests.setBuildMode(mode);
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main_tests.setTarget(target);
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link(b, main_tests, .{});
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const test_step = b.step("test", "Run library tests");
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test_step.dependOn(&main_tests.step);
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}
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pub const LinuxWindowManager = enum {
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X11,
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Wayland,
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};
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pub const Options = struct {
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/// Not supported on macOS.
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vulkan: bool = true,
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/// Only respected on macOS.
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metal: bool = true,
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/// Deprecated on macOS.
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opengl: bool = false,
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/// Not supported on macOS. GLES v3.2 only, currently.
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gles: bool = false,
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/// Only respected on Linux.
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linux_window_manager: LinuxWindowManager = .X11,
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/// System SDK options.
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system_sdk: system_sdk.Options = .{},
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};
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pub fn link(b: *Builder, step: *std.build.LibExeObjStep, options: Options) void {
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const lib = buildLibrary(b, step, options);
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step.linkLibrary(lib);
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linkGLFWDependencies(b, step, options);
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}
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fn buildLibrary(b: *Builder, step: *std.build.LibExeObjStep, options: Options) *std.build.LibExeObjStep {
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const main_abs = std.fs.path.join(b.allocator, &.{ thisDir(), "src/main.zig" }) catch unreachable;
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const lib = b.addStaticLibrary("glfw", main_abs);
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lib.setBuildMode(step.build_mode);
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lib.setTarget(step.target);
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// TODO(build-system): pass system SDK options through
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system_sdk.include(b, step, .{});
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const target = (std.zig.system.NativeTargetInfo.detect(b.allocator, step.target) catch unreachable).target;
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const include_glfw_src = "-I" ++ thisDir() ++ "/upstream/glfw/src";
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switch (target.os.tag) {
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.windows => lib.addCSourceFile(thisDir() ++ "/src/sources_windows.c", &.{ "-D_GLFW_WIN32", include_glfw_src }),
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.macos => lib.addCSourceFiles(&.{
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thisDir() ++ "/src/sources_macos.m",
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thisDir() ++ "/src/sources_macos.c",
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}, &.{ "-D_GLFW_COCOA", include_glfw_src }),
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else => {
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// TODO(future): for now, Linux must be built with glibc, not musl:
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//
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// ```
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// ld.lld: error: cannot create a copy relocation for symbol stderr
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// thread 2004762 panic: attempt to unwrap error: LLDReportedFailure
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// ```
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step.target.abi = .gnu;
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lib.setTarget(step.target);
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var sources = std.ArrayList([]const u8).init(b.allocator);
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const flag = switch (options.linux_window_manager) {
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.X11 => "-D_GLFW_X11",
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.Wayland => "-D_GLFW_WAYLAND",
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};
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sources.append(thisDir() ++ "/src/sources_linux.c") catch unreachable;
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switch (options.linux_window_manager) {
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.X11 => sources.append(thisDir() ++ "/src/sources_linux_x11.c") catch unreachable,
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.Wayland => sources.append(thisDir() ++ "/src/sources_linux_wayland.c") catch unreachable,
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}
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lib.addCSourceFiles(sources.items, &.{ flag, "-I" ++ thisDir() ++ "/upstream/glfw/src" });
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},
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}
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linkGLFWDependencies(b, lib, options);
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lib.install();
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return lib;
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}
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fn thisDir() []const u8 {
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return std.fs.path.dirname(@src().file) orelse ".";
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}
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fn linkGLFWDependencies(b: *Builder, step: *std.build.LibExeObjStep, options: Options) void {
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const include_dir = std.fs.path.join(b.allocator, &.{ thisDir(), "upstream/glfw/include" }) catch unreachable;
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defer b.allocator.free(include_dir);
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step.addIncludeDir(include_dir);
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const vulkan_include_dir = std.fs.path.join(b.allocator, &.{ thisDir(), "upstream/vulkan_headers/include" }) catch unreachable;
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defer b.allocator.free(vulkan_include_dir);
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step.addIncludeDir(vulkan_include_dir);
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step.linkLibC();
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// TODO(build-system): pass system SDK options through
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system_sdk.include(b, step, .{});
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const target = (std.zig.system.NativeTargetInfo.detect(b.allocator, step.target) catch unreachable).target;
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switch (target.os.tag) {
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.windows => {
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step.linkSystemLibrary("gdi32");
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step.linkSystemLibrary("user32");
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step.linkSystemLibrary("Shell32");
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if (options.opengl) {
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step.linkSystemLibrary("opengl32");
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}
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if (options.gles) {
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step.linkSystemLibrary("GLESv3");
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}
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},
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.macos => {
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step.linkFramework("IOKit");
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step.linkFramework("CoreFoundation");
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if (options.metal) {
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step.linkFramework("Metal");
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}
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if (options.opengl) {
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step.linkFramework("OpenGL");
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}
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step.linkSystemLibrary("objc");
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step.linkFramework("AppKit");
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step.linkFramework("CoreServices");
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step.linkFramework("CoreGraphics");
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step.linkFramework("Foundation");
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},
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else => {
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// Assume Linux-like
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switch (options.linux_window_manager) {
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.X11 => {
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step.linkSystemLibrary("X11");
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step.linkSystemLibrary("xcb");
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step.linkSystemLibrary("Xau");
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step.linkSystemLibrary("Xdmcp");
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},
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.Wayland => step.linkSystemLibrary("wayland-client"),
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}
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// Note: no need to link against vulkan, GLFW finds it dynamically at runtime.
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// https://www.glfw.org/docs/3.3/vulkan_guide.html#vulkan_loader
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if (options.opengl) {
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step.linkSystemLibrary("GL");
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}
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if (options.gles) {
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step.linkSystemLibrary("GLESv3");
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}
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},
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}
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}
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