taisei/meson.build

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Meson
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project('taisei', 'c',
license : 'MIT',
version : 'v1.3-dev',
meson_version : '>=0.45.0',
default_options : [
'c_std=c11',
# You may want to change these for a debug build dir
'buildtype=release',
'strip=true',
'b_lto=true',
'b_ndebug=if-release',
]
)
cc = meson.get_compiler('c')
python3 = import('python3').find_python()
macos_app_bundle = get_option('macos_bundle') and host_machine.system() == 'darwin'
subdir('scripts')
config = configuration_data()
taisei_c_args = cc.get_supported_arguments(
'-Wall',
'-Wpedantic',
'-Werror=assume',
'-Werror=implicit-function-declaration',
#
# Keep the rest sorted
#
'-Wabsolute-value',
'-Wcast-align',
'-Wcast-align=strict',
'-Wclobbered',
'-Wduplicated-branches',
'-Wduplicated-cond',
'-Wfloat-overflow-conversion',
'-Wfloat-zero-conversion',
'-Wfor-loop-analysis',
'-Wformat-pedantic',
'-Wformat-security',
'-Wgcc-compat',
'-Wgnu',
'-Wignored-qualifiers',
'-Wimplicit-fallthrough',
'-Winit-self',
'-Wlogical-op',
'-Wmissing-prototypes',
'-Wno-long-long',
'-Wnull-dereference',
'-Wparentheses',
'-Wshadow=compatible-local',
'-Wsometimes-uninitialized',
'-Wstrict-prototypes',
'-Wtype-limits',
'-Wunneeded-internal-declaration',
'-Wunreachable-code',
'-Wunreachable-code-loop-increment',
)
static = get_option('static')
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dep_freetype = dependency('freetype2', required : true, static : static)
dep_png = dependency('libpng', version : '>=1.5', required : true, static : static)
dep_sdl2 = dependency('sdl2', version : '>=2.0.5', required : true, static : static)
dep_sdl2_mixer = dependency('SDL2_mixer', required : false, static : static)
dep_webp = dependency('libwebp', version : '>=0.5', required : false, static : static)
dep_webpdecoder = dependency('libwebpdecoder', version : '>=0.5', required : false, static : static)
dep_zip = dependency('libzip', version : '>=1.0', required : false, static : static)
dep_zlib = dependency('zlib', required : true, static : static)
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dep_m = cc.find_library('m', required : false)
dep_cglm = subproject('cglm').get_variable('cglm_dep')
dep_glad = subproject('glad').get_variable('glad_dep')
taisei_deps = [
dep_cglm,
dep_freetype,
dep_m,
dep_png,
dep_sdl2,
dep_zlib,
# don't add glad here
]
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if dep_webpdecoder.found()
taisei_deps += dep_webpdecoder
elif dep_webp.found()
warning('libwebpdecoder not found, will link against libwebp instead')
taisei_deps += dep_webp
else
error('libwebpdecoder or libwebp is required, neither found')
endif
if host_machine.system() == 'windows'
taisei_deps += cc.find_library('shlwapi')
endif
package_data = get_option('package_data')
enable_zip = get_option('enable_zip')
package_data = (package_data == 'auto' ? enable_zip : package_data == 'true')
if enable_zip
if not dep_zip.found()
error('ZIP support enabled but libzip not found')
endif
taisei_deps += dep_zip
endif
if package_data and not enable_zip
error('ZIP support must be enabled for data packaging to work')
endif
if dep_sdl2_mixer.found() and get_option('enable_audio') != 'false'
taisei_deps += dep_sdl2_mixer
elif get_option('enable_audio') == 'true'
error('Audio support enabled but SDL2_mixer not found')
endif
config.set('TAISEI_BUILDCONF_USE_ZIP', taisei_deps.contains(dep_zip))
have_posix = cc.has_header_symbol('unistd.h', '_POSIX_VERSION')
have_vla = not cc.has_header_symbol('unistd.h', '__STDC_NO_VLA__')
have_complex = not cc.has_header_symbol('unistd.h', '__STDC_NO_COMPLEX__')
have_backtrace = cc.has_header_symbol('execinfo.h', 'backtrace')
have_timespec = cc.has_header_symbol('time.h', 'timespec_get')
if not (have_vla and have_complex)
error('Your C implementation needs to support complex numbers and variable-length arrays.')
endif
config.set('TAISEI_BUILDCONF_HAVE_TIMESPEC', have_timespec)
config.set('TAISEI_BUILDCONF_HAVE_INT128', cc.sizeof('__int128') == 16)
config.set('TAISEI_BUILDCONF_HAVE_LONG_DOUBLE', cc.sizeof('long double') > 8)
if macos_app_bundle
bundle_dir = 'Taisei.app'
datadir = join_paths(bundle_dir, 'Contents', 'Resources')
bindir = join_paths(bundle_dir, 'Contents', 'MacOS')
config.set('TAISEI_BUILDCONF_RELATIVE_DATA_PATH', true)
# arguments must be strings...
meson.add_install_script(
python3.path(),
join_paths(meson.source_root(), 'scripts', 'macos-install-dylibs.py'),
':'.join(meson.get_cross_property('macos_lib_path', [])),
':'.join(meson.get_cross_property('macos_tool_path', [])),
meson.get_cross_property('macos_tool_prefix', ''),
)
else
datadir = get_option('datadir')
if get_option('install_relative') == 'auto'
config.set('TAISEI_BUILDCONF_RELATIVE_DATA_PATH', host_machine.system() == 'windows')
else
config.set('TAISEI_BUILDCONF_RELATIVE_DATA_PATH', get_option('install_relative') == 'true')
endif
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if config.get('TAISEI_BUILDCONF_RELATIVE_DATA_PATH')
OpenGL ES 3.0 rendering backend (#148) * First steps towards shader transpilation Needs to be manually enabled via -Dshader_transpiler=true. Requires shaderc. https://github.com/google/shaderc Not yet functional due to missing SPIRV-Cross integration. SPIRV-Cross currently does not have an official C API, and crossc is too minimal to be useful. The current plan is to extend crossc and vendor it, while also sending PRs upstream. * Integrate crossc; shader transpilation for GLES now works * fix leak * gles30 backend now playable on Mesa with 3.2 context Some rendering issues are present. Identified so far: - Marisa's lasers are invisible - Death effect looks wrong Also, a small pixmap manipulation library has been written, and the texture uploading API redesigned around it. * fix marisa lasers in GLES (uniform name clashed with builtin) * fix player death effect in GLES (another name clash) * Dump ANGLE's translated shader code in debug log * fix screenshots * Drop support for triangle fans, switch to strips Fans offer no advantage over strips, and they've been removed in D3D10+, so ANGLE has to emulate them. * crude workaround for an ANGLE bug * Re-enable GL debug labels, fix an issue with them that affected ANGLE (but was always technically a bug) * fix race condition in shaderc initialization * New SDL_RWops interface for vertex buffers * Optimize VBO streaming via buffering updates Measurable performance improvement even with the main gl33 renderer, drastic improvement with ANGLE. * Fix the depth texture binding problem under ANGLE Apparently it hates GL_DEPTH_COMPONENT16 for some reason. Sized internal formats are not supported in GLES 2.0 anyway, so not using them is probably a good idea. * fix GLES2.0 segfault (the backend still doesn't work, though) * dump GL extensions at info log level, not debug * get around a Mesa bug; more correct texture format table for GLES2 * Correct GLES3 texture format table according to the spec Not a Mesa bug after all * require crossc>=1.5.0, fallback to subproject * Request at least 8bit per color channel in GL backends * Forbid lto for static windows builds with shader_transpiler=true * fix edge case segfault * Add basic ANGLE bundling support to the build system Windows only, and no NSIS support yet * Fix various windows-related build system and installer brokenness * Disable gles backends by default * update documentation
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bindir = '.'
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else
bindir = get_option('bindir')
endif
endif
if get_option('install_freedesktop') == 'auto'
install_xdg = not config.get('TAISEI_BUILDCONF_RELATIVE_DATA_PATH')
else
install_xdg = get_option('install_freedesktop') == 'true'
endif
if config.get('TAISEI_BUILDCONF_RELATIVE_DATA_PATH')
data_path = 'data'
doc_path = ''
xdg_path = 'freedesktop.org'
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# This is relative to SDL_GetBasePath()
config.set_quoted('TAISEI_BUILDCONF_DATA_PATH', data_path)
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if macos_app_bundle
# Actual installation path
data_path = join_paths(datadir, data_path)
# I don't know why would you do that, but more power to you
xdg_path = join_paths(datadir, xdg_path)
endif
else
data_path = join_paths(datadir, 'taisei')
config.set_quoted('TAISEI_BUILDCONF_DATA_PATH', join_paths(get_option('prefix'), data_path))
doc_path = join_paths(datadir, 'doc', 'taisei')
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xdg_path = datadir
endif
is_debug_build = get_option('buildtype').startswith('debug')
is_developer_build = (get_option('developer') == 'auto' ? is_debug_build : get_option('developer') == 'true')
config.set('TAISEI_BUILDCONF_DEVELOPER', is_developer_build)
config.set('TAISEI_BUILDCONF_LOG_ENABLE_BACKTRACE', is_debug_build and have_backtrace)
config.set('TAISEI_BUILDCONF_LOG_FATAL_MSGBOX', host_machine.system() == 'windows' or host_machine.system() == 'darwin')
config.set('TAISEI_BUILDCONF_DEBUG_OPENGL', get_option('debug_opengl'))
if host_machine.system() == 'windows'
custom_target('COPYING.txt',
command : [eolconv_command, host_eol_style, '@INPUT@', '@OUTPUT@'],
input : 'COPYING',
output : 'COPYING.txt',
install : true,
install_dir : doc_path
)
OpenGL ES 3.0 rendering backend (#148) * First steps towards shader transpilation Needs to be manually enabled via -Dshader_transpiler=true. Requires shaderc. https://github.com/google/shaderc Not yet functional due to missing SPIRV-Cross integration. SPIRV-Cross currently does not have an official C API, and crossc is too minimal to be useful. The current plan is to extend crossc and vendor it, while also sending PRs upstream. * Integrate crossc; shader transpilation for GLES now works * fix leak * gles30 backend now playable on Mesa with 3.2 context Some rendering issues are present. Identified so far: - Marisa's lasers are invisible - Death effect looks wrong Also, a small pixmap manipulation library has been written, and the texture uploading API redesigned around it. * fix marisa lasers in GLES (uniform name clashed with builtin) * fix player death effect in GLES (another name clash) * Dump ANGLE's translated shader code in debug log * fix screenshots * Drop support for triangle fans, switch to strips Fans offer no advantage over strips, and they've been removed in D3D10+, so ANGLE has to emulate them. * crude workaround for an ANGLE bug * Re-enable GL debug labels, fix an issue with them that affected ANGLE (but was always technically a bug) * fix race condition in shaderc initialization * New SDL_RWops interface for vertex buffers * Optimize VBO streaming via buffering updates Measurable performance improvement even with the main gl33 renderer, drastic improvement with ANGLE. * Fix the depth texture binding problem under ANGLE Apparently it hates GL_DEPTH_COMPONENT16 for some reason. Sized internal formats are not supported in GLES 2.0 anyway, so not using them is probably a good idea. * fix GLES2.0 segfault (the backend still doesn't work, though) * dump GL extensions at info log level, not debug * get around a Mesa bug; more correct texture format table for GLES2 * Correct GLES3 texture format table according to the spec Not a Mesa bug after all * require crossc>=1.5.0, fallback to subproject * Request at least 8bit per color channel in GL backends * Forbid lto for static windows builds with shader_transpiler=true * fix edge case segfault * Add basic ANGLE bundling support to the build system Windows only, and no NSIS support yet * Fix various windows-related build system and installer brokenness * Disable gles backends by default * update documentation
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if angle_enabled
install_data(
get_option('angle_libgles'),
get_option('angle_libegl'),
install_dir : join_paths(bindir, 'ANGLE'),
)
endif
else
install_data('COPYING', install_dir : doc_path)
OpenGL ES 3.0 rendering backend (#148) * First steps towards shader transpilation Needs to be manually enabled via -Dshader_transpiler=true. Requires shaderc. https://github.com/google/shaderc Not yet functional due to missing SPIRV-Cross integration. SPIRV-Cross currently does not have an official C API, and crossc is too minimal to be useful. The current plan is to extend crossc and vendor it, while also sending PRs upstream. * Integrate crossc; shader transpilation for GLES now works * fix leak * gles30 backend now playable on Mesa with 3.2 context Some rendering issues are present. Identified so far: - Marisa's lasers are invisible - Death effect looks wrong Also, a small pixmap manipulation library has been written, and the texture uploading API redesigned around it. * fix marisa lasers in GLES (uniform name clashed with builtin) * fix player death effect in GLES (another name clash) * Dump ANGLE's translated shader code in debug log * fix screenshots * Drop support for triangle fans, switch to strips Fans offer no advantage over strips, and they've been removed in D3D10+, so ANGLE has to emulate them. * crude workaround for an ANGLE bug * Re-enable GL debug labels, fix an issue with them that affected ANGLE (but was always technically a bug) * fix race condition in shaderc initialization * New SDL_RWops interface for vertex buffers * Optimize VBO streaming via buffering updates Measurable performance improvement even with the main gl33 renderer, drastic improvement with ANGLE. * Fix the depth texture binding problem under ANGLE Apparently it hates GL_DEPTH_COMPONENT16 for some reason. Sized internal formats are not supported in GLES 2.0 anyway, so not using them is probably a good idea. * fix GLES2.0 segfault (the backend still doesn't work, though) * dump GL extensions at info log level, not debug * get around a Mesa bug; more correct texture format table for GLES2 * Correct GLES3 texture format table according to the spec Not a Mesa bug after all * require crossc>=1.5.0, fallback to subproject * Request at least 8bit per color channel in GL backends * Forbid lto for static windows builds with shader_transpiler=true * fix edge case segfault * Add basic ANGLE bundling support to the build system Windows only, and no NSIS support yet * Fix various windows-related build system and installer brokenness * Disable gles backends by default * update documentation
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if angle_enabled
error('install_angle is only available for Windows targets at the moment')
endif
endif
systype = (have_posix ? 'POSIX (@0@)' : '@0@').format(host_machine.system())
systype = '@0@, @1@, @2@'.format(systype, host_machine.cpu_family(), host_machine.cpu())
if meson.is_cross_build()
systype = '@0@ (cross-compiling)'.format(systype)
endif
summary = '''
Summary:
Taisei version: @9@
System type: @0@
Audio enabled: @1@
Package data: @2@
Relative install paths: @3@
Prefix: @4@
Executables: @5@
Data: @6@
Documentation: @7@
Build type: @8@
'''.format(
systype,
taisei_deps.contains(dep_sdl2_mixer),
taisei_deps.contains(dep_zip),
config.get('TAISEI_BUILDCONF_RELATIVE_DATA_PATH'),
get_option('prefix'),
# the $ is intentional
join_paths('$prefix', bindir),
join_paths('$prefix', data_path),
join_paths('$prefix', doc_path),
get_option('buildtype'),
taisei_version_string
)
version_deps = []
subdir('misc')
subdir('external')
subdir('resources')
subdir('doc')
subdir('xdg')
subdir('atlas')
subdir('src')
message(summary)