taisei/src/meson.build

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version_deps += custom_target('version information',
command : [preprocess_command, '@INPUT@', '@OUTPUT@'],
build_always : true,
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input : 'version_auto.c.in',
output : 'version_auto.c',
)
if host_machine.system() == 'windows'
winmod = import('windows')
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rcpath = join_paths(meson.current_build_dir(), 'taisei.rc')
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rcdefs = [
'-DICONS_DIR=@0@'.format(join_paths(meson.source_root(), 'misc', 'icons'))
]
if is_debug_build
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rcdefs += ['-DBUILDTYPE_DEFINE=#define DEBUG_BUILD']
else
rcdefs += ['-DBUILDTYPE_DEFINE=#define RELEASE_BUILD']
endif
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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# https://github.com/mesonbuild/meson/issues/4301
rc_target = custom_target('windows-resource',
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command : [preprocess_command, rcdefs, '@INPUT@', '@OUTPUT@'],
build_always : true,
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input : 'taisei.rc.in',
output : 'taisei.rc',
)
version_deps += winmod.compile_resources(rc_target)
# msvcrt is dumb and only supports up to c89.
# with this defined, alternative implementations from mingw for e.g. the
# printf family of functions will be used, which conform to c11.
config.set('__USE_MINGW_ANSI_STDIO', 1)
endif
use_intel_intrin = get_option('intel_intrin') and cc.links('''
#include <immintrin.h>
__attribute__((target("sse4.2")))
int main(int argc, char **argv) {
return _mm_crc32_u8(argc, 42);
}
''', name : 'SSE 4.2 intrinsics test')
taisei_src = files(
'aniplayer.c',
'boss.c',
'cli.c',
'color.c',
'color.c',
'config.c',
'credits.c',
'dialog.c',
'difficulty.c',
'ending.c',
'enemy.c',
'entity.c',
'events.c',
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'framerate.c',
'gamepad.c',
'global.c',
'hashtable.c',
'hirestime.c',
'item.c',
'laser.c',
'list.c',
'log.c',
'main.c',
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'objectpool_util.c',
'player.c',
'plrmodes.c',
'progress.c',
'projectile.c',
'projectile_prototypes.c',
'random.c',
'refs.c',
'replay.c',
'stage.c',
'stagedraw.c',
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'stageobjects.c',
'stagetext.c',
'stageutils.c',
'taskmanager.c',
'transition.c',
'version.c',
'video.c',
)
if get_option('objpools')
taisei_src += files(
'objectpool.c',
)
else
taisei_src += files(
'objectpool_fake.c',
)
endif
sse42_src = []
subdir('audio')
subdir('dialog')
subdir('menu')
subdir('plrmodes')
subdir('renderer')
subdir('resource')
subdir('rwops')
subdir('stages')
subdir('util')
subdir('vfs')
if use_intel_intrin
sse42_lib = static_library(
'taisei_sse42',
sse42_src,
c_args : taisei_c_args + ['-msse4.2'],
install : false
)
sse42_dep = declare_dependency(link_with: sse42_lib)
taisei_deps += sse42_dep
config.set('TAISEI_BUILDCONF_USE_SSE42', true)
message('SSE 4.2 intrinsics will be used')
elif get_option('intel_intrin')
config.set('TAISEI_BUILDCONF_USE_SSE42', false)
warning('SSE 4.2 intrinsics can not be used')
endif
configure_file(configuration : config, output : 'build_config.h')
taisei_src += [
audio_src,
dialog_src,
menu_src,
plrmodes_src,
renderer_src,
resource_src,
rwops_src,
stages_src,
util_src,
vfs_src,
]
taisei_deps += [
audio_deps,
renderer_deps,
util_deps,
]
if macos_app_bundle
taisei_exe_name = 'Taisei'
else
taisei_exe_name = 'taisei'
endif
taisei_exe = executable(taisei_exe_name, taisei_src, version_deps,
dependencies : taisei_deps,
c_args : taisei_c_args,
c_pch : 'pch/taisei_pch.h',
gui_app : not get_option('win_console'),
install : true,
install_dir : bindir,
)