glsl: Make builtin_compiler build on Windows with MSVC.

This commit is contained in:
José Fonseca
2011-01-12 16:58:37 +00:00
parent 0035d1d902
commit 416ca90138
+13 -1
View File
@@ -84,7 +84,11 @@ if env['msvc']:
env.Prepend(CPPPATH = ['#/src/getopt'])
env.PrependUnique(LIBS = [getopt])
env.Prepend(LIBS = ['talloc'])
if env['platform'] == 'windows':
env.Prepend(LIBS = [talloc])
else:
env.Prepend(LIBS = ['talloc'])
env.Append(CPPPATH = ['#/src/glsl'])
builtin_compiler = env.Program(
@@ -103,6 +107,14 @@ env.CodeGenerate(
env.Depends('builtin_function.cpp', ['builtins/tools/generate_builtins.py', 'builtins/tools/texture_builtins.py'] + Glob('builtins/ir/*'))
if env['msvc']:
# There is no LD_LIBRARY_PATH equivalent on Windows. We need to ensure
# talloc.dll is on the same dir as builtin_function.
talloc_dll_src = talloc.dir.File('talloc.dll')
talloc_dll_dst = builtin_compiler[0].dir.File('talloc.dll')
talloc_dll = env.Command(talloc_dll_dst, talloc_dll_src, Copy(talloc_dll_dst, talloc_dll_src))
env.Depends('builtin_function.cpp', talloc_dll)
glsl = env.ConvenienceLibrary(
target = 'glsl',
source = sources + [ 'builtin_function.cpp' ],