Made SwiftShader compile on Mac in Chromium
Fixed a few things in the BUILD.gn files:
1) Style guide mentions single entries should be on single lines
2) Changed "host_os == ..." for the is_... equivalent values
3) Added missing Mac libs and include dirs
Change-Id: I28d35fd86a8cf9c9157a397370a385fe3e5e958b
Reviewed-on: https://swiftshader-review.googlesource.com/7152
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/OpenGL/libEGL/BUILD.gn b/src/OpenGL/libEGL/BUILD.gn
index 35692bb..cd76ab9 100644
--- a/src/OpenGL/libEGL/BUILD.gn
+++ b/src/OpenGL/libEGL/BUILD.gn
@@ -24,9 +24,7 @@
]
if (is_clang) {
- cflags += [
- "-Wno-unused-function",
- ]
+ cflags += [ "-Wno-unused-function" ]
}
} else {
cflags = [
@@ -54,29 +52,21 @@
"resource.h",
]
- if(is_debug)
- {
- sources += [
- "../common/debug.cpp",
- ]
+ if(is_debug) {
+ sources += [ "../common/debug.cpp" ]
}
- if (host_os == "mac") {
- sources += [
- "OSXUtils.mm",
+ if (is_mac) {
+ sources += [ "OSXUtils.mm" ]
+ libs = [
+ "Quartz.framework",
+ "Cocoa.framework",
]
- } else if (host_os == "win") {
- configs -= [
- "//build/config/win:unicode"
- ]
-
- ldflags = [
- "/DEF:" + rebase_path("libGLESv2.def", root_build_dir),
- ]
- } else if (host_os == "linux") {
- sources += [
- "../../Main/libX11.cpp",
- ]
+ } else if (is_win) {
+ configs -= [ "//build/config/win:unicode" ]
+ ldflags = [ "/DEF:" + rebase_path("libGLESv2.def", root_build_dir) ]
+ } else if (is_linux) {
+ sources += [ "../../Main/libX11.cpp" ]
}
configs -= [ "//build/config/compiler:chromium_code" ]