gamescope/meson.build
Pierre-Loup A. Griffais c70e71d1e2 I think I've come to terms with not building wlr stuff as C++.
Might as well clean up some of the initial madness.
2020-01-01 15:30:38 +09:00

57 lines
1.6 KiB
Meson

project('steamcompmgr', ['c','cpp'])
add_project_arguments([
'-DWLR_USE_UNSTABLE',
], language: ['c','cpp'])
dep_x11 = dependency('x11')
dep_xdamage = dependency('xdamage')
dep_xcomposite = dependency('xcomposite')
dep_xrender = dependency('xrender')
dep_xext = dependency('xext')
dep_xxf86vm = dependency('xxf86vm')
pixman_dep = dependency('pixman-1')
drm_dep = dependency('libdrm')
vulkan_dep = dependency('vulkan')
cc = meson.get_compiler('c')
wayland_server = dependency('wayland-server')
wayland_protos = dependency('wayland-protocols', version: '>=1.17')
pixman = dependency('pixman-1')
libinput = dependency('libinput')
xkbcommon = dependency('xkbcommon')
math = cc.find_library('m')
thread_dep = dependency('threads')
sdl_dep = dependency('SDL2')
wlroots_proj = subproject('wlroots')
wlroots_static_dep = wlroots_proj.get_variable('wlroots_static_dep')
shadercompiler = find_program('glslangValidator')
extratool = find_program('xxd')
shaderbuilder = find_program('src/shaderbuild.sh')
spirv_shader = custom_target('shader_target',
output : 'composite.h',
input : 'src/composite.comp.hlsl',
command : [shaderbuilder, '@INPUT@', '@OUTPUT@'],
install : false,
)
executable(
'steamcompmgr',
'src/steamcompmgr.c',
'src/main.cpp',
'src/wlserver.c',
'src/drm.cpp',
[ 'src/rendervulkan.cpp', spirv_shader ],
dependencies : [
dep_x11, dep_xdamage, dep_xcomposite, dep_xrender, dep_xext,
dep_xxf86vm, pixman_dep, drm_dep, wayland_server, wayland_protos,
libinput, xkbcommon, math, thread_dep, sdl_dep, wlroots_static_dep,
vulkan_dep
],
install: true,
)