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[macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
Co-authored-by: Riteo <riteo@posteo.net>
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@@ -32,6 +32,7 @@ def get_opts():
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BoolVariable("use_asan", "Use LLVM/GCC compiler address sanitizer (ASAN)", False),
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BoolVariable("use_tsan", "Use LLVM/GCC compiler thread sanitizer (TSAN)", False),
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BoolVariable("use_coverage", "Use instrumentation codes in the binary (e.g. for code coverage)", False),
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("angle_libs", "Path to the ANGLE static libraries", ""),
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]
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@@ -255,7 +256,13 @@ def configure(env: "Environment"):
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if env["opengl3"]:
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env.Append(CPPDEFINES=["GLES3_ENABLED"])
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env.Append(LINKFLAGS=["-framework", "OpenGL"])
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if env["angle_libs"] != "":
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env.AppendUnique(CPPDEFINES=["EGL_STATIC"])
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env.Append(LINKFLAGS=["-L" + env["angle_libs"]])
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env.Append(LINKFLAGS=["-lANGLE.macos." + env["arch"]])
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env.Append(LINKFLAGS=["-lEGL.macos." + env["arch"]])
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env.Append(LINKFLAGS=["-lGLES.macos." + env["arch"]])
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env.Prepend(CPPPATH=["#thirdparty/angle/include"])
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env.Append(LINKFLAGS=["-rpath", "@executable_path/../Frameworks", "-rpath", "@executable_path"])
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