Open redeemarr opened 1 year ago
It seems that the xcode build has been broken along the way, I originally checked the source in using the xcode project alone for development.. probably the makefile work broke it.
I will take a look and update it.
Mike
"The difference between communism and socialism is that under socialism central planning ends with a gun in your face, whereas under communism central planning begins with a gun in your face." ― Kevin D. Williamson
On Tue, Feb 7, 2023 at 10:23 AM redeemarr @.***> wrote:
FYI Macos 13.0.1, XCode 14.1 Followed steps is BUILD.md, failed on build_external.sh -> hardcoded absolute paths for MGLContext.h and MGLRenderer.h in external/glfw/src/cocoa_platform.h and mgl_context.m
Xcode build of MGL failed, so I did the following:
1.
Commented out API_AVAILABLE and API_UNAVAILABLE declarations in MGL/include/pixel_utils.h 2.
Added
GLSLANG_SHADER_VULKAN_RULES_RELAXED = 1 << 2; void glslang_shader_set_options(glslang_shader_t*, int);
after includes of MGL/src/shaders.c
- From MGL/external/SPIRV-Tools/source/val added validate_mesh_shading.cpp and validate_ray_tracing_reorder.cpp to project (MGL/SPIRV-Tools)
After that MGL was built successfully. Hope this will be helpful
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FYI Macos 13.0.1, XCode 14.1 Followed steps is BUILD.md, failed on build_external.sh -> hardcoded absolute paths for MGLContext.h and MGLRenderer.h in external/glfw/src/cocoa_platform.h and mgl_context.m
Xcode build of MGL failed, so I did the following:
Commented out API_AVAILABLE and API_UNAVAILABLE declarations in MGL/include/pixel_utils.h
Added the following after includes of MGL/src/shaders.c
From MGL/external/SPIRV-Tools/source/val added
validate_mesh_shading.cpp
andvalidate_ray_tracing_reorder.cpp
to project (MGL/SPIRV-Tools)After that MGL was built successfully. Hope this will be helpful