mesa/src/SConscript
Emil Velikov 8c2e7fd846 loader: introduce the loader util lib
All the various window system integration layers duplicate roughly the
same code for figuring out device and driver name, pci-id's, etc.  Which
is sad.  So extract it out into a loader util lib.

v2 (Emil)
* Separate the introduction of libloader from the code de-duplication.
* Strip out non-pci devices support.
* Add scons + Android build system support.
* Add VISIBILITY_CFLAGS to avoid exporting the loader funcs.

v3 (Emil)
* PIPE_OS_ANDROID is undefined at this scope, use ANDROID
* Make sure we define _EGL_NO_DRM when building only swrast

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-01-18 18:47:27 +00:00

41 lines
1.1 KiB
Python

Import('*')
if env['platform'] == 'windows':
SConscript('getopt/SConscript')
SConscript('glsl/SConscript')
if env['hostonly']:
# We are just compiling the things necessary on the host for cross
# compilation
Return()
SConscript('loader/SConscript')
# When env['gles'] is set, the targets defined in mapi/glapi/SConscript are not
# used. libgl-xlib and libgl-gdi adapt themselves to use the targets defined
# in mapi/glapi-shared/SConscript. mesa/SConscript also adapts itself to
# enable OpenGL ES support.
SConscript('mapi/glapi/gen/SConscript')
SConscript('mapi/glapi/SConscript')
# Haiku C++ libGL dispatch (renderers depend on libgl)
if env['platform'] in ['haiku']:
SConscript('hgl/SConscript')
SConscript('mesa/SConscript')
SConscript('mapi/vgapi/SConscript')
if not env['embedded']:
if env['platform'] not in ('cygwin', 'darwin', 'freebsd', 'haiku', 'windows'):
SConscript('glx/SConscript')
if env['platform'] not in ['darwin', 'haiku', 'sunos']:
SConscript('egl/main/SConscript')
if env['gles']:
SConscript('mapi/shared-glapi/SConscript')
SConscript('gallium/SConscript')