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Cross-compilation is broken #122

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maek opened this Issue Sep 9, 2018 · 2 comments

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@maek
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maek commented Sep 9, 2018

Hi guys,

I might have found a bug in the new include-bin generator process for glsl when cross-compiling:
basically, since the tool is cross-compiled you cannot run it on the host during the build process and that makes CMake complaining about missing binary and it doesn't generate the glsl include files.

From a quick search on the internet it seems there is not an easy solutinon to this (they suggest a 2-pass build).

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maek commented Sep 9, 2018

Some comments about this after I reported it on your channel:

11:16:00 | <+perturbed-83258> | Port to python? Or just do the cmake invocation (that has to be done for nacl also)
11:21:15 | <+Ingar> | should be a build dependecy provided by the host
11:22:04 | <+Ingar> | that's what you get for wanting to jam all dependencies in your src tree
11:22:51 | <+Ingar> | and that's what you get for cross-compiling :D

@illwieckz illwieckz added this to To do in UnrealArena Oct 24, 2018

@t4im t4im added the Build label Nov 24, 2018

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slipher commented Jan 15, 2019

Instead of doing the hex dump thing, we might consider C++11 raw strings, as we only include things that resemble C source code. That would be easy enough that it could be done in CMake rather than having a program for it.

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