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# Copyright 2016 The SwiftShader Authors. All Rights Reserved.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
import("//testing/test.gni")
import("../../src/swiftshader.gni")
if (build_with_chromium) {
test("swiftshader_unittests") {
deps = [
"//base",
"//base/test:test_support",
"//testing/gmock",
"//testing/gtest",
"//third_party/googletest:gmock",
"//third_party/googletest:gtest",
"//third_party/swiftshader/src/OpenGL/libEGL:swiftshader_libEGL",
"//third_party/swiftshader/src/OpenGL/libGLESv2:swiftshader_libGLESv2",
]
sources = [
"//gpu/swiftshader_tests_main.cc",
"unittests.cpp",
]
include_dirs = [ "../../include" ] # Khronos headers
defines = [
"GL_GLEXT_PROTOTYPES",
"GL_APICALL=",
"GLAPI=",
]
# Make sure we're loading SwiftShader's libraries, not ANGLE's or the system
# provided ones. On Windows an explicit LoadLibrary("swiftshader\lib*.dll")
# is required before making the first EGL or OpenGL ES call.
if (is_win) {
ldflags = [
"/DELAYLOAD:libEGL.dll",
"/DELAYLOAD:libGLESv2.dll",
]
} else if (is_mac) {
ldflags = [
"-rpath",
"@executable_path/",
]
frameworks = [
"CoreFoundation.framework",
"IOSurface.framework",
]
} else {
ldflags = [ "-Wl,-rpath=\$ORIGIN/swiftshader" ]
}
}
}