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Make GLFW_VULKAN_STATIC
available only on Apple platforms
The Vulkan-Loader restricted support for static linking to only Apple platforms.
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@ -27,7 +27,10 @@ option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" ${GLFW_STANDALONE})
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option(GLFW_BUILD_TESTS "Build the GLFW test programs" ${GLFW_STANDALONE})
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option(GLFW_BUILD_DOCS "Build the GLFW documentation" ON)
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option(GLFW_INSTALL "Generate installation target" ON)
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if(APPLE)
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option(GLFW_VULKAN_STATIC "Assume the Vulkan loader is linked with the application" OFF)
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endif()
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include(GNUInstallDirs)
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include(CMakeDependentOption)
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@ -130,6 +130,7 @@ information on what to include when reporting a bug.
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- Made joystick subsystem initialize at first use (#1284,#1646)
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- Updated the minimum required CMake version to 3.1
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- Disabled tests and examples by default when built as a CMake subdirectory
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- Make the `GLFW_VULKAN_STATIC` option available only on Apple platforms
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- Bugfix: The CMake config-file package used an absolute path and was not
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relocatable (#1470)
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- Bugfix: Video modes with a duplicate screen area were discarded (#1555,#1556)
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@ -225,7 +225,7 @@ with the library.
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@anchor GLFW_VULKAN_STATIC
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__GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked
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directly with the application.
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directly with the application. This is only available on Apple platforms.
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@subsubsection compile_options_win32 Windows specific CMake options
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@ -271,7 +271,7 @@ must also define @b _GLFW_BUILD_DLL. Otherwise, you must not define it.
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If you are linking the Vulkan loader directly with your application then you
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must also define @b _GLFW_VULKAN_STATIC. Otherwise, GLFW will attempt to use the
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external version.
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external version. This is only available on Apple platforms.
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If you are using a custom name for the Vulkan, EGL, GLX, OSMesa, OpenGL, GLESv1
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or GLESv2 library, you can override the default names by defining those you need
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@ -31,16 +31,16 @@ are also guides for the other areas of the GLFW API.
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@section vulkan_loader Linking against the Vulkan loader
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By default, GLFW will look for the Vulkan loader on demand at runtime via its
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GLFW looks for the Vulkan loader on demand at runtime via its
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standard name (`vulkan-1.dll` on Windows, `libvulkan.so.1` on Linux and other
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Unix-like systems and `libvulkan.1.dylib` on macOS). This means that GLFW does
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not need to be linked against the loader. However, it also means that if you
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are using the static library form of the Vulkan loader GLFW will either fail to
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find it or (worse) use the wrong one.
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not need to be linked against the loader.
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The @ref GLFW_VULKAN_STATIC CMake option makes GLFW call the Vulkan loader
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directly instead of dynamically loading it at runtime. Not linking against the
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Vulkan loader will then be a compile-time error.
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@macos On Apple platforms it is possible to link to the library form of the Vulkan
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Loader using the @ref GLFW_VULKAN_STATIC CMake option. Not linking against the
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Vulkan loader will then be a compile-time error. If you are using the static
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library form of the Vulkan Loader but do not enable @ref GLFW_VULKAN_STATIC,
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GLFW will either fail to find it or (worse) use the wrong one.
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@macos Because the Vulkan loader and ICD are not installed globally on macOS,
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you need to set up the application bundle according to the LunarG SDK
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