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authorJosé Fonseca <[email protected]>2009-12-10 16:29:04 +0000
committerJosé Fonseca <[email protected]>2009-12-10 16:30:08 +0000
commit491f384c3958067e6c4c994041f5d8d413b806bc (patch)
tree761cddddb7c577277b626449aca7a2bef65e1d94 /src/mesa/shader/slang
parent289eab5389c0f0f3f85f872b2ba440f5e8416a50 (diff)
scons: Get GLSL code building correctly when cross compiling.
This is quite messy. GLSL code has to be built twice: one for the host OS, another for the target OS.
Diffstat (limited to 'src/mesa/shader/slang')
-rw-r--r--src/mesa/shader/slang/library/SConscript8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/library/SConscript b/src/mesa/shader/slang/library/SConscript
index 8b3fd03b6bc..ef131146be5 100644
--- a/src/mesa/shader/slang/library/SConscript
+++ b/src/mesa/shader/slang/library/SConscript
@@ -5,13 +5,21 @@ Import('*')
env = env.Clone()
+# See also http://www.scons.org/wiki/UsingCodeGenerators
+
+def glsl_compile_emitter(target, source, env):
+ env.Depends(target, glsl_compile)
+ return (target, source)
+
bld_frag = Builder(
action = glsl_compile[0].abspath + ' fragment $SOURCE $TARGET',
+ emitter = glsl_compile_emitter,
suffix = '.gc',
src_suffix = '_gc.h')
bld_vert = Builder(
action = glsl_compile[0].abspath + ' vertex $SOURCE $TARGET',
+ emitter = glsl_compile_emitter,
suffix = '.gc',
src_suffix = '_gc.h')