drivers: Refactor SCsub and drop redundant env_drivers clone

The reordering of the SConscript includes allows to ensure that
stuff like the builtin zlib headers will be available for libpng.

Also moved glew back into global env, otherwise windows seems
not to find it... Kind of shooting in the dark with this multi-env
setup.
This commit is contained in:
Rémi Verschelde
2016-10-15 12:39:28 +02:00
parent edbc0c0d0b
commit 248bc9159c
11 changed files with 63 additions and 63 deletions

View File

@ -1,8 +1,8 @@
Import('env')
Import('env_drivers')
env_png = env.Clone()
# Thirdparty source files
if (env["libpng"] == "builtin"):
thirdparty_dir = "#thirdparty/libpng/"
thirdparty_sources = [
@ -26,24 +26,21 @@ if (env["libpng"] == "builtin"):
# Currently .ASM filter_neon.S does not compile on NT.
import os
if ("neon_enabled" in env and env["neon_enabled"]) and os.name!="nt":
env_drivers.Append(CPPFLAGS=["-DPNG_ARM_NEON_OPT=2"])
env_neon = env_drivers.Clone();
env_png.Append(CPPFLAGS = ["-DPNG_ARM_NEON_OPT=2"])
env_neon = env_png.Clone();
if "S_compiler" in env:
env_neon['CC'] = env['S_compiler']
#env_neon.Append(CPPFLAGS=["-DPNG_ARM_NEON"])
#env_neon.Append(CPPFLAGS = ["-DPNG_ARM_NEON"])
thirdparty_sources.append(env_neon.Object(thirdparty_dir + "/arm/arm_init.c"))
thirdparty_sources.append(env_neon.Object(thirdparty_dir + "/arm/filter_neon.S"))
else:
env_drivers.Append(CPPFLAGS=["-DPNG_ARM_NEON_OPT=0"])
env_png.Append(CPPFLAGS = ["-DPNG_ARM_NEON_OPT=0"])
#env_drivers.add_source_files(env.drivers_sources, thirdparty_sources)
#env_png.add_source_files(env.drivers_sources, thirdparty_sources)
env.drivers_sources += thirdparty_sources # Concatenation necessary for neon objects it seems?
env_drivers.Append(CPPPATH = [thirdparty_dir])
env_png.Append(CPPPATH = [thirdparty_dir])
# Godot source files
env_png.add_source_files(env.drivers_sources, "*.cpp")
# Godot's own source files
env_drivers.add_source_files(env.drivers_sources, "*.cpp")
Export('env_drivers')
Export('env')