Updated Compiling (markdown)

bearoso 2020-08-08 12:26:43 -05:00
parent b8d4a2905e
commit a80ab5b05a
1 changed files with 9 additions and 9 deletions

@ -28,7 +28,7 @@ NOTE: Unicode support requires a special zlib build - see the end of the zlib en
* glslang and SPIRV-Cross (optional, USE_SLANG define, enabled by default) * glslang and SPIRV-Cross (optional, USE_SLANG define, enabled by default)
These are needed to build support for .slang shaders. The default solution includes These are needed to build support for .slang shaders. The default solution includes
a series of projects encompassing glslang that build appropriately. a series of projects encompassing glslang that build appropriately.
The glslang source files should reside in `win32/glslang/src` The glslang source files should reside in `shaders/glslang`
The SPIRV-Cross source files should be placed in `shaders/SPIRV-Cross` The SPIRV-Cross source files should be placed in `shaders/SPIRV-Cross`
If wish to compile without USE_SLANG, you must remove the files named If wish to compile without USE_SLANG, you must remove the files named
@ -44,14 +44,13 @@ NOTE: Unicode support requires a special zlib build - see the end of the zlib en
## GTK ## GTK
Requirements: Requirements:
- GTK 3.20+ or GTK 2.16+ and all dependencies - gtkmm-3.22 or greater and all dependencies
- SDL 2.0 - SDL 2.0
- X11, even if only using Wayland - X11, even if only using Wayland
- libepoxy - libepoxy
- meson - meson
Optional: Optional:
- glslang for slang shader support
- PulseAudio - PulseAudio
- ALSA - ALSA
- OSS - OSS
@ -61,27 +60,28 @@ Optional:
- minizip - minizip
- zlib - zlib
Check out SPIRV-Cross: *(Optional for slang shader support)* Check out glslang and SPIRV-Cross: *(Optional for slang shader support)*
SPIRV-Cross is a submodule located in the main source directory at `shaders/SPIRV-Cross`. If you are using a git clone, you can simply run: glslang and SPIRV-Cross are submodules located in the main source directory at `shaders/glslang` and `shaders/SPIRV-Cross`. If you are using a git clone, to get all the necessary projects you can simply run:
``` ```
snes9x$ git submodule update --init shaders/SPIRV-Cross snes9x$ git submodule update --init --recursive
``` ```
If you are using a tarball, but have git installed, you can run: If you are using a tarball, but have git installed, you can run:
``` ```
snes9x$ git init && git submodule update --init shaders/SPIRV-Cross snes9x$ git init && git submodule update --init --recursive
``` ```
Otherwise, you will need to place the SPIRV-Cross source files in the `shaders/SPIRV-Cross` directory manually. Otherwise, you will need to place the glslang source files in `shaders/glslang` and the SPIRV-Cross source files in the `shaders/SPIRV-Cross` directory manually.
Building with meson: Building with meson:
1. Change to the `gtk` directory and run meson: 1. Change to the `gtk` directory and run meson:
``` ```
snes9x/gtk$ meson build --prefix=/usr --buildtype=release --strip snes9x/gtk$ meson build --prefix=/usr --buildtype=release --strip
``` ```
A list of options can be found in `meson_options.txt`. Most will be autodetected. If you wish to use GTK 2 or enable dangerous hacks in the UI, those must be done by supplying the respective option. A list of options can be found in `meson_options.txt`. Most will be autodetected. If you wish to enable dangerous hacks in the UI, that must be done by supplying the respective option.
2. Build with ninja: 2. Build with ninja:
``` ```
snes9x/gtk$ cd build
snes9x/gtk/build$ ninja snes9x/gtk/build$ ninja
``` ```