| # Copyright 2021 The Tint Authors. |
| # |
| # 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. |
| |
| set(SRC |
| main.cc |
| rwmutex.h |
| socket.cc |
| socket.h |
| ) |
| |
| find_package (Threads REQUIRED) |
| |
| add_executable(tint-remote-compile ${SRC}) |
| |
| target_link_libraries (tint-remote-compile Threads::Threads) |
| target_include_directories(tint-remote-compile PRIVATE "${TINT_ROOT_SOURCE_DIR}") |
| |
| # If we're building on mac / ios and we have CoreGraphics, then we can use the |
| # metal API to validate our shaders. This is roughly 4x faster than invoking |
| # the metal shader compiler executable. |
| if(APPLE) |
| find_library(LIB_CORE_GRAPHICS CoreGraphics) |
| if(LIB_CORE_GRAPHICS) |
| target_sources(tint-remote-compile PRIVATE "msl_metal.mm") |
| target_compile_definitions(tint-remote-compile PRIVATE "-DTINT_ENABLE_MSL_COMPILATION_USING_METAL_API=1") |
| target_compile_options(tint-remote-compile PRIVATE "-fmodules" "-fcxx-modules") |
| target_link_options(tint-remote-compile PRIVATE "-framework" "CoreGraphics") |
| endif() |
| endif() |