Enable experimental OpenGL backend library build

This commit is contained in:
2026-07-13 10:19:29 +08:00
parent 14778873b9
commit 2d6b2107af
2 changed files with 35 additions and 3 deletions
+31 -1
View File
@@ -89,7 +89,34 @@ set_target_properties(libolive-editor PROPERTIES PREFIX "")
option(OAK_ENABLE_DYNAMIC_RENDER_BACKEND "Build and use the experimental dynamic render backend adapter" OFF)
if (OAK_ENABLE_DYNAMIC_RENDER_BACKEND)
message(FATAL_ERROR "OAK_ENABLE_DYNAMIC_RENDER_BACKEND is scaffolded but not linkable yet. Split the OpenGL backend dependency boundary before enabling it.")
set_target_properties(libolive-editor PROPERTIES POSITION_INDEPENDENT_CODE ON)
target_compile_definitions(libolive-editor PRIVATE OAK_ENABLE_DYNAMIC_RENDER_BACKEND)
foreach(target olivecore kddockwidgets)
if (TARGET ${target})
set_target_properties(${target} PROPERTIES POSITION_INDEPENDENT_CODE ON)
endif()
endforeach()
add_library(oakgl SHARED
render/opengl/openglbackend_c.cpp
$<TARGET_OBJECTS:libolive-editor>
)
target_include_directories(oakgl PRIVATE
${CMAKE_SOURCE_DIR}/app
${CMAKE_SOURCE_DIR}/third_party/openfx/include
${CMAKE_SOURCE_DIR}/third_party/openfx/HostSupport/include
${OLIVE_INCLUDE_DIRS}
)
target_link_libraries(oakgl PRIVATE ${OLIVE_LIBRARIES} OfxHost)
target_compile_definitions(oakgl PRIVATE ${OLIVE_DEFINITIONS})
target_compile_options(oakgl PRIVATE ${OLIVE_COMPILE_OPTIONS})
set_target_properties(oakgl PROPERTIES
OUTPUT_NAME oakgl
LIBRARY_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
)
endif()
add_library(oakgl-cabi-check OBJECT
@@ -114,6 +141,9 @@ add_executable(olive-editor
target_include_directories(olive-editor PUBLIC pluginSupport)
target_link_libraries(olive-editor PUBLIC OfxHost)
add_dependencies(olive-editor oakgl-cabi-check)
if (OAK_ENABLE_DYNAMIC_RENDER_BACKEND)
add_dependencies(olive-editor oakgl)
endif()
# Add render worker process (olive-render-worker).
# Reuses the libolive-editor object library so the worker shares the exact same render/node/codec