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gl/meson: add Android build definitions
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1 changed files with 24 additions and 0 deletions
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@ -230,6 +230,7 @@ if gl_winsys.contains('auto')
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need_win_dispmanx = 'auto'
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need_win_viv_fb = 'auto'
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need_win_gbm = 'auto'
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need_win_android = 'auto'
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else
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need_win_x11 = 'no'
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need_win_wayland = 'no'
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@ -239,6 +240,7 @@ else
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need_win_dispmanx = 'no'
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need_win_viv_fb = 'no'
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need_win_gbm = 'no'
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need_win_android = 'no'
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foreach winsys : gl_winsys
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if winsys == 'x11'
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need_win_x11 = 'yes'
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@ -256,6 +258,8 @@ else
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need_win_viv_fb = 'yes'
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elif winsys == 'gbm'
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need_win_gbm = 'no'
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elif winsys == 'android'
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need_win_android = 'yes'
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else
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error('Unsupported GL winsys provided ' + winsys)
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endif
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@ -778,6 +782,26 @@ if need_platform_egl != 'no' and need_win_viv_fb != 'no'
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endif
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endif
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if need_win_android == 'yes'
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if need_platform_egl == 'no'
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error('Impossible situation requested: Cannot build for Android without EGL')
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elif need_api_gles2 == 'no'
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error('Impossible situation requested: Cannot build for Android without GLES2 support')
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elif host_system != 'android'
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error('Impossible situation requested: Cannot build for Android without an android system')
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endif
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endif
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if host_system == 'android' and need_win_android != 'no' and need_platform_egl != 'no'
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if gles2_dep.found() and egl_dep.found()
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enabled_gl_winsys += ['android']
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glconf.set10('GST_GL_HAVE_WINDOW_ANDROID', 1)
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gl_sources += [
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'android/gstglwindow_android_egl.c'
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]
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endif
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endif
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# TODO: Add rest of gl config here.
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# iOS, specific support
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