Fixed few Android build problems
assiduous
2 years ago
173 | 173 |
if(PLATFORM_WIN32)
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set(PRIVATE_DEPENDENCIES ${PRIVATE_DEPENDENCIES} glew-static opengl32.lib)
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elseif(PLATFORM_ANDROID)
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set(PRIVATE_DEPENDENCIES ${PRIVATE_DEPENDENCIES} GLESv3 EGL android)
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set(PRIVATE_DEPENDENCIES ${PRIVATE_DEPENDENCIES} GLESv3 EGL)
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elseif(PLATFORM_LINUX)
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set(PRIVATE_DEPENDENCIES ${PRIVATE_DEPENDENCIES} glew-static GL X11)
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elseif(PLATFORM_MACOS)
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#include "VulkanUtilities/VulkanPhysicalDevice.hpp"
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#include "EngineFactoryBase.hpp"
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#if PLATFORM_ANDROID
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# include "FileSystem.hpp"
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#endif
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namespace Diligent
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{
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const SwapChainDesc& SwapChainDesc,
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const NativeWindow& Window,
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ISwapChain** ppSwapChain) override final;
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#if PLATFORM_ANDROID
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virtual void InitAndroidFileSystem(void* Activity, const char* ActivityClassName) const override final;
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#endif
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private:
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std::function<void(RenderDeviceVkImpl*)> OnRenderDeviceCreated = nullptr;
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}
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}
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#if PLATFORM_ANDROID
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void EngineFactoryVkImpl::InitAndroidFileSystem(void* Activity, const char* ActivityClassName) const
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{
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AndroidFileSystem::Init(Activity, ActivityClassName);
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}
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#endif
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#ifdef DOXYGEN
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/// Loads Direct3D12-based engine implementation and exports factory functions
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target_link_libraries(Diligent-AndroidPlatform
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PRIVATE
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log
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android
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PUBLIC
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Diligent-BuildSettings
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Diligent-PlatformInterface
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