We don't need the VULKAN_SDK to build SDL with Vulkan support anymore

This commit is contained in:
Sam Lantinga 2017-08-28 19:30:59 -07:00
parent 09e43d450f
commit 309474765b
2 changed files with 9 additions and 21 deletions

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@ -7,11 +7,9 @@ Building the Simple DirectMedia Layer for iOS 5.1+
Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK. Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
Instructions: Instructions:
1. Either download [Molten](https://moltengl.com/free-trial/) and unzip it or download the Vulkan headers from Khronos's [Vulkan-Docs](https://github.com/KhronosGroup/Vulkan-Docs/tree/1.0/src/vulkan) repo and put them in a directory hierarchy `include/vulkan`. 2. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
2. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
3. Set a `VULKAN_SDK` custom path in the Xcode preferences. Select *Custom Paths* on the *Locations* tab. The value should be either the `MoltenVK` directory within the unzipped Molten package or the parent of the `include/vulkan` hierarchy.
4. Select your desired target, and hit build. 4. Select your desired target, and hit build.
There are three build targets: There are three build targets:
@ -27,10 +25,9 @@ There are three build targets:
Build SDL for iOS from the command line Build SDL for iOS from the command line
============================================================================== ==============================================================================
1. Follow step 1 above. 1. Follow step 1 above.
2. Either create and export a `VULKAN_SDK` environment variable with the value described in step 3 above or open Xcode, set the custom path described in step 3 above and close Xcode. 2. cd (PATH WHERE THE SDL CODE IS)/build-scripts
3. cd (PATH WHERE THE SDL CODE IS)/build-scripts 3. ./iosbuild.sh
2. ./iosbuild.sh
If everything goes fine, you should see a build/ios directory, inside there's If everything goes fine, you should see a build/ios directory, inside there's
two directories "lib" and "include". two directories "lib" and "include".

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@ -6,18 +6,9 @@ These instructions are for people using Apple's Mac OS X (pronounced
From the developer's point of view, OS X is a sort of hybrid Mac and From the developer's point of view, OS X is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional Unix system, and you have the option of using either traditional
command line tools or Apple's IDE Xcode. command line tools or Apple's IDE Xcode.
Preparation Command Line Build
===========
1. Either download [Molten](https://moltengl.com/free-trial/) and unzip it or download the Vulkan headers from Khronos's [Vulkan-Docs](https://github.com/KhronosGroup/Vulkan-Docs/tree/1.0/src/vulkan) repo and put them in a directory hierarchy `include/vulkan`.
2. Set a `VULKAN_SDK` variable in one of the ways described below. Its value should be either the `MoltenVK` directory within the unzipped Molten package or the parent of the `include/vulkan` hierarchy.
- If you are going to use the command line, set and export a `VULKAN_SDK` environment variable in your shell's start-up file, e.g. `~/.bash_profile`.
- If you are going to use CMake, either set and export a `VULKAN_SDK` environment variable before running `cmake` or set the `VULKAN_SDK` variable in `cmake-gui` and press *Configure*.
- If you are going to use the provided Xcode projects, set a `VULKAN_SDK` custom path in Xcode's preferences. Select *Custom Paths* on the *Locations* tab of preferences.
Command Line Build
================== ==================
To build SDL using the command line, use the standard configure and make To build SDL using the command line, use the standard configure and make