# Copyright 2018 The Dawn 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. import("//build_overrides/build.gni") if (build_with_chromium) { import("//build/config/ozone.gni") import("//build/config/sanitizers/sanitizers.gni") dawn_use_x11 = ozone_platform_x11 dawn_use_wayland = false } else { declare_args() { # Whether Dawn should enable X11 support. dawn_use_x11 = is_linux && !is_chromeos dawn_use_wayland = false } } # Enable the compilation for UWP dawn_is_winuwp = is_win && target_os == "winuwp" declare_args() { # TODO(dawn:1545): Re-enable dawn_use_angle on Android. In non-component # builds, this is adding a dependency on ANGLE's libEGL.so and # libGLESv2.so, apparently without regard for the use_static_angle=true # GN variable. Chromium's linker on Android disallows production of more # than one shared object per target (?). dawn_use_angle = !is_android # Enables SwiftShader as the fallback adapter. Requires dawn_swiftshader_dir # to be set to take effect. # TODO(dawn:1536): Enable SwiftShader for Android. dawn_use_swiftshader = !is_android } declare_args() { # Enable Dawn's ASSERTs even in release builds dawn_always_assert = false # Should the Dawn static libraries be fully linked vs. GN's default of # treating them as source sets. This is useful for people using Dawn # standalone to produce static libraries to use in their projects. dawn_complete_static_libs = false # Enables the compilation of Dawn's D3D11 backend dawn_enable_d3d11 = is_win # Enables the compilation of Dawn's D3D12 backend dawn_enable_d3d12 = is_win # Enables the compilation of Dawn's Metal backend dawn_enable_metal = is_mac # Enables the compilation of Dawn's Null backend # (required for unittests, obviously non-conformant) dawn_enable_null = true # Enables the compilation of Dawn's OpenGL backend # (best effort, non-conformant) dawn_enable_desktop_gl = is_linux && !is_chromeos # Enables the compilation of Dawn's OpenGLES backend # (WebGPU/Compat subset) # Disables OpenGLES when compiling for UWP, since UWP only supports d3d dawn_enable_opengles = (is_linux && !is_chromeos) || (is_win && !dawn_is_winuwp) # Enables the compilation of Dawn's Vulkan backend # Disables vulkan when compiling for UWP, since UWP only supports d3d dawn_enable_vulkan = is_linux || is_chromeos || (is_win && !dawn_is_winuwp) || is_fuchsia || is_android || dawn_use_swiftshader # Enables error injection for faking failures to native API calls dawn_enable_error_injection = is_debug || (build_with_chromium && use_fuzzing_engine) } # GN does not allow reading a variable defined in the same declare_args(). # Put them in two separate declare_args() when setting the value of one # argument based on another. declare_args() { # Uses our built version of the Vulkan validation layers dawn_enable_vulkan_validation_layers = dawn_enable_vulkan && ((is_linux && !is_chromeos) || is_win || is_mac) # Uses our built version of the Vulkan loader on platforms where we can't # assume to have one present at the system level. dawn_enable_vulkan_loader = dawn_enable_vulkan && (is_mac || (is_linux && !is_android)) # Disable SPIR-V validation on Android because it adds a significant amount # to the binary size, and Tint's output should be well-formed. dawn_enable_spirv_validation = dawn_enable_vulkan && !is_android } # UWP only supports CoreWindow for windowing dawn_supports_glfw_for_windowing = (is_win && !dawn_is_winuwp) || (is_linux && !is_chromeos) || is_mac # Much of the GL backend code is shared, so define a convenience var. dawn_enable_opengl = dawn_enable_opengles || dawn_enable_desktop_gl