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Not sure I would make KWIN_KDEINIT_BACKEND() a macro. It looks like you could get the same also without a macro (the name KWIN_KDEINIT_BACKEND() is not that self-explaining that you immediately know what it does, in the first moment there is just the add_executable()/add_library() call not there). You could do something like if(FOO) set(kwinLibs ${kwinLibs} ${FOO_LIBRARIES}) endif() ... kde4_add_executable(kwin ...) target_link_libraries(kwin ${kwinLibs} ) ... kde4_add_executable(kwin_gles ...) target_link_libraries(kwin_gles ${kwinLibs} ) This would make the file less "custom" looking, so probably easier approachable for outsiders/newbies. The KWIN4_GLUTILS_BACKEND(), well, as for proper naming things, macros/functions should have a verb, so I'd make it KWIN4_ADD_GLUTILS_BACKEND() as you already do for the other macro you have. Alex - Alexander On July 17, 2011, 6 p.m., Martin Gräßlin wrote: > > ----------------------------------------------------------- > This is an automatically generated e-mail. To reply, visit: > http://git.reviewboard.kde.org/r/101979/ > ----------------------------------------------------------- > > (Updated July 17, 2011, 6 p.m.) > > > Review request for kwin, Plasma and Alexander Neundorf. > > > Summary > ------- > > Major build system change: everything is compiled twice, once with OpenGL (if > present) and once with OpenGL ES (if present). To better support this > kwinglutils becomes an own library and is splitted out of the kwineffects > library. It is build once as kwinglutils and once as kwinglesutils. > > The effects are built twice into a kwin4_effect_builtins and > kwin4_effect_gles_builtin. And last but not least we build a kwin and a > kwin_gles. > > The last part I consider as a temporary solution till Arthur finished the > part of making scene* completely independent from kwin core. When that is > done I want to only compile the compositor twice and load it as a plugin > depending on the result of an external test program (so that NVIDIA users > cannot get trying to load the non working GLES). > > The change to compile everything twice is for the following reasons: > > 1. Should make life easier for distributions to provide kwin_gles > > 2. To have the Wayland support only in kwin_gles (does not make sense in > kwin+desktop GL) > > 3. To make testing easier by just starting kwin --replace and kwin_gles > --replace > > > Current issues and things I want to do: > > * kwineffects still links libGL as it provides a check whether GLX is > available. I think this one can be dropped (should only be used at one place > in scene) > > * Add another marco to ensure that kwin+gl cannot load GLES effects and vice > versa > > * Clean up the build files > > * think about whether we need XRender when building the gles backend > > > @Alex: it would be nice if you could have a look at the changes and if they > look fine. > > @Plasma: Please have a look whether there is something useful for Plasma > Active - the patches should (mostly) apply to 4.7 > > > Diffs > ----- > > kwin/libkwineffects/kwinconfig.h.cmake 22405a5 > kwin/effects.cpp 143b033 > kwin/effects/CMakeLists.txt 8683b35 > kwin/effects/logout/logout.cpp d0a5c1d > kwin/effects/showfps/showfps.h 8834956 > kwin/effects/showfps/showfps_config.h b184622 > kwin/effects/showfps/showfps_config.cpp dcbe93b > kwin/kcmkwin/kwincompositing/CMakeLists.txt 57d7750 > kwin/kcmkwin/kwinscreenedges/CMakeLists.txt 94e841c > kwin/libkwineffects/CMakeLists.txt cb9703b > kwin/CMakeLists.txt 4859978 > > Diff: http://git.reviewboard.kde.org/r/101979/diff > > > Testing > ------- > > * kwin works with OpenGL and only loads the desktop GL effects > * kwin_gles works with OpenGL ES and only loads the GLES effects > > > Thanks, > > Martin > >
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