# Copyright 2016 The SwiftShader Authors. All Rights Reserved. # # 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("//testing/test.gni") import("../../src/swiftshader.gni") if (build_with_chromium) { test("swiftshader_unittests") { deps = [ "//base", "//base/test:test_support", "//testing/gmock", "//testing/gtest", "//third_party/googletest:gmock", "//third_party/googletest:gtest", "//third_party/swiftshader/src/OpenGL/libEGL:swiftshader_libEGL", "//third_party/swiftshader/src/OpenGL/libGLESv2:swiftshader_libGLESv2", ] sources = [ "//gpu/swiftshader_tests_main.cc", "unittests.cpp", ] include_dirs = [ "../../include" ] # Khronos headers defines = [ "GL_GLEXT_PROTOTYPES", "GL_APICALL=", "GLAPI=", ] # Make sure we're loading SwiftShader's libraries, not ANGLE's or the system # provided ones. On Windows an explicit LoadLibrary("swiftshader\lib*.dll") # is required before making the first EGL or OpenGL ES call. if (is_win) { ldflags = [ "/DELAYLOAD:libEGL.dll", "/DELAYLOAD:libGLESv2.dll", ] } else if (is_mac) { ldflags = [ "-rpath", "@executable_path/", ] frameworks = [ "CoreFoundation.framework", "IOSurface.framework", ] } else { ldflags = [ "-Wl,-rpath=\$ORIGIN/swiftshader" ] } } }