6e63f4925e
This documents the various factory settings (I kept getting confused as to what each was doing). Additionally, this makes setting the factory flag bring in the dependent code as well (like our current GN rules do). Change-Id: I93437651b078baac04433c14c573a95982b7bc15 Bug: skia:12541 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/493396 Reviewed-by: Ben Wagner <bungeman@google.com>
66 lines
1.9 KiB
Python
66 lines
1.9 KiB
Python
load("//bazel:macros.bzl", "generated_cc_atom")
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load("//bazel:cc_binary_with_flags.bzl", "cc_binary_with_flags")
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cc_binary_with_flags(
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name = "hello_world",
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srcs = [
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"//example:HelloWorld_src",
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],
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linkopts = [
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"-lX11",
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"-lxcb",
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"-lXau",
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"-lXdmcp",
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"-lGL",
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],
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# These flags are defined in //bazel/common_config_settings/BUILD.bazel
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set_flags = {
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# Use the GL backend with the normal GL standard (as opposed to WebGL or GLES)
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"gpu_backend": [
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"gl_backend",
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],
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"with_gl_standard": [
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"gl_standard",
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],
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# Load fonts from the standard system directory (e.g. "/usr/share/fonts/")
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# as defined in //src/ports/SkFontMgr_custom_directory_factory.cpp
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"fontmgr_factory": [
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"custom_directory_fontmgr_factory",
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],
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},
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deps = [
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"//:skia_core",
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"//src/utils:json_srcs",
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"//tools/sk_app",
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],
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)
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# Everything below this line is autogenerated by gazelle using the C++ plugin built here:
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# https://github.com/google/skia-buildbot/tree/main/bazel/gazelle/cpp
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# These can be regenerated (if needed) by navigating to //bazel and running `make generate`
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# =========================================================================================
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generated_cc_atom(
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name = "HelloWorld_hdr",
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hdrs = ["HelloWorld.h"],
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visibility = ["//:__subpackages__"],
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deps = [
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"//tools/sk_app:Application_hdr",
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"//tools/sk_app:Window_hdr",
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],
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)
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generated_cc_atom(
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name = "HelloWorld_src",
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srcs = ["HelloWorld.cpp"],
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visibility = ["//:__subpackages__"],
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deps = [
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":HelloWorld_hdr",
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"//include/core:SkCanvas_hdr",
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"//include/core:SkFont_hdr",
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"//include/core:SkGraphics_hdr",
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"//include/core:SkSurface_hdr",
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"//include/effects:SkGradientShader_hdr",
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],
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)
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