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| author | skal <pascal.massimino@gmail.com> | 2026-02-02 18:42:22 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 18:42:22 +0100 |
| commit | bad3515dad38826ecafefd0970060d0edf89eba6 (patch) | |
| tree | 1e07b3a4b1bb2ff83ea8c148edf6ca234082e3f7 | |
| parent | 58ee924b67316928c24a7376331e4ba79a17f92c (diff) | |
refactor: Remove obsolete top-level BUILD.md
| -rw-r--r-- | BUILD.md | 52 |
1 files changed, 0 insertions, 52 deletions
diff --git a/BUILD.md b/BUILD.md deleted file mode 100644 index 1217745..0000000 --- a/BUILD.md +++ /dev/null @@ -1,52 +0,0 @@ -# Building the Project with Xcode - -This document provides instructions for building the 64k Demo project using Xcode on macOS. - -## Prerequisites - -- **Xcode:** Ensure you have Xcode installed. You can download it from the Mac App Store. -- **CMake:** This project uses CMake as its build system. Ensure CMake is installed on your system. - -## Build Steps - -1. **Open Terminal:** Navigate to the root directory of the project (`/Users/skal/demo`). - -2. **Create Build Directory:** It is recommended to build out-of-source. Create a build directory: - ```bash - mkdir build - cd build - ``` - -3. **Configure with CMake for Xcode:** Generate the Xcode project files using CMake. For Xcode, you typically specify the generator as `Xcode`. - ```bash - cmake .. -G "Xcode" - ``` - This command will configure the project and create an `.xcodeproj` file within the `build` directory. - -4. **Open Xcode Project:** Open the generated `.xcodeproj` file in Xcode: - ```bash - open YourProjectName.xcodeproj - ``` - (Replace `YourProjectName.xcodeproj` with the actual name of the generated project file, usually `demo.xcodeproj` or similar). - -5. **Build and Run in Xcode:** - * Select your desired target (e.g., `demo64k`, `test_3d_render`). - * Choose a build scheme (e.g., `Debug` or `Release`). - * Click the "Run" button (or press `Cmd+R`) to build and launch the application. - -## GPU Performance Capture (Future Task) - -To enable future GPU performance analysis, a conditional compilation macro `ENABLE_GPU_PERF_CAPTURE` can be defined. This can be controlled via CMake build types or specific flags when configuring the project: - -```bash -# Example of defining the macro via CMake (add to CMakeLists.txt) -# if (MY_GPU_PERF_BUILD) -# target_compile_definitions(demo64k PRIVATE ENABLE_GPU_PERF_CAPTURE=1) -# endif -``` - -This macro can then be used within the code (e.g., in `gpu.h` or `platform.h`) to conditionally compile performance monitoring or capture code. - -## Shader Performance Analysis Task - -For detailed shader performance analysis on macOS, **Xcode's Metal debugger** is the recommended tool. A task has been added to `TODO.md` to integrate this into our workflow for future optimization efforts. |
