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| author | skal <pascal.massimino@gmail.com> | 2026-03-12 21:04:38 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-12 21:04:38 +0100 |
| commit | 67c6f166748a4012122a6e978f2f7dbdaee503cc (patch) | |
| tree | 7f62b3563bb3a3ad9b14df3665c31f79979df9e5 /cmake/DemoConfig.cmake | |
| parent | 747250a4e4d2a1dd9109b30b3fcfad05d526b408 (diff) | |
fix(build): move generated assets to per-build binary dir
assets_data.cc was shared in src/generated/ across all builds. When a
native debug build regenerated it with --disk_load (file paths), then
build_win compiled with STRIP_ALL=ON, the disk-load fopen() path was
compiled out, leaving raw macOS paths as shader source content — causing
wgpu WGSL parse errors on Wine.
Fix: GEN_DEMO_H/CC and all stamps now live in CMAKE_CURRENT_BINARY_DIR/
src/generated/ so each build dir independently generates assets in the
correct mode (embedded vs disk-load). Added CMAKE_CURRENT_BINARY_DIR/src
to CORE_INCLUDES so the binary-dir assets.h is resolved first.
handoff(Gemini): build system fix — assets are now per-build-dir; tests
35/35 pass; build_win produces embedded shaders.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'cmake/DemoConfig.cmake')
0 files changed, 0 insertions, 0 deletions
