On 3/4/19 9:13 PM, Ross Vandegrift wrote:
> On Mon, Mar 04, 2019 at 04:58:24PM +0100, Marcel Hollerbach wrote:
>>> On 03.03.19 21:49, Ross Vandegrift wrote:
>>>> The build fails on evas modules when linking with -Wl,-z,defs.  Example 
>>>> failure
>>>> below.  I tried adding evas to the dependencies, but couldn't get it 
>>>> working.
>>>>
>>>> Disabled strict linking for now just to get through a build.  Some 
>>>> questions
>>>> about the result:
>>
>> Strict linking is something we could not achive for now, due to the fact
>> that our evas source code structure and the way meson works is a little
>> bit of a pain to get in sync. This is also the reason why evas_loaders /
>> savers are only build statically, for now. The rendering engines can be
>> both, either static or shared. Same for emotion players.
> 
> I see.  Strict linking isn't really a requirement for us, just a nice to
> have.  Sounds like we should drop -Wl,-z,defs when the meson switch
> hapens.  We can always add it back if/when the situation improves.
> 
>>>> - evas loaders/savers modules aren't generated.  Maybe built static in 
>>>> spite of
>>>>   -Devas-modules=shared?
>>>> - maybe the same issue with emotion players
> 
> And that means these are on purpose.
> 
>>>> - no static libs are generated.  Is that intentional.
>>
>> Which static libs are you refering to ? Most static libs that we have
>> are only used in 1 place, and are added via a dependency and source
>> code, i don't really have a strong reason why I did it like this, if
>> this is a issue, it can be changed quickly :)
> 
> With autotools, --enable-static would output static libs along with the
> shared objects for all of EFL.  Debian packages often ship static libs
> in the -dev packages, EFL included.  If static EFL libs should be
> deprecated that's probably okay - I don't know that anyone is using the
> static libs we ship.

Has anyone a comment on this? How should we handle this ?

> 
>>>> - shaders aren't regenerated w/EFL_SHD_REGEN.  Easy to workaround, but just
>>>>   want to make sure that's expected.
>>
>> Yes, this is kind of intentional, regernerading the shader code is just
>> a shell script, if someone wants to execute it, feel free, but i don't
>> think we need a target for that ? If we do, then same as before, it can
>> be changed quickly :)
> 
> Agreed, no target is needed.  Just noticed that it's different from
> autotools build.
> 
> 
> So: I'd say the meson build looks pretty good.  Just a few small tweaks
> for us when the switch happens.
> 

Thats really nice to hear, thx! :)

Greetings,
   bu5hm4n

> Thanks for the help,
> Ross
> 
> 
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