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 > > > _______________________________________________ > enlightenment-devel mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel >
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