| #!/bin/sh |
| |
| # WebKit builds ANGLE as a static library, and exports some of the |
| # internal header files as "public headers" in the Xcode project for |
| # consumption by other build targets - e.g. WebCore. |
| # |
| # The build phase which copies these headers also flattens the |
| # directory structure (so that "ANGLE" is the top-level directory |
| # containing all of them - e.g., "#include <ANGLE/gl2.h>"). |
| # |
| # It isn't practical to override the include paths so drastically for |
| # the other build targets (like WebCore) that we could make the |
| # original include paths, like <GLES2/gl2.h> work. Changing them so |
| # their namespace is "ANGLE", which implicitly occurs during the "copy |
| # headers" phase, is a reasonable solution. |
| # |
| # This script processes the header files after they're copied during |
| # the Copy Header Files build phase, and adjusts their #includes so |
| # that they refer to each other. This avoids modifying the ANGLE |
| # sources, and allows WebCore to more easily call ANGLE APIs directly. |
| |
| if [[ -n "${SCRIPT_HEADER_VISIBILITY}" ]] |
| then |
| sed \ |
| -e 's/^#include [<"]EGL\/\(.*\)[>"]/#include <ANGLE\/\1>/' \ |
| -e 's/^#include [<"]GLES\/\(.*\)[>"]/#include <ANGLE\/\1>/' \ |
| -e 's/^#include [<"]GLES2\/\(.*\)[>"]/#include <ANGLE\/\1>/' \ |
| -e 's/^#include [<"]GLES3\/\(.*\)[>"]/#include <ANGLE\/\1>/' \ |
| -e 's/^#include [<"]KHR\/\(.*\)[>"]/#include <ANGLE\/\1>/' \ |
| -e 's/^#include [<"]export.h[>"]/#include <ANGLE\/export.h>/' \ |
| -e 's/^#include "\(eglext_angle\|gl2ext_angle\|ShaderVars\).h"/#include <ANGLE\/\1.h>/' \ |
| "${SCRIPT_INPUT_FILE}" > "${SCRIPT_OUTPUT_FILE_0}" |
| echo "Postprocessed ANGLE header: ${SCRIPT_OUTPUT_FILE_0}" |
| fi |
| exit 0 |