
* macOS: use Apple GL/GLU by default * Use CLT instead * Use CLT instead * Undo change to libuuid
53 lines
1.7 KiB
Python
53 lines
1.7 KiB
Python
# Copyright 2013-2023 Lawrence Livermore National Security, LLC and other
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# Spack Project Developers. See the top-level COPYRIGHT file for details.
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#
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# SPDX-License-Identifier: (Apache-2.0 OR MIT)
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from spack.package import *
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class AppleGl(Package):
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"""Shim package for the core OpenGL library from Apple"""
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homepage = "https://developer.apple.com/library/archive/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_intro/opengl_intro.html"
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maintainers("aphecetche")
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has_code = False
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version("4.1.0")
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provides("gl@4.1")
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# Only supported on 'platform=darwin' and compiler=apple-clang
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conflicts("platform=linux")
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conflicts("platform=cray")
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conflicts("platform=windows")
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conflicts("%gcc")
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conflicts("%clang")
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conflicts("%msvc")
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phases = []
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def setup_dependent_build_environment(self, env, dependent_spec):
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# we try to setup a build environment with enough hints
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# for the build system to pick up on the Apple framework version
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# of OpenGL.
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# - for a cmake build we actually needs nothing at all as
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# find_package(OpenGL) will do the right thing
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# - for the rest of the build systems we'll assume that
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# setting the C_INCLUDE_PATH will be enough for the compilation phase
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# and *** for the link phase.
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env.prepend_path("C_INCLUDE_PATH", self.prefix[:-4])
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@property
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def headers(self):
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return HeaderList(
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join_path(self.prefix, "System/Library/Frameworks/OpenGL.framework/Headers")
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)
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@property
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def libs(self):
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return LibraryList(join_path(self.prefix, "System/Library/Frameworks/OpenGL.framework"))
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