Building README: Update to CMake information.
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README.md
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README.md
@ -35,41 +35,16 @@ The applied stage-specific rules are based on the file extension:
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There is also a non-shader extension
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There is also a non-shader extension
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* `.conf` for a configuration file of limits, see usage statement for example
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* `.conf` for a configuration file of limits, see usage statement for example
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Source: Build and run on Linux
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Building
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-------------------------------
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--------
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A simple bash script `BuildLinux.sh` is provided at the root directory
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CMake: The currently maintained and preferred way of building is through CMake.
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to do the build and run a test cases. You will need a recent version of
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In MSVC, after running CMake, you may need to use the Configuration Manager to
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bison installed.
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check the INSTALL project.
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Once the executable is generated, it needs to be dynamically linked with the
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Note there are some legacy build methods still intermingled within the directory
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shared object created in `lib` directory. To achieve that, `cd` to
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structure (make, MSVC), but these are no longer maintained, having been
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`StandAlone` directory to update the `LD_LIBRARY_PATH` as follows
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replaced with CMake.
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```bash
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export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:./../glslang/MachineIndependent/lib
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```
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You can also update `LD_LIBRARY_PATH` in the `.cshrc` or `.bashrc` file,
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depending on the shell you are using. You will need to give the complete path
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of `lib` directory in `.cshrc` or `.bashrc` files.
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Source: Build and run on Windows
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--------------------------------
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Current development is with Visual Studio verion 11 (2012). The solution
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file is in the project's root directory `Standalone.sln`.
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Building the StandAlone project (the default) will create `glslangValidate.exe`
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and copy it into the `Test` directory and `Install` directory. This allows
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local test scripts to use either the debug or release version, whichever was
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built last.
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Windows execution and testing is generally done from within a cygwin
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shell.
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Note: Despite appearances, the use of a DLL is currently disabled; it
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simply makes a standalone executable from a statically linked library.
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Programmatic Interfaces
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Programmatic Interfaces
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-----------------------
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-----------------------
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