Add a build_rive.sh script to unify the premake5 build process

Attempts to unify the build process across all projects with a
"build_rive.sh" script.

Rather than scattering custom build scripts all around the repo, the
idea here is that our "premake5.lua" scripts will all conform to the
same protocol, which we can then build using one single, global script.

To use this build_rive.sh:

  1) add packages/runtime/build to $PATH
  2) cd to directory with a premake5.lua
  3) run build_rive.sh with desired flags (in any order)

Build for the host machine:
```
  build_rive.sh                      # debug build
  build_rive.sh release              # release build
  build_rive.sh release clean        # clean, followed by a release build
  build_rive.sh ninja                # use ninja (experimental) for a debug build
  build_rive.sh ninja release        # use ninja (experimental) for a release build
  build_rive.sh ninja --with_vulkan  # extra parameters get forwarded to premake
```
Generate `compile_commands.json` for code completion engines:
```
  build_rive.sh compdb                        # code completion for a host build
  build_rive.sh compdb android --with_vulkan  # code completion for android with vulkan enabled
```
Specify build targets after "--":
```
  build_rive.sh -- gms goldens
  build_rive.sh ninja release -- imagediff
```
Build for android:
```
  build_rive.sh android            # debug build, defaults to arm64
  build_rive.sh ninja android arm  # release arm32 build using ninja
```
Build for ios:
```
  build_rive.sh ios          # debug build, arm64 only
  build_rive.sh ios release  # release build, arm64 only
  build_rive.sh iossim       # debug build, defaults to "universal" (x64 and arm64) architecture
```
Build for wasm:
```
  build_rive.sh ninja release wasm                # release build
  build_rive.sh ninja release wasm --with-webgpu  # release build, also enable webgpu
```
Incremental builds:
```
  build_rive.sh                            # initial build
  build_rive.sh                            # any repeat command does an incremental build
  build_rive.sh --with_vulkan <- FAILS!!   # a repeat build with different arguments fails
  build_rive.sh clean --with_vulkan        # a clean build with different arguments is OK
  build_rive.sh rebuild out/debug  # use "rebuild" on a specific OUT directory to relaunch the
                                   # build with whatever args it got configured with initially
  build_rive.sh rebuild out/debug gms goldens  # args after OUT get forwarded to the buildsystem
```

Diffs=
0a11e599f Add a build_rive.sh script to unify the premake5 build process (#7691)

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
4 files changed
tree: 0188cf22edce000f2c4197e22cef7e5255f69ec1
  1. .github/
  2. .vscode/
  3. build/
  4. cg_renderer/
  5. decoders/
  6. dependencies/
  7. dev/
  8. include/
  9. rivinfo/
  10. skia/
  11. src/
  12. tess/
  13. test/
  14. utils/
  15. viewer/
  16. .dockerignore
  17. .gitignore
  18. .lua-format
  19. .rive_head
  20. build.sh
  21. Dockerfile
  22. Doxyfile
  23. LICENSE
  24. premake5_v2.lua
  25. README.md
README.md

Build Status Discord badge Twitter handle

rive-cpp

Rive hero image

Rive C++ is a runtime library for Rive, a real-time interactive design and animation tool.

The C++ runtime for Rive provides these runtime features:

  • Loading Artboards and their contents from .riv files.
  • Querying LinearAnimations and StateMachines from Artboards.
  • Making changes to Artboard hierarchy (fundamentally same guts used by LinearAnimations and StateMachines) and effienclty solving those changes via Artboard::advance.
  • Abstract Renderer for submitting high level vector path commands with retained path objects to optimize and minimize path re-computation (ultimately up to the concrete rendering implementation).
  • Example concrete renderer written in C++ with Skia. Skia renderer code is in skia/renderer/src/skia_factory.cpp.

Build system

We use premake5. The Rive dev team primarily works on MacOS. There is some work done by the community to also support Windows and Linux. PRs welcomed for specific platforms you wish to support! We encourage you to use premake as it's highly extensible and configurable for a variety of platforms.

Build

In the rive-cpp directory, run build.sh to debug build and build.sh release for a release build.

If you've put the premake5 executable in the rive-cpp/build folder, you can run it with PATH=.:$PATH ./build.sh

Rive makes use of clang vector builtins, which are, as of 2022, still a work in progress. Please use clang and ensure you have the latest version.

Building skia projects

cd skia/dependencies
./make_skia.sh      // this will invoke get_skia.sh

To build viewer (plus you'll needed CMake installed)

./make_viewer_dependencies.sh

Testing

Uses the Catch2 testing framework.

cd dev
./test.sh

In the dev directory, run test.sh to compile and execute the tests.

(if you've installed premake5 in rive-cpp/build, you can run it with PATH=../../build:$PATH ./test.sh)

The tests live in rive/test. To add new tests, create a new xxx_test.cpp file here. The test harness will automatically pick up the new file.

There's a VSCode command provided to run tests from the Tasks: Run Task command palette.

Code formatting

rive-cpp uses clang-format, you can install it with brew on MacOS: brew install clang-format.

Memory checks

Note that if you‘re on MacOS you’ll want to install valgrind, which is somewhat complicated these days. This is the easiest solution (please PR a better one when it becomes available).

brew tap LouisBrunner/valgrind
brew install --HEAD LouisBrunner/valgrind/valgrind

You can now run the all the tests through valgrind by running test.sh memory.

Disassembly explorer

If you want to examine the generated assembly code per cpp file, install Disassembly Explorer in VSCode.

A disassemble task is provided to compile and preview the generated assembly. You can reach it via the Tasks: Run Task command palette or you can bind it to a shortcut by editing your VSCode keybindings.json:

[
    {
        "key": "cmd+d",
        "command": "workbench.action.tasks.runTask",
        "args": "disassemble"
    }
]