pcbjam/tests/gal-regression/wasm/Makefile
Viktor Vaczi 6fa6c9207f feat(webgl): Migrate to pure WebGL 2.0 and fix GL canvas layering
Update submodules and build config for pure WebGL 2.0 (drop -sFULL_ES3):
- kicad: VBO-based drawing, compositor FBO rewrite, shader conversion
- wxwidgets: Fix z-index layering so GL canvas renders above 2D UI canvas
- Build: Remove FULL_ES3 from linker flags
- GAL tests: White background, opaque alpha, shared shader converter,
  updated baseline screenshots

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-20 12:38:24 +01:00

171 lines
6.7 KiB
Makefile

# Makefile for GAL WebGL Test (WASM)
#
# Builds WEBGL_GAL (ported from OPENGL_GAL) using wxWidgets WASM build.
# Uses pure WebGL 2.0 / OpenGL ES 3.0 (no LEGACY_GL_EMULATION).
#
# Usage:
# make # Build
# make clean # Clean build artifacts
# make DEBUG=1 # Debug build with source maps
CXX = em++
# Paths relative to this Makefile
PROJECT_ROOT = ../../..
KICAD_ROOT = $(PROJECT_ROOT)/kicad
WX_BUILD = $(PROJECT_ROOT)/build-wasm/wxwidgets-universal
TOOLS_ROOT = $(PROJECT_ROOT)/wxwidgets/build/wasm
# Output directory
OUTPUT_DIR = ../../apps/gal-webgl
# wx-config for wxWidgets WASM
WXCONFIG = $(WX_BUILD)/wx-config
WX_CXXFLAGS := $(shell $(WXCONFIG) --cxxflags)
WX_LDFLAGS := $(shell $(WXCONFIG) --libs base,core,gl)
# Sysroot (contains boost, etc.)
SYSROOT = $(PROJECT_ROOT)/build-wasm/sysroot
# KiCad include paths
# Note: -I../native provides stub files (config.h, kicad_stubs.h, etc.)
# Note: -I../scenarios provides shared test scenarios (gal_test_scenarios.h)
KICAD_INCLUDES = -I../native \
-I../scenarios \
-Igenerated \
-I$(KICAD_ROOT)/include \
-I$(KICAD_ROOT)/include/gal \
-I$(KICAD_ROOT)/include/gal/webgl \
-I$(KICAD_ROOT)/common/gal/webgl \
-I$(KICAD_ROOT)/common \
-I$(KICAD_ROOT)/libs/kimath/include \
-I$(KICAD_ROOT)/libs/kimath/glu_tess \
-I$(KICAD_ROOT)/libs/kiplatform/include \
-I$(KICAD_ROOT)/libs/core/include \
-I$(KICAD_ROOT)/thirdparty/glm \
-I$(KICAD_ROOT)/thirdparty/nlohmann_json \
-I$(KICAD_ROOT)/thirdparty/thread-pool \
-I$(KICAD_ROOT)/thirdparty/clipper2/Clipper2Lib/include \
-I$(SYSROOT)/include
# Debug or Release build
ifdef DEBUG
OPT_FLAGS = -g -O0
DEBUG_LDFLAGS = -g -gsource-map
else
OPT_FLAGS = -O2
DEBUG_LDFLAGS =
endif
# -MMD -MP generates .d dependency files for header tracking
# This ensures header changes trigger rebuilds (prevents stale object issues)
CXXFLAGS = $(OPT_FLAGS) $(WX_CXXFLAGS) $(KICAD_INCLUDES) -std=c++20 -MMD -MP
# Emscripten flags
BASE_LDFLAGS = -sALLOW_MEMORY_GROWTH=1 \
-sERROR_ON_UNDEFINED_SYMBOLS=0 \
-sNO_DISABLE_EXCEPTION_CATCHING \
-sEXPORTED_FUNCTIONS=['_main','_runScenario','_getTotalScenarios','_getCurrentScenario','_getCanvasWidth','_getCanvasHeight'] \
-sEXPORTED_RUNTIME_METHODS=['ccall','cwrap','HEAPU8'] \
-sMODULARIZE=1 \
-sEXPORT_NAME='createGALTest' \
-sENVIRONMENT=web,worker
# GL-specific flags - pure WebGL 2.0 (matching KiCad PCBnew build, no FULL_ES3 emulation)
# No LEGACY_GL_EMULATION - WEBGL_GAL uses VBOs and custom shaders
EM_GL_FLAGS = -sMAX_WEBGL_VERSION=2
# Legacy GL stubs for wxWidgets compatibility
# wxWidgets GL library may reference legacy functions at runtime, but actual
# rendering uses WEBGL_GAL which only uses modern WebGL 2.0 APIs
# Use absolute path to ensure the library is found
MAKEFILE_DIR := $(dir $(abspath $(lastword $(MAKEFILE_LIST))))
LEGACY_GL_STUBS = --js-library=$(MAKEFILE_DIR)legacy_gl_stubs.js
LDFLAGS = $(DEBUG_LDFLAGS) $(BASE_LDFLAGS) $(EM_GL_FLAGS) $(LEGACY_GL_STUBS) $(WX_LDFLAGS)
# Templates
JS = $(TOOLS_ROOT)/wx.js
HTML_TEMPLATE = $(TOOLS_ROOT)/template.html
# Source files
MAIN_SRCS = gal_webgl_test.cpp wasm_stubs.cpp
# Test scenario sources (shared with native test)
# Include ALL scenario files - they should use the abstract GAL interface only.
# The harness decides whether to use OPENGL_GAL (native) or WEBGL_GAL (wasm).
SCENARIO_SRCS = ../scenarios/gal_test_scenarios.cpp \
$(wildcard ../scenarios/scenario_*.cpp)
# Generated shader sources (from generate_shaders.py)
# TODO: Eventually these should come from KiCad's build, but for now we generate them here
SHADER_SRCS = generated/glsl_kicad_frag.cpp \
generated/glsl_kicad_vert.cpp \
generated/glsl_smaa_base.cpp \
generated/glsl_smaa_pass_1_frag_color.cpp \
generated/glsl_smaa_pass_1_frag_luma.cpp \
generated/glsl_smaa_pass_1_vert.cpp \
generated/glsl_smaa_pass_2_frag.cpp \
generated/glsl_smaa_pass_2_vert.cpp \
generated/glsl_smaa_pass_3_frag.cpp \
generated/glsl_smaa_pass_3_vert.cpp
# KiCad GAL sources needed for linking (base GAL classes)
KICAD_GAL_SRCS = $(KICAD_ROOT)/common/gal/hidpi_gl_canvas.cpp \
$(KICAD_ROOT)/common/gal/graphics_abstraction_layer.cpp \
$(KICAD_ROOT)/common/gal/gal_display_options.cpp
# GLU tesselator - implemented using Mapbox earcut.hpp
GLU_SRCS = $(KICAD_ROOT)/libs/kimath/glu_tess/glu_tess_impl.cpp
# WebGL GAL sources (now in kicad/common/gal/webgl/)
WEBGL_SRCS = $(KICAD_ROOT)/common/gal/webgl/webgl_gal.cpp \
$(KICAD_ROOT)/common/gal/webgl/vertex_manager.cpp \
$(KICAD_ROOT)/common/gal/webgl/vertex_container.cpp \
$(KICAD_ROOT)/common/gal/webgl/vertex_item.cpp \
$(KICAD_ROOT)/common/gal/webgl/gpu_manager.cpp \
$(KICAD_ROOT)/common/gal/webgl/noncached_container.cpp \
$(KICAD_ROOT)/common/gal/webgl/cached_container.cpp \
$(KICAD_ROOT)/common/gal/webgl/cached_container_gpu.cpp \
$(KICAD_ROOT)/common/gal/webgl/cached_container_ram.cpp \
$(KICAD_ROOT)/common/gal/webgl/shader.cpp \
$(KICAD_ROOT)/common/gal/webgl/webgl_compositor.cpp \
$(KICAD_ROOT)/common/gal/webgl/fullscreen_quad.cpp \
$(KICAD_ROOT)/common/gal/webgl/utils.cpp \
$(KICAD_ROOT)/common/gal/webgl/gl_context_mgr.cpp \
$(KICAD_ROOT)/common/gal/webgl/gl_resources.cpp \
$(KICAD_ROOT)/common/gal/webgl/webgl_antialiasing.cpp
SRCS = $(MAIN_SRCS) $(KICAD_GAL_SRCS) $(SCENARIO_SRCS) $(GLU_SRCS) $(SHADER_SRCS) $(WEBGL_SRCS)
OBJS = $(SRCS:.cpp=.o)
DEPS = $(OBJS:.o=.d)
# Target
TARGET = $(OUTPUT_DIR)/gal_webgl_test.js
all: $(OUTPUT_DIR) $(TARGET)
$(OUTPUT_DIR):
mkdir -p $(OUTPUT_DIR)
%.o: %.cpp
$(CXX) -c $(CXXFLAGS) $< -o $@
# Link test harness (compiles WebGL sources directly from kicad/)
$(TARGET): $(OBJS)
@echo "Linking $(words $(OBJS)) objects..."
$(CXX) $(OBJS) $(LDFLAGS) --pre-js $(JS) -o $@
cp gal_webgl_test.html $(OUTPUT_DIR)/
clean:
rm -f $(OBJS) $(DEPS)
rm -f $(OUTPUT_DIR)/gal_webgl_test.js
rm -f $(OUTPUT_DIR)/gal_webgl_test.wasm
rm -f $(OUTPUT_DIR)/gal_webgl_test.html
# Also clean object files in scenario directories
rm -f ../scenarios/*.o ../scenarios/*.d
.PHONY: all clean
# Include generated dependency files (silently ignore if missing on first build)
-include $(DEPS)