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617a322bd8
commit
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@ -27,11 +27,6 @@ if (WIN32)
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"$ENV{VULKAN_SDK}/Bin32"
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"$ENV{VULKAN_SDK}/Bin32"
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"$ENV{VK_SDK_PATH}/Bin32")
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"$ENV{VK_SDK_PATH}/Bin32")
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endif()
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endif()
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elseif (APPLE)
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find_library(VULKAN_LIBRARY vulkan.1 HINTS
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"$ENV{VULKAN_SDK}/macOS/lib")
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find_path(VULKAN_INCLUDE_DIR NAMES vulkan/vulkan.h HINTS
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"$ENV{VULKAN_SDK}/macOS/include")
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else()
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else()
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find_path(VULKAN_INCLUDE_DIR NAMES vulkan/vulkan.h HINTS
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find_path(VULKAN_INCLUDE_DIR NAMES vulkan/vulkan.h HINTS
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"$ENV{VULKAN_SDK}/include")
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"$ENV{VULKAN_SDK}/include")
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@ -44,12 +44,14 @@ a compile-time error.
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@macos Because the Vulkan loader and ICD are not installed globally on macOS,
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@macos Because the Vulkan loader and ICD are not installed globally on macOS,
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you need to set up the application bundle according to the LunarG SDK
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you need to set up the application bundle according to the LunarG SDK
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documentation. To help the GLFW CMake files find the SDK, you can set the
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documentation. To help the GLFW CMake files find the SDK, you can set the
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`VULKAN_SDK` environment variable.
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`VULKAN_SDK` environment variable to the `macOS` subdirectory of the SDK.
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@code{.sh}
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@code{.sh}
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env VULKAN_SDK=/example/path/to/vulkansdk-macos cmake .
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env VULKAN_SDK=/example/path/to/vulkansdk/macOS cmake .
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@endcode
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@endcode
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This is explained in more detail in the LunarG Vulkan SDK release notes.
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@section vulkan_include Including the Vulkan and GLFW header files
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@section vulkan_include Including the Vulkan and GLFW header files
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