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CI: Split builds of examples into separate jobs.
(cherry picked from commit ee73b1b5a47f176ab123239aa3cbcc2cdf284383)
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.github/workflows/build.yml
vendored
108
.github/workflows/build.yml
vendored
@ -25,15 +25,51 @@ jobs:
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(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
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}
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- name: Build x86
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shell: cmd
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run: |
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"%MSBUILD_PATH%\MSBuild.exe" /p:Platform=Win32 /p:Configuration=Release examples/imgui_examples.sln
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# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
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- name: Build x64
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- name: Build Win32 example_glfw_opengl2
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shell: cmd
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run: |
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"%MSBUILD_PATH%\MSBuild.exe" /p:Platform=x64 /p:Configuration=Release examples/imgui_examples.sln
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run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
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- name: Build Win32 example_glfw_opengl3
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shell: cmd
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run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
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- name: Build Win32 example_win32_directx9
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shell: cmd
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run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release'
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- name: Build Win32 example_win32_directx10
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shell: cmd
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run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release'
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- name: Build Win32 example_win32_directx11
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shell: cmd
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run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
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- name: Build x64 example_glfw_opengl2
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shell: cmd
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run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
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- name: Build x64 example_glfw_opengl3
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shell: cmd
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run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
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- name: Build x64 example_win32_directx9
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shell: cmd
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run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
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- name: Build x64 example_win32_directx10
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shell: cmd
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run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
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- name: Build x64 example_win32_directx11
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shell: cmd
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run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
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- name: Build x64 example_win32_directx12
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shell: cmd
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run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
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Linux:
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runs-on: ubuntu-18.04
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@ -47,13 +83,20 @@ jobs:
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sudo apt-get update
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sudo apt-get install -y libglfw3-dev libsdl2-dev
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- name: Build
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run: |
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make -C examples/example_null
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make -C examples/example_glfw_opengl2
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make -C examples/example_glfw_opengl3
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make -C examples/example_sdl_opengl2
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make -C examples/example_sdl_opengl3
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- name: Build example_null
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run: make -C examples/example_null
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- name: Build example_glfw_opengl2
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run: make -C examples/example_glfw_opengl2
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- name: Build example_glfw_opengl3
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run: make -C examples/example_glfw_opengl3
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- name: Build example_sdl_opengl2
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run: make -C examples/example_sdl_opengl2
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- name: Build example_sdl_opengl3
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run: make -C examples/example_sdl_opengl3
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MacOS:
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runs-on: macOS-10.14
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@ -67,16 +110,29 @@ jobs:
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brew install glfw3
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brew install sdl2
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- name: Build
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run: |
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make -C examples/example_null
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make -C examples/example_glfw_opengl2
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make -C examples/example_glfw_opengl3
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make -C examples/example_glfw_metal
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make -C examples/example_sdl_opengl2
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make -C examples/example_sdl_opengl3
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xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
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xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
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- name: Build example_null
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run: make -C examples/example_null
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- name: Build example_glfw_opengl2
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run: make -C examples/example_glfw_opengl2
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- name: Build example_glfw_opengl3
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run: make -C examples/example_glfw_opengl3
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- name: Build example_glfw_metal
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run: make -C examples/example_glfw_metal
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- name: Build example_sdl_opengl2
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run: make -C examples/example_sdl_opengl2
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- name: Build example_sdl_opengl3
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run: make -C examples/example_sdl_opengl3
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- name: Build example_apple_metal
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run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
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- name: Build example_apple_opengl2
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run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
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iOS:
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runs-on: macOS-10.14
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@ -85,7 +141,7 @@ jobs:
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with:
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fetch-depth: 1
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- name: Build
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- name: Build example_apple_metal
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run: |
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# Code signing is required, but we disable it because it is irrelevant for CI builds.
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xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
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@ -105,7 +161,7 @@ jobs:
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emsdk-portable/emsdk install latest
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emsdk-portable/emsdk activate latest
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- name: Build
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- name: Build example_emscripten
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run: |
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source emsdk-portable/emsdk_env.sh
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make -C examples/example_emscripten
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