name: build on: [push, pull_request] jobs: Windows: runs-on: windows-2019 env: MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\ steps: - uses: actions/checkout@v1 with: fetch-depth: 1 - name: Fix Projects shell: powershell run: | # WARNING: This will need updating if toolset/sdk change in project files! gci -recurse -filter "*.vcxproj" | ForEach-Object { # Fix SDK and toolset for most samples. (Get-Content $_.FullName) -Replace "v110","v142" | Set-Content -Path $_.FullName (Get-Content $_.FullName) -Replace "8.1","10.0.18362.0" | Set-Content -Path $_.FullName # Fix SDK and toolset for samples that require newer SDK/toolset. At the moment it is only dx12. (Get-Content $_.FullName) -Replace "v140","v142" | Set-Content -Path $_.FullName (Get-Content $_.FullName) -Replace "10.0.14393.0","10.0.18362.0" | Set-Content -Path $_.FullName } # 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. - name: Build Win32 example_glfw_opengl2 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' - name: Build Win32 example_glfw_opengl3 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' - name: Build Win32 example_win32_directx9 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release' - name: Build Win32 example_win32_directx10 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release' - name: Build Win32 example_win32_directx11 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' - name: Build x64 example_glfw_opengl2 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' - name: Build x64 example_glfw_opengl3 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' - name: Build x64 example_win32_directx9 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release' - name: Build x64 example_win32_directx10 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release' - name: Build x64 example_win32_directx11 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' - name: Build x64 example_win32_directx12 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release' Linux: runs-on: ubuntu-18.04 steps: - uses: actions/checkout@v1 with: fetch-depth: 1 - name: Install Dependencies run: | sudo apt-get update sudo apt-get install -y libglfw3-dev libsdl2-dev - name: Build example_null run: make -C examples/example_null - name: Build example_glfw_opengl2 run: make -C examples/example_glfw_opengl2 - name: Build example_glfw_opengl3 run: make -C examples/example_glfw_opengl3 - name: Build example_sdl_opengl2 run: make -C examples/example_sdl_opengl2 - name: Build example_sdl_opengl3 run: make -C examples/example_sdl_opengl3 MacOS: runs-on: macOS-10.14 steps: - uses: actions/checkout@v1 with: fetch-depth: 1 - name: Install Dependencies run: | brew install glfw3 brew install sdl2 - name: Build example_null run: make -C examples/example_null - name: Build example_glfw_opengl2 run: make -C examples/example_glfw_opengl2 - name: Build example_glfw_opengl3 run: make -C examples/example_glfw_opengl3 - name: Build example_glfw_metal run: make -C examples/example_glfw_metal - name: Build example_sdl_opengl2 run: make -C examples/example_sdl_opengl2 - name: Build example_sdl_opengl3 run: make -C examples/example_sdl_opengl3 - name: Build example_apple_metal run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos - name: Build example_apple_opengl2 run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2 iOS: runs-on: macOS-10.14 steps: - uses: actions/checkout@v1 with: fetch-depth: 1 - name: Build example_apple_metal run: | # Code signing is required, but we disable it because it is irrelevant for CI builds. 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 Emscripten: runs-on: ubuntu-18.04 steps: - uses: actions/checkout@v1 with: fetch-depth: 1 - name: Install Dependencies run: | wget -q https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-portable.tar.gz tar -xvf emsdk-portable.tar.gz emsdk-portable/emsdk update emsdk-portable/emsdk install latest emsdk-portable/emsdk activate latest - name: Build example_emscripten run: | source emsdk-portable/emsdk_env.sh make -C examples/example_emscripten