export VSVR_BASE_DIR=`pwd` # y=64 bit build # n=32 bit build export BUILD_64=y # y=cross compile for ARM target (untested in VSVR build) export BUILD_ARM=n # CPU architecture CPU_ARCH="-msse2" if [ "${USER}" = "bsp" ]; then CPU_ARCH="-march=haswell" fi if [ "${USER}" = "cameron" ]; then CPU_ARCH="-march=skylake-avx512" fi if [ "${USER}" = "dave" ]; then CPU_ARCH="-march=athlon-fx" fi # Extra compiler flags (C and C++) #EXTRA_FLAGS="" #EXTRA_FLAGS=-DUSE_LOG_PRINTF EXTRA_FLAGS="-DUSE_BEGIN_REDRAW_FXN -I${VSVR_BASE_DIR}/dep/lglw" # (note) see dep/lglw/lglw_linux.c for an important note re: LGLW_CONTEXT_ALLOW_USE_AFTER_FREE #EXTRA_FLAGS="${EXTRA_FLAGS} -DLGLW_CONTEXT_ALLOW_USE_AFTER_FREE" if [ "${USER}" = "cameron" ]; then EXTRA_FLAGS="${EXTRA_FLAGS} -DLGLW_CONTEXT_ALLOW_USE_AFTER_FREE" fi # Extra C compiler flags export EXTRA_CFLAGS="${CPU_ARCH} ${EXTRA_FLAGS}" # Extra C++ compiler flags export EXTRA_CPPFLAGS="${CPU_ARCH} ${EXTRA_FLAGS}" # Extra optimization flags (C/C++) export EXTRA_OPTFLAGS= # Extra linker flags export EXTRA_LDFLAGS=-march=${CPU_ARCH} # Point this to the directory which contains the 'aeffect.h' and 'aeffectx.h' files export VST2_SDK_DIR=/mnt/dev/vstsdk2.4/pluginterfaces/vst2.x/ # n = build the plugin w/o 3rd party modules (only useful for debugging purposes) # y = statically link 3rd party modules export RACK_STATIC_MODULES=y #export RACK_STATIC_MODULES=n