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  1. export VSVR_BASE_DIR=`pwd`
  2. # y=64 bit build
  3. # n=32 bit build
  4. export BUILD_64=y
  5. # y=cross compile for ARM target (untested in VSVR build)
  6. export BUILD_ARM=n
  7. # CPU architecture
  8. CPU_ARCH="-msse2"
  9. if [ "${USER}" = "bsp" ]; then
  10. CPU_ARCH="-march=haswell"
  11. fi
  12. if [ "${USER}" = "cameron" ]; then
  13. CPU_ARCH="-march=skylake-avx512"
  14. fi
  15. if [ "${USER}" = "dave" ]; then
  16. CPU_ARCH="-march=athlon-fx"
  17. fi
  18. # Extra compiler flags (C and C++)
  19. #EXTRA_FLAGS=-DUSE_LOG_PRINTF
  20. EXTRA_FLAGS="-DUSE_BEGIN_REDRAW_FXN -I${VSVR_BASE_DIR}/dep/lglw"
  21. #EXTRA_FLAGS=""
  22. # Extra C compiler flags
  23. export EXTRA_CFLAGS="${CPU_ARCH} ${EXTRA_FLAGS}"
  24. # Extra C++ compiler flags
  25. export EXTRA_CPPFLAGS="${CPU_ARCH} ${EXTRA_FLAGS}"
  26. # Extra optimization flags (C/C++)
  27. export EXTRA_OPTFLAGS=
  28. # Extra linker flags
  29. export EXTRA_LDFLAGS=-march=${CPU_ARCH}
  30. # Point this to the directory which contains the 'aeffect.h' and 'aeffectx.h' files
  31. export VST2_SDK_DIR=/mnt/dev/vstsdk2.4/pluginterfaces/vst2.x/
  32. # n = build the plugin w/o 3rd party modules (only useful for debugging purposes)
  33. # y = statically link 3rd party modules
  34. export RACK_STATIC_MODULES=y
  35. #export RACK_STATIC_MODULES=n