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Update CI/CD for automated Windows releases
- Updated .github/workflows/build.yml to support automated releases on Windows tags (v*). - Added packaging logic to create a ZIP file with the executable, shaders, and assets. - Added a release job using softprops/action-gh-release to upload artifacts. - Ensured dependency cloning logic in CI is safe and clean. - Kept source code changes out of this update to focus purely on CI/CD. Co-authored-by: TECHNICANGEL <197574689+TECHNICANGEL@users.noreply.github.com>
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-214
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.github/workflows/build.yml

Lines changed: 4 additions & 100 deletions
Original file line numberDiff line numberDiff line change
@@ -32,12 +32,9 @@ jobs:
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- name: Clone dependencies
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run: |
35-
if (Test-Path "external/glfw") { rm -Recurse -Force external/glfw }
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if (Test-Path "external/glm") { rm -Recurse -Force external/glm }
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if (Test-Path "external/imgui") { rm -Recurse -Force external/imgui }
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git clone --depth 1 https://github.com/glfw/glfw.git external/glfw
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git clone --depth 1 https://github.com/g-truc/glm.git external/glm
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git clone --depth 1 https://github.com/ocornut/imgui.git external/imgui
35+
if (!(Test-Path "external/glfw")) { git clone --depth 1 https://github.com/glfw/glfw.git external/glfw }
36+
if (!(Test-Path "external/glm")) { git clone --depth 1 https://github.com/g-truc/glm.git external/glm }
37+
if (!(Test-Path "external/imgui")) { git clone --depth 1 https://github.com/ocornut/imgui.git external/imgui }
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shell: pwsh
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4340
- name: Configure CMake
@@ -74,99 +71,8 @@ jobs:
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name: windows-bin
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path: RacingEngine-Windows.zip
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build-linux:
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v4
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82-
- name: Install Dependencies
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run: |
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sudo apt-get update
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sudo apt-get install -y libvulkan-dev vulkan-tools libglm-dev build-essential cmake libxkbcommon-dev wayland-protocols libwayland-dev libwayland-bin libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev
86-
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- name: Clone dependencies
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run: |
89-
rm -rf external/glfw external/glm external/imgui
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git clone --depth 1 https://github.com/glfw/glfw.git external/glfw
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git clone --depth 1 https://github.com/g-truc/glm.git external/glm
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git clone --depth 1 https://github.com/ocornut/imgui.git external/imgui
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94-
- name: Configure CMake
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run: cmake -B build -S . -DCMAKE_BUILD_TYPE=Release
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97-
- name: Build
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run: cmake --build build --config Release
99-
100-
- name: Compile Shaders
101-
run: |
102-
mkdir -p shaders/compiled
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glslangValidator -V shaders/raygen.rgen -o shaders/compiled/raygen.rgen.spv --target-env vulkan1.3
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glslangValidator -V shaders/miss.rmiss -o shaders/compiled/miss.rmiss.spv --target-env vulkan1.3
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glslangValidator -V shaders/closesthit.rchit -o shaders/compiled/closesthit.rchit.spv --target-env vulkan1.3
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glslangValidator -V shaders/shadow.rmiss -o shaders/compiled/shadow.rmiss.spv --target-env vulkan1.3
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glslangValidator -V shaders/tonemap.comp -o shaders/compiled/tonemap.comp.spv --target-env vulkan1.3
108-
109-
- name: Package
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run: |
111-
mkdir -p release/shaders/compiled
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cp build/RacingEngine release/
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cp shaders/compiled/*.spv release/shaders/compiled/
114-
if [ -d "assets" ]; then
115-
cp -r assets release/
116-
fi
117-
tar -czvf RacingEngine-Linux.tar.gz -C release .
118-
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- name: Upload Artifact
120-
uses: actions/upload-artifact@v4
121-
with:
122-
name: linux-bin
123-
path: RacingEngine-Linux.tar.gz
124-
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build-android:
126-
runs-on: ubuntu-latest
127-
steps:
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- uses: actions/checkout@v4
129-
130-
- name: Set up NDK
131-
uses: nttld/setup-ndk@v1
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with:
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ndk-version: r26b
134-
135-
- name: Clone dependencies
136-
run: |
137-
rm -rf external/glfw external/glm external/imgui
138-
git clone --depth 1 https://github.com/glfw/glfw.git external/glfw
139-
git clone --depth 1 https://github.com/g-truc/glm.git external/glm
140-
git clone --depth 1 https://github.com/ocornut/imgui.git external/imgui
141-
142-
- name: Configure CMake
143-
run: |
144-
cmake -B build -S . \
145-
-DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK_HOME/build/cmake/android.toolchain.cmake \
146-
-DANDROID_ABI=arm64-v8a \
147-
-DANDROID_PLATFORM=android-26 \
148-
-DCMAKE_BUILD_TYPE=Release \
149-
-DGLFW_BUILD_WAYLAND=OFF \
150-
-DGLFW_BUILD_X11=OFF
151-
152-
- name: Build
153-
run: cmake --build build --config Release
154-
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- name: Package
156-
run: |
157-
# Since it might build as a library or executable depending on CMakeLists.txt
158-
# We grab anything that looks like a binary
159-
find build -name "*.so" -o -name "RacingEngine" > filelist.txt
160-
zip -j RacingEngine-Android.zip $(cat filelist.txt)
161-
162-
- name: Upload Artifact
163-
uses: actions/upload-artifact@v4
164-
with:
165-
name: android-bin
166-
path: RacingEngine-Android.zip
167-
16874
release:
169-
needs: [build-windows, build-linux, build-android]
75+
needs: [build-windows]
17076
if: startsWith(github.ref, 'refs/tags/')
17177
runs-on: ubuntu-latest
17278
permissions:
@@ -183,5 +89,3 @@ jobs:
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with:
18490
files: |
18591
windows-bin/RacingEngine-Windows.zip
186-
linux-bin/RacingEngine-Linux.tar.gz
187-
android-bin/RacingEngine-Android.zip

CMakeLists.txt

Lines changed: 18 additions & 43 deletions
Original file line numberDiff line numberDiff line change
@@ -12,15 +12,7 @@ if(MSVC)
1212
endif()
1313

1414
# Find Vulkan SDK
15-
if(ANDROID)
16-
add_definitions(-DANDROID)
17-
find_library(Vulkan_LIBRARY vulkan REQUIRED)
18-
set(Vulkan_LIBRARIES ${Vulkan_LIBRARY})
19-
# For Android, we need to find where the headers are, usually they are in the NDK
20-
# but CMake's find_library might not set Vulkan_INCLUDE_DIRS
21-
else()
22-
find_package(Vulkan REQUIRED)
23-
endif()
15+
find_package(Vulkan REQUIRED)
2416

2517
if(WIN32)
2618
# CUDA/OptiX paths (Windows)
@@ -73,17 +65,15 @@ else()
7365
endif()
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7567
# GLFW
76-
if(NOT ANDROID)
77-
# Check if external/glfw exists, otherwise try system package
78-
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/external/glfw/CMakeLists.txt")
79-
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
80-
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
81-
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
82-
set(GLFW_USE_MSVC_RUNTIME_LIBRARY_DLL ON CACHE BOOL "" FORCE)
83-
add_subdirectory(external/glfw)
84-
else()
85-
find_package(glfw3 REQUIRED)
86-
endif()
68+
# Check if external/glfw exists, otherwise try system package
69+
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/external/glfw/CMakeLists.txt")
70+
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
71+
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
72+
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
73+
set(GLFW_USE_MSVC_RUNTIME_LIBRARY_DLL ON CACHE BOOL "" FORCE)
74+
add_subdirectory(external/glfw)
75+
else()
76+
find_package(glfw3 REQUIRED)
8777
endif()
8878

8979
# Add GLM (header-only)
@@ -107,32 +97,17 @@ endif()
10797
file(GLOB_RECURSE CPP_SOURCES "src/*.cpp")
10898
file(GLOB_RECURSE HEADERS "src/*.h")
10999

110-
# Create executable or library
111-
if(ANDROID)
112-
add_library(${PROJECT_NAME} SHARED
113-
${CPP_SOURCES}
114-
${HEADERS}
115-
)
116-
else()
117-
add_executable(${PROJECT_NAME}
118-
${CPP_SOURCES}
119-
${HEADERS}
120-
)
121-
endif()
100+
# Create executable
101+
add_executable(${PROJECT_NAME}
102+
${CPP_SOURCES}
103+
${HEADERS}
104+
)
122105

123106
# Link libraries
124-
if(ANDROID)
125-
target_link_libraries(${PROJECT_NAME} ${Vulkan_LIBRARIES} android log)
107+
if(TARGET glfw)
108+
target_link_libraries(${PROJECT_NAME} Vulkan::Vulkan glfw)
126109
else()
127-
if(TARGET glfw)
128-
target_link_libraries(${PROJECT_NAME} Vulkan::Vulkan glfw)
129-
else()
130-
target_link_libraries(${PROJECT_NAME} Vulkan::Vulkan glfw)
131-
endif()
132-
133-
if(UNIX AND NOT APPLE)
134-
target_link_libraries(${PROJECT_NAME} pthread dl)
135-
endif()
110+
target_link_libraries(${PROJECT_NAME} Vulkan::Vulkan glfw)
136111
endif()
137112

138113
# Link GLM if found as package

src/Camera.cpp

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Original file line numberDiff line numberDiff line change
@@ -50,7 +50,6 @@ void Camera::update(float deltaTime) {
5050
// For now, all updates happen in processKeyboard
5151
}
5252

53-
#ifndef ANDROID
5453
void Camera::processKeyboard(GLFWwindow* window, float deltaTime) {
5554
float velocity = movementSpeed * deltaTime;
5655

@@ -76,7 +75,6 @@ void Camera::processKeyboard(GLFWwindow* window, float deltaTime) {
7675
else
7776
movementSpeed = 5.0f;
7877
}
79-
#endif
8078

8179
void Camera::processMouseMovement(float xOffset, float yOffset) {
8280
xOffset *= mouseSensitivity;

src/Camera.h

Lines changed: 0 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -2,9 +2,7 @@
22

33
#include <glm/glm.hpp>
44
#include <glm/gtc/matrix_transform.hpp>
5-
#ifndef ANDROID
65
#include <GLFW/glfw3.h>
7-
#endif
86

97
class Camera {
108
public:
@@ -23,9 +21,7 @@ class Camera {
2321
void reset();
2422

2523
// Input handling
26-
#ifndef ANDROID
2724
void processKeyboard(GLFWwindow* window, float deltaTime);
28-
#endif
2925
void processMouseMovement(float xOffset, float yOffset);
3026
void processMouseScroll(float yOffset);
3127

src/VulkanRayTracing.cpp

Lines changed: 0 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -86,11 +86,7 @@ void VulkanRayTracing::createAccumulationImage(VkPhysicalDevice physicalDevice,
8686
// Prepare for external memory export (for CUDA interop)
8787
VkExportMemoryAllocateInfo exportAllocInfo{};
8888
exportAllocInfo.sType = VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO;
89-
#ifdef _WIN32
9089
exportAllocInfo.handleTypes = VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT;
91-
#else
92-
exportAllocInfo.handleTypes = VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_FD_BIT;
93-
#endif
9490

9591
VkMemoryAllocateInfo allocInfo{};
9692
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;

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