This only tests "can it be parsed", but the goal of this commit is to
provide a test framework that can be built upon :)
The conformance tests are downloaded, compiled* and installed only if
the INCLUDE_WASM_SPEC_TESTS cmake option is enabled.
(*) Since we do not yet have a wast parser, the compilation is delegated
to an external tool from binaryen, `wasm-as`, which is required for the
test suite download/install to succeed.
This *does* run the tests in CI, but it currently does not include the
spec conformance tests.
The wild card rules at the top of the .gitignore came from a time when
the build wrote back to the git repository and placed files right next
to the source. (Original commit that introduced them 37c27e2e, they were
later consolidated into the root .gitignore in 802d4dc) We have since
moved to cmake, and these rules have become obsolete, and they just
cause issues where we need to go and add negations for these rules in
order for things to work.
A previous change attempted to remove the top wild card rules (PR #4565)
but it was later reverted, as they forgot to remove the top ignore
everything rule '*', so all files were ignored. This change just removes
all of these rules that no longer make sense, restoring a bit of sanity.
*.o,*.d,*.a rules were also from when the build wrote to the repository,
they are now defunct. The same goes for the *Endpoint.h and CMakeFiles
rules.
The lowercase build directory can be removed as we've standardized on
the uppercase 'Build' directory as the root of the build output dir.
This patch adds a basic Zsh completion script for the commands and
targets provided by Meta/serenity.sh. There's some room for improvement
here, e.g. we could provide completion for available CMake targets -
currently completion stops after serenity.sh <command> <target>.
You can enable it by adding this to your .zshrc before completions are
loaded:
fpath=($SERENITY_SOURCE_DIR/Meta/ShellCompletions/zsh $fpath)
When removing and recreating the Build directory, it's quite annoying
having to edit/remove Ports/packages.db as the installer won't install
previously installed port dependencies again if they're still listed.
This problem is easily solved by just considering packages.db a
build-specific file.
This used to be in Kernel/, next to the build-root-filesystem.sh script,
which was then moved to Meta/ during the transition to CMake but has the
working directory set to Build/, effectively expecting it there - which
seems silly.
TL;DR: Very confusing. Use an explicit path relative to SERENITY_ROOT
instead and update the .gitignore files.
These two lines caused this local .gitignore to supersede all inputs
in any files specified by a user's `core.excludesFile` configuration
since the first match was going to be `!*.*` for any file with a
decimal or any directory. `git check-ignore -v somefile` can be used to
test this.
Meta/Lagom/build seems to be the expected cmake output directory.
(It's hardcoded in Libraries/LibJS/Tests/run-tests.)
Add it to the project .gitignore
The LinkDemo program calls dlopen/dlsym/dlclose to try and load
a dyanmic library from /usr/lib. It read a global variable and
calls a global function (extern "C" of course :) ).
There a few hacks left in the LinkLib dynamic library, however.
In order to get the linker to stop complaining, we have to use
-nostartfiles -ffreestanding otherwise it will link crt0.o to our
shared object, which is definitely not right as the _init function
for a main program (that calls main) is not suitable for our lib
Much redundancy is removed from package scripts with this system.
It also supports simple dependency management, uninstalling (through
BSD ports style plist files), cleaning up after itself (with clean,
clean_dist, clean_all commands), etc.
Fork the IPC Connection classes into Server:: and Client::ConnectionNG.
The new IPC messages are serialized very snugly instead of using the
same generic data structure for all messages.
Remove ASAPI.h since we now generate all of it from AudioServer.ipc :^)
Instead of cowboy-calling the VESA BIOS in the bootloader, find the emulator
VGA adapter by scanning the PCI bus. Then set up the desired video mode by
sending device commands.