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admin: Rename the repo's top level doc/ subdir to docs/
Mostly for conformance with OpenImageIO, since we share so many scripts and management docmentation. But looking across ASWF project, they almost all use "docs/" (OSL and OpenVDB were the only outliers). Signed-off-by: Larry Gritz <lg@larrygritz.com>
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.github/PULL_REQUEST_TEMPLATE.md

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<!-- Put an 'x' in the boxes as you complete the checklist items -->
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- [ ] **I have read the guidelines** on [contributions](https://github.com/AcademySoftwareFoundation/OpenShadingLanguage/blob/main/CONTRIBUTING.md) and [code review procedures](https://github.com/AcademySoftwareFoundation/OpenShadingLanguage/blob/main/docs/dev/CodeReview.md).
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- [ ] **I have read the [Policy on AI Coding Assistants](https://github.com/AcademySoftwareFoundation/OpenShadingLanguage/blob/main/doc/dev/AI_Policy.md)**
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- [ ] **I have read the [Policy on AI Coding Assistants](https://github.com/AcademySoftwareFoundation/OpenShadingLanguage/blob/main/docs/dev/AI_Policy.md)**
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and if I used AI coding assistants, I have an `Assisted-by: TOOL / MODEL`
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line in the pull request description above.
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- [ ] **I have updated the documentation** if my PR adds features or changes

.github/workflows/ci.yml

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- '!**/analysis.yml'
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- '!**/docs.yml'
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- '!**.properties'
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- '!doc/**'
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- '!docs/**'
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pull_request:
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paths:
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- '**'
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- '!**.md'
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- '!**.rst'
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- '!**.tex'
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- '!doc/**'
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- '!docs/**'
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schedule:
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# Full nightly build, for the main project repo (not for forks)
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- cron: "0 6 * * *"

CONTRIBUTING.md

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8. After approval, one of the senior developers (with commit approval to the
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official main repository) will merge your fixes into the main branch.
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Please see the [Code Review](doc/dev/CodeReview.md) document for more
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Please see the [Code Review](docs/dev/CodeReview.md) document for more
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explanaton of the code review process.
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README.md

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* [CONTRIBUTING](CONTRIBUTING.md) has detailed instructions about the
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development process.
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* [AI Policy](doc/dev/AI_Policy.md) decribes our policies on AI coding
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* [AI Policy](docs/dev/AI_Policy.md) decribes our policies on AI coding
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assistance tools.
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* [RELEASING](doc/dev/RELEASING.md) explains our policies and procedures for
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* [RELEASING](docs/dev/RELEASING.md) explains our policies and procedures for
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making releases. We have a major, possibly-compatibility-breaking, release
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annually in September/October, and minor bug fix and safe feature addition
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release at the beginning of every month.
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* Other developer documentation is in the [doc/dev](doc/dev) directory.
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* Other developer documentation is in the [docs/dev](docs/dev) directory.
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* You may also have luck learning a bit about the organization and
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architecture of the project by reading the [DeepWiki Analysis of
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OpenShadingLanguage](https://deepwiki.com/AcademySoftwareFoundation/OpenShadingLanguage).
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https://github.com/debaetsd/OSL_build
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Method #2:
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Go through `doc/build_install/windows/Readme.md` and using batch files to install OSL cleanly!
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Go through `docs/build_install/windows/Readme.md` and using batch files to install OSL cleanly!
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## macOS
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It still needs some other works to make it complete for all dependencies (optional).
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We will keep Pixar name on it as inspiration code (or we can keep their copyright)
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You can Run the installer from: `yourpath/OpenShadingLanguage/doc/build_install/windows/build_osl.bat`
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You can Run the installer from: `yourpath/OpenShadingLanguage/docs/build_install/windows/build_osl.bat`
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---
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|
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Open `doc/build_install/windows/osl_env_vars_setup.bat` in your editor and edit paths' values based on your installation folders.
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Open `docs/build_install/windows/osl_env_vars_setup.bat` in your editor and edit paths' values based on your installation folders.
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### **2.3 Set Flags based on your needs**
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The main build launcher is here `doc/build_install/windows/build_osl.bat`
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The main build launcher is here `docs/build_install/windows/build_osl.bat`
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For now we can not assign pre-installed llvm so we have to build all together at once and put all of them in one directory.
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**My Method:**
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- Open Powershell
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- Go to: yourPath/OpenShadingLanguage/doc/build_install/windows
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- Go to: yourPath/OpenShadingLanguage/docs/build_install/windows
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- Run build_osl.bat release
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### **3.1 Running the code based on your config**
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TIP: this process is getting better, I will update the document soon
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**Conclusion:**
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For easy installation you just need to setup your Environment Variables in `yourPath/OpenShadingLanguage/doc/build_install/windows/osl_env_vars_setup.bat` based on your paths
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For easy installation you just need to setup your Environment Variables in `yourPath/OpenShadingLanguage/docs/build_install/windows/osl_env_vars_setup.bat` based on your paths
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It is a custom setup, for example all dependencies are built before osl, because I had lots of issues on using external installation (like llvm)
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and I tried this method on llvm 7, 8 and 9, all with error, so my current build setup is on llvm 11 and C++14, it can be changed in code. (I am trying to make it easy to use for changing configs with arguments)

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