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CMakeLists.txt
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CMakeLists.txt
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cmake_minimum_required( VERSION 2.8.7 )
project(GZDoom)
if( COMMAND cmake_policy )
if( POLICY CMP0011 )
cmake_policy( SET CMP0011 NEW )
endif()
if( POLICY CMP0054 )
cmake_policy( SET CMP0054 NEW )
endif()
endif()
list( APPEND CMAKE_MODULE_PATH ${CMAKE_SOURCE_DIR}/cmake )
include( FindPackageHandleStandardArgs )
# Support cross compiling
option( FORCE_CROSSCOMPILE "Turn on cross compiling." NO )
if( FORCE_CROSSCOMPILE )
set( CMAKE_CROSSCOMPILING TRUE )
endif()
if(CMAKE_CROSSCOMPILING)
set(IMPORT_EXECUTABLES "IMPORTFILE-NOTFOUND" CACHE FILEPATH "Export file from native build.")
include(${IMPORT_EXECUTABLES})
endif()
# Recursive function to place PK3 archive source files into a hierarchy of source file in the IDE
function( assort_pk3_source_folder FOLDER_NAME PK3_DIR )
# Assort source files into folders in the IDE
file(GLOB PK3_SRCS ${PK3_DIR}/*) # Create list of all files in this folder
foreach(PK3_SRC ${PK3_SRCS})
# If there are subfolders, recurse into them
if(IS_DIRECTORY ${PK3_SRC})
get_filename_component(DIRNAME ${PK3_SRC} NAME)
# Exclude folder from list of source files
list(REMOVE_ITEM PK3_SRCS ${PK3_SRC})
# Recurse deeper into the filesystem folder tree
assort_pk3_source_folder( ${FOLDER_NAME}\\${DIRNAME} ${PK3_SRC} )
endif()
# Assign IDE group for current top-level source files
source_group(${FOLDER_NAME} FILES ${PK3_SRCS})
endforeach()
endfunction()
option( PK3_QUIET_ZIPDIR "Do not list files processed by zipdir" NO )
if( PK3_QUIET_ZIPDIR )
set( PK3_ZIPDIR_OPTIONS "-q" )
endif()
# Simplify pk3 building, add_pk3(filename srcdirectory)
function( add_pk3 PK3_NAME PK3_DIR )
# Generate target name. Just use "pk3" for main pk3 target.
string( REPLACE "." "_" PK3_TARGET ${PK3_NAME} )
if( NOT ZDOOM_OUTPUT_OLDSTYLE )
add_custom_command( OUTPUT ${ZDOOM_OUTPUT_DIR}/${PK3_NAME}
COMMAND zipdir -udf ${PK3_ZIPDIR_OPTIONS} ${ZDOOM_OUTPUT_DIR}/${PK3_NAME} ${PK3_DIR}
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${ZDOOM_OUTPUT_DIR}/${PK3_NAME} $<TARGET_FILE_DIR:zdoom>/${PK3_NAME}
DEPENDS zipdir )
else()
add_custom_command( OUTPUT ${ZDOOM_OUTPUT_DIR}/${PK3_NAME}
COMMAND zipdir -udf ${PK3_ZIPDIR_OPTIONS} ${ZDOOM_OUTPUT_DIR}/${PK3_NAME} ${PK3_DIR}
DEPENDS zipdir )
endif()
# Create a list of source files for this PK3, for use in the IDE
# Phase 1: Create a list of all source files for this PK3 archive, except
# for a couple of strife image file names that confuse CMake.
file(GLOB_RECURSE PK3_SRCS ${PK3_DIR}/*)
# Exclude from the source list some gzdoom .png files with brackets in the
# file names here, because they confuse CMake.
# This only affects the list of source files shown in the IDE.
# It does not actually remove the files from the PK3 archive.
# First replace that toxic bracket character with something we can handle
string(REPLACE "[" confusing_bracket PK3_SRCS "${PK3_SRCS}")
string(REPLACE "]" confusing_bracket PK3_SRCS "${PK3_SRCS}")
foreach(PK3_SRC ${PK3_SRCS}) # All source files at all levels
# Exclude those quarantined source file source file names that once had a bracket
if(${PK3_SRC} MATCHES confusing_bracket)
# message(STATUS "Ignoring PK3 file name containing brackets "${PK3_SRC})
list(REMOVE_ITEM PK3_SRCS ${PK3_SRC})
endif()
endforeach()
# Phase 2: Create the PK3 build rule, including the source file list for the IDE
# Touch the zipdir executable here so that the pk3s are forced to
# rebuild each time since their dependency has "changed."
add_custom_target( ${PK3_TARGET} ALL
COMMAND ${CMAKE_COMMAND} -E touch $<TARGET_FILE:zipdir>
DEPENDS ${ZDOOM_OUTPUT_DIR}/${PK3_NAME}
SOURCES ${PK3_SRCS})
# Phase 3: Assign source files to a nice folder structure in the IDE
assort_pk3_source_folder("Source Files" ${PK3_DIR})
# Phase 4: Add the resulting PK3 to the install target.
if( WIN32 )
set( INSTALL_PK3_PATH . CACHE STRING "Directory where zdoom.pk3 will be placed during install." )
else()
set( INSTALL_PK3_PATH share/games/doom CACHE STRING "Directory where zdoom.pk3 will be placed during install." )
endif()
install(FILES "${PROJECT_BINARY_DIR}/${PK3_NAME}"
DESTINATION ${INSTALL_PK3_PATH}
COMPONENT "Game resources")
endfunction()
# Macro for building libraries without debugging information
macro( make_release_only )
set( CMAKE_C_FLAGS_MINSIZEREL ${CMAKE_C_FLAGS_RELEASE} )
set( CMAKE_C_FLAGS_RELWITHDEBINFO ${CMAKE_C_FLAGS_RELEASE} )
string( REPLACE "/MT " "/MTd " CMAKE_C_FLAGS_DEBUG ${CMAKE_C_FLAGS_RELEASE} )
set( CMAKE_CXX_FLAGS_MINSIZEREL ${CMAKE_CXX_FLAGS_RELEASE} )
set( CMAKE_CXX_FLAGS_RELWITHDEBINFO ${CMAKE_CXX_FLAGS_RELEASE} )
string( REPLACE "/MT " "/MTd " CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_RELEASE} )
endmacro()
IF( NOT CMAKE_BUILD_TYPE )
SET( CMAKE_BUILD_TYPE Debug CACHE STRING
"Choose the type of build, options are: Debug Release RelWithDebInfo MinSizeRel."
FORCE )
ENDIF()
set( ZDOOM_OUTPUT_DIR ${CMAKE_BINARY_DIR} CACHE PATH "Directory where zdoom.pk3 and the executable will be created." )
set( ZDOOM_EXE_NAME "gzdoom" CACHE FILEPATH "Name of the executable to create" )
if( MSVC )
# Allow the user to use ZDOOM_OUTPUT_DIR as a single release point.
# Use zdoom, zdoomd, zdoom64, and zdoomd64 for the binary names
option( ZDOOM_OUTPUT_OLDSTYLE "Don't use Release/Debug directories." OFF )
else()
set( ZDOOM_OUTPUT_OLDSTYLE OFF )
endif()
# Replacement variables for a possible long list of C/C++ compilers compatible with GCC
if( "${CMAKE_C_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_C_COMPILER_ID}" STREQUAL "Clang" )
set( ZD_CMAKE_COMPILER_IS_GNUC_COMPATIBLE TRUE )
else()
set( ZD_CMAKE_COMPILER_IS_GNUC_COMPATIBLE FALSE )
endif()
if( "${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang" )
set( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE TRUE )
else()
set( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE FALSE )
endif()
if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
set( PROFILE 0 CACHE BOOL "Enable profiling with gprof for Debug and RelWithDebInfo build types." )
endif()
option( NO_OPENAL "Disable OpenAL sound support" OFF )
find_package( BZip2 )
find_package( JPEG )
find_package( ZLIB )
include( TargetArch )
target_architecture(ZDOOM_TARGET_ARCH)
if( ${ZDOOM_TARGET_ARCH} MATCHES "x86_64" )
set( HAVE_VM_JIT ON )
endif()
# no, we're not using external asmjit for now, we made too many modifications to our's.
# if the asmjit author uses our changes then we'll update this.
#if( ${HAVE_VM_JIT} )
# find_package( asmjit )
#endif()
# GME
#find_path( GME_INCLUDE_DIR gme/gme.h )
#find_library( GME_LIBRARIES gme )
#mark_as_advanced( GME_INCLUDE_DIR GME_LIBRARIES )
#FIND_PACKAGE_HANDLE_STANDARD_ARGS( GME
# REQUIRED_VARS GME_LIBRARIES GME_INCLUDE_DIR
#)
if( MSVC )
# Eliminate unreferenced functions and data
# Perform identical COMDAT folding
set( REL_LINKER_FLAGS "/opt:ref /opt:icf /nodefaultlib:msvcrt /TSAWARE /LARGEADDRESSAWARE" )
# String pooling
# Function-level linking
# Disable run-time type information
set( ALL_C_FLAGS "/GF /Gy /GR-" )
# Use SSE 2 as minimum always as the true color drawers needs it for __vectorcall
#set( ALL_C_FLAGS "${ALL_C_FLAGS} /arch:SSE2") # This is already the default
# if( CMAKE_SIZEOF_VOID_P MATCHES "4")
# # SSE2 option (to allow x87 in 32 bit and disallow extended feature sets which have not yet been checked for precision)
# option (ZDOOM_USE_SSE2 "Use SSE2 instruction set")
# if (ZDOOM_USE_SSE2)
# set( ALL_C_FLAGS "${ALL_C_FLAGS} /arch:SSE2")
# else ()
# if (MSVC_VERSION GREATER 1699)
# # On Visual C++ 2012 and later SSE2 is the default, so we need to switch it off explicitly
# set( ALL_C_FLAGS "${ALL_C_FLAGS} /arch:IA32")
# endif ()
# endif ()
# else()
# set( ALL_C_FLAGS "${ALL_C_FLAGS} /arch:SSE2")
# endif()
# Avoid CRT DLL dependancies in release builds, optionally generate assembly output for checking crash locations.
option( ZDOOM_GENERATE_ASM "Generate assembly output." OFF )
if( ZDOOM_GENERATE_ASM )
set( REL_C_FLAGS "/MT /Oy /Oi /FAcs /GS-" )
else()
set( REL_C_FLAGS "/MT /Oy /Oi /GS-" )
endif()
# Debug allocations in debug builds
set( DEB_C_FLAGS "/D _CRTDBG_MAP_ALLOC /MTd" )
# Disable warnings for unsecure CRT functions from VC8+
set( ALL_C_FLAGS "${ALL_C_FLAGS} /wd4996 /DUNICODE /D_UNICODE" )
# The CMake configurations set /GR and /MD by default, which conflict with our settings.
string(REPLACE "/MD " " " CMAKE_CXX_FLAGS_RELEASE ${CMAKE_CXX_FLAGS_RELEASE} )
string(REPLACE "/MD " " " CMAKE_CXX_FLAGS_MINSIZEREL ${CMAKE_CXX_FLAGS_MINSIZEREL} )
string(REPLACE "/MD " " " CMAKE_CXX_FLAGS_RELWITHDEBINFO ${CMAKE_CXX_FLAGS_RELWITHDEBINFO} )
string(REPLACE "/Ob1 " "/Ob2 " CMAKE_CXX_FLAGS_RELWITHDEBINFO ${CMAKE_CXX_FLAGS_RELWITHDEBINFO} )
string(REPLACE "/MDd " " " CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG} )
string(REPLACE "/MD " " " CMAKE_C_FLAGS_RELEASE ${CMAKE_C_FLAGS_RELEASE} )
string(REPLACE "/MD " " " CMAKE_C_FLAGS_MINSIZEREL ${CMAKE_C_FLAGS_MINSIZEREL} )
string(REPLACE "/MD " " " CMAKE_C_FLAGS_RELWITHDEBINFO ${CMAKE_C_FLAGS_RELWITHDEBINFO} )
string(REPLACE "/MDd " " " CMAKE_C_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG} )
string(REPLACE " /GR" " " CMAKE_CXX_FLAGS ${CMAKE_CXX_FLAGS} )
else()
set( REL_LINKER_FLAGS "" )
set( ALL_C_FLAGS "-ffp-contract=off" )
set( REL_C_FLAGS "" )
set( DEB_C_FLAGS "" )
if( APPLE )
if( CMAKE_CXX_COMPILER_ID STREQUAL "Clang" )
# With standard Apple tools -stdlib=libc++ needs to be specified in order to get
# C++11 support using SDKs 10.7 and 10.8.
set( CMAKE_CXX_FLAGS "-stdlib=libc++ ${CMAKE_CXX_FLAGS}" )
set( CMAKE_EXE_LINKER_FLAGS "-stdlib=libc++ ${CMAKE_EXE_LINKER_FLAGS}" )
elseif( CMAKE_CXX_COMPILER_ID STREQUAL "GNU" )
# If we're compiling with a custom GCC on the Mac (which we know since g++-4.2 doesn't support C++11) statically link libgcc.
set( ALL_C_FLAGS "-static-libgcc" )
endif()
elseif( NOT MINGW )
# Generic GCC/Clang requires position independent executable to be enabled explicitly
set( ALL_C_FLAGS "${ALL_C_FLAGS} -fPIE" )
set( CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -pie" )
endif( APPLE )
endif()
set( CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS_RELEASE} ${REL_LINKER_FLAGS}" )
set( CMAKE_EXE_LINKER_FLAGS_MINSIZEREL "${CMAKE_EXE_LINKER_FLAGS_MINSIZEREL} ${REL_LINKER_FLAGS}" )
set( CMAKE_EXE_LINKER_FLAGS_RELWITHDEBINFO "${CMAKE_EXE_LINKER_FLAGS_RELWITHDEBINFO} ${REL_LINKER_FLAGS}" )
set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${ALL_C_FLAGS}" )
set( CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} ${REL_C_FLAGS}" )
set( CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL} ${REL_C_FLAGS}" )
set( CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} ${REL_C_FLAGS}" )
set( CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${DEB_C_FLAGS} -D_DEBUG" )
set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${ALL_C_FLAGS}" )
set( CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} ${REL_C_FLAGS}" )
set( CMAKE_CXX_FLAGS_MINSIZEREL "${CMAKE_CXX_FLAGS_MINSIZEREL} ${REL_C_FLAGS}" )
set( CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} ${REL_C_FLAGS}" )
set( CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${DEB_C_FLAGS} -D_DEBUG" )
option(FORCE_INTERNAL_ZLIB "Use internal zlib")
option(FORCE_INTERNAL_JPEG "Use internal jpeg")
option(FORCE_INTERNAL_BZIP2 "Use internal bzip2")
option(FORCE_INTERNAL_GME "Use internal gme" ON)
mark_as_advanced( FORCE_INTERNAL_GME )
option(FORCE_INTERNAL_ASMJIT "Use internal asmjit" ON)
mark_as_advanced( FORCE_INTERNAL_ASMJIT )
# Fast math flags, required by some subprojects
set( ZD_FASTMATH_FLAG "" )
if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
set( ZD_FASTMATH_FLAG "-ffast-math -ffp-contract=fast" )
elseif( MSVC )
set( ZD_FASTMATH_FLAG "/fp:fast" )
endif()
if( ZLIB_FOUND AND NOT FORCE_INTERNAL_ZLIB )
message( STATUS "Using system zlib, includes found at ${ZLIB_INCLUDE_DIR}" )
else()
message( STATUS "Using internal zlib" )
set( SKIP_INSTALL_ALL TRUE ) # Avoid installing zlib alongside zdoom
add_subdirectory( zlib )
set( ZLIB_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/zlib )
set( ZLIB_LIBRARIES z )
set( ZLIB_LIBRARY z )
endif()
if( ${HAVE_VM_JIT} )
if( ASMJIT_FOUND AND NOT FORCE_INTERNAL_ASMJIT )
message( STATUS "Using system asmjit, includes found at ${ASMJIT_INCLUDE_DIR}" )
else()
message( STATUS "Using internal asmjit" )
set( SKIP_INSTALL_ALL TRUE ) # Avoid installing asmjit alongside zdoom
add_subdirectory( asmjit )
set( ASMJIT_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/asmjit )
set( ASMJIT_LIBRARIES asmjit )
set( ASMJIT_LIBRARY asmjit )
endif()
endif()
if( JPEG_FOUND AND NOT FORCE_INTERNAL_JPEG )
message( STATUS "Using system jpeg library, includes found at ${JPEG_INCLUDE_DIR}" )
else()
message( STATUS "Using internal jpeg library" )
add_subdirectory( jpeg )
set( JPEG_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/jpeg )
set( JPEG_LIBRARIES jpeg )
set( JPEG_LIBRARY jpeg )
endif()
if( BZIP2_FOUND AND NOT FORCE_INTERNAL_BZIP2 )
message( STATUS "Using system bzip2 library, includes found at ${BZIP2_INCLUDE_DIR}" )
else()
message( STATUS "Using internal bzip2 library" )
add_subdirectory( bzip2 )
set( BZIP2_INCLUDE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/bzip2" )
set( BZIP2_LIBRARIES bz2 )
set( BZIP2_LIBRARY bz2 )
endif()
if( GME_FOUND AND NOT FORCE_INTERNAL_GME )
message( STATUS "Using system gme library, includes found at ${GME_INCLUDE_DIR}" )
else()
message( STATUS "Using internal gme library" )
# Use MAME as it's balanced emulator: well-accurate, but doesn't eats lot of CPU
# Nuked OPN2 is very accurate emulator, but it eats too much CPU for the workflow
set( GME_YM2612_EMU "MAME" )
add_subdirectory( game-music-emu )
set( GME_INCLUDE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/game-music-emu" )
set( GME_LIBRARIES gme )
endif()
set( LZMA_INCLUDE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/lzma/C" )
if( NOT CMAKE_CROSSCOMPILING )
if( NOT CROSS_EXPORTS )
set( CROSS_EXPORTS "" )
endif()
endif()
# Install the entire docs directory in the distributed zip package
if( WIN32 )
set( INSTALL_DOCS_PATH docs CACHE STRING "Directory where the documentation will be placed during install." )
else()
set( INSTALL_DOCS_PATH share/doc/${ZDOOM_EXE_NAME} CACHE STRING "Directory where the zdoom documentation will be placed during install." )
endif()
install(DIRECTORY docs/
DESTINATION ${INSTALL_DOCS_PATH}
COMPONENT "Documentation")
add_subdirectory( lzma )
add_subdirectory( tools )
add_subdirectory( dumb )
add_subdirectory( gdtoa )
add_subdirectory( wadsrc )
add_subdirectory( wadsrc_bm )
add_subdirectory( wadsrc_lights )
add_subdirectory( wadsrc_extra )
add_subdirectory( src )
if( NOT CMAKE_CROSSCOMPILING )
export(TARGETS ${CROSS_EXPORTS} FILE "${CMAKE_BINARY_DIR}/ImportExecutables.cmake" )
endif()