function(core_link_library lib wraplib) # set(export -Wl,--unresolved-symbols=ignore-all # `cat ${CMAKE_BINARY_DIR}/${CORE_BUILD_DIR}/cores/dll-loader/exports/wrapper.def` # ${CMAKE_BINARY_DIR}/${CORE_BUILD_DIR}/cores/dll-loader/exports/CMakeFiles/wrapper.dir/wrapper.c.o) # set(check_arg "") # if(TARGET ${lib}) # set(target ${lib}) # set(link_lib ${CMAKE_BINARY_DIR}/${CORE_BUILD_DIR}/${lib}/${lib}.a) # set(check_arg ${ARGV2}) # set(data_arg ${ARGV3}) # else() # set(target ${ARGV2}) # set(link_lib ${lib}) # set(check_arg ${ARGV3}) # set(data_arg ${ARGV4}) # endif() # if(check_arg STREQUAL "export") # set(export ${export} # -Wl,--version-script=${ARGV3}) # elseif(check_arg STREQUAL "nowrap") # set(export ${data_arg}) # elseif(check_arg STREQUAL "extras") # foreach(arg ${data_arg}) # list(APPEND export ${arg}) # endforeach() # endif() # get_filename_component(dir ${wraplib} PATH) # add_custom_command(OUTPUT ${wraplib}-${ARCH}${CMAKE_SHARED_MODULE_SUFFIX} # COMMAND cmake -E make_directory ${dir} # COMMAND ${CMAKE_C_COMPILER} # ARGS -Wl,--whole-archive # ${link_lib} # -Wl,--no-whole-archive -lm # -shared -o ${CMAKE_BINARY_DIR}/${wraplib}-${ARCH}${CMAKE_SHARED_MODULE_SUFFIX} # ${export} # DEPENDS ${target} wrapper.def wrapper) # list(APPEND WRAP_FILES ${wraplib}-${ARCH}${CMAKE_SHARED_MODULE_SUFFIX}) # set(WRAP_FILES ${WRAP_FILES} PARENT_SCOPE) endfunction() function(find_soname lib) # Windows uses hardcoded dlls in xbmc/DllPaths_win32.h. # Therefore the output of this function is unused. endfunction() # Add precompiled header to target # Arguments: # target existing target that will be set up to compile with a precompiled header # pch_header the precompiled header file # pch_source the precompiled header source file # Optional Arguments: # PCH_TARGET build precompiled header as separate target with the given name # so that the same precompiled header can be used for multiple libraries # EXCLUDE_SOURCES if not all target sources shall use the precompiled header, # the relevant files can be listed here # On return: # Compiles the pch_source into a precompiled header and adds the header to # the given target function(add_precompiled_header target pch_header pch_source) cmake_parse_arguments(PCH "" "PCH_TARGET" "EXCLUDE_SOURCES" ${ARGN}) if(PCH_PCH_TARGET) set(pch_binary ${PRECOMPILEDHEADER_DIR}/${PCH_PCH_TARGET}.pch) else() set(pch_binary ${PRECOMPILEDHEADER_DIR}/${target}.pch) endif() # Set compile options and dependency for sources get_target_property(sources ${target} SOURCES) list(REMOVE_ITEM sources ${pch_source}) foreach(exclude_source IN LISTS PCH_EXCLUDE_SOURCES) list(REMOVE_ITEM sources ${exclude_source}) endforeach() set_source_files_properties(${sources} PROPERTIES COMPILE_FLAGS "/Yu\"${pch_header}\" /Fp\"${pch_binary}\" /FI\"${pch_header}\"" OBJECT_DEPENDS "${pch_binary}") # Set compile options for precompiled header if(NOT PCH_PCH_TARGET OR NOT TARGET ${PCH_PCH_TARGET}_pch) set_source_files_properties(${pch_source} PROPERTIES COMPILE_FLAGS "/Yc\"${pch_header}\" /Fp\"${pch_binary}\"" OBJECT_OUTPUTS "${pch_binary}") endif() # Compile precompiled header if(PCH_PCH_TARGET) # As own target for usage in multiple libraries if(NOT TARGET ${PCH_PCH_TARGET}_pch) add_library(${PCH_PCH_TARGET}_pch STATIC ${pch_source}) set_target_properties(${PCH_PCH_TARGET}_pch PROPERTIES COMPILE_PDB_OUTPUT_DIRECTORY ${PRECOMPILEDHEADER_DIR}) endif() # From VS2012 onwards, precompiled headers have to be linked against (LNK2011). target_link_libraries(${target} PUBLIC ${PCH_PCH_TARGET}_pch) set_target_properties(${target} PROPERTIES COMPILE_PDB_OUTPUT_DIRECTORY ${PRECOMPILEDHEADER_DIR}) else() # As part of the target target_sources(${target} PRIVATE ${pch_source}) endif() endfunction() # Adds an FX-compiled shader to a target # Creates a custom command that FX-compiles the given shader and adds the # generated header file to the given target. # Arguments: # target Target to add the FX-compiled shader to # hlsl HLSL shader input file # profile HLSL profile that specifies the shader model # entrypoint Shader entry point # On return: # FXC_FILE is set to the name of the generated header file. function(add_shader_dx target hlsl profile entrypoint) get_filename_component(file ${hlsl} NAME_WE) add_custom_command(OUTPUT ${file}.h COMMAND ${FXC} /Fh ${file}.h /E ${entrypoint} /T ${profile} /Vn ${file} /Qstrip_reflect ${hlsl} DEPENDS ${hlsl} COMMENT "FX compile ${hlsl}" VERBATIM) target_sources(${target} PRIVATE ${file}.h) target_include_directories(${target} PRIVATE ${CMAKE_CURRENT_BINARY_DIR}) endfunction() # Copies the main dlls to the root of the buildtree # On return: # files added to ${install_data}, mirror in build tree function(copy_main_dlls_to_buildtree) set(dir ${PROJECT_SOURCE_DIR}/../Win32BuildSetup/dependencies) file(GLOB_RECURSE files ${dir}/*) foreach(file ${files}) copy_file_to_buildtree(${file} ${dir}) endforeach() if(D3DCOMPILER_DLL) get_filename_component(d3dcompiler_dir ${D3DCOMPILER_DLL} DIRECTORY) copy_file_to_buildtree(${D3DCOMPILER_DLL} ${d3dcompiler_dir}) endif() set(install_data ${install_data} PARENT_SCOPE) endfunction()