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function(core_link_library lib wraplib)
  # On Windows there is no need to wrap libraries.
  # Since we cannot build a DLL from an existing LIB, we simply compile the DLL.
  # TODO: core_add_library and core_link_library should be refactored so that we have
  #       decoupled functions for generating the shared libraries. Libs that are not
  #       wrapped should directly be compiled into shared libs.
  if(TARGET ${lib})
    get_property(SOURCES TARGET ${lib} PROPERTY SOURCES)
    get_property(SOURCE_DIR TARGET ${lib} PROPERTY SOURCE_DIR)
    get_property(INCLUDES TARGET ${lib} PROPERTY INCLUDE_DIRECTORIES)
    get_property(DEFINITIONS TARGET ${lib} PROPERTY COMPILE_DEFINITIONS)
    foreach(source IN LISTS SOURCES)
      list(APPEND SOURCES_ABS ${SOURCE_DIR}/${source})
    endforeach()

    add_library(wrap_${lib} SHARED ${SOURCES_ABS})
    set_target_properties(wrap_${lib} PROPERTIES OUTPUT_NAME ${wraplib})
    target_include_directories(wrap_${lib} PRIVATE ${INCLUDES})
    target_compile_definitions(wrap_${lib} PRIVATE ${DEFINITIONS})
  endif()
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_NAME vc140
                                                             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_NAME vc140
                                               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()