Lime3DS/externals/CMakeLists.txt

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# Definitions for all external bundled libraries
# Suppress warnings from external libraries
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if (CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
add_compile_options(/W0)
else()
add_compile_options(-w)
endif()
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${PROJECT_SOURCE_DIR}/CMakeModules)
include(DownloadExternals)
Initial support for scripting (#4016) * Add ZeroMQ external submodule * ZeroMQ libzmq building on macOS * Added RPC namespace, settings and logging * Added request queue handling and new classes * Add C++ interface to ZeroMQ * Added start of ZeroMQ RPC Server implementation. * Request construction and callback request handling * Read and write memory implementation * Add ID to request format and send reply * Add RPC setting to macOS UI * Fixed initialization order bug and added exception handling * Working read-write through Python * Update CMakeLists for libzmq to resolve target name conflict on Windows * Platform-specific CMake definitions for Windows/non-Windows * Add comments * Revert "Add RPC setting to macOS UI" * Always run RPC server instead of configurable * Add Python scripting example. Updated .gitignore * Rename member variables to remove trailing underscore * Finally got libzmq external project building on macOS * Add missing dependency during libzmq build * Adding more missing dependencies [skip ci] * Only build what is required from libzmq * Extra length checks on client input * Call InvalidateCacheRange after memory write * Revert MinGW change. Fix clang-format. Improve error handling in request/reply. Allow any length of data read/write in Python. * Re-organized RPC static global state into a proper class. [skip ci] * Make sure libzmq always builds in Release mode * Renamed Request to Packet since Request and Reply are the same thing * Moved request fulfillment out of Packet and into RPCServer * Change request thread from sleep to condition variable * Remove non-blocking polling from ZMQ server code. Receive now blocks and terminates properly without sleeping. This change significantly improves script speed. * Move scripting files to dist/ instead of src/ * C++ code review changes for jroweboy [skip ci] * Python code review changes for jroweboy [skip ci] * Add docstrings and tests to citra.py [skip ci] * Add host OS check for libzmq build * Revert "Add host OS check for libzmq build" * Fixed a hang when emulation is stopped and restarted due to improper destruction order of ZMQ objects [skip ci] * Add scripting directory to archive packaging [skip ci] * Specify C/CXX compiler variables on MinGW build * Only specify compiler on Linux mingw * Use gcc and g++ on Windows mingw * Specify generator for mingw * Don't specify toolchain on windows mingw * Changed citra.py to support Python 3 instead of Python 2 * Fix bug where RPC wouldn't restart after Stop/Start emulation * Added copyright to headers and reorganized includes and forward declarations
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include(ExternalProject)
# Boost
if (NOT USE_SYSTEM_BOOST)
message(STATUS "Including vendored Boost library")
set(BOOST_ROOT "${CMAKE_SOURCE_DIR}/externals/boost" CACHE STRING "")
set(Boost_INCLUDE_DIR "${CMAKE_SOURCE_DIR}/externals/boost" CACHE STRING "")
set(Boost_NO_SYSTEM_PATHS ON CACHE BOOL "")
add_library(boost INTERFACE)
target_include_directories(boost SYSTEM INTERFACE ${Boost_INCLUDE_DIR})
# Boost::serialization
file(GLOB boost_serialization_SRC "${CMAKE_SOURCE_DIR}/externals/boost/libs/serialization/src/*.cpp")
add_library(boost_serialization STATIC ${boost_serialization_SRC})
target_link_libraries(boost_serialization PUBLIC boost)
# Boost::iostreams
add_library(
boost_iostreams
STATIC
${CMAKE_SOURCE_DIR}/externals/boost/libs/iostreams/src/file_descriptor.cpp
${CMAKE_SOURCE_DIR}/externals/boost/libs/iostreams/src/mapped_file.cpp
)
target_link_libraries(boost_iostreams PUBLIC boost)
# Add additional boost libs here; remember to ALIAS them in the root CMakeLists!
endif()
# Catch2
set(CATCH_INSTALL_DOCS OFF CACHE BOOL "")
set(CATCH_INSTALL_EXTRAS OFF CACHE BOOL "")
add_subdirectory(catch2)
# Crypto++
set(CRYPTOPP_BUILD_DOCUMENTATION OFF CACHE BOOL "")
set(CRYPTOPP_BUILD_TESTING OFF CACHE BOOL "")
set(CRYPTOPP_INSTALL OFF CACHE BOOL "")
set(CRYPTOPP_SOURCES "${CMAKE_SOURCE_DIR}/externals/cryptopp" CACHE STRING "")
add_subdirectory(cryptopp-cmake)
# HACK: The logic to set up the base include directory for CryptoPP does not work with Android SDK CMake 3.22.1.
# Until there is a fixed version available, this code will detect and add in the proper include if it does not exist.
if(ANDROID)
message(STATUS "Applying CryptoPP include fix.")
get_target_property(CRYPTOPP_INCLUDES cryptopp INTERFACE_INCLUDE_DIRECTORIES)
foreach(CRYPTOPP_INCLUDE ${CRYPTOPP_INCLUDES})
if("${CRYPTOPP_INCLUDE}" MATCHES "\\$<BUILD_INTERFACE:(.*)/cryptopp>")
message(STATUS "Fixed include path: ${CMAKE_MATCH_1}")
target_include_directories(cryptopp PUBLIC $<BUILD_INTERFACE:${CMAKE_MATCH_1}>)
break()
endif()
endforeach()
endif()
Custom textures rewrite (#6452) * common: Add thread pool from yuzu * Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs * core: Improve ImageInterface * Provide a default implementation so frontends don't have to duplicate code registering the lodepng version * Add a dds version too which we will use in the next commit * rasterizer_cache: Rewrite custom textures * There's just too much to talk about here, look at the PR description for more details * rasterizer_cache: Implement basic pack configuration file * custom_tex_manager: Flip dumped textures * custom_tex_manager: Optimize custom texture hashing * If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode * custom_tex_manager: Implement asynchronous texture loading * The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts * Address review comments * custom_tex_manager: Introduce custom material support * video_core: Move custom textures to separate directory * Also split the files to make the code cleaner * gl_texture_runtime: Generate mipmaps for material * custom_tex_manager: Prevent memory overflow when preloading * externals: Add dds-ktx as submodule * string_util: Return vector from SplitString * No code benefits from passing it as an argument * custom_textures: Use json config file * gl_rasterizer: Only bind material for unit 0 * Address review comments
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# dds-ktx
add_library(dds-ktx INTERFACE)
target_include_directories(dds-ktx INTERFACE ./dds-ktx)
# fmt and Xbyak need to be added before dynarmic
# libfmt
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option(FMT_INSTALL "" ON)
add_subdirectory(fmt EXCLUDE_FROM_ALL)
# Xbyak
if ("x86_64" IN_LIST ARCHITECTURE)
add_subdirectory(xbyak EXCLUDE_FROM_ALL)
endif()
# Dynarmic
if ("x86_64" IN_LIST ARCHITECTURE OR "arm64" IN_LIST ARCHITECTURE)
set(DYNARMIC_TESTS OFF CACHE BOOL "")
set(DYNARMIC_FRONTENDS "A32" CACHE STRING "")
add_subdirectory(dynarmic EXCLUDE_FROM_ALL)
endif()
# getopt
if (MSVC)
add_subdirectory(getopt)
endif()
# Glad
add_subdirectory(glad)
# glslang
set(SKIP_GLSLANG_INSTALL ON CACHE BOOL "")
set(ENABLE_GLSLANG_BINARIES OFF CACHE BOOL "")
set(ENABLE_SPVREMAPPER OFF CACHE BOOL "")
set(ENABLE_CTEST OFF CACHE BOOL "")
set(ENABLE_HLSL OFF CACHE BOOL "")
set(BUILD_EXTERNAL OFF CACHE BOOL "")
add_subdirectory(glslang)
# inih
add_subdirectory(inih)
# MicroProfile
add_library(microprofile INTERFACE)
target_include_directories(microprofile SYSTEM INTERFACE ./microprofile)
# Nihstro
add_library(nihstro-headers INTERFACE)
target_include_directories(nihstro-headers SYSTEM INTERFACE ./nihstro/include)
if (MSVC)
# TODO: For some reason MSVC still applies this warning even with /W0 for externals.
target_compile_options(nihstro-headers INTERFACE /wd4715)
endif()
# Open Source Archives
add_subdirectory(open_source_archives)
# Dynamic library headers
add_subdirectory(library-headers EXCLUDE_FROM_ALL)
# SoundTouch
set(INTEGER_SAMPLES ON CACHE BOOL "")
set(SOUNDSTRETCH OFF CACHE BOOL "")
set(SOUNDTOUCH_DLL OFF CACHE BOOL "")
add_subdirectory(soundtouch EXCLUDE_FROM_ALL)
# sirit
add_subdirectory(sirit EXCLUDE_FROM_ALL)
# Teakra
add_subdirectory(teakra EXCLUDE_FROM_ALL)
# SDL2
if (ENABLE_SDL2 AND NOT USE_SYSTEM_SDL2)
add_subdirectory(sdl2)
endif()
# libusb
if (ENABLE_LIBUSB AND NOT USE_SYSTEM_LIBUSB)
add_subdirectory(libusb)
set(LIBUSB_INCLUDE_DIR "" PARENT_SCOPE)
set(LIBUSB_LIBRARIES usb PARENT_SCOPE)
endif()
# Zstandard
set(ZSTD_LEGACY_SUPPORT OFF)
set(ZSTD_BUILD_PROGRAMS OFF)
set(ZSTD_BUILD_SHARED OFF)
add_subdirectory(zstd/build/cmake EXCLUDE_FROM_ALL)
target_include_directories(libzstd_static INTERFACE $<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/externals/zstd/lib>)
# ENet
add_subdirectory(enet)
target_include_directories(enet INTERFACE ./enet/include)
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# Cubeb
if (ENABLE_CUBEB)
set(BUILD_TESTS OFF CACHE BOOL "")
set(BUILD_TOOLS OFF CACHE BOOL "")
set(BUNDLE_SPEEX ON CACHE BOOL "")
add_subdirectory(cubeb EXCLUDE_FROM_ALL)
endif()
# DiscordRPC
if (USE_DISCORD_PRESENCE)
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add_subdirectory(discord-rpc EXCLUDE_FROM_ALL)
target_include_directories(discord-rpc INTERFACE ./discord-rpc/include)
endif()
Custom textures rewrite (#6452) * common: Add thread pool from yuzu * Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs * core: Improve ImageInterface * Provide a default implementation so frontends don't have to duplicate code registering the lodepng version * Add a dds version too which we will use in the next commit * rasterizer_cache: Rewrite custom textures * There's just too much to talk about here, look at the PR description for more details * rasterizer_cache: Implement basic pack configuration file * custom_tex_manager: Flip dumped textures * custom_tex_manager: Optimize custom texture hashing * If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode * custom_tex_manager: Implement asynchronous texture loading * The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts * Address review comments * custom_tex_manager: Introduce custom material support * video_core: Move custom textures to separate directory * Also split the files to make the code cleaner * gl_texture_runtime: Generate mipmaps for material * custom_tex_manager: Prevent memory overflow when preloading * externals: Add dds-ktx as submodule * string_util: Return vector from SplitString * No code benefits from passing it as an argument * custom_textures: Use json config file * gl_rasterizer: Only bind material for unit 0 * Address review comments
2023-04-27 06:38:28 +02:00
# JSON
add_library(json-headers INTERFACE)
target_include_directories(json-headers INTERFACE ./json)
# OpenSSL
if (USE_SYSTEM_OPENSSL)
find_package(OpenSSL 1.1)
if (OPENSSL_FOUND)
set(OPENSSL_LIBRARIES OpenSSL::SSL OpenSSL::Crypto)
endif()
endif()
if (NOT OPENSSL_FOUND)
# LibreSSL
set(LIBRESSL_SKIP_INSTALL ON CACHE BOOL "")
set(OPENSSLDIR "/etc/ssl/")
add_subdirectory(libressl EXCLUDE_FROM_ALL)
target_include_directories(ssl INTERFACE ./libressl/include)
target_compile_definitions(ssl PRIVATE -DHAVE_INET_NTOP)
get_directory_property(OPENSSL_LIBRARIES
DIRECTORY libressl
DEFINITION OPENSSL_LIBS)
endif()
# httplib
add_library(httplib INTERFACE)
target_include_directories(httplib INTERFACE ./httplib)
target_compile_options(httplib INTERFACE -DCPPHTTPLIB_OPENSSL_SUPPORT)
target_link_libraries(httplib INTERFACE ${OPENSSL_LIBRARIES})
if(ANDROID)
add_subdirectory(android-ifaddrs)
target_link_libraries(httplib INTERFACE ifaddrs)
endif()
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# cpp-jwt
if (ENABLE_WEB_SERVICE)
add_library(cpp-jwt INTERFACE)
target_include_directories(cpp-jwt INTERFACE ./cpp-jwt/include)
target_compile_definitions(cpp-jwt INTERFACE CPP_JWT_USE_VENDORED_NLOHMANN_JSON)
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endif()
# lodepng
add_subdirectory(lodepng)
# (xperia64): Only use libyuv on Android b/c of build issues on Windows and mandatory JPEG
if(ANDROID)
# libyuv
add_subdirectory(libyuv)
target_include_directories(yuv INTERFACE ./libyuv/include)
endif()
# OpenAL Soft
if (ENABLE_OPENAL)
set(ALSOFT_EMBED_HRTF_DATA OFF CACHE BOOL "")
set(ALSOFT_EXAMPLES OFF CACHE BOOL "")
set(ALSOFT_INSTALL OFF CACHE BOOL "")
set(ALSOFT_INSTALL_CONFIG OFF CACHE BOOL "")
set(ALSOFT_INSTALL_HRTF_DATA OFF CACHE BOOL "")
set(ALSOFT_INSTALL_AMBDEC_PRESETS OFF CACHE BOOL "")
set(ALSOFT_UTILS OFF CACHE BOOL "")
set(LIBTYPE "STATIC" CACHE STRING "")
add_subdirectory(openal-soft EXCLUDE_FROM_ALL)
endif()
# VMA
add_library(vma INTERFACE)
target_include_directories(vma SYSTEM INTERFACE ./vma/include)
# vulkan-headers
add_library(vulkan-headers INTERFACE)
target_include_directories(vulkan-headers SYSTEM INTERFACE ./vulkan-headers/include)
Add vulkan backend (#6512) * code: Prepare frontend for vulkan support * citra_qt: Add vulkan options to the GUI * vk_instance: Collect tooling info * renderer_vulkan: Add vulkan backend * qt: Fix fullscreen and resize issues on macOS. (#47) * qt: Fix bugged macOS full screen transition. * renderer/vulkan: Fix swapchain recreation destroying in-use semaphore. * renderer/vulkan: Make gl_Position invariant. (#48) This fixes an issue with black artifacts in Pokemon games on Apple GPUs. If the vertex calculations differ slightly between render passes, it can cause parts of model faces to fail depth test. * vk_renderpass_cache: Bump pixel format count * android: Custom driver code * vk_instance: Set moltenvk configuration * rasterizer_cache: Proper surface unregister * citra_qt: Fix invalid characters * vk_rasterizer: Correct special unbind * android: Allow async presentation toggle * vk_graphics_pipeline: Fix async shader compilation * We were actually waiting for the pipelines regardless of the setting, oops * vk_rasterizer: More robust attribute loading * android: Move PollEvents to OpenGL window * Vulkan does not need this and it causes problems * vk_instance: Enable robust buffer access * Improves stability on mali devices * vk_renderpass_cache: Bring back renderpass flushing * externals: Update vulkan-headers * gl_rasterizer: Separable shaders for everyone * vk_blit_helper: Corect depth to color convertion * renderer_vulkan: Implement reinterpretation with copy * Allows reinterpreteration with simply copy on AMD * vk_graphics_pipeline: Only fast compile if no shaders are pending * With this shaders weren't being compiled in parallel * vk_swapchain: Ensure vsync doesn't lock framerate * vk_present_window: Match guest swapchain size to vulkan image count * Less latency and fixes crashes that were caused by images being deleted before free * vk_instance: Blacklist VK_EXT_pipeline_creation_cache_control with nvidia gpus * Resolves crashes when async shader compilation is enabled * vk_rasterizer: Bump async threshold to 6 * Many games have fullscreen quads with 6 vertices. Fixes pokemon textures missing with async shaders * android: More robust surface recreation * renderer_vulkan: Fix dynamic state being lost * vk_pipeline_cache: Skip cache save when no pipeline cache exists * This is the cache when loading a save state * sdl: Fix surface initialization on macOS. (#49) * sdl: Fix surface initialization on macOS. * sdl: Fix render window events not being handled under Vulkan. * renderer/vulkan: Fix binding/unbinding of shadow rendering buffer. * vk_stream_buffer: Respect non coherent access alignment * Required by nvidia GPUs on MacOS * renderer/vulkan: Support VK_EXT_fragment_shader_interlock for shadow rendering. (#51) * renderer_vulkan: Port some recent shader fixes * vk_pipeline_cache: Improve shadow detection * vk_swapchain: Add missing check * renderer_vulkan: Fix hybrid screen * Revert "gl_rasterizer: Separable shaders for everyone" Causes crashes on mali GPUs, will need separate PR This reverts commit d22d556d30ff641b62dfece85738c96b7fbf7061. * renderer_vulkan: Fix flipped screenshot --------- Co-authored-by: Steveice10 <1269164+Steveice10@users.noreply.github.com>
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if (APPLE)
target_include_directories(vulkan-headers SYSTEM INTERFACE ${CMAKE_CURRENT_SOURCE_DIR}/MoltenVK)
endif()
# adrenotools
if (ANDROID)
add_subdirectory(libadrenotools)
endif()