mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-16 19:09:15 +01:00
333 lines
13 KiB
CMake
333 lines
13 KiB
CMake
cmake_minimum_required(VERSION 3.20)
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project(Zelda64Recompiled)
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set(CMAKE_C_STANDARD 17)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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# set(CMAKE_CXX_VISIBILITY_PRESET hidden)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-everything -Wall -Wextra")
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# Avoid warning about DOWNLOAD_EXTRACT_TIMESTAMP in CMake 3.24:
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if (CMAKE_VERSION VERSION_GREATER_EQUAL "3.24.0")
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cmake_policy(SET CMP0135 NEW)
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endif()
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set (CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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set (CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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if (WIN32)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/lib/")
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endif()
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set(RT64_STATIC TRUE)
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add_subdirectory(${CMAKE_SOURCE_DIR}/lib/rt64 ${CMAKE_BINARY_DIR}/rt64)
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# set(BUILD_SHARED_LIBS_SAVED "${BUILD_SHARED_LIBS}")
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set(BUILD_SHARED_LIBS OFF)
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SET(LUNASVG_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
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add_subdirectory(${CMAKE_SOURCE_DIR}/lib/lunasvg)
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# set(BUILD_SHARED_LIBS "${BUILD_SHARED_LIBS_SAVED}")
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SET(ENABLE_SVG_PLUGIN ON CACHE BOOL "" FORCE)
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add_subdirectory(${CMAKE_SOURCE_DIR}/lib/RmlUi)
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add_subdirectory(${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime)
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target_include_directories(rt64 PRIVATE ${CMAKE_BINARY_DIR}/rt64/src)
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# RecompiledFuncs - Library containing the primary recompiler output
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add_library(RecompiledFuncs STATIC)
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target_compile_options(RecompiledFuncs PRIVATE
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# -Wno-unused-but-set-variable
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-fno-strict-aliasing
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-Wno-unused-variable
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-Wno-implicit-function-declaration
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)
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target_include_directories(RecompiledFuncs PRIVATE
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${CMAKE_SOURCE_DIR}/include
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${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/ultramodern/include
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${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/librecomp/include
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)
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file(GLOB FUNC_C_SOURCES ${CMAKE_SOURCE_DIR}/RecompiledFuncs/*.c)
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file(GLOB FUNC_CXX_SOURCES ${CMAKE_SOURCE_DIR}/RecompiledFuncs/*.cpp)
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target_sources(RecompiledFuncs PRIVATE ${FUNC_C_SOURCES} ${FUNC_CXX_SOURCES})
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# PatchesLib - Library containing the recompiled output for any custom function patches
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add_library(PatchesLib STATIC)
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target_compile_options(PatchesLib PRIVATE
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# -Wno-unused-but-set-variable
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-fno-strict-aliasing
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-Wno-unused-variable
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-Wno-implicit-function-declaration
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)
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target_include_directories(PatchesLib PRIVATE
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${CMAKE_SOURCE_DIR}/include
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${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/ultramodern/include
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${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/librecomp/include
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)
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target_sources(PatchesLib PRIVATE
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${CMAKE_SOURCE_DIR}/RecompiledPatches/patches.c
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${CMAKE_SOURCE_DIR}/RecompiledPatches/patches_bin.c
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)
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set_source_files_properties(${CMAKE_SOURCE_DIR}/RecompiledPatches/patches.c PROPERTIES COMPILE_FLAGS -fno-strict-aliasing)
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# Build patches elf
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if(NOT DEFINED PATCHES_C_COMPILER)
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set(PATCHES_C_COMPILER clang)
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endif()
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if(NOT DEFINED PATCHES_LD)
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set(PATCHES_LD ld.lld)
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endif()
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if(NOT DEFINED PATCHES_OBJCOPY)
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set(PATCHES_OBJCOPY llvm-objcopy)
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endif()
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add_custom_target(PatchesBin
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COMMAND ${CMAKE_COMMAND} -E env CC=${PATCHES_C_COMPILER} LD=${PATCHES_LD} OBJCOPY=${PATCHES_OBJCOPY} make
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/patches
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BYPRODUCTS ${CMAKE_SOURCE_DIR}/patches/patches.bin
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)
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# Generate patches_bin.c from patches.bin
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add_custom_command(OUTPUT ${CMAKE_SOURCE_DIR}/RecompiledPatches/patches_bin.c
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COMMAND file_to_c ${CMAKE_SOURCE_DIR}/patches/patches.bin mm_patches_bin ${CMAKE_SOURCE_DIR}/RecompiledPatches/patches_bin.c ${CMAKE_SOURCE_DIR}/RecompiledPatches/patches_bin.h
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DEPENDS ${CMAKE_SOURCE_DIR}/patches/patches.bin
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)
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# Recompile patches elf into patches.c
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add_custom_command(OUTPUT
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${CMAKE_SOURCE_DIR}/RecompiledPatches/patches.c
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${CMAKE_SOURCE_DIR}/RecompiledPatches/recomp_overlays.inl
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${CMAKE_SOURCE_DIR}/RecompiledPatches/funcs.h
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# TODO: Look into why modifying patches requires two builds to take
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COMMAND ./N64Recomp patches.toml
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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DEPENDS ${CMAKE_SOURCE_DIR}/patches/patches.bin
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)
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# Download controller db file for controller support via SDL2
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set(GAMECONTROLLERDB_COMMIT "b1e4090b3d4266e55feb0793efa35792e05faf66")
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set(GAMECONTROLLERDB_URL "https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/${GAMECONTROLLERDB_COMMIT}/gamecontrollerdb.txt")
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file(DOWNLOAD ${GAMECONTROLLERDB_URL} ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt
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TLS_VERIFY ON)
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add_custom_target(DownloadGameControllerDB
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DEPENDS ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt)
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# Main executable
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add_executable(Zelda64Recompiled)
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add_dependencies(Zelda64Recompiled DownloadGameControllerDB)
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# Generate mm_shader_cache.c from the MM shader cache if it exists
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if (EXISTS ${CMAKE_SOURCE_DIR}/shadercache/mm_shader_cache.bin)
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set(HAS_MM_SHADER_CACHE TRUE)
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target_compile_definitions(Zelda64Recompiled PRIVATE HAS_MM_SHADER_CACHE)
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add_custom_command(OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/mm_shader_cache.c ${CMAKE_CURRENT_BINARY_DIR}/mm_shader_cache.h
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COMMAND file_to_c ${CMAKE_SOURCE_DIR}/shadercache/mm_shader_cache.bin mm_shader_cache_bytes ${CMAKE_CURRENT_BINARY_DIR}/mm_shader_cache.c ${CMAKE_CURRENT_BINARY_DIR}/mm_shader_cache.h
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DEPENDS ${CMAKE_SOURCE_DIR}/shadercache/mm_shader_cache.bin
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)
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endif()
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set (SOURCES
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${CMAKE_SOURCE_DIR}/src/main/main.cpp
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${CMAKE_SOURCE_DIR}/src/main/register_overlays.cpp
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${CMAKE_SOURCE_DIR}/src/main/register_patches.cpp
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${CMAKE_SOURCE_DIR}/src/main/rt64_render_context.cpp
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${CMAKE_SOURCE_DIR}/src/game/input.cpp
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${CMAKE_SOURCE_DIR}/src/game/controls.cpp
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${CMAKE_SOURCE_DIR}/src/game/config.cpp
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${CMAKE_SOURCE_DIR}/src/game/scene_table.cpp
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${CMAKE_SOURCE_DIR}/src/game/debug.cpp
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${CMAKE_SOURCE_DIR}/src/game/quicksaving.cpp
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${CMAKE_SOURCE_DIR}/src/game/recomp_api.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_renderer.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_launcher.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_config.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_color_hack.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_rml_hacks.cpp
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${CMAKE_SOURCE_DIR}/rsp/aspMain.cpp
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${CMAKE_SOURCE_DIR}/rsp/njpgdspMain.cpp
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${CMAKE_SOURCE_DIR}/lib/RmlUi/Backends/RmlUi_Platform_SDL.cpp
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)
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if (HAS_MM_SHADER_CACHE)
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list(APPEND SOURCES ${CMAKE_CURRENT_BINARY_DIR}/mm_shader_cache.c)
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endif()
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target_include_directories(Zelda64Recompiled PRIVATE
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${CMAKE_SOURCE_DIR}/include
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${CMAKE_SOURCE_DIR}/lib/concurrentqueue
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${CMAKE_SOURCE_DIR}/lib/GamepadMotionHelpers
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${CMAKE_SOURCE_DIR}/lib/RmlUi/Include
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${CMAKE_SOURCE_DIR}/lib/RmlUi/Backends
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${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib
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${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/hlslpp/include
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${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/dxc/inc
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${CMAKE_SOURCE_DIR}/lib/rt64/src
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${CMAKE_SOURCE_DIR}/lib/rt64/src/rhi
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${CMAKE_SOURCE_DIR}/lib/rt64/src/render
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${CMAKE_SOURCE_DIR}/lib/sse2neon
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${CMAKE_SOURCE_DIR}/lib/freetype-windows-binaries/include
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${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/nativefiledialog-extended/src/include
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${CMAKE_BINARY_DIR}/shaders
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${CMAKE_CURRENT_BINARY_DIR}
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)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8 AND CMAKE_SYSTEM_PROCESSOR MATCHES "x86_64|amd64|AMD64")
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target_compile_options(Zelda64Recompiled PRIVATE
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-march=nehalem
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-fno-strict-aliasing
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-fms-extensions
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)
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else()
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target_compile_options(Zelda64Recompiled PRIVATE
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-fno-strict-aliasing
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-fms-extensions
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)
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endif()
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if (WIN32)
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include(FetchContent)
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if (DEFINED ENV{SDL2_VERSION})
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set(SDL2_VERSION $ENV{SDL2_VERSION})
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else()
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set(SDL2_VERSION "2.30.3")
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endif()
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# Fetch SDL2 on windows
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FetchContent_Declare(
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sdl2
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URL https://github.com/libsdl-org/SDL/releases/download/release-${SDL2_VERSION}/SDL2-devel-${SDL2_VERSION}-VC.zip
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)
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FetchContent_MakeAvailable(sdl2)
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target_include_directories(Zelda64Recompiled PRIVATE
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${sdl2_SOURCE_DIR}/include
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)
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target_link_directories(Zelda64Recompiled PRIVATE
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${sdl2_SOURCE_DIR}/lib/x64
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)
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# Copy SDL2 and dxc DLLs to output folder as post build step
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add_custom_command(TARGET Zelda64Recompiled POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${sdl2_SOURCE_DIR}/lib/x64/SDL2.dll"
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"${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxil.dll"
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"${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxcompiler.dll"
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$<TARGET_FILE_DIR:Zelda64Recompiled>)
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set_target_properties(
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Zelda64Recompiled
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PROPERTIES
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LINK_FLAGS_DEBUG "/SUBSYSTEM:CONSOLE"
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LINK_FLAGS_RELEASE "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup"
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LINK_FLAGS_RELWITHDEBINFO "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup"
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LINK_FLAGS_MINSIZEREL "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup"
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)
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target_sources(Zelda64Recompiled PRIVATE ${CMAKE_SOURCE_DIR}/icons/app.rc)
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endif()
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if (CMAKE_SYSTEM_NAME MATCHES "Linux")
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find_package(SDL2 REQUIRED)
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find_package(X11 REQUIRED)
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# Generate icon_bytes.c from the app icon PNG.
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add_custom_command(OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.c ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.h
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COMMAND file_to_c ${CMAKE_SOURCE_DIR}/icons/512.png icon_bytes ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.c ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.h
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DEPENDS ${CMAKE_SOURCE_DIR}/icons/512.png
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)
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target_sources(Zelda64Recompiled PRIVATE ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.c)
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message(STATUS "SDL2_FOUND = ${SDL2_FOUND}")
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message(STATUS "SDL2_INCLUDE_DIRS = ${SDL2_INCLUDE_DIRS}")
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target_include_directories(Zelda64Recompiled PRIVATE ${SDL2_INCLUDE_DIRS})
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message(STATUS "X11_FOUND = ${X11_FOUND}")
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message(STATUS "X11_Xrandr_FOUND = ${X11_Xrandr_FOUND}")
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message(STATUS "X11_INCLUDE_DIR = ${X11_INCLUDE_DIR}")
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message(STATUS "X11_LIBRARIES = ${X11_LIBRARIES}")
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target_include_directories(Zelda64Recompiled PRIVATE ${X11_INCLUDE_DIR} ${X11_Xrandr_INCLUDE_PATH})
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target_link_libraries(Zelda64Recompiled PRIVATE ${X11_LIBRARIES} ${X11_Xrandr_LIB})
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find_package(Freetype REQUIRED)
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message(STATUS "FREETYPE_FOUND = ${FREETYPE_FOUND}")
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message(STATUS "FREETYPE_INCLUDE_DIRS = ${FREETYPE_INCLUDE_DIRS}")
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message(STATUS "FREETYPE_LIBRARIES = ${FREETYPE_LIBRARIES}")
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include_directories(${FREETYPE_LIBRARIES})
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target_link_libraries(Zelda64Recompiled PRIVATE ${FREETYPE_LIBRARIES})
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set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
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set(THREADS_PREFER_PTHREAD_FLAG TRUE)
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find_package(Threads REQUIRED)
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target_link_libraries(Zelda64Recompiled PRIVATE "-latomic -static-libstdc++" ${CMAKE_DL_LIBS} Threads::Threads)
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endif()
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target_link_libraries(Zelda64Recompiled PRIVATE
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PatchesLib
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RecompiledFuncs
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SDL2
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librecomp
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ultramodern
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rt64
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RmlCore
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RmlDebugger
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nfd
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lunasvg
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)
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# TODO fix the rt64 CMake script so that this doesn't need to be duplicated here
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# For DXC
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set (DXC_COMMON_OPTS "-I${PROJECT_SOURCE_DIR}/src")
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set (DXC_DXIL_OPTS "-Wno-ignored-attributes")
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set (DXC_SPV_OPTS "-spirv" "-fspv-target-env=vulkan1.0" "-fvk-use-dx-layout")
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set (DXC_PS_OPTS "${DXC_COMMON_OPTS}" "-E" "PSMain" "-T ps_6_0" "-D DYNAMIC_RENDER_PARAMS")
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set (DXC_VS_OPTS "${DXC_COMMON_OPTS}" "-E" "VSMain" "-T vs_6_0" "-D DYNAMIC_RENDER_PARAMS" "-fvk-invert-y")
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set (DXC_CS_OPTS "${DXC_COMMON_OPTS}" "-E" "CSMain" "-T cs_6_0")
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set (DXC_GS_OPTS "${DXC_COMMON_OPTS}" "-E" "GSMain" "-T gs_6_0")
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set (DXC_RT_OPTS "${DXC_COMMON_OPTS}" "-D" "RT_SHADER" "-T" "lib_6_3" "-fspv-target-env=vulkan1.1spirv1.4" "-fspv-extension=SPV_KHR_ray_tracing" "-fspv-extension=SPV_EXT_descriptor_indexing")
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if (${WIN32})
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set (DXC "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxc.exe")
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add_compile_definitions(NOMINMAX)
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else()
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if (APPLE)
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# Apple's binary is universal, so it'll work on both x86_64 and arm64
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set (DXC "DYLD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/lib/arm64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/arm64/dxc-macos")
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else()
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if(CMAKE_SIZEOF_VOID_P EQUAL 8 AND CMAKE_SYSTEM_PROCESSOR MATCHES "x86_64|amd64|AMD64")
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set (DXC "LD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/lib/x64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxc")
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else()
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set (DXC "LD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/lib/arm64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/arm64/dxc-linux")
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endif()
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endif()
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endif()
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build_vertex_shader(Zelda64Recompiled "shaders/InterfaceVS.hlsl" "shaders/InterfaceVS.hlsl")
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build_pixel_shader(Zelda64Recompiled "shaders/InterfacePS.hlsl" "shaders/InterfacePS.hlsl")
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target_sources(Zelda64Recompiled PRIVATE ${SOURCES})
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set_property(TARGET Zelda64Recompiled PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}")
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