Zelda64Recomp/CMakeLists.txt

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CMake
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cmake_minimum_required(VERSION 3.20)
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if (APPLE) # has to be set before the first project() or enable_language()
set(CMAKE_OSX_DEPLOYMENT_TARGET "11.0" CACHE STRING "Minimum OS X deployment version")
endif()
project(Zelda64Recompiled LANGUAGES C CXX)
set(CMAKE_C_STANDARD 17)
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set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
# set(CMAKE_CXX_VISIBILITY_PRESET hidden)
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if (CMAKE_CXX_COMPILER_ID STREQUAL "Clang" AND CMAKE_CXX_SIMULATE_ID STREQUAL "MSVC")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-everything /W4")
endif()
# Opt out of constexpr mutex constructor on windows to prevent vcredist issues
if (WIN32)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D_DISABLE_CONSTEXPR_MUTEX_CONSTRUCTOR")
endif()
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if (APPLE)
enable_language(OBJC OBJCXX)
# Check if VULKAN_SDK environment variable is set
if(NOT DEFINED ENV{VULKAN_SDK})
message(FATAL_ERROR "VULKAN_SDK environment variable is not set.")
else()
set(VULKAN_SDK $ENV{VULKAN_SDK})
endif()
# Define paths to Vulkan loader and MoltenVK libraries
set(VULKAN_LOADER_PATH "${VULKAN_SDK}/lib/libvulkan.dylib")
set(MOLTENVK_PATH "${VULKAN_SDK}/lib/libMoltenVK.dylib")
# Ensure the Vulkan loader and MoltenVK libraries exist
if(NOT EXISTS "${VULKAN_LOADER_PATH}")
message(FATAL_ERROR "Vulkan loader not found at ${VULKAN_LOADER_PATH}")
endif()
if(NOT EXISTS "${MOLTENVK_PATH}")
message(FATAL_ERROR "MoltenVK not found at ${MOLTENVK_PATH}")
endif()
endif()
# Avoid warning about DOWNLOAD_EXTRACT_TIMESTAMP in CMake 3.24:
if (CMAKE_VERSION VERSION_GREATER_EQUAL "3.24.0")
cmake_policy(SET CMP0135 NEW)
endif()
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set (CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
set (CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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if (WIN32)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/lib/")
endif()
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set(RT64_STATIC TRUE)
add_subdirectory(${CMAKE_SOURCE_DIR}/lib/rt64 ${CMAKE_BINARY_DIR}/rt64)
# set(BUILD_SHARED_LIBS_SAVED "${BUILD_SHARED_LIBS}")
set(BUILD_SHARED_LIBS OFF)
SET(LUNASVG_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
add_subdirectory(${CMAKE_SOURCE_DIR}/lib/lunasvg)
# set(BUILD_SHARED_LIBS "${BUILD_SHARED_LIBS_SAVED}")
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SET(ENABLE_SVG_PLUGIN ON CACHE BOOL "" FORCE)
SET(RMLUI_TESTS_ENABLED OFF CACHE BOOL "" FORCE)
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)
# RecompiledFuncs - Library containing the primary recompiler output
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add_library(RecompiledFuncs STATIC)
target_compile_options(RecompiledFuncs PRIVATE
# -Wno-unused-but-set-variable
-fno-strict-aliasing
-Wno-unused-variable
-Wno-implicit-function-declaration
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)
target_include_directories(RecompiledFuncs PRIVATE
${CMAKE_SOURCE_DIR}/include
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${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/ultramodern/include
${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/librecomp/include
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)
file(GLOB FUNC_C_SOURCES ${CMAKE_SOURCE_DIR}/RecompiledFuncs/*.c)
file(GLOB FUNC_CXX_SOURCES ${CMAKE_SOURCE_DIR}/RecompiledFuncs/*.cpp)
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target_sources(RecompiledFuncs PRIVATE ${FUNC_C_SOURCES} ${FUNC_CXX_SOURCES})
# PatchesLib - Library containing the recompiled output for any custom function patches
add_library(PatchesLib STATIC)
target_compile_options(PatchesLib PRIVATE
# -Wno-unused-but-set-variable
-fno-strict-aliasing
-Wno-unused-variable
-Wno-implicit-function-declaration
)
target_include_directories(PatchesLib PRIVATE
${CMAKE_SOURCE_DIR}/include
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${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/ultramodern/include
${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/librecomp/include
)
target_sources(PatchesLib PRIVATE
${CMAKE_SOURCE_DIR}/RecompiledPatches/patches.c
${CMAKE_SOURCE_DIR}/RecompiledPatches/patches_bin.c
)
set_source_files_properties(${CMAKE_SOURCE_DIR}/RecompiledPatches/patches.c PROPERTIES COMPILE_FLAGS -fno-strict-aliasing)
# Build patches elf
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if(NOT DEFINED PATCHES_C_COMPILER)
set(PATCHES_C_COMPILER clang)
endif()
if(NOT DEFINED PATCHES_LD)
set(PATCHES_LD ld.lld)
endif()
if(NOT DEFINED PATCHES_OBJCOPY)
set(PATCHES_OBJCOPY llvm-objcopy)
endif()
add_custom_target(PatchesBin
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COMMAND ${CMAKE_COMMAND} -E env CC=${PATCHES_C_COMPILER} LD=${PATCHES_LD} OBJCOPY=${PATCHES_OBJCOPY} make
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/patches
BYPRODUCTS ${CMAKE_SOURCE_DIR}/patches/patches.elf
)
# Generate patches_bin.c from patches.bin
add_custom_command(OUTPUT ${CMAKE_SOURCE_DIR}/RecompiledPatches/patches_bin.c
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
DEPENDS ${CMAKE_SOURCE_DIR}/patches/patches.bin
)
# Recompile patches elf into patches.c and patches.bin
add_custom_command(OUTPUT
${CMAKE_SOURCE_DIR}/patches/patches.bin
${CMAKE_SOURCE_DIR}/RecompiledPatches/patches.c
${CMAKE_SOURCE_DIR}/RecompiledPatches/recomp_overlays.inl
${CMAKE_SOURCE_DIR}/RecompiledPatches/funcs.h
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# TODO: Look into why modifying patches requires two builds to take
COMMAND ./N64Recomp patches.toml
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
DEPENDS ${CMAKE_SOURCE_DIR}/patches/patches.elf
)
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# Download controller db file for controller support via SDL2
set(GAMECONTROLLERDB_COMMIT "b1e4090b3d4266e55feb0793efa35792e05faf66")
set(GAMECONTROLLERDB_URL "https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/${GAMECONTROLLERDB_COMMIT}/gamecontrollerdb.txt")
file(DOWNLOAD ${GAMECONTROLLERDB_URL} ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt
TLS_VERIFY ON)
add_custom_target(DownloadGameControllerDB
DEPENDS ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt)
# Main executable
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add_executable(Zelda64Recompiled MACOSX_BUNDLE)
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add_dependencies(Zelda64Recompiled DownloadGameControllerDB)
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set (SOURCES
${CMAKE_SOURCE_DIR}/src/main/main.cpp
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${CMAKE_SOURCE_DIR}/src/main/support.cpp
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${CMAKE_SOURCE_DIR}/src/main/register_overlays.cpp
${CMAKE_SOURCE_DIR}/src/main/register_patches.cpp
${CMAKE_SOURCE_DIR}/src/main/rt64_render_context.cpp
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${CMAKE_SOURCE_DIR}/src/game/input.cpp
${CMAKE_SOURCE_DIR}/src/game/controls.cpp
${CMAKE_SOURCE_DIR}/src/game/config.cpp
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${CMAKE_SOURCE_DIR}/src/game/scene_table.cpp
${CMAKE_SOURCE_DIR}/src/game/debug.cpp
${CMAKE_SOURCE_DIR}/src/game/quicksaving.cpp
${CMAKE_SOURCE_DIR}/src/game/recomp_api.cpp
${CMAKE_SOURCE_DIR}/src/ui/ui_renderer.cpp
${CMAKE_SOURCE_DIR}/src/ui/ui_launcher.cpp
${CMAKE_SOURCE_DIR}/src/ui/ui_config.cpp
${CMAKE_SOURCE_DIR}/src/ui/ui_color_hack.cpp
${CMAKE_SOURCE_DIR}/src/ui/ui_rml_hacks.cpp
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${CMAKE_SOURCE_DIR}/rsp/aspMain.cpp
${CMAKE_SOURCE_DIR}/rsp/njpgdspMain.cpp
${CMAKE_SOURCE_DIR}/lib/RmlUi/Backends/RmlUi_Platform_SDL.cpp
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)
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if (APPLE)
list(APPEND SOURCES ${CMAKE_SOURCE_DIR}/src/main/support_apple.mm)
endif()
target_include_directories(Zelda64Recompiled PRIVATE
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${CMAKE_SOURCE_DIR}/include
${CMAKE_SOURCE_DIR}/lib/concurrentqueue
${CMAKE_SOURCE_DIR}/lib/GamepadMotionHelpers
${CMAKE_SOURCE_DIR}/lib/RmlUi/Include
${CMAKE_SOURCE_DIR}/lib/RmlUi/Backends
${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib
${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/hlslpp/include
${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/dxc/inc
${CMAKE_SOURCE_DIR}/lib/rt64/src
${CMAKE_SOURCE_DIR}/lib/rt64/src/rhi
${CMAKE_SOURCE_DIR}/lib/rt64/src/render
${CMAKE_SOURCE_DIR}/lib/sse2neon
${CMAKE_SOURCE_DIR}/lib/freetype-windows-binaries/include
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${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/nativefiledialog-extended/src/include
${CMAKE_BINARY_DIR}/shaders
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${CMAKE_CURRENT_BINARY_DIR}
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)
if(CMAKE_SIZEOF_VOID_P EQUAL 8 AND CMAKE_SYSTEM_PROCESSOR MATCHES "x86_64|amd64|AMD64")
target_compile_options(Zelda64Recompiled PRIVATE
-march=nehalem
-fno-strict-aliasing
-fms-extensions
)
else()
target_compile_options(Zelda64Recompiled PRIVATE
-fno-strict-aliasing
-fms-extensions
)
endif()
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if (MSVC)
# Disable identical code folding, since this breaks mod function patching as multiple functions can get merged into one.
target_link_options(Zelda64Recompiled PRIVATE /OPT:NOICF)
endif()
if (WIN32)
include(FetchContent)
if (DEFINED ENV{SDL2_VERSION})
set(SDL2_VERSION $ENV{SDL2_VERSION})
else()
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set(SDL2_VERSION "2.30.3")
endif()
# Fetch SDL2 on windows
FetchContent_Declare(
sdl2
URL https://github.com/libsdl-org/SDL/releases/download/release-${SDL2_VERSION}/SDL2-devel-${SDL2_VERSION}-VC.zip
)
FetchContent_MakeAvailable(sdl2)
target_include_directories(Zelda64Recompiled PRIVATE
${sdl2_SOURCE_DIR}/include
)
target_link_directories(Zelda64Recompiled PRIVATE
${sdl2_SOURCE_DIR}/lib/x64
)
# Copy SDL2 and dxc DLLs to output folder as post build step
add_custom_command(TARGET Zelda64Recompiled POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${sdl2_SOURCE_DIR}/lib/x64/SDL2.dll"
"${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxil.dll"
"${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxcompiler.dll"
$<TARGET_FILE_DIR:Zelda64Recompiled>)
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set_target_properties(
Zelda64Recompiled
PROPERTIES
LINK_FLAGS_DEBUG "/SUBSYSTEM:CONSOLE"
LINK_FLAGS_RELEASE "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup"
LINK_FLAGS_RELWITHDEBINFO "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup"
LINK_FLAGS_MINSIZEREL "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup"
)
target_sources(Zelda64Recompiled PRIVATE ${CMAKE_SOURCE_DIR}/icons/app.rc)
endif()
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if (APPLE)
find_package(SDL2 REQUIRED)
target_include_directories(Zelda64Recompiled PRIVATE ${SDL2_INCLUDE_DIRS})
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
set(THREADS_PREFER_PTHREAD_FLAG TRUE)
find_package(Threads REQUIRED)
target_link_libraries(Zelda64Recompiled PRIVATE ${CMAKE_DL_LIBS} Threads::Threads)
# Set bundle properties
set_target_properties(Zelda64Recompiled PROPERTIES
MACOSX_BUNDLE TRUE
MACOSX_BUNDLE_BUNDLE_NAME "Zelda64Recompiled"
MACOSX_BUNDLE_GUI_IDENTIFIER "com.github.zelda64recompiled"
MACOSX_BUNDLE_BUNDLE_VERSION "1.0"
MACOSX_BUNDLE_SHORT_VERSION_STRING "1.0"
MACOSX_BUNDLE_ICON_FILE "AppIcon.icns"
MACOSX_BUNDLE_INFO_PLIST ${CMAKE_BINARY_DIR}/Info.plist
)
set(ICON_SOURCE ${CMAKE_SOURCE_DIR}/icons/512.png)
set(ICONSET_DIR ${CMAKE_BINARY_DIR}/AppIcon.iconset)
set(ICNS_FILE ${CMAKE_BINARY_DIR}/resources/AppIcon.icns)
# Create iconset directory and add PNG file
add_custom_command(
OUTPUT ${ICONSET_DIR}
COMMAND ${CMAKE_COMMAND} -E make_directory ${ICONSET_DIR}
COMMAND ${CMAKE_COMMAND} -E copy ${ICON_SOURCE} ${ICONSET_DIR}/icon_512x512.png
COMMAND ${CMAKE_COMMAND} -E copy ${ICON_SOURCE} ${ICONSET_DIR}/icon_512x512@2x.png
COMMAND touch ${ICONSET_DIR}
COMMENT "Creating iconset directory and copying PNG file"
)
# Convert iconset to icns
add_custom_command(
OUTPUT ${ICNS_FILE}
DEPENDS ${ICONSET_DIR}
COMMAND iconutil -c icns ${ICONSET_DIR} -o ${ICNS_FILE}
COMMENT "Converting iconset to icns"
)
# Custom target to ensure icns creation
add_custom_target(create_icns ALL DEPENDS ${ICNS_FILE})
# Set source file properties for the resulting icns file
set_source_files_properties(${ICNS_FILE} PROPERTIES
MACOSX_PACKAGE_LOCATION "Resources"
)
# Add the icns file to the executable target
target_sources(Zelda64Recompiled PRIVATE ${ICNS_FILE})
# Ensure Zelda64Recompiled depends on create_icns
add_dependencies(Zelda64Recompiled create_icns)
# Configure Info.plist
configure_file(${CMAKE_SOURCE_DIR}/.github/macos/Info.plist.in ${CMAKE_BINARY_DIR}/Info.plist @ONLY)
# Install the app bundle
install(TARGETS Zelda64Recompiled BUNDLE DESTINATION .)
# Copy required frameworks to bundle
target_link_libraries(Zelda64Recompiled PRIVATE ${MOLTENVK_PATH} ${VULKAN_LOADER_PATH})
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# Post-build steps for macOS bundle
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add_custom_command(TARGET Zelda64Recompiled POST_BUILD
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# 1. Copy and fix frameworks first
COMMAND ${CMAKE_COMMAND} -P ${CMAKE_SOURCE_DIR}/.github/macos/fixup_bundle.cmake
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# 2. Copy all resources
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/assets ${CMAKE_BINARY_DIR}/temp_assets
COMMAND ${CMAKE_COMMAND} -E remove_directory ${CMAKE_BINARY_DIR}/temp_assets/scss
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_BINARY_DIR}/temp_assets $<TARGET_BUNDLE_DIR:Zelda64Recompiled>/Contents/Resources/assets
COMMAND ${CMAKE_COMMAND} -E remove_directory ${CMAKE_BINARY_DIR}/temp_assets
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# 3. Copy Vulkan ICD files
COMMAND ${CMAKE_COMMAND} -E make_directory $<TARGET_BUNDLE_DIR:Zelda64Recompiled>/Contents/Resources/vulkan/icd.d
COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_SOURCE_DIR}/.github/macOS/MoltenVK_icd.json $<TARGET_BUNDLE_DIR:Zelda64Recompiled>/Contents/Resources/vulkan/icd.d/
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# 4. Copy controller database
COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt $<TARGET_BUNDLE_DIR:Zelda64Recompiled>/Contents/Resources/
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# 5. Set RPATH
COMMAND install_name_tool -add_rpath "@executable_path/../Frameworks/" $<TARGET_BUNDLE_DIR:Zelda64Recompiled>/Contents/MacOS/Zelda64Recompiled
# 6. Apply JIT workaround
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COMMAND ${CMAKE_COMMAND} -E echo "Applying JIT compilation workaround"
COMMAND /bin/bash -c "printf '\\x07' | dd of=$<TARGET_FILE:Zelda64Recompiled> bs=1 seek=160 count=1 conv=notrunc"
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# 7. Sign frameworks first
COMMAND codesign --force --sign - $<TARGET_BUNDLE_DIR:Zelda64Recompiled>/Contents/Frameworks/*
# 8. Finally sign the whole bundle with runtime option
COMMAND codesign --deep --force --sign - --options runtime $<TARGET_BUNDLE_DIR:Zelda64Recompiled>
COMMENT "Performing post-build steps for macOS bundle"
VERBATIM
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)
endif()
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if (CMAKE_SYSTEM_NAME MATCHES "Linux")
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.
add_custom_command(OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.c ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.h
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
DEPENDS ${CMAKE_SOURCE_DIR}/icons/512.png
)
target_sources(Zelda64Recompiled PRIVATE ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.c)
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message(STATUS "SDL2_FOUND = ${SDL2_FOUND}")
message(STATUS "SDL2_INCLUDE_DIRS = ${SDL2_INCLUDE_DIRS}")
target_include_directories(Zelda64Recompiled PRIVATE ${SDL2_INCLUDE_DIRS})
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message(STATUS "X11_FOUND = ${X11_FOUND}")
message(STATUS "X11_Xrandr_FOUND = ${X11_Xrandr_FOUND}")
message(STATUS "X11_INCLUDE_DIR = ${X11_INCLUDE_DIR}")
message(STATUS "X11_LIBRARIES = ${X11_LIBRARIES}")
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})
find_package(Freetype REQUIRED)
message(STATUS "FREETYPE_FOUND = ${FREETYPE_FOUND}")
message(STATUS "FREETYPE_INCLUDE_DIRS = ${FREETYPE_INCLUDE_DIRS}")
message(STATUS "FREETYPE_LIBRARIES = ${FREETYPE_LIBRARIES}")
include_directories(${FREETYPE_LIBRARIES})
target_link_libraries(Zelda64Recompiled PRIVATE ${FREETYPE_LIBRARIES})
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
set(THREADS_PREFER_PTHREAD_FLAG TRUE)
find_package(Threads REQUIRED)
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target_link_libraries(Zelda64Recompiled PRIVATE "-latomic -static-libstdc++" ${CMAKE_DL_LIBS} Threads::Threads)
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endif()
target_link_libraries(Zelda64Recompiled PRIVATE
PatchesLib
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RecompiledFuncs
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SDL2::SDL2
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librecomp
ultramodern
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rt64
RmlCore
RmlDebugger
nfd
lunasvg
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)
# TODO fix the rt64 CMake script so that this doesn't need to be duplicated here
# For DXC
set (DXC_COMMON_OPTS "-I${PROJECT_SOURCE_DIR}/src")
set (DXC_DXIL_OPTS "-Wno-ignored-attributes")
set (DXC_SPV_OPTS "-spirv" "-fspv-target-env=vulkan1.0" "-fvk-use-dx-layout")
set (DXC_PS_OPTS "${DXC_COMMON_OPTS}" "-E" "PSMain" "-T ps_6_0" "-D DYNAMIC_RENDER_PARAMS")
set (DXC_VS_OPTS "${DXC_COMMON_OPTS}" "-E" "VSMain" "-T vs_6_0" "-D DYNAMIC_RENDER_PARAMS" "-fvk-invert-y")
set (DXC_CS_OPTS "${DXC_COMMON_OPTS}" "-E" "CSMain" "-T cs_6_0")
set (DXC_GS_OPTS "${DXC_COMMON_OPTS}" "-E" "GSMain" "-T gs_6_0")
set (DXC_RT_OPTS "${DXC_COMMON_OPTS}" "-D" "RT_SHADER" "-T" "lib_6_3" "-fspv-target-env=vulkan1.1spirv1.4" "-fspv-extension=SPV_KHR_ray_tracing" "-fspv-extension=SPV_EXT_descriptor_indexing")
if (${WIN32})
set (DXC "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxc.exe")
add_compile_definitions(NOMINMAX)
else()
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if (APPLE)
# Apple's binary is universal, so it'll work on both x86_64 and arm64
set (DXC "DYLD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/lib/arm64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/arm64/dxc-macos")
else()
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if(CMAKE_SIZEOF_VOID_P EQUAL 8 AND CMAKE_SYSTEM_PROCESSOR MATCHES "x86_64|amd64|AMD64")
set (DXC "LD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/lib/x64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxc")
else()
set (DXC "LD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/lib/arm64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/arm64/dxc-linux")
endif()
endif()
endif()
build_vertex_shader(Zelda64Recompiled "shaders/InterfaceVS.hlsl" "shaders/InterfaceVS.hlsl")
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build_pixel_shader(Zelda64Recompiled "shaders/InterfacePS.hlsl" "shaders/InterfacePS.hlsl")
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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