CI: build on ubuntu-18.04 (#346)
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19fcd9bf31
commit
1a6a3b3082
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@ -1,10 +1,10 @@
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ARCH=$(uname -m)
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LINUX_DEPLOY_ARCH=$(uname -m)
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if [ "$ARCH" == "x86_64" ]; then
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if [ "$ARCH" = "x86_64" ]; then
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ARCH="x86_64"
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LINUX_DEPLOY_ARCH="x86_64"
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elif [ "$ARCH" == "aarch64" ]; then
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elif [ "$ARCH" = "aarch64" ]; then
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ARCH="arm_aarch64"
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LINUX_DEPLOY_ARCH="aarch64"
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else
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@ -14,11 +14,13 @@ fi
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curl -sSfLO "https://github.com/linuxdeploy/linuxdeploy/releases/download/continuous/linuxdeploy-$LINUX_DEPLOY_ARCH.AppImage"
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curl -sSfLO "https://github.com/linuxdeploy/linuxdeploy-plugin-gtk/raw/master/linuxdeploy-plugin-gtk.sh"
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chmod a+x linuxdeploy*
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mkdir -p AppDir/usr/bin
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cp Zelda64Recompiled AppDir/usr/bin/
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cp -r assets/ AppDir/usr/bin/
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cp gamecontrollerdb.txt AppDir/usr/bin/
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cp icons/512.png AppDir/Zelda64Recompiled.png
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cp .github/linux/Zelda64Recompiled.desktop AppDir/
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@ -34,4 +36,10 @@ echo 'else' >> AppDir/AppRun
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echo ' cd "$this_dir"/usr/bin/' >> AppDir/AppRun
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echo ' ./Zelda64Recompiled' >> AppDir/AppRun
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echo 'fi' >> AppDir/AppRun
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# Remove conflicting libraries
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rm -rf AppDir/usr/lib/libgmodule*
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rm -rf AppDir/usr/lib/gio/modules/*.so
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rm -rf AppDir/usr/lib/libwayland*
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./deploy/usr/bin/linuxdeploy-plugin-appimage --appdir=AppDir
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@ -10,6 +10,10 @@ on:
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type: string
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required: false
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default: '2a2df89349ff25a3afb3a09617deb3a166efe2f3'
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DXC_CHECKSUM:
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type: string
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required: false
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default: '4e6f4e52989aca69739880b40b9f988357f15d10ca03284377b81f1502463ff5'
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secrets:
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ZRE_REPO_WITH_PAT:
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required: true
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@ -18,13 +22,90 @@ concurrency:
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cancel-in-progress: true
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jobs:
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build-linux:
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runs-on: ${{ matrix.arch == 'x64' && matrix.os || format('blaze/{0}', matrix.os) }}
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runs-on: ${{ matrix.os }}
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container:
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image: dcvz/n64recomp:0.0.1-ubuntu-18.04
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strategy:
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matrix:
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type: [ Debug, Release ]
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os: [ ubuntu-22.04 ]
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arch: [ x64, arm64 ]
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name: ${{ matrix.os }} (${{ matrix.arch }}, ${{ matrix.type }})
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name: ubuntu-18.04 (x64, ${{ matrix.type }})
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steps:
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- name: Checkout
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uses: actions/checkout@v3
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with:
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ref: ${{ github.event.pull_request.head.sha || github.ref }}
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submodules: recursive
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- name: ccache
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uses: hendrikmuhs/ccache-action@v1.2.11
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with:
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key: ${{ matrix.os }}-z64re-ccache-${{ matrix.type }}-x64-${{ inputs.N64RECOMP_COMMIT }}
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- name: Prepare Build
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run: |-
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git clone ${{ secrets.ZRE_REPO_WITH_PAT }}
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unzip zre/files.zip > /dev/null 2>&1
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- name: Build N64Recomp & RSPRecomp
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run: |
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git clone https://github.com/Mr-Wiseguy/N64Recomp.git --recurse-submodules N64RecompSource
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cd N64RecompSource
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git checkout ${{ inputs.N64RECOMP_COMMIT }}
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git submodule update --init --recursive
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# enable ccache
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export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
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# Build N64Recomp & RSPRecomp
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cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER=g++-11 -DCMAKE_C_COMPILER=gcc-11 -DCMAKE_MAKE_PROGRAM=ninja -G Ninja -S . -B cmake-build
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cmake --build cmake-build --config Release --target N64Recomp -j $(nproc)
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cmake --build cmake-build --config Release --target RSPRecomp -j $(nproc)
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# Copy N64Recomp & RSPRecomp to root directory
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cp cmake-build/N64Recomp ..
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cp cmake-build/RSPRecomp ..
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- name: Run N64Recomp & RSPRecomp
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run: |
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./N64Recomp us.rev1.toml
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./RSPRecomp aspMain.us.rev1.toml
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./RSPRecomp njpgdspMain.us.rev1.toml
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- name: Hotpatch DXC into RT64's contrib
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run: |
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# check if dxc was updated before we replace it, to detect changes
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echo ${{ inputs.DXC_CHECKSUM }} ./lib/rt64/src/contrib/dxc/bin/x64/dxc | sha256sum --status -c -
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cp -v /usr/local/lib/libdxcompiler.so ./lib/rt64/src/contrib/dxc/lib/x64/libdxcompiler.so
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cp -v /usr/local/bin/dxc ./lib/rt64/src/contrib/dxc/bin/x64/dxc
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- name: Build ZeldaRecomp
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run: |-
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# enable ccache
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export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
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cmake -DCMAKE_BUILD_TYPE=${{ matrix.type }} -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER=clang++-17 -DCMAKE_C_COMPILER=clang-17 -DCMAKE_MAKE_PROGRAM=ninja -G Ninja -S . -B cmake-build -DPATCHES_C_COMPILER=clang-17 -DPATCHES_LD=ld.lld-17 -DPATCHES_OBJCOPY=llvm-objcopy-17
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cmake --build cmake-build --config ${{ matrix.type }} --target Zelda64Recompiled -j $(nproc)
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- name: Prepare Archive
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run: |
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mv cmake-build/Zelda64Recompiled Zelda64Recompiled
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rm -rf assets/scss
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tar -czf Zelda64Recompiled.tar.gz Zelda64Recompiled assets/ gamecontrollerdb.txt
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- name: Archive Zelda64Recomp
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uses: actions/upload-artifact@v3
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with:
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name: Zelda64Recompiled-${{ runner.os }}-X64-${{ matrix.type }}
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path: Zelda64Recompiled.tar.gz
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- name: Build AppImage
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run: |-
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./.github/linux/appimage.sh
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- name: Zelda64Recomp AppImage
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uses: actions/upload-artifact@v3
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with:
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name: Zelda64Recompiled-AppImage-X64-${{ matrix.type }}
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path: Zelda64Recompiled-*.AppImage
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build-linux-arm64:
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runs-on: ${{ format('blaze/{0}', matrix.os) }}
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strategy:
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matrix:
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type: [ Debug, Release ]
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os: [ ubuntu-22.04 ]
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name: ${{ matrix.os }} (arm64, ${{ matrix.type }})
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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@ -34,7 +115,7 @@ jobs:
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- name: ccache
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uses: hendrikmuhs/ccache-action@v1.2
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with:
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key: ${{ matrix.os }}-z64re-ccache-${{ matrix.type }}-${{ matrix.arch }}
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key: ${{ matrix.os }}-z64re-ccache-${{ matrix.type }}-arm64-${{ inputs.N64RECOMP_COMMIT }}
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- name: Install Linux Dependencies
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run: |
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sudo apt-get update
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@ -52,7 +133,7 @@ jobs:
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./configure
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make -j 10
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sudo make install
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sudo cp -av /usr/local/lib/libSDL* /lib/x86_64-linux-gnu/
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sudo cp -av /usr/local/lib/libSDL* /lib/aarch64-linux-gnu/
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echo ::endgroup::
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- name: Prepare Build
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run: |-
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@ -93,18 +174,18 @@ jobs:
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run: |
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mv cmake-build/Zelda64Recompiled Zelda64Recompiled
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rm -rf assets/scss
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tar -czf Zelda64Recompiled.tar.gz Zelda64Recompiled assets/
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tar -czf Zelda64Recompiled.tar.gz Zelda64Recompiled assets/ gamecontrollerdb.txt
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- name: Archive Zelda64Recomp
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uses: actions/upload-artifact@v4
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with:
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name: Zelda64Recompiled-${{ runner.os }}-${{ runner.arch }}-${{ matrix.type }}
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name: Zelda64Recompiled-${{ runner.os }}-ARM64-${{ matrix.type }}
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path: Zelda64Recompiled.tar.gz
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- name: Prepare AppImage
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run: ./.github/linux/appimage.sh
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- name: Zelda64Recomp AppImage
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uses: actions/upload-artifact@v4
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with:
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name: Zelda64Recompiled-AppImage-${{ runner.arch }}-${{ matrix.type }}
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name: Zelda64Recompiled-AppImage-ARM64-${{ matrix.type }}
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path: Zelda64Recompiled-*.AppImage
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build-windows:
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runs-on: windows-latest
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@ -186,3 +267,4 @@ jobs:
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dxil.dll
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SDL2.dll
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assets/
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gamecontrollerdb.txt
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@ -58,3 +58,6 @@ node_modules/
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# Recompiler Linux binary
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N64Recomp
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.DS_Store
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# Controller mappings file
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gamecontrollerdb.txt
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@ -80,8 +80,20 @@ target_sources(PatchesLib PRIVATE
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set_source_files_properties(${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 make
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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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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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@ -184,7 +207,7 @@ if (WIN32)
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if (DEFINED ENV{SDL2_VERSION})
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set(SDL2_VERSION $ENV{SDL2_VERSION})
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else()
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set(SDL2_VERSION "2.28.5")
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set(SDL2_VERSION "2.30.3")
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endif()
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# Fetch SDL2 on windows
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if (${WIN32})
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set (DXC "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxc.exe")
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add_compile_definitions(NOMINMAX)
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else()
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if(CMAKE_SIZEOF_VOID_P EQUAL 8 AND CMAKE_SYSTEM_PROCESSOR MATCHES "x86_64|amd64|AMD64")
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if (APPLE)
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set (DXC "DYLD_LIBRARY_PATH=${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/x64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxc")
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endif()
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else()
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if (APPLE)
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# Apple's binary is universal, so it'll work on both x86_64 and arm64
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set (DXC "DYLD_LIBRARY_PATH=${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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@ -1,8 +1,8 @@
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TARGET = patches.elf
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CC := clang
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LD := ld.lld
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OBJCOPY := llvm-objcopy
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CC ?= clang
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LD ?= ld.lld
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OBJCOPY ?= llvm-objcopy
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CFLAGS := -target mips -mips2 -mabi=32 -O2 -G0 -mno-abicalls -mno-odd-spreg -mno-check-zero-division \
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-fomit-frame-pointer -ffast-math -fno-unsafe-math-optimizations -fno-builtin-memset \
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@ -373,6 +373,11 @@ int main(int argc, char** argv) {
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SDL_InitSubSystem(SDL_INIT_AUDIO);
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reset_audio(48000);
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// Source controller mappings file
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if (SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt") < 0) {
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fprintf(stderr, "Failed to load controller mappings: %s\n", SDL_GetError());
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}
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// Register supported games and patches
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for (const auto& game : supported_games) {
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recomp::register_game(game);
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