245 lines
13 KiB
CMake
245 lines
13 KiB
CMake
#
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# Copyright (c) 2008-2020 the Urho3D project.
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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# THE SOFTWARE.
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#
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# For MSVC compiler, find Microsoft DirectX installation in Windows SDK or in June 2010 DirectX SDK or later
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# For MinGW compiler, assume MinGW not only comes with the necessary headers & libraries but also has the headers & libraries directories in its default search path
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# (use 'echo |$MINGW_PREFIX-gcc -v -E -' and '$MINGW_PREFIX-gcc -print-search-dirs', respectively, to double check)
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# The MinGW headers on Linux host are usually shipped in a development package which should be installed automatically as part of the package dependency by the package manager when installing MinGW
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# (in Debian-based it is 'mingw-w64-dev' and in RedHat-based 'mingw64-headers' for 64-bit; 'mingw-w64-i686-dev' and 'mingw32-headers', respectively, for 32-bit)
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#
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# DIRECTX_FOUND (TRUE when any of the components is found)
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# DIRECTX_INCLUDE_DIRS
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# DIRECTX_LIBRARY_DIRS
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# HAVE_DIRECTX (Synonym to DIRECTX_FOUND)
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# USE_WINSDK_DIRECTX (TRUE when using Windows SDK or FALSE when using DirectX SDK; not defined when using MinGW)
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#
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# When corresponding component is being searched for and found:
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# DirectX_D3D_FOUND (Currently synonym to DirectX_D3D9_FOUND)
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# DirectX_D3D9_FOUND
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# DirectX_D3D11_FOUND
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# DirectX_DInput_FOUND
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# DirectX_DSound_FOUND
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# DirectX_XInput_FOUND
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#
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# When any of the Direct3D components is being searched for and found:
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# DIRECT3D_LIBRARIES
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# DIRECT3D_DLL
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#
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set (DIRECTX_HEADERS d3dcompiler.h d3d9.h d3d11.h ddraw.h dsound.h dinput.h dxgi.h xinput.h)
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# When corresponding header listed above is found:
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# HAVE_<UPCASE_NAME>_H
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# HAVE_XINPUT_GAMEPAD_EX
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# HAVE_XINPUT_STATE_EX
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# HAVE_D3D_H (Currently synonym to HAVE_D3D9_H)
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#
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# Optional input variables (see corresponding code comments for details):
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# DIRECTX_INC_SEARCH_PATHS
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# DIRECTX_LIB_SEARCH_PATHS
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# DIRECT3D_DLL_REDIST_SEARCH_PATHS
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#
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if (CMAKE_CL_64)
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set (PATH_SUFFIX x64)
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else ()
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set (PATH_SUFFIX x86)
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endif ()
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set (CMAKE_REQUIRED_INCLUDES_SAVED ${CMAKE_REQUIRED_INCLUDES})
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# Version older than VS2012 fallbacks to search for the DirectX SDK
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if (NOT MSVC_VERSION GREATER 1600 OR MINGW) # MinGW reuses the logic below to check for the existence of DirectX headers and libraries
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if (MINGW)
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# Intentionally searching for d3dcompiler(_XX) libraries in this particular order, avoiding unversioned d3dcompiler library so we know exactly which DLL to use
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set (D3DCOMPILER_NAMES d3dcompiler_47 d3dcompiler_46 d3dcompiler_43 d3dcompiler_42)
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if (NOT MINGW_SYSROOT)
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if (DEFINED ENV{MINGW_SYSROOT})
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file (TO_CMAKE_PATH $ENV{MINGW_SYSROOT} MINGW_SYSROOT)
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else ()
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execute_process (COMMAND ${CMAKE_COMMAND} -E echo "#include <_mingw.h>" COMMAND ${CMAKE_C_COMPILER} -E -M - OUTPUT_FILE ${CMAKE_BINARY_DIR}/find_mingw_sysroot_output ERROR_QUIET)
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file (STRINGS ${CMAKE_BINARY_DIR}/find_mingw_sysroot_output MINGW_SYSROOT REGEX _mingw\\.h)
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string (REGEX REPLACE "^[^ ]* *(.*)/include.*$" \\1 MINGW_SYSROOT "${MINGW_SYSROOT}") # Stringify for string replacement
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string (REPLACE "\\ " " " MINGW_SYSROOT "${MINGW_SYSROOT}")
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execute_process (COMMAND ${CMAKE_COMMAND} -E remove find_mingw_sysroot_output)
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endif ()
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if (NOT EXISTS ${MINGW_SYSROOT})
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message (FATAL_ERROR "Could not find MinGW system root. "
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"Use MINGW_SYSROOT environment variable or build option to specify the location of system root.")
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endif ()
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set (MINGW_SYSROOT ${MINGW_SYSROOT} CACHE PATH "Path to MinGW system root (MinGW only); should only be used when the system root could not be auto-detected" FORCE)
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endif ()
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# MinGW Cross-compiling uses CMAKE_FIND_ROOT_PATH while MinGW on Windows host uses CMAKE_PREFIX_PATH
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if (CMAKE_HOST_WIN32)
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set (CMAKE_PREFIX_PATH ${MINGW_SYSROOT})
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endif ()
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# MinGW does not usually need search paths as DirectX headers and libraries (when installed) are in its default search path
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# However, we do not explicitly unset the DIRECTX_INC_SEARCH_PATHS and DIRECTX_LIB_SEARCH_PATHS variables here, so module user could set these two variables externally when for some reasons the DirectX headers and libraries are not installed in MinGW default search path
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else ()
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set (D3DCOMPILER_NAMES d3dcompiler)
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# Module user could also prepopulate the DIRECTX_INC_SEARCH_PATHS and DIRECTX_LIB_SEARCH_PATHS variables externally when the following search paths do not work and the usage of DIRECTX_ROOT and DXSDK_DIR environment variables are not preferable
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list (APPEND DIRECTX_INC_SEARCH_PATHS
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"C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)/Include"
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"C:/Program Files/Microsoft DirectX SDK (June 2010)/Include"
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$ENV{DIRECTX_ROOT}/Include
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$ENV{DXSDK_DIR}/Include)
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list (APPEND DIRECTX_LIB_SEARCH_PATHS
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"C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)/Lib/${PATH_SUFFIX}"
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"C:/Program Files/Microsoft DirectX SDK (June 2010)/Lib/${PATH_SUFFIX}"
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$ENV{DIRECTX_ROOT}/Lib/${PATH_SUFFIX}
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$ENV{DXSDK_DIR}/Lib/${PATH_SUFFIX})
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if (NOT CMAKE_CL_64)
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list (APPEND DIRECTX_LIB_SEARCH_PATHS
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"C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)/Lib"
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"C:/Program Files/Microsoft DirectX SDK (June 2010)/Lib"
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$ENV{DIRECTX_ROOT}/Lib
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$ENV{DXSDK_DIR}/Lib)
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endif ()
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endif ()
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find_path (DIRECTX_INCLUDE_DIRS NAMES ${DIRECTX_HEADERS} PATHS ${DIRECTX_INC_SEARCH_PATHS} DOC "DirectX include directory" CMAKE_FIND_ROOT_PATH_BOTH)
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if (DIRECTX_INCLUDE_DIRS)
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set (CMAKE_REQUIRED_INCLUDES ${DIRECTX_INCLUDE_DIRS})
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set (DIRECTX_LIBRARY_DIRS)
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set (DIRECT3D_LIBRARIES)
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find_library (DIRECTX_D3DCOMPILER NAMES ${D3DCOMPILER_NAMES} PATHS ${DIRECTX_LIB_SEARCH_PATHS} DOC "DirectX d3dcompiler library" CMAKE_FIND_ROOT_PATH_BOTH)
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if (DIRECTX_D3DCOMPILER)
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get_filename_component (NAME ${DIRECTX_D3DCOMPILER} NAME)
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string (REGEX REPLACE "^.*(d3dcompiler[_0-9]*).*$" \\1 D3DCOMPILER_LIB_NAME ${NAME})
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if (DirectX_FIND_REQUIRED_D3D11)
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set (DIRECT3D_LIB_NAMES d3d11 dxgi dxguid)
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else ()
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set (DIRECT3D_LIB_NAMES d3d9)
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if (NOT DirectX_FIND_REQUIRED_D3D AND NOT DirectX_FIND_REQUIRED_D3D9)
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# When using OpenGL we still want to reuse the logic below to find the DirectX library directory
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set (NO_DIRECT3D_COMPONENTS TRUE)
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endif ()
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endif ()
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foreach (NAME ${D3DCOMPILER_LIB_NAME} ${DIRECT3D_LIB_NAMES})
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string (REGEX REPLACE _[0-9]+$ "" BASE_NAME ${NAME})
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string (TOUPPER ${BASE_NAME} UPCASE_NAME)
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find_library (DIRECTX_${UPCASE_NAME} NAMES ${NAME} PATHS ${DIRECTX_LIB_SEARCH_PATHS} DOC "DirectX ${BASE_NAME} library" CMAKE_FIND_ROOT_PATH_BOTH)
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if (DIRECTX_${UPCASE_NAME})
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get_filename_component (PATH ${DIRECTX_${UPCASE_NAME}} PATH)
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list (APPEND DIRECTX_LIBRARY_DIRS ${PATH}) # All the libs should be found in a same place, but just in case
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if (NOT NO_DIRECT3D_COMPONENTS) # Discard the result when Direct3D component is not required
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list (APPEND DIRECT3D_LIBRARIES ${NAME})
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endif ()
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else ()
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set (MISSING_DIRECT3D_LIB TRUE)
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endif ()
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mark_as_advanced (DIRECTX_${UPCASE_NAME})
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endforeach ()
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if (NOT MISSING_DIRECT3D_LIB)
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if (NOT MINGW)
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set (USE_WINSDK_DIRECTX FALSE)
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endif ()
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set (HAVE_DIRECTX TRUE)
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if (DirectX_FIND_REQUIRED_D3D11)
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set (DirectX_D3D11_FOUND TRUE)
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elseif (DirectX_FIND_REQUIRED_D3D OR DirectX_FIND_REQUIRED_D3D9)
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set (DirectX_D3D9_FOUND TRUE)
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set (DirectX_D3D_FOUND TRUE)
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endif ()
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endif ()
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endif ()
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if (DIRECTX_LIBRARY_DIRS)
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list (REMOVE_DUPLICATES DIRECTX_LIBRARY_DIRS)
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endif ()
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endif ()
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if (MINGW)
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set (FAIL_MESSAGE "Could NOT find DirectX using MinGW default search paths")
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else ()
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set (FAIL_MESSAGE "Could NOT find DirectX using DirectX SDK default search paths")
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endif ()
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mark_as_advanced (DIRECTX_INCLUDE_DIRS)
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endif ()
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# Windows SDK can be used on VS2012 and above
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if (MSVC_VERSION GREATER 1600 OR MINGW) # MinGW reuses the logic below to find the runtime DLL for d3dcompiler library
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if (MINGW)
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# Search the corresponding DLL for the found d3dcompiler "import library"
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set (DIRECT3D_DLL_NAMES ${D3DCOMPILER_LIB_NAME}.dll)
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# Module user using older MinGW version could also prepopulate the DIRECT3D_DLL_REDIST_SEARCH_PATHS variable externally when the following search paths do not work, especially when older d3dcompiler_43.dll and d3dcompiler_42.dll is expected to be found elsewhere
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else ()
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set (DIRECT3D_DLL_NAMES d3dcompiler_47.dll d3dcompiler_46.dll)
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set (DIRECT3D_DLL_REDIST_SEARCH_PATHS)
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endif ()
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foreach (VERSION 10.0 8.1 8.0)
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list (APPEND DIRECT3D_DLL_REDIST_SEARCH_PATHS "[HKEY_LOCAL_MACHINE\\SOFTWARE\\Wow6432Node\\Microsoft\\Microsoft SDKs\\Windows\\v${VERSION};InstallationFolder]/Redist/D3D/${PATH_SUFFIX}")
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endforeach ()
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find_file (DIRECT3D_DLL NAMES ${DIRECT3D_DLL_NAMES} PATHS ${DIRECT3D_DLL_REDIST_SEARCH_PATHS} DOC "Direct3D DLL"
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NO_DEFAULT_PATH) # Do not use default paths such as the PATH variable, to potentially avoid using a wrong architecture DLL
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if (DIRECT3D_DLL AND NOT MINGW)
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set (USE_WINSDK_DIRECTX TRUE)
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set (HAVE_DIRECTX TRUE)
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if (DirectX_FIND_REQUIRED_D3D11)
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set (DIRECT3D_LIBRARIES d3dcompiler d3d11 dxgi dxguid)
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set (DirectX_D3D11_FOUND TRUE)
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elseif (DirectX_FIND_REQUIRED_D3D OR DirectX_FIND_REQUIRED_D3D9)
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set (DIRECT3D_LIBRARIES d3dcompiler d3d9)
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set (DirectX_D3D9_FOUND TRUE)
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set (DirectX_D3D_FOUND TRUE)
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endif ()
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endif ()
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mark_as_advanced (DIRECT3D_DLL)
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# The headers and libraries are in default search paths for both Windows SDK and MinGW, so set the search path variables to empty now
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set (DIRECTX_INCLUDE_DIRS "") # Need to be very explicit here because these variables are cached on MinGW, this is one way to reset the variables without losing the cached values
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set (DIRECTX_LIBRARY_DIRS "")
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if (NOT DirectX_FIND_REQUIRED_D3D11 AND NOT DirectX_FIND_REQUIRED_D3D AND NOT DirectX_FIND_REQUIRED_D3D9)
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set (DIRECT3D_DLL "")
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endif ()
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if (NOT MINGW)
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set (FAIL_MESSAGE "Could NOT find DirectX using Windows SDK search paths")
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endif ()
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endif ()
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# For now take shortcut for the other DirectX components by just checking on the headers and not the libraries
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include (CheckIncludeFiles)
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include (CheckIncludeFileCXX)
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include (CheckStructHasMember)
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foreach (NAME ${DIRECTX_HEADERS})
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string (REPLACE . _ BASE_NAME ${NAME})
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string (TOUPPER ${BASE_NAME} UPCASE_NAME)
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if (NAME STREQUAL xinput.h)
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# Workaround an issue in finding xinput.h using check_include_file() as it depends on windows.h but not included it by itself in WinSDK
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check_include_files (windows.h\;${NAME} HAVE_${UPCASE_NAME})
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check_struct_has_member (XINPUT_GAMEPAD_EX wButtons xinput.h HAVE_XINPUT_GAMEPAD_EX)
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check_struct_has_member (XINPUT_STATE_EX dwPacketNumber xinput.h HAVE_XINPUT_STATE_EX)
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else ()
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check_include_file_cxx (${NAME} HAVE_${UPCASE_NAME})
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endif ()
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endforeach ()
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if (HAVE_D3D9_H)
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set (HAVE_D3D_H TRUE)
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endif ()
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foreach (COMPONENT DInput DSound XInput)
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string (TOUPPER ${COMPONENT} UPCASE_NAME)
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if (HAVE_${UPCASE_NAME}_H)
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set (DirectX_${COMPONENT}_FOUND TRUE)
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set (HAVE_DIRECTX TRUE)
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endif ()
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endforeach ()
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set (CMAKE_REQUIRED_INCLUDES ${CMAKE_REQUIRED_INCLUDES_SAVED})
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include (FindPackageHandleStandardArgs)
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find_package_handle_standard_args (DirectX REQUIRED_VARS HAVE_DIRECTX HANDLE_COMPONENTS FAIL_MESSAGE ${FAIL_MESSAGE})
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