mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-12-01 15:56:32 -05:00
ca5ed50655
This is the only place it's actively used. It's also more appropriate for web-related structures to be within the web service target. Especially given this one doesn't rely on anything in the common library.
195 lines
6.5 KiB
CMake
195 lines
6.5 KiB
CMake
# Add a custom command to generate a new shader_cache_version hash when any of the following files change
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# NOTE: This is an approximation of what files affect shader generation, its possible something else
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# could affect the result, but much more unlikely than the following files. Keeping a list of files
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# like this allows for much better caching since it doesn't force the user to recompile binary shaders every update
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set(VIDEO_CORE "${CMAKE_SOURCE_DIR}/src/video_core")
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if (DEFINED ENV{AZURECIREPO})
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set(BUILD_REPOSITORY $ENV{AZURECIREPO})
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endif()
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if (DEFINED ENV{TITLEBARFORMATIDLE})
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set(TITLE_BAR_FORMAT_IDLE $ENV{TITLEBARFORMATIDLE})
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endif ()
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if (DEFINED ENV{TITLEBARFORMATRUNNING})
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set(TITLE_BAR_FORMAT_RUNNING $ENV{TITLEBARFORMATRUNNING})
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endif ()
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if (DEFINED ENV{DISPLAYVERSION})
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set(DISPLAY_VERSION $ENV{DISPLAYVERSION})
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endif ()
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# Pass the path to git to the GenerateSCMRev.cmake as well
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find_package(Git QUIET)
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add_custom_command(OUTPUT scm_rev.cpp
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COMMAND ${CMAKE_COMMAND}
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-DSRC_DIR="${CMAKE_SOURCE_DIR}"
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-DBUILD_REPOSITORY="${BUILD_REPOSITORY}"
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-DTITLE_BAR_FORMAT_IDLE="${TITLE_BAR_FORMAT_IDLE}"
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-DTITLE_BAR_FORMAT_RUNNING="${TITLE_BAR_FORMAT_RUNNING}"
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-DBUILD_TAG="${BUILD_TAG}"
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-DBUILD_ID="${DISPLAY_VERSION}"
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-DGIT_EXECUTABLE="${GIT_EXECUTABLE}"
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-P "${CMAKE_SOURCE_DIR}/CMakeModules/GenerateSCMRev.cmake"
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DEPENDS
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# WARNING! It was too much work to try and make a common location for this list,
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# so if you need to change it, please update CMakeModules/GenerateSCMRev.cmake as well
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"${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.cpp"
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"${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.h"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_cache.cpp"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_cache.h"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_decompiler.cpp"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_decompiler.h"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_disk_cache.cpp"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_disk_cache.h"
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"${VIDEO_CORE}/shader/decode/arithmetic.cpp"
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"${VIDEO_CORE}/shader/decode/arithmetic_half.cpp"
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"${VIDEO_CORE}/shader/decode/arithmetic_half_immediate.cpp"
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"${VIDEO_CORE}/shader/decode/arithmetic_immediate.cpp"
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"${VIDEO_CORE}/shader/decode/arithmetic_integer.cpp"
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"${VIDEO_CORE}/shader/decode/arithmetic_integer_immediate.cpp"
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"${VIDEO_CORE}/shader/decode/bfe.cpp"
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"${VIDEO_CORE}/shader/decode/bfi.cpp"
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"${VIDEO_CORE}/shader/decode/conversion.cpp"
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"${VIDEO_CORE}/shader/decode/ffma.cpp"
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"${VIDEO_CORE}/shader/decode/float_set.cpp"
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"${VIDEO_CORE}/shader/decode/float_set_predicate.cpp"
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"${VIDEO_CORE}/shader/decode/half_set.cpp"
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"${VIDEO_CORE}/shader/decode/half_set_predicate.cpp"
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"${VIDEO_CORE}/shader/decode/hfma2.cpp"
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"${VIDEO_CORE}/shader/decode/image.cpp"
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"${VIDEO_CORE}/shader/decode/integer_set.cpp"
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"${VIDEO_CORE}/shader/decode/integer_set_predicate.cpp"
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"${VIDEO_CORE}/shader/decode/memory.cpp"
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"${VIDEO_CORE}/shader/decode/texture.cpp"
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"${VIDEO_CORE}/shader/decode/other.cpp"
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"${VIDEO_CORE}/shader/decode/predicate_set_predicate.cpp"
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"${VIDEO_CORE}/shader/decode/predicate_set_register.cpp"
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"${VIDEO_CORE}/shader/decode/register_set_predicate.cpp"
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"${VIDEO_CORE}/shader/decode/shift.cpp"
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"${VIDEO_CORE}/shader/decode/video.cpp"
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"${VIDEO_CORE}/shader/decode/warp.cpp"
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"${VIDEO_CORE}/shader/decode/xmad.cpp"
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"${VIDEO_CORE}/shader/ast.cpp"
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"${VIDEO_CORE}/shader/ast.h"
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"${VIDEO_CORE}/shader/compiler_settings.cpp"
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"${VIDEO_CORE}/shader/compiler_settings.h"
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"${VIDEO_CORE}/shader/control_flow.cpp"
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"${VIDEO_CORE}/shader/control_flow.h"
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"${VIDEO_CORE}/shader/decode.cpp"
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"${VIDEO_CORE}/shader/expr.cpp"
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"${VIDEO_CORE}/shader/expr.h"
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"${VIDEO_CORE}/shader/node.h"
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"${VIDEO_CORE}/shader/node_helper.cpp"
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"${VIDEO_CORE}/shader/node_helper.h"
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"${VIDEO_CORE}/shader/registry.cpp"
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"${VIDEO_CORE}/shader/registry.h"
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"${VIDEO_CORE}/shader/shader_ir.cpp"
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"${VIDEO_CORE}/shader/shader_ir.h"
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"${VIDEO_CORE}/shader/track.cpp"
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"${VIDEO_CORE}/shader/transform_feedback.cpp"
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"${VIDEO_CORE}/shader/transform_feedback.h"
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# and also check that the scm_rev files haven't changed
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"${CMAKE_CURRENT_SOURCE_DIR}/scm_rev.cpp.in"
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"${CMAKE_CURRENT_SOURCE_DIR}/scm_rev.h"
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# technically we should regenerate if the git version changed, but its not worth the effort imo
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"${CMAKE_SOURCE_DIR}/CMakeModules/GenerateSCMRev.cmake"
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)
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add_library(common STATIC
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algorithm.h
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alignment.h
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assert.h
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atomic_ops.cpp
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atomic_ops.h
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detached_tasks.cpp
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detached_tasks.h
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bit_field.h
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bit_util.h
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cityhash.cpp
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cityhash.h
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color.h
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common_funcs.h
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common_paths.h
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common_types.h
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concepts.h
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dynamic_library.cpp
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dynamic_library.h
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fiber.cpp
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fiber.h
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file_util.cpp
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file_util.h
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hash.h
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hex_util.cpp
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hex_util.h
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logging/backend.cpp
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logging/backend.h
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logging/filter.cpp
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logging/filter.h
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logging/log.h
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logging/text_formatter.cpp
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logging/text_formatter.h
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lz4_compression.cpp
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lz4_compression.h
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math_util.h
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memory_detect.cpp
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memory_detect.h
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memory_hook.cpp
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memory_hook.h
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microprofile.cpp
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microprofile.h
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microprofileui.h
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misc.cpp
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multi_level_queue.h
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page_table.cpp
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page_table.h
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param_package.cpp
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param_package.h
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quaternion.h
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ring_buffer.h
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scm_rev.cpp
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scm_rev.h
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scope_exit.h
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spin_lock.cpp
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spin_lock.h
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string_util.cpp
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string_util.h
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swap.h
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telemetry.cpp
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telemetry.h
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thread.cpp
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thread.h
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thread_queue_list.h
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threadsafe_queue.h
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time_zone.cpp
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time_zone.h
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timer.cpp
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timer.h
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uint128.cpp
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uint128.h
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uuid.cpp
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uuid.h
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vector_math.h
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virtual_buffer.cpp
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virtual_buffer.h
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wall_clock.cpp
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wall_clock.h
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zstd_compression.cpp
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zstd_compression.h
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)
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if(ARCHITECTURE_x86_64)
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target_sources(common
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PRIVATE
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x64/cpu_detect.cpp
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x64/cpu_detect.h
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x64/native_clock.cpp
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x64/native_clock.h
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x64/xbyak_abi.h
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x64/xbyak_util.h
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)
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endif()
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create_target_directory_groups(common)
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find_package(Boost 1.71 COMPONENTS context headers REQUIRED)
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target_link_libraries(common PUBLIC ${Boost_LIBRARIES} fmt::fmt microprofile)
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target_link_libraries(common PRIVATE lz4::lz4 zstd::zstd xbyak)
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