mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2025-10-05 16:12:49 +02:00
* Update runtime for hook and callback sorting, update version number * Actually update version number * Automatically open mods menu when dragging a mod which also prevents issues when installing a mod from the launcher menu * Update RT64 to add texture pack shift configuration and fix minimized memory leak * Update runtime for return hook getter exports * Actually update rt64 * Update RT64 to fix texture pack ordering * Implement optional dependencies, fix memory slotmaps, bump version number to 1.2.1-dev * Add command-line option to show console output on Windows. (#632) * Add new raphnet adapter revision to controller DB * Add another mayflash N64 adapter to the controller database file * Update runtime after merge for optional dependencies * Update runtime for optional dependency mod callback fix * Add mayflash magic NS to controller database * Update RT64 for extended address fix and x11 dependency removal * Update RT64 to fix build issue caused by x11 * Update runtime to remove unnnecessary x11 includes * Fix more x11 define compilation issues * Fix the x86-64 CPU requirement listing in the readme (#634) * Transform tagging for keaton grass tornado * Interpolation for sword trails * Switch RT64 to gEXVertex fix branch (temporary until merge) * Add 8bitdo 64 bluetooth controller to database * Add export to get bowstring transform ID * Update RT64 to fix linux dev mode menu and texture streaming race condition * Fix all the interpolation glitches in the Gibdo Mask cutscene (#641) * Fix the actor extension API breaking when registering an extension for actor type 0 first * Remove slotmap submodule and integrate header directly after submodule URL changed * Transform tagging for ObjGrass * Adding autosave events. (#611) * Adding autosave events. Dead simple. * Update autosaving.c to include @recomp_event comments * Prevent autosaves during minigames and fix holding powder keg on autosave load (#640) * Update runtime for more accurate VI and switch to improved pacing RT64 branch (#644) * Update runtime for more accurate VI and switch to improved pacing RT64 branch * Update N64ModernRuntime and RT64 after merge * Update recompiler to match runtime symbol list * Remove unused gibdo patch file --------- Co-authored-by: Darío <dariosamo@gmail.com> Co-authored-by: Reonu <15913880+Reonu@users.noreply.github.com>
413 lines
16 KiB
CMake
413 lines
16 KiB
CMake
cmake_minimum_required(VERSION 3.20)
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if (APPLE)
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set(CMAKE_OSX_DEPLOYMENT_TARGET "11.0" CACHE STRING "Minimum OS X deployment version")
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endif()
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project(Zelda64Recompiled LANGUAGES C CXX)
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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_EXPORT_COMPILE_COMMANDS ON)
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if (CMAKE_CXX_COMPILER_ID STREQUAL "Clang" AND CMAKE_CXX_SIMULATE_ID STREQUAL "MSVC")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-everything /W4")
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endif()
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# Opt out of constexpr mutex constructor on windows to prevent vcredist issues
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if (WIN32)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D_DISABLE_CONSTEXPR_MUTEX_CONSTRUCTOR")
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endif()
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if (APPLE)
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enable_language(OBJC OBJCXX)
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endif()
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if (CMAKE_SYSTEM_NAME MATCHES "Linux")
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option(RECOMP_FLATPAK "Configure the build for Flatpak compatibility." OFF)
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endif()
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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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set(RT64_SDL_WINDOW_VULKAN TRUE)
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add_compile_definitions(HLSL_CPU)
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if (RECOMP_FLATPAK)
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add_compile_definitions(RECOMP_FLATPAK)
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endif()
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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(RMLUI_SVG_PLUGIN ON CACHE BOOL "" FORCE)
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SET(RMLUI_TESTS_ENABLED OFF CACHE BOOL "" FORCE)
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add_subdirectory(${CMAKE_SOURCE_DIR}/lib/RmlUi)
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target_compile_definitions(rmlui_core PRIVATE LUNASVG_BUILD_STATIC)
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add_subdirectory(${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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${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/N64Recomp/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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${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/N64Recomp/include
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)
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target_sources(PatchesLib PRIVATE
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${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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add_custom_target(PatchesBin
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COMMAND ${CMAKE_COMMAND} -E env CC=${PATCHES_C_COMPILER} LD=${PATCHES_LD} make
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/patches
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BYPRODUCTS ${CMAKE_SOURCE_DIR}/patches/patches.elf
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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 ${CMAKE_SOURCE_DIR}/patches/patches.bin
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)
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# Recompile patches elf into patches.c and patches.bin
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add_custom_command(OUTPUT
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${CMAKE_SOURCE_DIR}/patches/patches.bin
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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 ${CMAKE_SOURCE_DIR}/patches/patches.elf
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)
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# Main executable
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add_executable(Zelda64Recompiled)
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set (SOURCES
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${CMAKE_SOURCE_DIR}/src/main/main.cpp
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${CMAKE_SOURCE_DIR}/src/main/support.cpp
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${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/game/recomp_actor_api.cpp
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${CMAKE_SOURCE_DIR}/src/game/recomp_data_api.cpp
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${CMAKE_SOURCE_DIR}/src/game/rom_decompression.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_renderer.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_state.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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${CMAKE_SOURCE_DIR}/src/ui/ui_prompt.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_config_sub_menu.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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${CMAKE_SOURCE_DIR}/src/ui/ui_elements.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_mod_details_panel.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_mod_installer.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_mod_menu.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_api.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_api_events.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_api_images.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_utils.cpp
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${CMAKE_SOURCE_DIR}/src/ui/util/hsv.cpp
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${CMAKE_SOURCE_DIR}/src/ui/core/ui_context.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_button.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_clickable.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_container.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_element.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_image.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_label.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_radio.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_scroll_container.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_slider.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_span.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_style.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_text_input.cpp
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${CMAKE_SOURCE_DIR}/src/ui/elements/ui_toggle.cpp
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${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 (APPLE)
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list(APPEND SOURCES ${CMAKE_SOURCE_DIR}/src/main/support_apple.mm)
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endif()
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target_include_directories(Zelda64Recompiled PRIVATE
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${CMAKE_SOURCE_DIR}/include
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${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/N64Recomp/include
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${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/freetype-windows-binaries/include
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${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/nativefiledialog-extended/src/include
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${CMAKE_SOURCE_DIR}/lib/SlotMap
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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 (MSVC)
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# Disable identical code folding, since this breaks mod function patching as multiple functions can get merged into one.
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target_link_options(Zelda64Recompiled PRIVATE /OPT:NOICF)
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elseif (APPLE)
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# Use a wrapper around ld64 that respects segprot's `max_prot` value in order
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# to make our executable memory writable (required for mod function patching)
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target_link_options(Zelda64Recompiled PRIVATE
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"-fuse-ld=${CMAKE_SOURCE_DIR}/.github/macos/ld64"
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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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target_link_libraries(Zelda64Recompiled PRIVATE SDL2 Winmm.lib)
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endif()
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if (APPLE)
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find_package(SDL2 REQUIRED)
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target_include_directories(Zelda64Recompiled PRIVATE ${SDL2_INCLUDE_DIRS})
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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 ${CMAKE_DL_LIBS} Threads::Threads SDL2::SDL2)
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include(${CMAKE_SOURCE_DIR}/.github/macos/apple_bundle.cmake)
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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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add_compile_definitions("RT64_SDL_WINDOW_VULKAN")
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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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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} SDL2::SDL2)
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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++" ${CMAKE_DL_LIBS} Threads::Threads)
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endif()
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target_link_libraries(Zelda64Recompiled PRIVATE
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PatchesLib
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RecompiledFuncs
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librecomp
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ultramodern
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rt64
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RmlUi::Core
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RmlUi::Debugger
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nfd
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lunasvg
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)
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# TODO fix the rt64 CMake script so that this doesn't need to be duplicated here
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# For DXC
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set (DXC_COMMON_OPTS "-I${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" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/arm64/dxc-macos")
|
|
if(CMAKE_SIZEOF_VOID_P EQUAL 8 AND CMAKE_SYSTEM_PROCESSOR MATCHES "x86_64|amd64|AMD64")
|
|
set(SPIRVCROSS "DYLD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/spirv-cross/lib/x64" "${PROJECT_SOURCE_DIR}/lib/rt64//src/contrib/spirv-cross/bin/x64/spirv-cross")
|
|
else()
|
|
set(SPIRVCROSS "DYLD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/spirv-cross/lib/arm64" "${PROJECT_SOURCE_DIR}/lib/rt64//src/contrib/spirv-cross/bin/x64/spirv-cross")
|
|
endif()
|
|
else()
|
|
if(CMAKE_SIZEOF_VOID_P EQUAL 8 AND CMAKE_SYSTEM_PROCESSOR MATCHES "x86_64|amd64|AMD64")
|
|
set (DXC "LD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/lib/x64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxc-linux")
|
|
else()
|
|
set (DXC "LD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/lib/arm64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/arm64/dxc-linux")
|
|
endif()
|
|
endif()
|
|
endif()
|
|
|
|
build_vertex_shader(Zelda64Recompiled "shaders/InterfaceVS.hlsl" "shaders/InterfaceVS.hlsl")
|
|
build_pixel_shader(Zelda64Recompiled "shaders/InterfacePS.hlsl" "shaders/InterfacePS.hlsl")
|
|
|
|
# Embed all .nrm files in the "mods" directory
|
|
file(GLOB NRM_FILES "${CMAKE_SOURCE_DIR}/mods/*.nrm")
|
|
|
|
set(GENERATED_NRM_SOURCES "")
|
|
|
|
foreach(NRM_FILE ${NRM_FILES})
|
|
get_filename_component(NRM_NAME ${NRM_FILE} NAME_WE)
|
|
set(OUT_C "${CMAKE_CURRENT_BINARY_DIR}/mods/${NRM_NAME}.c")
|
|
set(OUT_H "${CMAKE_CURRENT_BINARY_DIR}/mods/${NRM_NAME}.h")
|
|
|
|
add_custom_command(
|
|
OUTPUT ${OUT_C} ${OUT_H}
|
|
COMMAND file_to_c ${NRM_FILE} ${NRM_NAME} ${OUT_C} ${OUT_H}
|
|
DEPENDS ${NRM_FILE}
|
|
)
|
|
|
|
list(APPEND GENERATED_NRM_SOURCES ${OUT_C})
|
|
endforeach()
|
|
|
|
target_sources(Zelda64Recompiled PRIVATE ${GENERATED_NRM_SOURCES})
|
|
|
|
target_sources(Zelda64Recompiled PRIVATE ${SOURCES})
|
|
|
|
set_property(TARGET Zelda64Recompiled PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}")
|