-cmake_minimum_required (VERSION 2.6)
+cmake_minimum_required (VERSION 2.8)
project (apitrace)
set (CMAKE_MODULE_PATH ${PROJECT_SOURCE_DIR}/cmake)
+# Set default built type
+if (NOT CMAKE_BUILD_TYPE)
+ set (CMAKE_BUILD_TYPE Debug
+ CACHE
+ STRING "Choose the build type, options are: None, Debug, Release, RelWithDebInfo, or MinSizeRel."
+ FORCE)
+endif (NOT CMAKE_BUILD_TYPE)
+
find_package (PythonInterp REQUIRED)
find_package (OpenGL REQUIRED)
find_package (ZLIB)
)
if (WIN32)
- # Nobody likes to include windows.h:
- # - Microsoft's GL/gl.h header depends on windows.h but doesn't include it;
- # - GLEW temporarily defines the necessary defines but undefines them later
- # - certain GLUT distributions don't include it;
- # - most of our programs are meant to be portable so don't include it.
- #
- # We could try to replicate the windows.h definitions required by
- # GL/gl.h, but the build time savings don't compensate the constant
- # headaches that brings, so instead we force windows.h to be included
- # on every file.
- if (MSVC)
- add_definitions (-FIwindows.h)
- else (MSVC)
- add_definitions (--include windows.h)
- endif (MSVC)
-
# MSVC & MinGW only define & use APIENTRY
add_definitions (-DGLAPIENTRY=__stdcall)
-
- link_libraries (winmm)
endif (WIN32)
if (MSVC)
link_libraries (${ZLIB_LIBRARIES})
endif (NOT ZLIB_FOUND)
-include_directories (${CMAKE_CURRENT_SOURCE_DIR})
+include_directories (${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_CURRENT_SOURCE_DIR}/include)
if (WIN32)
# Put wrappers in a separate directory
set (LIBRARY_OUTPUT_PATH ${PROJECT_BINARY_DIR}/wrappers)
# d3d8.dll
- if (DirectX_D3D8_FOUND)
- include_directories (${DirectX_D3D8_INCLUDE_DIR})
- add_custom_command (
- OUTPUT d3d8.cpp
- COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/d3d8.py > ${CMAKE_CURRENT_BINARY_DIR}/d3d8.cpp
- DEPENDS d3d8.py d3d8types.py d3d8caps.py windows.py base.py
- )
- add_library (d3d8 SHARED d3d8.def d3d8.cpp log.cpp os_win32.cpp)
- set_target_properties (d3d8 PROPERTIES PREFIX "")
- endif (DirectX_D3D8_FOUND)
+ #if (DirectX_D3D8_FOUND)
+ # include_directories (${DirectX_D3D8_INCLUDE_DIR})
+ # add_custom_command (
+ # OUTPUT d3d8.cpp
+ # COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/d3d8.py > ${CMAKE_CURRENT_BINARY_DIR}/d3d8.cpp
+ # DEPENDS d3d8.py d3d8types.py d3d8caps.py winapi.py stdapi.py
+ # )
+ # add_library (d3d8 SHARED d3d8.def d3d8.cpp log.cpp os_win32.cpp)
+ # set_target_properties (d3d8 PROPERTIES PREFIX "")
+ #endif (DirectX_D3D8_FOUND)
# d3d9.dll
- if (DirectX_D3DX9_FOUND)
- include_directories (${DirectX_D3DX9_INCLUDE_DIR})
- add_custom_command (
- OUTPUT d3d9.cpp
- COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/d3d9.py > ${CMAKE_CURRENT_BINARY_DIR}/d3d9.cpp
- DEPENDS d3d9.py d3d9types.py d3d9caps.py d3dshader.py windows.py base.py
- )
- add_library (d3d9 SHARED d3d9.def d3d9.cpp log.cpp os_win32.cpp)
- set_target_properties (d3d9 PROPERTIES PREFIX "")
- endif (DirectX_D3DX9_FOUND)
+ #if (DirectX_D3DX9_FOUND)
+ # include_directories (${DirectX_D3DX9_INCLUDE_DIR})
+ # add_custom_command (
+ # OUTPUT d3d9.cpp
+ # COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/d3d9.py > ${CMAKE_CURRENT_BINARY_DIR}/d3d9.cpp
+ # DEPENDS d3d9.py d3d9types.py d3d9caps.py d3dshader.py winapi.py stdapi.py
+ # )
+ # add_library (d3d9 SHARED d3d9.def d3d9.cpp log.cpp os_win32.cpp)
+ # set_target_properties (d3d9 PROPERTIES PREFIX "")
+ #endif (DirectX_D3DX9_FOUND)
# d3d10.dll
#if (DirectX_D3D10_FOUND)
# add_custom_command (
# OUTPUT d3d10.cpp
# COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/d3d10misc.py > ${CMAKE_CURRENT_BINARY_DIR}/d3d10.cpp
- # DEPENDS d3d10misc.py windows.py base.py
+ # DEPENDS d3d10misc.py winapi.py stdapi.py
# )
# add_library (d3d10 SHARED d3d10.def d3d10.cpp log.cpp os_win32.cpp)
# set_target_properties (d3d10 PROPERTIES PREFIX "")
add_custom_command (
OUTPUT opengl32.cpp
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/opengl32.py > ${CMAKE_CURRENT_BINARY_DIR}/opengl32.cpp
- DEPENDS opengl32.py trace.py wglapi.py glapi.py windows.py base.py
+ DEPENDS opengl32.py trace.py wglapi.py glenum.py glapi.py glenum.py winapi.py stdapi.py
)
add_library (opengl SHARED opengl32.def opengl32.cpp log.cpp os_win32.cpp)
set_target_properties (opengl PROPERTIES
add_custom_command (
OUTPUT glxtrace.cpp
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/glxtrace.py > ${CMAKE_CURRENT_BINARY_DIR}/glxtrace.cpp
- DEPENDS glxtrace.py trace.py glapi.py dl.py base.py
+ DEPENDS glxtrace.py trace.py glapi.py glenum.py stdapi.py
)
add_library (glxtrace SHARED glxtrace.cpp log.cpp os_posix.cpp)
add_custom_command (
OUTPUT glretrace.cpp
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/glretrace.py > ${CMAKE_CURRENT_BINARY_DIR}/glretrace.cpp
- DEPENDS glretrace.py glapi.py dl.py base.py
+ DEPENDS glretrace.py glapi.py glenum.py stdapi.py
)
include_directories (