add_custom_command (
OUTPUT d3d8.cpp
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/d3d8.py > ${CMAKE_CURRENT_BINARY_DIR}/d3d8.cpp
- DEPENDS d3d8.py trace.py d3d8types.py d3d8caps.py d3dshader.py winapi.py stdapi.py
+ DEPENDS d3d8.py trace.py d3d8types.py d3d8caps.py winapi.py stdapi.py
)
- add_library (d3d8 SHARED d3d8.def d3d8.cpp trace_write.cpp os_win32.cpp)
+ add_library (d3d8 SHARED d3d8.def d3d8.cpp d3dshader.cpp trace_write.cpp os_win32.cpp)
set_target_properties (d3d8
PROPERTIES PREFIX ""
RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/wrappers
add_custom_command (
OUTPUT d3d9.cpp
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/d3d9.py > ${CMAKE_CURRENT_BINARY_DIR}/d3d9.cpp
- DEPENDS d3d9.py trace.py d3d9types.py d3d9caps.py d3dshader.py winapi.py stdapi.py
+ DEPENDS d3d9.py trace.py d3d9types.py d3d9caps.py winapi.py stdapi.py
)
- add_library (d3d9 SHARED d3d9.def d3d9.cpp trace_write.cpp os_win32.cpp)
+ add_library (d3d9 SHARED d3d9.def d3d9.cpp d3dshader.cpp trace_write.cpp os_win32.cpp)
set_target_properties (d3d9
PROPERTIES PREFIX ""
RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/wrappers
)
add_custom_command (
- OUTPUT glretrace_state.cpp
- COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/glstate.py > ${CMAKE_CURRENT_BINARY_DIR}/glretrace_state.cpp
+ OUTPUT glstate_params.cpp
+ COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/glstate.py > ${CMAKE_CURRENT_BINARY_DIR}/glstate_params.cpp
DEPENDS glstate.py glparams.py gltypes.py stdapi.py
)
glretrace_glx.cpp
glretrace_wgl.cpp
glretrace_main.cpp
- glretrace_state.cpp
+ glstate.cpp
+ glstate_params.cpp
retrace.cpp
${glws}
image.cpp
# We use GLX on MacOSX, which is in a separate library
if (APPLE)
find_library (X11_GL_LIB GL ${X11_LIB_SEARCH_PATH})
- target_link_libraries (glretrace ${X11_GL_LIB})
+ find_library (APPLICATIONSERVICES ApplicationServices)
+ target_link_libraries (glretrace ${X11_GL_LIB} ${APPLICATIONSERVICES})
endif (APPLE)
endif (NOT WIN32)