####### Expanded from @PACKAGE_INIT@ by configure_package_config_file() ####### ####### Any changes to this file will be overwritten by the next CMake run #### ####### The input file was PkgBinConfig.cmake.in ######## get_filename_component(PACKAGE_PREFIX_DIR "${CMAKE_CURRENT_LIST_DIR}/../../../" ABSOLUTE) macro(set_and_check _var _file) set(${_var} "${_file}") if(NOT EXISTS "${_file}") message(FATAL_ERROR "File or directory ${_file} referenced by variable ${_var} does not exist !") endif() endmacro() macro(check_required_components _NAME) foreach(comp ${${_NAME}_FIND_COMPONENTS}) if(NOT ${_NAME}_${comp}_FOUND) if(${_NAME}_FIND_REQUIRED_${comp}) set(${_NAME}_FOUND FALSE) endif() endif() endforeach() endmacro() #################################################################################### # Make a list of all configurations # FIXME: Replace this with ${CMAKE_CONFIGURATION_TYPES} set(CONFIGS "RELEASE" "DEBUG") # Construct the executable names set(shader_test_OUTPUT_NAME_RELEASE "shader_test") set(shader_test_OUTPUT_NAME_DEBUG "shader_test_d") # See if we can go the easy way when our dependency is also a target to be built if (TARGET shader_test) set(shader_test_EXECUTABLE shader_test) set(shader_test_FOUND TRUE) endif() # See if the imported target already exists if (TARGET shader_test_IMPORTED_${TARGET_POSTFIX}) set(shader_test_EXECUTABLE shader_test_IMPORTED_${TARGET_POSTFIX}) set(shader_test_FOUND TRUE) endif() # If the project is a target then it might not be built but we assume # nevertheless that the files will be present. If it is not a target then # we look for the libraries explicitly if (NOT shader_test_FOUND) set(FIND_PATHS "${PACKAGE_PREFIX_DIR}/framework/lib/unix" "${PACKAGE_PREFIX_DIR}/framework/bin/unix" "${PACKAGE_PREFIX_DIR}/build/bin/unix" "${PACKAGE_PREFIX_DIR}/build/lib/unix") # Try to find executables for all configurations foreach(conf ${CONFIGS}) find_program(shader_test_EXE_${conf} ${shader_test_OUTPUT_NAME_${conf}} PATHS ${FIND_PATHS}) endforeach() # Check if all program types could be found set(ALL_EXES_FOUND TRUE) foreach(conf ${CONFIGS}) if (NOT shader_test_EXE_${conf}) set(ALL_EXES_FOUND FALSE) break() endif() endforeach() # If some programs could not be found then substitute their name with the # first library name that could be found if (NOT ALL_EXES_FOUND) set(FIRST_FOUND_NAME FALSE) foreach(conf ${CONFIGS}) if(shader_test_EXE_${conf}) set(FIRST_FOUND_NAME ${shader_test_EXE_${conf}}) break() endif() endforeach() # If no program was found then we failed if (NOT FIRST_FOUND_NAME) # FIXME: add better error handling here message(FATAL_ERROR "Could not find program shader_test") set(shader_test_FOUND FALSE) return() endif() # Set all library names that were not found foreach(conf ${CONFIGS}) if(NOT shader_test_EXE_${conf}) set(shader_test_EXE_${conf} ${FIRST_FOUND_NAME}) endif() endforeach() endif() # Generate an imported target which each location for different configurations set accordingly add_executable(shader_test_IMPORTED_${TARGET_POSTFIX} IMPORTED) foreach(conf ${CONFIGS}) set_target_properties(shader_test_IMPORTED_${TARGET_POSTFIX} PROPERTIES IMPORTED_LOCATION_${conf} "${shader_test_EXE_${conf}}") endforeach() set(shader_test_EXECUTABLE shader_test_IMPORTED_${TARGET_POSTFIX}) set(shader_test_FOUND TRUE) endif() file(RELATIVE_PATH SRC_NAME "${CMAKE_SOURCE_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}") set(LOG_BASE "${CMAKE_BINARY_DIR}/@BUILD_BASE@/log/shader/${SRC_NAME}") macro(cgv_test_shaders target) if (NOT TEST_SHADERS_IGNORE) # Add a custom build rule for every file foreach (infile ${ARGN}) shader_command_add(${target} "${infile}") endforeach() endif() endmacro() macro(shader_command_add target infile) get_filename_component(LOG_PATH "${LOG_BASE}/${infile}" PATH) get_filename_component(LOG_NAME "${infile}" NAME) get_filename_component(INFILE_ABS "${CMAKE_CURRENT_SOURCE_DIR}/${infile}" ABSOLUTE) set(outfile "${LOG_PATH}/${LOG_NAME}.log") if (NOT EXISTS "${LOG_PATH}") file(MAKE_DIRECTORY "${LOG_PATH}") endif() add_custom_target(shader_test_${LOG_NAME} DEPENDS "${INFILE_ABS}" SOURCES "${INFILE_ABS}" COMMAND ${shader_test_EXECUTABLE} "${INFILE_ABS}" "${outfile}" COMMENT "Testing shader code in ${LOG_NAME}") add_dependencies(${target} shader_test_${LOG_NAME}) endmacro()