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