rtengine/meson.build
Kevin Trogant 8f52ea3d3a
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Ubuntu Cross to Win64 / Cross Compile with ming64 (1.4.0, ubuntu-latest) (push) Failing after 1m32s
Fixed linux -> windows cross compilation
2024-07-16 11:48:28 +02:00

146 lines
4.5 KiB
Meson

project('rtengine', ['c', 'cpp'],
default_options: ['buildtype=debug',
'b_sanitize=address',
'c_std=c17',
'cpp_std=c++20',
'warning_level=2',
'werror=true',
'b_vscrt=static_from_buildtype',
'default_library=static',
'cpp_rtti=false',
'cpp_eh=none'])
compiler = meson.get_compiler('c')
buildtype = get_option('buildtype')
# Build options
if compiler.get_argument_syntax() == 'gcc'
add_project_arguments(
['-Wno-sign-conversion',
'-Wdouble-promotion', '-Wno-unused-function', '-Wno-unused-parameter',
'-fms-extensions'],
language : ['c', 'cpp']
)
elif compiler.get_argument_syntax() == 'msvc'
add_project_arguments(
['/wd4146', '/wd4245', '/wd4100', '/D_CRT_SECURE_NO_WARNINGS'],
language: ['c', 'cpp']
)
if buildtype == 'debug'
add_project_arguments(['/RTCsu'], language : ['c', 'cpp'])
endif
# Allow nameless struct/unions (standard in C11)
add_project_arguments(['/wd4201'], language : 'cpp')
endif
if get_option('default_library') == 'static'
add_project_arguments(['-DRT_STATIC_LIB'], language : ['c', 'cpp'])
endif
if get_option('error_report_debugbreak')
add_project_arguments(['-DRT_ERROR_REPORT_DEBUGBREAK'], language : ['c', 'cpp'])
endif
# Debug specific flags
if buildtype == 'debug' or buildtype == 'debugoptimized'
add_project_arguments([ '-DRT_DEBUG'], language : ['c', 'cpp'])
endif
# OS Specific flags
if host_machine.system() == 'linux'
add_project_arguments(['-D_GNU_SOURCE'], language : ['c', 'cpp'])
endif
# Handle Linux to Windows cross compilation.
# By default, mingw does not find its own windows headers...
if build_machine.system() == 'linux' and host_machine.system() == 'windows'
message('Adding /usr/share/mingw-w64/include to the project include path.')
add_project_arguments(['-isystem/usr/share/mingw-w64/include',
'-DRT_CROSS_LINUX_WINDOWS',
'-D_WIN32_WINNT=0x600'],
language: ['c', 'cpp'],
native: false)
endif
fs = import('fs')
# Gather dependencies
thread_dep = dependency('threads')
m_dep = compiler.find_library('m', required : false)
vk_dep = dependency('vulkan', required : false)
# Subprojects installed via wraps
meshoptimizer_proj = subproject('meshoptimizer', default_options: ['warning_level=0', 'werror=false'] )
meshoptimizer_dep = meshoptimizer_proj.get_variable('meshoptimizer_dep')
windowing_dep = []
if get_option('use_xlib')
windowing_dep = dependency('x11', required : true)
add_project_arguments(['-DRT_USE_XLIB'], language : ['c', 'cpp'])
endif
# Copy file utility
copy_util = find_program('scripts/copy_util.py')
engine_incdir = include_directories('src')
contrib_dir = meson.project_source_root() / 'contrib'
contrib_incdir = include_directories('contrib')
# Targets append to this, to enable us to run shared library builds from IDEs
engine_lib_paths = []
engine_libs = []
subdir('src')
# Handle linking against both runtime and renderer if we build static libs
engine_link_libs = []
if get_option('default_library') == 'static'
if get_option('static_renderer') == 'vk'
engine_link_libs = [runtime_lib, app_lib, vk_renderer_lib]
elif get_option('static_renderer') == 'null'
engine_link_libs = [runtime_lib, app_lib, null_renderer_lib]
elif get_option('static_renderer') == 'dx11'
engine_link_libs = [runtime_lib, app_lib, dx11_renderer_lib]
else
error('Invalid static_renderer option ', get_option('static_renderer'))
endif
else
engine_link_libs = [runtime_lib, gfx_lib, app_lib]
endif
# Unit/Integration test driver
subdir('tests')
# Declare dependencies, to enable using the engine as a subproject
engine_dep = declare_dependency(link_with : engine_link_libs,
include_directories : engine_incdir)
assetc_dep = declare_dependency(link_with : asset_compiler,
include_directories : engine_incdir)
# "inline" game
if get_option('game_as_subdir')
subdir('src/game')
# If we are building shared libraries, copy them to the games output directory.
# This ensures that we can debug with visual studio.
foreach lib_path : engine_lib_paths
run_target('copy'+fs.name(lib_path),
command : [copy_util, lib_path, join_paths(game_build_dir, fs.name(lib_path))],
depends : engine_libs)
endforeach
endif
# For Cross builds, we need libgcc from mingw
if build_machine.system() == 'linux' and host_machine.system() == 'windows'
custom_target('copy libgcc',
input : '/usr/lib/gcc/x86_64-w64-mingw32/10-win32/libgcc_s_seh-1.dll',
output : 'libgcc_s_seh-1.dll',
command : [copy_util, '@INPUT@', '@OUTPUT@'],
build_by_default : true)
endif