isle-portable/miniwin/CMakeLists.txt
David Gow c8284e268d
miniwin: Remove GLEW dependency for OpenGL 1.1
GLEW normally backs directly onto glXGetProcAddress on Linux, which is broken
on non-GLX setups, such as Wayland (but also X11 with EGL, and presumably KMSDRM).

Replace it with manual calls to SDL_GL_GetProcAddress() for the VBO path.

Note, however, that SDL_opengl.h includes "windows.h", so conflicts with the
miniwin implementation, which breaks builds on windows.

In order to work around this, we do what the Direct3D9 implementation does and
push all of the OpenGL calls to a separate file, actual.cpp.

Going forward, it may make sense to load _all_ OpenGL entry points via SDL,
which would allow us to avoid linking directly with libGL/libOpenGL, and
therefore eliminate the separate build dependency altogether, as well as
allowing more runtime configurability as to the OpenGL library to load.

(But that's definitely a bit uglier, and also useful very rarely.)
2025-06-29 21:34:39 +08:00

175 lines
6.3 KiB
CMake

add_library(miniwin-headers INTERFACE)
target_include_directories(miniwin-headers INTERFACE $<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>)
add_library(miniwin STATIC EXCLUDE_FROM_ALL
# Core
src/windows/windows.cpp
# DDraw
src/ddraw/ddpalette.cpp
src/ddraw/ddraw.cpp
src/ddraw/ddsurface.cpp
src/ddraw/framebuffer.cpp
# D3DRM
src/d3drm/d3drm.cpp
src/d3drm/d3drmdevice.cpp
src/d3drm/d3drmframe.cpp
src/d3drm/d3drmlight.cpp
src/d3drm/d3drmmesh.cpp
src/d3drm/d3drmtexture.cpp
src/d3drm/d3drmviewport.cpp
src/internal/meshutils.cpp
# D3DRM backends
src/d3drm/backends/sdl3gpu/renderer.cpp
src/d3drm/backends/sdl3gpu/shaders/generated/ShaderIndex.cpp
src/d3drm/backends/software/renderer.cpp
)
target_compile_definitions(miniwin PRIVATE
$<$<CONFIG:Debug>:DEBUG>
)
find_package(OpenGL)
if(OpenGL_FOUND)
message(STATUS "Found OpenGL: enabling OpenGL 1.x renderer")
target_sources(miniwin PRIVATE
src/d3drm/backends/opengl1/actual.cpp
src/d3drm/backends/opengl1/renderer.cpp
)
target_compile_definitions(miniwin PRIVATE USE_OPENGL1)
target_link_libraries(miniwin PRIVATE OpenGL::GL)
else()
message(STATUS "🧩 OpenGL 1.x support not enabled — needs OpenGL")
endif()
find_library(OPENGL_ES2_LIBRARY NAMES GLESv2)
if(OPENGL_ES2_LIBRARY)
message(STATUS "Found OpenGL: enabling OpenGL ES 2.x renderer")
target_sources(miniwin PRIVATE src/d3drm/backends/opengles2/renderer.cpp)
target_compile_definitions(miniwin PRIVATE USE_OPENGLES2)
target_link_libraries(miniwin PRIVATE OpenGL::GL)
else()
message(STATUS "🧩 OpenGL ES 2.x support not enabled")
endif()
if(WIN32)
target_sources(miniwin PRIVATE
src/d3drm/backends/directx9/actual.cpp
src/d3drm/backends/directx9/renderer.cpp
)
target_link_libraries(miniwin PRIVATE d3d9)
endif()
target_compile_definitions(miniwin PUBLIC MINIWIN)
target_include_directories(miniwin
PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/src/internal
${CMAKE_CURRENT_SOURCE_DIR}/src/d3drm/backends/sdl3gpu/shaders/generated
)
target_link_libraries(miniwin PUBLIC miniwin-headers)
target_link_libraries(miniwin PRIVATE SDL3::SDL3)
# Shader stuff
set(shader_src_dir "${CMAKE_CURRENT_SOURCE_DIR}/src/d3drm/backends/sdl3gpu/shaders/src")
set(shader_gen_dir "${CMAKE_CURRENT_SOURCE_DIR}/src/d3drm/backends/sdl3gpu/shaders/generated")
set(py_gencshadersource "${CMAKE_CURRENT_SOURCE_DIR}/src/d3drm/backends/sdl3gpu/shaders/gencshadersource.py")
set(miniwin_shaders
"${shader_src_dir}/PositionColor.vert.hlsl"
"${shader_src_dir}/SolidColor.frag.hlsl"
)
set(miniwin_shaders_DEPENDS
"${shader_src_dir}/Common.hlsl"
)
if(ISLE_COMPILE_SHADERS)
set(compiled_bindir "${CMAKE_CURRENT_BINARY_DIR}/shaders/compiled")
set(generated_dirs "${compiled_bindir}/dxil" "${compiled_bindir}/msl" "${compiled_bindir}/spirv")
add_custom_command(OUTPUT ${generated_dirs}
COMMAND "${CMAKE_COMMAND}" -E make_directory ${generated_dirs}
)
add_custom_target(create-generated-shader-directories DEPENDS ${generated_dirs})
endif()
target_sources(miniwin PRIVATE ${py_gencshadersource})
set(shader_variables )
set(shader_headers )
set(shader_stages )
foreach(shader_src IN LISTS miniwin_shaders)
get_filename_component(filename_wle "${shader_src}" NAME_WLE)
get_filename_component(shader_name "${filename_wle}" NAME_WLE)
get_filename_component(src_format_ext "${shader_src}" LAST_EXT)
get_filename_component(src_stage_ext "${filename_wle}" LAST_EXT)
string(MAKE_C_IDENTIFIER "${filename_wle}" shader_variable)
set(shader_json "${shader_src}.json")
if(src_format_ext STREQUAL ".hlsl")
set(src_format "HLSL")
else()
message(FATAL_ERROR "Unknown source format (${src_format_ext})")
endif()
if(src_stage_ext STREQUAL ".vert")
set(shader_stage "vertex")
elseif(src_stage_ext STREQUAL ".frag")
set(shader_stage "fragment")
elseif(src_stage_ext STREQUAL ".comp")
set(shader_stage "compute")
message(FATAL_ERROR "Compute shaders are not (yet) supported")
else()
message(FATAL_ERROR "Unknown stage (${src_stage_ext})")
endif()
set(dxil "${compiled_bindir}/dxil/${filename_wle}.dxil")
set(msl "${compiled_bindir}/msl/${filename_wle}.msl")
set(spirv "${compiled_bindir}/spirv/${filename_wle}.spv")
set(shader_filename "${filename_wle}.h")
set(shader_header "${shader_gen_dir}/${shader_filename}")
if(ISLE_COMPILE_SHADERS)
add_custom_command(OUTPUT "${dxil}"
COMMAND "${SDL_SHADERCROSS_BIN}" "${shader_src}" -o "${dxil}"
-s "${src_format}" -d "DXIL" -t "${shader_stage}"
DEPENDS create-generated-shader-directories "${shader_src}" ${miniwin_shaders_DEPENDS})
add_custom_command(OUTPUT "${msl}"
COMMAND "${SDL_SHADERCROSS_BIN}" "${shader_src}" -o "${msl}"
-s "${src_format}" -d "MSL" -t "${shader_stage}"
DEPENDS create-generated-shader-directories "${shader_src}" ${miniwin_shaders_DEPENDS})
add_custom_command(OUTPUT "${spirv}"
COMMAND "${SDL_SHADERCROSS_BIN}" "${shader_src}" -o "${spirv}"
-s "${src_format}" -d "SPIRV" -t "${shader_stage}"
DEPENDS create-generated-shader-directories "${shader_src}" ${miniwin_shaders_DEPENDS})
add_custom_command(OUTPUT "${shader_header}"
COMMAND Python3::Interpreter "${py_gencshadersource}" "header" "--output" "${shader_header}"
"--stage" "${shader_stage}" "--variable" "${shader_variable}"
"--dxil" "${dxil}" "--msl" "${msl}" "--spirv" "${spirv}"
DEPENDS "${py_gencshadersource}" "${dxil}" "${msl}" "${spirv}")
endif()
target_sources(miniwin PRIVATE "${shader_header}")
list(APPEND shader_names "${shader_name}")
list(APPEND shader_variables "${shader_variable}")
list(APPEND shader_headers "${shader_header}")
list(APPEND shader_stages "${shader_stage}")
list(APPEND shader_jsons "${shader_json}")
endforeach()
set(index_cpp "${shader_gen_dir}/ShaderIndex.cpp")
set(index_h "${shader_gen_dir}/ShaderIndex.h")
if(ISLE_COMPILE_SHADERS)
add_custom_command(OUTPUT "${index_h}" "${index_cpp}"
COMMAND Python3::Interpreter "${py_gencshadersource}" "index"
"--output" "${index_cpp}"
"--header" "${index_h}"
"--shader-names" ${shader_names}
"--shader-variables" ${shader_variables}
"--shader-headers" ${shader_headers}
"--shader-stages" ${shader_stages}
"--shader-jsons" ${shader_jsons}
DEPENDS "${py_gencshadersource}" ${shader_headers} ${shader_jsons})
endif()
target_sources(miniwin PRIVATE "${index}" "${index_cpp}")