citra/externals/CMakeLists.txt

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# Definitions for all external bundled libraries
# Suppress warnings from external libraries
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if (CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
add_compile_options(/W0)
else()
add_compile_options(-w)
endif()
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${PROJECT_SOURCE_DIR}/CMakeModules)
include(DownloadExternals)
Initial support for scripting (#4016) * Add ZeroMQ external submodule * ZeroMQ libzmq building on macOS * Added RPC namespace, settings and logging * Added request queue handling and new classes * Add C++ interface to ZeroMQ * Added start of ZeroMQ RPC Server implementation. * Request construction and callback request handling * Read and write memory implementation * Add ID to request format and send reply * Add RPC setting to macOS UI * Fixed initialization order bug and added exception handling * Working read-write through Python * Update CMakeLists for libzmq to resolve target name conflict on Windows * Platform-specific CMake definitions for Windows/non-Windows * Add comments * Revert "Add RPC setting to macOS UI" * Always run RPC server instead of configurable * Add Python scripting example. Updated .gitignore * Rename member variables to remove trailing underscore * Finally got libzmq external project building on macOS * Add missing dependency during libzmq build * Adding more missing dependencies [skip ci] * Only build what is required from libzmq * Extra length checks on client input * Call InvalidateCacheRange after memory write * Revert MinGW change. Fix clang-format. Improve error handling in request/reply. Allow any length of data read/write in Python. * Re-organized RPC static global state into a proper class. [skip ci] * Make sure libzmq always builds in Release mode * Renamed Request to Packet since Request and Reply are the same thing * Moved request fulfillment out of Packet and into RPCServer * Change request thread from sleep to condition variable * Remove non-blocking polling from ZMQ server code. Receive now blocks and terminates properly without sleeping. This change significantly improves script speed. * Move scripting files to dist/ instead of src/ * C++ code review changes for jroweboy [skip ci] * Python code review changes for jroweboy [skip ci] * Add docstrings and tests to citra.py [skip ci] * Add host OS check for libzmq build * Revert "Add host OS check for libzmq build" * Fixed a hang when emulation is stopped and restarted due to improper destruction order of ZMQ objects [skip ci] * Add scripting directory to archive packaging [skip ci] * Specify C/CXX compiler variables on MinGW build * Only specify compiler on Linux mingw * Use gcc and g++ on Windows mingw * Specify generator for mingw * Don't specify toolchain on windows mingw * Changed citra.py to support Python 3 instead of Python 2 * Fix bug where RPC wouldn't restart after Stop/Start emulation * Added copyright to headers and reorganized includes and forward declarations
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include(ExternalProject)
# Boost
if (NOT USE_SYSTEM_BOOST)
message(STATUS "Including vendored Boost library")
set(BOOST_ROOT "${CMAKE_SOURCE_DIR}/externals/boost" CACHE STRING "")
set(Boost_INCLUDE_DIR "${CMAKE_SOURCE_DIR}/externals/boost" CACHE STRING "")
set(Boost_NO_SYSTEM_PATHS ON CACHE BOOL "")
add_library(boost INTERFACE)
target_include_directories(boost SYSTEM INTERFACE ${Boost_INCLUDE_DIR})
# Boost::serialization
file(GLOB boost_serialization_SRC "${CMAKE_SOURCE_DIR}/externals/boost/libs/serialization/src/*.cpp")
add_library(boost_serialization STATIC ${boost_serialization_SRC})
target_link_libraries(boost_serialization PUBLIC boost)
# Boost::iostreams
add_library(
boost_iostreams
STATIC
${CMAKE_SOURCE_DIR}/externals/boost/libs/iostreams/src/file_descriptor.cpp
${CMAKE_SOURCE_DIR}/externals/boost/libs/iostreams/src/mapped_file.cpp
)
target_link_libraries(boost_iostreams PUBLIC boost)
# Add additional boost libs here; remember to ALIAS them in the root CMakeLists!
else()
unset(BOOST_ROOT CACHE)
unset(Boost_INCLUDE_DIR CACHE)
set(Boost_NO_SYSTEM_PATHS OFF CACHE BOOL "" FORCE)
endif()
# Catch2
add_library(catch2 INTERFACE)
if(USE_SYSTEM_CATCH2)
find_package(Catch2 3.0.0 REQUIRED)
else()
set(CATCH_INSTALL_DOCS OFF CACHE BOOL "")
set(CATCH_INSTALL_EXTRAS OFF CACHE BOOL "")
add_subdirectory(catch2)
endif()
target_link_libraries(catch2 INTERFACE Catch2::Catch2WithMain)
# Crypto++
if(USE_SYSTEM_CRYPTOPP)
find_package(cryptopp REQUIRED)
add_library(cryptopp INTERFACE)
target_link_libraries(cryptopp INTERFACE cryptopp::cryptopp)
else()
set(CRYPTOPP_BUILD_DOCUMENTATION OFF CACHE BOOL "")
set(CRYPTOPP_BUILD_TESTING OFF CACHE BOOL "")
set(CRYPTOPP_INSTALL OFF CACHE BOOL "")
set(CRYPTOPP_SOURCES "${CMAKE_SOURCE_DIR}/externals/cryptopp" CACHE STRING "")
add_subdirectory(cryptopp-cmake)
endif()
Custom textures rewrite (#6452) * common: Add thread pool from yuzu * Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs * core: Improve ImageInterface * Provide a default implementation so frontends don't have to duplicate code registering the lodepng version * Add a dds version too which we will use in the next commit * rasterizer_cache: Rewrite custom textures * There's just too much to talk about here, look at the PR description for more details * rasterizer_cache: Implement basic pack configuration file * custom_tex_manager: Flip dumped textures * custom_tex_manager: Optimize custom texture hashing * If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode * custom_tex_manager: Implement asynchronous texture loading * The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts * Address review comments * custom_tex_manager: Introduce custom material support * video_core: Move custom textures to separate directory * Also split the files to make the code cleaner * gl_texture_runtime: Generate mipmaps for material * custom_tex_manager: Prevent memory overflow when preloading * externals: Add dds-ktx as submodule * string_util: Return vector from SplitString * No code benefits from passing it as an argument * custom_textures: Use json config file * gl_rasterizer: Only bind material for unit 0 * Address review comments
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# dds-ktx
add_library(dds-ktx INTERFACE)
target_include_directories(dds-ktx INTERFACE ./dds-ktx)
# fmt and Xbyak need to be added before dynarmic
# libfmt
if(USE_SYSTEM_FMT)
add_library(fmt INTERFACE)
find_package(fmt REQUIRED)
target_link_libraries(fmt INTERFACE fmt::fmt)
else()
option(FMT_INSTALL "" ON)
add_subdirectory(fmt EXCLUDE_FROM_ALL)
endif()
# Xbyak
if ("x86_64" IN_LIST ARCHITECTURE)
if(USE_SYSTEM_XBYAK)
find_package(xbyak REQUIRED)
add_library(xbyak INTERFACE)
target_link_libraries(xbyak INTERFACE xbyak::xbyak)
else()
add_subdirectory(xbyak EXCLUDE_FROM_ALL)
endif()
endif()
video_core: Implement an arm64 shader-jit backend (#7002) * externals: Add oaksim submodule Used for emitting ARM64 assembly * common: Implement aarch64 ABI Utilize oaknut to implement a stack frame. * tests: Allow shader-jit tests for x64 and a64 Run the shader-jit tests for both x86_64 and arm64 targets * video_core: Initialize arm64 shader-jit backend Passes all current unit tests! * shader_jit_a64: protect/unprotect memory when jit-ing Required on MacOS. Memory needs to be fully unprotected and then re-protected when writing or there will be memory access errors on MacOS. * shader_jit_a64: Fix ARM64-Imm overflow These conditionals were throwing exceptions since the immediate values were overflowing the available space in the `EOR` instructions. Instead they are generated from `MOV` and then `EOR`-ed after. * shader_jit_a64: Fix Geometry shader conditional * shader_jit_a64: Replace `ADRL` with `MOVP2R` Fixes some immediate-generation exceptions. * common/aarch64: Fix CallFarFunction * shader_jit_a64: Optimize `SantitizedMul` Co-authored-by: merryhime <merryhime@users.noreply.github.com> * shader_jit_a64: Fix address register offset behavior Based on https://github.com/citra-emu/citra/pull/6942 Passes unit tests. * shader_jit_a64: Fix `RET` address offset A64 stack is 16-byte aligned rather than 8. So a direct port of the x64 code won't work. Fixes weird branches into invalid memory for any shaders with subroutines. * shader_jit_a64: Increase max program size Tuned for A64 program size. * shader_jit_a64: Use `UBFX` for extracting loop-state Co-authored-by: JosJuice <JosJuice@users.noreply.github.com> * shader_jit_a64: Optimize `SUB+CMP` to `SUBS` Co-authored-by: JosJuice <JosJuice@users.noreply.github.com> * shader_jit_a64: Optimize `CMP+B` to `CBNZ` Co-authored-by: JosJuice <JosJuice@users.noreply.github.com> * shader_jit_a64: Use `FMOV` for `ONE` vector Co-authored-by: JosJuice <JosJuice@users.noreply.github.com> * shader_jit_a64: Remove x86-specific documentation * shader_jit_a64: Use `UBFX` to extract exponent Co-authored-by: JosJuice <JosJuice@users.noreply.github.com> * shader_jit_a64: Remove redundant MIN/MAX `SRC2`-NaN check Special handling only needs to check SRC1 for NaN, not SRC2. It would work as follows in the four possible cases: No NaN: No special handling needed. Only SRC1 is NaN: The special handling is triggered because SRC1 is NaN, and SRC2 is picked. Only SRC2 is NaN: FMAX automatically picks SRC2 because it always picks the NaN if there is one. Both SRC1 and SRC2 are NaN: The special handling is triggered because SRC1 is NaN, and SRC2 is picked. Co-authored-by: JosJuice <JosJuice@users.noreply.github.com> * shader_jit/tests:: Add catch-stringifier for vec2f/vec3f * shader_jit/tests: Add Dest Mask unit test * shader_jit_a64: Fix Dest-Mask `BSL` operand order Passes the dest-mask unit tests now. * shader_jit_a64: Use `MOVI` for DestEnable mask Accelerate certain cases of masking with MOVI as well Co-authored-by: JosJuice <JosJuice@users.noreply.github.com> * shader_jit/tests: Add source-swizzle unit test This is not expansive. Generating all `4^4` cases seems to make Catch2 crash. So I've added some component-masking(non-reordering) tests based on the Dest-Mask unit-test and some additional ones to test broadcasts/splats and component re-ordering. * shader_jit_a64: Fix swizzle index generation This was still generating `SHUFPS` indices and not the ones that we wanted for the `TBL` instruction. Passes all unit tests now. * shader_jit/tests: Add `ShaderSetup` constructor to `ShaderTest` Rather than using the direct output of `CompileShaderSetup` allow a `ShaderSetup` object to be passed in directly. This enabled the ability emit assembly that is not directly supported by nihstro. * shader_jit/tests: Add `CALL` unit-test Tests nested `CALL` instructions to eventually reach an `EX2` instruction. EX2 is picked in particular since it is implemented as an even deeper dispatch and ensures subroutines are properly implemented between `CALL` instructions and implementation-calls. * shader_jit_a64: Fix nested `BL` subroutines `lr` was getting writen over by nested calls to `BL`, causing undefined behavior with mixtures of `CALL`, `EX2`, and `LG2` instructions. Each usage of `BL` is now protected with a stach push/pop to preserve and restore teh `lr` register to allow nested subroutines to work properly. * shader_jit/tests: Allocate generated tests on heap Each of these generated shader-test objects were causing the stack to overflow. Allocate each of the generated tests on the heap and use unique_ptr so they only exist within the life-time of the `REQUIRE` statement. * shader_jit_a64: Preserve `lr` register from external function calls `EMIT` makes an external function call, and should be preserving `lr` * shader_jit/tests: Add `MAD` unit-test The Inline Asm version requires an upstream fix: https://github.com/neobrain/nihstro/issues/68 Instead, the program code is manually configured and added. * shader_jit/tests: Fix uninitialized instructions These `union`-type instruction-types were uninitialized, causing tests to indeterminantly fail at times. * shader_jit_a64: Remove unneeded `MOV` Residue from the direct-port of x64 code. * shader_jit_a64: Use `std::array` for `instr_table` Add some type-safety and const-correctness around this type as well. * shader_jit_a64: Avoid c-style offset casting Add some more const-correctness to this function as well. * video_core: Add arch preprocessor comments * common/aarch64: Use X16 as the veneer register https://developer.arm.com/documentation/102374/0101/Procedure-Call-Standard * shader_jit/tests: Add uniform reading unit-test Particularly to ensure that addresses are being properly truncated * common/aarch64: Use `X0` as `ABI_RETURN` `X8` is used as the indirect return result value in the case that the result is bigger than 128-bits. Principally `X0` is the general-case return register though. * common/aarch64: Add veneer register note `LR` is generally overwritten by `BLR` anyways, and would also be a safe veneer to utilize for far-calls. * shader_jit_a64: Remove unneeded scratch register from `SanitizedMul` * shader_jit_a64: Fix CALLU condition Should be `EQ` not `NE`. Fixes the regression on Kid Icarus. No known regressions anymore! --------- Co-authored-by: merryhime <merryhime@users.noreply.github.com> Co-authored-by: JosJuice <JosJuice@users.noreply.github.com>
2023-11-05 20:40:31 +00:00
# Oaknut
if ("arm64" IN_LIST ARCHITECTURE)
add_subdirectory(oaknut EXCLUDE_FROM_ALL)
endif()
# Dynarmic
if ("x86_64" IN_LIST ARCHITECTURE OR "arm64" IN_LIST ARCHITECTURE)
if(USE_SYSTEM_DYNARMIC)
find_package(dynarmic REQUIRED)
add_library(dynarmic INTERFACE)
target_link_libraries(dynarmic INTERFACE dynarmic::dynarmic)
# The dynarmic package's cmake files are helpfully completely silent
# so we have to inform the user of its status ourselves
if(TARGET dynarmic::dynarmic)
message(STATUS "Found dynarmic")
endif()
else()
set(DYNARMIC_TESTS OFF CACHE BOOL "")
set(DYNARMIC_FRONTENDS "A32" CACHE STRING "")
set(DYNARMIC_USE_PRECOMPILED_HEADERS ${CITRA_USE_PRECOMPILED_HEADERS} CACHE BOOL "")
add_subdirectory(dynarmic EXCLUDE_FROM_ALL)
endif()
endif()
# getopt
if (MSVC)
add_subdirectory(getopt)
endif()
# inih
if(USE_SYSTEM_INIH)
find_package(inih REQUIRED COMPONENTS inih inir)
add_library(inih INTERFACE)
target_link_libraries(inih INTERFACE inih::inih inih::inir)
else()
add_subdirectory(inih)
endif()
# MicroProfile
add_library(microprofile INTERFACE)
target_include_directories(microprofile SYSTEM INTERFACE ./microprofile)
# Nihstro
add_library(nihstro-headers INTERFACE)
target_include_directories(nihstro-headers SYSTEM INTERFACE ./nihstro/include)
if (MSVC)
# TODO: For some reason MSVC still applies this warning even with /W0 for externals.
target_compile_options(nihstro-headers INTERFACE /wd4715)
endif()
# Open Source Archives
add_subdirectory(open_source_archives)
# faad2
add_subdirectory(faad2 EXCLUDE_FROM_ALL)
# Dynamic library headers
add_library(library-headers INTERFACE)
if (USE_SYSTEM_FFMPEG_HEADERS)
find_path(SYSTEM_FFMPEG_INCLUDES NAMES libavutil/avutil.h)
if (SYSTEM_FFMPEG_INCLUDES STREQUAL "SYSTEM_FFMPEG_INCLUDES-NOTFOUND")
message(WARNING "System FFmpeg headers not found. Falling back on bundled headers.")
else()
message(STATUS "Using system FFmpeg headers.")
target_include_directories(library-headers SYSTEM INTERFACE ${SYSTEM_FFMPEG_INCLUDES})
set(FOUND_FFMPEG_HEADERS ON)
endif()
endif()
if (NOT FOUND_FFMPEG_HEADERS)
message(STATUS "Using bundled ffmpeg headers.")
target_include_directories(library-headers SYSTEM INTERFACE ./library-headers/ffmpeg/include)
endif()
# SoundTouch
if(NOT USE_SYSTEM_SOUNDTOUCH)
set(INTEGER_SAMPLES ON CACHE BOOL "")
set(SOUNDSTRETCH OFF CACHE BOOL "")
set(SOUNDTOUCH_DLL OFF CACHE BOOL "")
add_subdirectory(soundtouch EXCLUDE_FROM_ALL)
target_compile_definitions(SoundTouch PUBLIC SOUNDTOUCH_INTEGER_SAMPLES)
endif()
# Teakra
add_subdirectory(teakra EXCLUDE_FROM_ALL)
# SDL2
if (ENABLE_SDL2 AND NOT USE_SYSTEM_SDL2)
add_subdirectory(sdl2)
endif()
# libusb
if (ENABLE_LIBUSB AND NOT USE_SYSTEM_LIBUSB)
add_subdirectory(libusb)
set(LIBUSB_INCLUDE_DIR "" PARENT_SCOPE)
set(LIBUSB_LIBRARIES usb PARENT_SCOPE)
endif()
# Zstandard
if(USE_SYSTEM_ZSTD)
find_package(zstd REQUIRED)
add_library(zstd INTERFACE)
if(TARGET zstd::libzstd_shared)
message(STATUS "Found system Zstandard")
endif()
target_link_libraries(zstd INTERFACE zstd::libzstd_shared)
else()
set(ZSTD_LEGACY_SUPPORT OFF)
set(ZSTD_BUILD_PROGRAMS OFF)
set(ZSTD_BUILD_SHARED OFF)
add_subdirectory(zstd/build/cmake EXCLUDE_FROM_ALL)
target_include_directories(libzstd_static INTERFACE $<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/externals/zstd/lib>)
add_library(zstd ALIAS libzstd_static)
endif()
# ENet
if(USE_SYSTEM_ENET)
find_package(libenet REQUIRED)
add_library(enet INTERFACE)
target_link_libraries(enet INTERFACE libenet::libenet)
else()
add_subdirectory(enet)
target_include_directories(enet INTERFACE ./enet/include)
endif()
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# Cubeb
if (ENABLE_CUBEB)
if(USE_SYSTEM_CUBEB)
find_package(cubeb REQUIRED)
add_library(cubeb INTERFACE)
target_link_libraries(cubeb INTERFACE cubeb::cubeb)
if(TARGET cubeb::cubeb)
message(STATUS "Found system cubeb")
endif()
else()
set(BUILD_TESTS OFF CACHE BOOL "")
set(BUILD_TOOLS OFF CACHE BOOL "")
set(BUNDLE_SPEEX ON CACHE BOOL "")
add_subdirectory(cubeb EXCLUDE_FROM_ALL)
endif()
endif()
# DiscordRPC
if (USE_DISCORD_PRESENCE)
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add_subdirectory(discord-rpc EXCLUDE_FROM_ALL)
target_include_directories(discord-rpc INTERFACE ./discord-rpc/include)
endif()
Custom textures rewrite (#6452) * common: Add thread pool from yuzu * Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs * core: Improve ImageInterface * Provide a default implementation so frontends don't have to duplicate code registering the lodepng version * Add a dds version too which we will use in the next commit * rasterizer_cache: Rewrite custom textures * There's just too much to talk about here, look at the PR description for more details * rasterizer_cache: Implement basic pack configuration file * custom_tex_manager: Flip dumped textures * custom_tex_manager: Optimize custom texture hashing * If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode * custom_tex_manager: Implement asynchronous texture loading * The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts * Address review comments * custom_tex_manager: Introduce custom material support * video_core: Move custom textures to separate directory * Also split the files to make the code cleaner * gl_texture_runtime: Generate mipmaps for material * custom_tex_manager: Prevent memory overflow when preloading * externals: Add dds-ktx as submodule * string_util: Return vector from SplitString * No code benefits from passing it as an argument * custom_textures: Use json config file * gl_rasterizer: Only bind material for unit 0 * Address review comments
2023-04-27 05:38:28 +01:00
# JSON
add_library(json-headers INTERFACE)
if (USE_SYSTEM_JSON)
find_package(nlohmann_json REQUIRED)
target_link_libraries(json-headers INTERFACE nlohmann_json::nlohmann_json)
get_target_property(NLOHMANN_PREFIX nlohmann_json::nlohmann_json INTERFACE_INCLUDE_DIRECTORIES)
# The nlohmann-json3 package expects "#include <nlohmann/json.hpp>"
# Citra uses "#include <json.hpp>" so we have to add this manually
target_include_directories(json-headers SYSTEM INTERFACE "${NLOHMANN_PREFIX}/nlohmann")
else()
target_include_directories(json-headers SYSTEM INTERFACE ./json)
endif()
Custom textures rewrite (#6452) * common: Add thread pool from yuzu * Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs * core: Improve ImageInterface * Provide a default implementation so frontends don't have to duplicate code registering the lodepng version * Add a dds version too which we will use in the next commit * rasterizer_cache: Rewrite custom textures * There's just too much to talk about here, look at the PR description for more details * rasterizer_cache: Implement basic pack configuration file * custom_tex_manager: Flip dumped textures * custom_tex_manager: Optimize custom texture hashing * If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode * custom_tex_manager: Implement asynchronous texture loading * The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts * Address review comments * custom_tex_manager: Introduce custom material support * video_core: Move custom textures to separate directory * Also split the files to make the code cleaner * gl_texture_runtime: Generate mipmaps for material * custom_tex_manager: Prevent memory overflow when preloading * externals: Add dds-ktx as submodule * string_util: Return vector from SplitString * No code benefits from passing it as an argument * custom_textures: Use json config file * gl_rasterizer: Only bind material for unit 0 * Address review comments
2023-04-27 05:38:28 +01:00
# OpenSSL
if (USE_SYSTEM_OPENSSL)
find_package(OpenSSL 1.1)
if (OPENSSL_FOUND)
set(OPENSSL_LIBRARIES OpenSSL::SSL OpenSSL::Crypto)
endif()
endif()
if (NOT OPENSSL_FOUND)
# LibreSSL
set(LIBRESSL_SKIP_INSTALL ON CACHE BOOL "")
set(OPENSSLDIR "/etc/ssl/")
add_subdirectory(libressl EXCLUDE_FROM_ALL)
target_include_directories(ssl SYSTEM INTERFACE ./libressl/include)
target_compile_definitions(ssl PRIVATE -DHAVE_INET_NTOP)
get_directory_property(OPENSSL_LIBRARIES
DIRECTORY libressl
DEFINITION OPENSSL_LIBS)
endif()
# httplib
add_library(httplib INTERFACE)
if(USE_SYSTEM_CPP_HTTPLIB)
find_package(CppHttp 0.14.1)
if(CppHttp_FOUND)
target_link_libraries(httplib INTERFACE httplib::httplib)
else()
message(STATUS "Cpp-httplib not found or not suitable version! Falling back to bundled...")
target_include_directories(httplib SYSTEM INTERFACE ./httplib)
endif()
else()
target_include_directories(httplib SYSTEM INTERFACE ./httplib)
endif()
target_compile_options(httplib INTERFACE -DCPPHTTPLIB_OPENSSL_SUPPORT)
target_link_libraries(httplib INTERFACE ${OPENSSL_LIBRARIES})
if (UNIX AND NOT APPLE)
add_subdirectory(gamemode)
endif()
# cpp-jwt
if (ENABLE_WEB_SERVICE)
if (USE_SYSTEM_CPP_JWT)
find_package(cpp-jwt REQUIRED)
add_library(cpp-jwt INTERFACE)
target_link_libraries(cpp-jwt INTERFACE cpp-jwt::cpp-jwt)
else()
add_library(cpp-jwt INTERFACE)
target_include_directories(cpp-jwt SYSTEM INTERFACE ./cpp-jwt/include)
target_compile_definitions(cpp-jwt INTERFACE CPP_JWT_USE_VENDORED_NLOHMANN_JSON)
endif()
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endif()
# lodepng
if(USE_SYSTEM_LODEPNG)
add_library(lodepng INTERFACE)
find_package(lodepng REQUIRED)
target_link_libraries(lodepng INTERFACE lodepng::lodepng)
else()
add_subdirectory(lodepng)
endif()
# (xperia64): Only use libyuv on Android b/c of build issues on Windows and mandatory JPEG
if(ANDROID)
# libyuv
add_subdirectory(libyuv)
target_include_directories(yuv INTERFACE ./libyuv/include)
endif()
# OpenAL Soft
if (ENABLE_OPENAL)
if(USE_SYSTEM_OPENAL)
add_library(OpenAL INTERFACE)
find_package(OpenAL REQUIRED)
target_link_libraries(OpenAL INTERFACE OpenAL::OpenAL)
else()
set(ALSOFT_EMBED_HRTF_DATA OFF CACHE BOOL "")
set(ALSOFT_EXAMPLES OFF CACHE BOOL "")
set(ALSOFT_INSTALL OFF CACHE BOOL "")
set(ALSOFT_INSTALL_CONFIG OFF CACHE BOOL "")
set(ALSOFT_INSTALL_HRTF_DATA OFF CACHE BOOL "")
set(ALSOFT_INSTALL_AMBDEC_PRESETS OFF CACHE BOOL "")
set(ALSOFT_UTILS OFF CACHE BOOL "")
set(LIBTYPE "STATIC" CACHE STRING "")
add_subdirectory(openal-soft EXCLUDE_FROM_ALL)
endif()
endif()
# OpenGL dependencies
if (ENABLE_OPENGL)
# Glad
add_subdirectory(glad)
endif()
# Vulkan dependencies
if (ENABLE_VULKAN)
# glslang
if(USE_SYSTEM_GLSLANG)
find_package(glslang REQUIRED)
add_library(glslang INTERFACE)
add_library(SPIRV INTERFACE)
target_link_libraries(glslang INTERFACE glslang::glslang)
target_link_libraries(SPIRV INTERFACE glslang::SPIRV)
# System include path is different from submodule include path
get_target_property(GLSLANG_PREFIX glslang::SPIRV INTERFACE_INCLUDE_DIRECTORIES)
target_include_directories(SPIRV SYSTEM INTERFACE "${GLSLANG_PREFIX}/glslang")
else()
set(SKIP_GLSLANG_INSTALL ON CACHE BOOL "")
set(ENABLE_GLSLANG_BINARIES OFF CACHE BOOL "")
set(ENABLE_SPVREMAPPER OFF CACHE BOOL "")
set(ENABLE_CTEST OFF CACHE BOOL "")
set(ENABLE_HLSL OFF CACHE BOOL "")
set(BUILD_EXTERNAL OFF CACHE BOOL "")
add_subdirectory(glslang)
endif()
# sirit
add_subdirectory(sirit EXCLUDE_FROM_ALL)
# VMA
if(USE_SYSTEM_VMA)
add_library(vma INTERFACE)
find_package(VulkanMemoryAllocator REQUIRED)
if(TARGET GPUOpen::VulkanMemoryAllocator)
message(STATUS "Found VulkanMemoryAllocator")
target_link_libraries(vma INTERFACE GPUOpen::VulkanMemoryAllocator)
endif()
else()
add_library(vma INTERFACE)
target_include_directories(vma SYSTEM INTERFACE ./vma/include)
endif()
# vulkan-headers
add_library(vulkan-headers INTERFACE)
if(USE_SYSTEM_VULKAN_HEADERS)
find_package(Vulkan REQUIRED)
if(TARGET Vulkan::Headers)
message(STATUS "Found Vulkan headers")
target_link_libraries(vulkan-headers INTERFACE Vulkan::Headers)
endif()
else()
target_include_directories(vulkan-headers SYSTEM INTERFACE ./vulkan-headers/include)
endif()
Add vulkan backend (#6512) * code: Prepare frontend for vulkan support * citra_qt: Add vulkan options to the GUI * vk_instance: Collect tooling info * renderer_vulkan: Add vulkan backend * qt: Fix fullscreen and resize issues on macOS. (#47) * qt: Fix bugged macOS full screen transition. * renderer/vulkan: Fix swapchain recreation destroying in-use semaphore. * renderer/vulkan: Make gl_Position invariant. (#48) This fixes an issue with black artifacts in Pokemon games on Apple GPUs. If the vertex calculations differ slightly between render passes, it can cause parts of model faces to fail depth test. * vk_renderpass_cache: Bump pixel format count * android: Custom driver code * vk_instance: Set moltenvk configuration * rasterizer_cache: Proper surface unregister * citra_qt: Fix invalid characters * vk_rasterizer: Correct special unbind * android: Allow async presentation toggle * vk_graphics_pipeline: Fix async shader compilation * We were actually waiting for the pipelines regardless of the setting, oops * vk_rasterizer: More robust attribute loading * android: Move PollEvents to OpenGL window * Vulkan does not need this and it causes problems * vk_instance: Enable robust buffer access * Improves stability on mali devices * vk_renderpass_cache: Bring back renderpass flushing * externals: Update vulkan-headers * gl_rasterizer: Separable shaders for everyone * vk_blit_helper: Corect depth to color convertion * renderer_vulkan: Implement reinterpretation with copy * Allows reinterpreteration with simply copy on AMD * vk_graphics_pipeline: Only fast compile if no shaders are pending * With this shaders weren't being compiled in parallel * vk_swapchain: Ensure vsync doesn't lock framerate * vk_present_window: Match guest swapchain size to vulkan image count * Less latency and fixes crashes that were caused by images being deleted before free * vk_instance: Blacklist VK_EXT_pipeline_creation_cache_control with nvidia gpus * Resolves crashes when async shader compilation is enabled * vk_rasterizer: Bump async threshold to 6 * Many games have fullscreen quads with 6 vertices. Fixes pokemon textures missing with async shaders * android: More robust surface recreation * renderer_vulkan: Fix dynamic state being lost * vk_pipeline_cache: Skip cache save when no pipeline cache exists * This is the cache when loading a save state * sdl: Fix surface initialization on macOS. (#49) * sdl: Fix surface initialization on macOS. * sdl: Fix render window events not being handled under Vulkan. * renderer/vulkan: Fix binding/unbinding of shadow rendering buffer. * vk_stream_buffer: Respect non coherent access alignment * Required by nvidia GPUs on MacOS * renderer/vulkan: Support VK_EXT_fragment_shader_interlock for shadow rendering. (#51) * renderer_vulkan: Port some recent shader fixes * vk_pipeline_cache: Improve shadow detection * vk_swapchain: Add missing check * renderer_vulkan: Fix hybrid screen * Revert "gl_rasterizer: Separable shaders for everyone" Causes crashes on mali GPUs, will need separate PR This reverts commit d22d556d30ff641b62dfece85738c96b7fbf7061. * renderer_vulkan: Fix flipped screenshot --------- Co-authored-by: Steveice10 <1269164+Steveice10@users.noreply.github.com>
2023-09-12 23:28:50 +01:00
# adrenotools
if (ANDROID AND "arm64" IN_LIST ARCHITECTURE)
add_subdirectory(libadrenotools)
endif()
Add vulkan backend (#6512) * code: Prepare frontend for vulkan support * citra_qt: Add vulkan options to the GUI * vk_instance: Collect tooling info * renderer_vulkan: Add vulkan backend * qt: Fix fullscreen and resize issues on macOS. (#47) * qt: Fix bugged macOS full screen transition. * renderer/vulkan: Fix swapchain recreation destroying in-use semaphore. * renderer/vulkan: Make gl_Position invariant. (#48) This fixes an issue with black artifacts in Pokemon games on Apple GPUs. If the vertex calculations differ slightly between render passes, it can cause parts of model faces to fail depth test. * vk_renderpass_cache: Bump pixel format count * android: Custom driver code * vk_instance: Set moltenvk configuration * rasterizer_cache: Proper surface unregister * citra_qt: Fix invalid characters * vk_rasterizer: Correct special unbind * android: Allow async presentation toggle * vk_graphics_pipeline: Fix async shader compilation * We were actually waiting for the pipelines regardless of the setting, oops * vk_rasterizer: More robust attribute loading * android: Move PollEvents to OpenGL window * Vulkan does not need this and it causes problems * vk_instance: Enable robust buffer access * Improves stability on mali devices * vk_renderpass_cache: Bring back renderpass flushing * externals: Update vulkan-headers * gl_rasterizer: Separable shaders for everyone * vk_blit_helper: Corect depth to color convertion * renderer_vulkan: Implement reinterpretation with copy * Allows reinterpreteration with simply copy on AMD * vk_graphics_pipeline: Only fast compile if no shaders are pending * With this shaders weren't being compiled in parallel * vk_swapchain: Ensure vsync doesn't lock framerate * vk_present_window: Match guest swapchain size to vulkan image count * Less latency and fixes crashes that were caused by images being deleted before free * vk_instance: Blacklist VK_EXT_pipeline_creation_cache_control with nvidia gpus * Resolves crashes when async shader compilation is enabled * vk_rasterizer: Bump async threshold to 6 * Many games have fullscreen quads with 6 vertices. Fixes pokemon textures missing with async shaders * android: More robust surface recreation * renderer_vulkan: Fix dynamic state being lost * vk_pipeline_cache: Skip cache save when no pipeline cache exists * This is the cache when loading a save state * sdl: Fix surface initialization on macOS. (#49) * sdl: Fix surface initialization on macOS. * sdl: Fix render window events not being handled under Vulkan. * renderer/vulkan: Fix binding/unbinding of shadow rendering buffer. * vk_stream_buffer: Respect non coherent access alignment * Required by nvidia GPUs on MacOS * renderer/vulkan: Support VK_EXT_fragment_shader_interlock for shadow rendering. (#51) * renderer_vulkan: Port some recent shader fixes * vk_pipeline_cache: Improve shadow detection * vk_swapchain: Add missing check * renderer_vulkan: Fix hybrid screen * Revert "gl_rasterizer: Separable shaders for everyone" Causes crashes on mali GPUs, will need separate PR This reverts commit d22d556d30ff641b62dfece85738c96b7fbf7061. * renderer_vulkan: Fix flipped screenshot --------- Co-authored-by: Steveice10 <1269164+Steveice10@users.noreply.github.com>
2023-09-12 23:28:50 +01:00
endif()