2014-10-04 07:55:04 +08:00
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# This file is based off of the Platform/Darwin.cmake and Platform/UnixPaths.cmake
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# files which are included with CMake 2.8.4
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# It has been altered for iOS development
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# Options:
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#
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# IOS_PLATFORM = OS (default) or SIMULATOR
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# This decides if SDKS will be selected from the iPhoneOS.platform or iPhoneSimulator.platform folders
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# OS - the default, used to build for iPhone and iPad physical devices, which have an arm arch.
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# SIMULATOR - used to build for the Simulator platforms, which have an x86 arch.
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#
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# CMAKE_IOS_DEVELOPER_ROOT = automatic(default) or /path/to/platform/Developer folder
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# By default this location is automatcially chosen based on the IOS_PLATFORM value above.
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# If set manually, it will override the default location and force the user of a particular Developer Platform
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#
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# CMAKE_IOS_SDK_ROOT = automatic(default) or /path/to/platform/Developer/SDKs/SDK folder
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# By default this location is automatcially chosen based on the CMAKE_IOS_DEVELOPER_ROOT value.
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# In this case it will always be the most up-to-date SDK found in the CMAKE_IOS_DEVELOPER_ROOT path.
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# If set manually, this will force the use of a specific SDK version
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# Macros:
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#
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# set_xcode_property (TARGET XCODE_PROPERTY XCODE_VALUE)
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# A convenience macro for setting xcode specific properties on targets
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# example: set_xcode_property (myioslib IPHONEOS_DEPLOYMENT_TARGET "3.1")
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#
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# find_host_package (PROGRAM ARGS)
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# A macro used to find executable programs on the host system, not within the iOS environment.
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# Thanks to the android-cmake project for providing the command
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# Standard settings
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2018-05-02 15:33:01 +08:00
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set(CMAKE_SYSTEM_NAME Darwin)
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set(CMAKE_SYSTEM_VERSION 1)
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set(UNIX True)
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set(APPLE True)
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set(IOS True)
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2014-10-04 07:55:04 +08:00
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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# support iOS on cmake 3.11+
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# cmake 3.11 milestone feature, https://gitlab.kitware.com/cmake/cmake/issues/17431
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set(CMAKE_OSX_DEPLOYMENT_TARGET "8.0" CACHE STRING "set of the deployment target for iOS" FORCE)
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2014-10-04 07:55:04 +08:00
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# Determine the cmake host system version so we know where to find the iOS SDKs
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2018-05-02 15:33:01 +08:00
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find_program(CMAKE_UNAME uname /bin /usr/bin /usr/local/bin)
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if(CMAKE_UNAME)
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exec_program(uname ARGS -r OUTPUT_VARIABLE CMAKE_HOST_SYSTEM_VERSION)
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string(REGEX REPLACE "^([0-9]+)\\.([0-9]+).*$" "\\1" DARWIN_MAJOR_VERSION "${CMAKE_HOST_SYSTEM_VERSION}")
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endif(CMAKE_UNAME)
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2014-10-04 07:55:04 +08:00
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2018-02-08 09:24:33 +08:00
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# Force the compilers to Clang for iOS
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2018-05-02 15:33:01 +08:00
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include(CMakeForceCompiler)
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2018-02-08 09:24:33 +08:00
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set(CMAKE_C_COMPILER /usr/bin/clang Clang)
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set(CMAKE_CXX_COMPILER /usr/bin/clang++ Clang)
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2014-10-04 07:55:04 +08:00
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set(CMAKE_AR ar CACHE FILEPATH "" FORCE)
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# Skip the platform compiler checks for cross compiling
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2018-05-02 15:33:01 +08:00
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set(CMAKE_CXX_COMPILER_WORKS TRUE)
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set(CMAKE_C_COMPILER_WORKS TRUE)
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2014-10-04 07:55:04 +08:00
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# All iOS/Darwin specific settings - some may be redundant
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2018-05-02 15:33:01 +08:00
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set(CMAKE_SHARED_LIBRARY_PREFIX "lib")
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set(CMAKE_SHARED_LIBRARY_SUFFIX ".dylib")
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set(CMAKE_SHARED_MODULE_PREFIX "lib")
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set(CMAKE_SHARED_MODULE_SUFFIX ".so")
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set(CMAKE_MODULE_EXISTS 1)
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set(CMAKE_DL_LIBS "")
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set(CMAKE_C_OSX_COMPATIBILITY_VERSION_FLAG "-compatibility_version ")
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set(CMAKE_C_OSX_CURRENT_VERSION_FLAG "-current_version ")
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set(CMAKE_CXX_OSX_COMPATIBILITY_VERSION_FLAG "${CMAKE_C_OSX_COMPATIBILITY_VERSION_FLAG}")
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set(CMAKE_CXX_OSX_CURRENT_VERSION_FLAG "${CMAKE_C_OSX_CURRENT_VERSION_FLAG}")
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set(CMAKE_C_FLAGS_INIT "")
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set(CMAKE_CXX_FLAGS_INIT "")
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set(CMAKE_C_LINK_FLAGS "-Wl,-search_paths_first ${CMAKE_C_LINK_FLAGS}")
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set(CMAKE_CXX_LINK_FLAGS "-Wl,-search_paths_first ${CMAKE_CXX_LINK_FLAGS}")
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set(CMAKE_PLATFORM_HAS_INSTALLNAME 1)
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set(CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS "-dynamiclib -headerpad_max_install_names")
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set(CMAKE_SHARED_MODULE_CREATE_C_FLAGS "-bundle -headerpad_max_install_names")
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set(CMAKE_SHARED_MODULE_LOADER_C_FLAG "-Wl,-bundle_loader,")
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set(CMAKE_SHARED_MODULE_LOADER_CXX_FLAG "-Wl,-bundle_loader,")
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set(CMAKE_FIND_LIBRARY_SUFFIXES ".dylib" ".so" ".a")
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2014-10-04 07:55:04 +08:00
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# hack: if a new cmake (which uses CMAKE_INSTALL_NAME_TOOL) runs on an old build tree
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# (where install_name_tool was hardcoded) and where CMAKE_INSTALL_NAME_TOOL isn't in the cache
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# and still cmake didn't fail in CMakeFindBinUtils.cmake (because it isn't rerun)
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# hardcode CMAKE_INSTALL_NAME_TOOL here to install_name_tool, so it behaves as it did before, Alex
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2018-05-02 15:33:01 +08:00
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if(NOT DEFINED CMAKE_INSTALL_NAME_TOOL)
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find_program(CMAKE_INSTALL_NAME_TOOL install_name_tool)
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endif(NOT DEFINED CMAKE_INSTALL_NAME_TOOL)
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2014-10-04 07:55:04 +08:00
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# Setup iOS platform unless specified manually with IOS_PLATFORM
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2018-05-02 15:33:01 +08:00
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if(NOT DEFINED IOS_PLATFORM)
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set(IOS_PLATFORM "OS")
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endif(NOT DEFINED IOS_PLATFORM)
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set(IOS_PLATFORM ${IOS_PLATFORM} CACHE STRING "Type of iOS Platform")
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2014-10-04 07:55:04 +08:00
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2018-02-08 09:24:33 +08:00
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# Setup building for arm64 or not
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2018-05-02 15:33:01 +08:00
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if(NOT DEFINED BUILD_ARM64)
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set(BUILD_ARM64 true)
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endif(NOT DEFINED BUILD_ARM64)
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set(BUILD_ARM64 ${BUILD_ARM64} CACHE STRING "Build arm64 arch or not")
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2018-02-08 09:24:33 +08:00
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2014-10-04 07:55:04 +08:00
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# Check the platform selection and setup for developer root
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2018-05-02 15:33:01 +08:00
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if(IOS_PLATFORM STREQUAL "OS")
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set(IOS_PLATFORM_LOCATION "iPhoneOS.platform")
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# This causes the installers to properly locate the output libraries
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set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-iphoneos")
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elseif(IOS_PLATFORM STREQUAL "SIMULATOR")
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set(SIMULATOR true)
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set(IOS_PLATFORM_LOCATION "iPhoneSimulator.platform")
|
|
|
|
|
|
|
|
# This causes the installers to properly locate the output libraries
|
|
|
|
set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-iphonesimulator")
|
|
|
|
elseif(IOS_PLATFORM STREQUAL "SIMULATOR64")
|
|
|
|
set(SIMULATOR true)
|
|
|
|
set(IOS_PLATFORM_LOCATION "iPhoneSimulator.platform")
|
|
|
|
|
|
|
|
# This causes the installers to properly locate the output libraries
|
|
|
|
set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-iphonesimulator")
|
|
|
|
else()
|
|
|
|
message(FATAL_ERROR "Unsupported IOS_PLATFORM value selected. Please choose OS or SIMULATOR")
|
|
|
|
endif()
|
2014-10-04 07:55:04 +08:00
|
|
|
|
|
|
|
# Setup iOS developer location unless specified manually with CMAKE_IOS_DEVELOPER_ROOT
|
|
|
|
# Note Xcode 4.3 changed the installation location, choose the most recent one available
|
2018-05-02 15:33:01 +08:00
|
|
|
set(XCODE_POST_43_ROOT "/Applications/Xcode.app/Contents/Developer/Platforms/${IOS_PLATFORM_LOCATION}/Developer")
|
|
|
|
set(XCODE_PRE_43_ROOT "/Developer/Platforms/${IOS_PLATFORM_LOCATION}/Developer")
|
|
|
|
if(NOT DEFINED CMAKE_IOS_DEVELOPER_ROOT)
|
|
|
|
if(EXISTS ${XCODE_POST_43_ROOT})
|
|
|
|
set(CMAKE_IOS_DEVELOPER_ROOT ${XCODE_POST_43_ROOT})
|
|
|
|
elseif(EXISTS ${XCODE_PRE_43_ROOT})
|
|
|
|
set(CMAKE_IOS_DEVELOPER_ROOT ${XCODE_PRE_43_ROOT})
|
|
|
|
endif(EXISTS ${XCODE_POST_43_ROOT})
|
|
|
|
endif(NOT DEFINED CMAKE_IOS_DEVELOPER_ROOT)
|
|
|
|
set(CMAKE_IOS_DEVELOPER_ROOT ${CMAKE_IOS_DEVELOPER_ROOT} CACHE PATH "Location of iOS Platform")
|
2014-10-04 07:55:04 +08:00
|
|
|
|
|
|
|
# Find and use the most recent iOS sdk unless specified manually with CMAKE_IOS_SDK_ROOT
|
2018-05-02 15:33:01 +08:00
|
|
|
if(NOT DEFINED CMAKE_IOS_SDK_ROOT)
|
|
|
|
file(GLOB _CMAKE_IOS_SDKS "${CMAKE_IOS_DEVELOPER_ROOT}/SDKs/*")
|
|
|
|
if(_CMAKE_IOS_SDKS)
|
|
|
|
list(SORT _CMAKE_IOS_SDKS)
|
|
|
|
list(REVERSE _CMAKE_IOS_SDKS)
|
|
|
|
list(GET _CMAKE_IOS_SDKS 0 CMAKE_IOS_SDK_ROOT)
|
|
|
|
else(_CMAKE_IOS_SDKS)
|
|
|
|
message(FATAL_ERROR "No iOS SDK's found in default search path ${CMAKE_IOS_DEVELOPER_ROOT}. Manually set CMAKE_IOS_SDK_ROOT or install the iOS SDK.")
|
|
|
|
endif(_CMAKE_IOS_SDKS)
|
|
|
|
message(STATUS "Toolchain using default iOS SDK: ${CMAKE_IOS_SDK_ROOT}")
|
|
|
|
endif(NOT DEFINED CMAKE_IOS_SDK_ROOT)
|
|
|
|
set(CMAKE_IOS_SDK_ROOT ${CMAKE_IOS_SDK_ROOT} CACHE PATH "Location of the selected iOS SDK")
|
2014-10-04 07:55:04 +08:00
|
|
|
|
|
|
|
# Set the sysroot default to the most recent SDK
|
2018-05-02 15:33:01 +08:00
|
|
|
set(CMAKE_OSX_SYSROOT ${CMAKE_IOS_SDK_ROOT} CACHE PATH "Sysroot used for iOS support")
|
2014-10-04 07:55:04 +08:00
|
|
|
|
|
|
|
# set the architecture for iOS
|
2018-05-02 15:33:01 +08:00
|
|
|
if(IOS_PLATFORM STREQUAL "OS")
|
|
|
|
# set (IOS_ARCH armv7 armv7s arm64)
|
2018-05-11 15:09:09 +08:00
|
|
|
set(IOS_ARCH arm64 armv7)
|
2018-05-02 15:33:01 +08:00
|
|
|
elseif(IOS_PLATFORM STREQUAL "SIMULATOR")
|
|
|
|
set(IOS_ARCH i386)
|
|
|
|
elseif(IOS_PLATFORM STREQUAL "SIMULATOR64")
|
|
|
|
set(IOS_ARCH x86_64)
|
|
|
|
endif()
|
2014-10-04 07:55:04 +08:00
|
|
|
|
2018-05-02 15:33:01 +08:00
|
|
|
set(CMAKE_OSX_ARCHITECTURES ${IOS_ARCH} CACHE string "Build architecture for iOS")
|
2014-10-04 07:55:04 +08:00
|
|
|
|
|
|
|
# Set the find root to the iOS developer roots and to user defined paths
|
2018-05-02 15:33:01 +08:00
|
|
|
set(CMAKE_FIND_ROOT_PATH ${CMAKE_IOS_DEVELOPER_ROOT} ${CMAKE_IOS_SDK_ROOT} ${CMAKE_PREFIX_PATH} CACHE string "iOS find search path root")
|
2014-10-04 07:55:04 +08:00
|
|
|
|
|
|
|
# default to searching for frameworks first
|
2018-05-02 15:33:01 +08:00
|
|
|
set(CMAKE_FIND_FRAMEWORK FIRST)
|
2014-10-04 07:55:04 +08:00
|
|
|
|
|
|
|
# set up the default search directories for frameworks
|
2018-05-02 15:33:01 +08:00
|
|
|
set(CMAKE_SYSTEM_FRAMEWORK_PATH
|
|
|
|
${CMAKE_IOS_SDK_ROOT}/System/Library/Frameworks
|
|
|
|
${CMAKE_IOS_SDK_ROOT}/System/Library/PrivateFrameworks
|
|
|
|
${CMAKE_IOS_SDK_ROOT}/Developer/Library/Frameworks
|
|
|
|
)
|
2014-10-04 07:55:04 +08:00
|
|
|
|
|
|
|
# only search the iOS sdks, not the remainder of the host filesystem
|
2018-05-02 15:33:01 +08:00
|
|
|
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM ONLY)
|
|
|
|
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
|
|
|
|
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
|
2014-10-04 07:55:04 +08:00
|
|
|
|
|
|
|
|
|
|
|
# This little macro lets you set any XCode specific property
|
2018-05-02 15:33:01 +08:00
|
|
|
macro(set_xcode_property TARGET XCODE_PROPERTY XCODE_VALUE)
|
|
|
|
set_property(TARGET ${TARGET} PROPERTY XCODE_ATTRIBUTE_${XCODE_PROPERTY} ${XCODE_VALUE})
|
|
|
|
endmacro(set_xcode_property)
|
2014-10-04 07:55:04 +08:00
|
|
|
|
|
|
|
|
|
|
|
# This macro lets you find executable programs on the host system
|
2018-05-02 15:33:01 +08:00
|
|
|
macro(find_host_package)
|
|
|
|
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
|
|
|
|
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY NEVER)
|
|
|
|
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE NEVER)
|
|
|
|
set(IOS FALSE)
|
|
|
|
|
|
|
|
find_package(${ARGN})
|
|
|
|
|
|
|
|
set(IOS TRUE)
|
|
|
|
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM ONLY)
|
|
|
|
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
|
|
|
|
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
endmacro(find_host_package)
|
|
|
|
|
|
|
|
# This macro lets you find library on the host system
|
|
|
|
macro(find_host_library)
|
|
|
|
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY NEVER)
|
|
|
|
|
|
|
|
find_library(${ARGN})
|
|
|
|
|
|
|
|
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
|
|
|
|
endmacro(find_host_library)
|