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1 | # CMake | ||
2 | |||
3 | [www.cmake.org](https://www.cmake.org/) | ||
4 | |||
5 | The CMake build system is supported with the following environments: | ||
6 | |||
7 | * Android | ||
8 | * Emscripten | ||
9 | * FreeBSD | ||
10 | * Haiku | ||
11 | * Linux | ||
12 | * macOS, iOS, tvOS, and visionOS with support for XCode | ||
13 | * Microsoft Visual Studio | ||
14 | * MinGW and Msys | ||
15 | * NetBSD | ||
16 | * Nintendo 3DS | ||
17 | * PlayStation 2 | ||
18 | * PlayStation Portable | ||
19 | * PlayStation Vita | ||
20 | * RISC OS | ||
21 | |||
22 | ## Building SDL on Windows | ||
23 | |||
24 | Assuming you're in the SDL source directory, building and installing to C:/SDL can be done with: | ||
25 | ```sh | ||
26 | cmake -S . -B build | ||
27 | cmake --build build --config RelWithDebInfo | ||
28 | cmake --install build --config RelWithDebInfo --prefix C:/SDL | ||
29 | ``` | ||
30 | |||
31 | ## Building SDL on UNIX | ||
32 | |||
33 | SDL will build with very few dependencies, but for full functionality you should install the packages detailed in [README-linux.md](README-linux.md). | ||
34 | |||
35 | Assuming you're in the SDL source directory, building and installing to /usr/local can be done with: | ||
36 | ```sh | ||
37 | cmake -S . -B build | ||
38 | cmake --build build | ||
39 | sudo cmake --install build --prefix /usr/local | ||
40 | ``` | ||
41 | |||
42 | ## Building SDL on macOS | ||
43 | |||
44 | Assuming you're in the SDL source directory, building and installing to ~/SDL can be done with: | ||
45 | ```sh | ||
46 | cmake -S . -B build -DSDL_FRAMEWORK=ON -DCMAKE_OSX_ARCHITECTURES="arm64;x86_64" | ||
47 | cmake --build build | ||
48 | cmake --install build --prefix ~/SDL | ||
49 | ``` | ||
50 | |||
51 | ## Building SDL tests | ||
52 | |||
53 | You can build the SDL test programs by adding `-DSDL_TESTS=ON` to the first cmake command above: | ||
54 | ```sh | ||
55 | cmake -S . -B build -DSDL_TESTS=ON | ||
56 | ``` | ||
57 | and then building normally. The test programs will be built and can be run from `build/test/`. | ||
58 | |||
59 | ## Building SDL examples | ||
60 | |||
61 | You can build the SDL example programs by adding `-DSDL_EXAMPLES=ON` to the first cmake command above: | ||
62 | ```sh | ||
63 | cmake -S . -B build -DSDL_EXAMPLES=ON | ||
64 | ``` | ||
65 | and then building normally. The example programs will be built and can be run from `build/examples/`. | ||
66 | |||
67 | ## Including SDL in your project | ||
68 | |||
69 | SDL can be included in your project in 2 major ways: | ||
70 | - using a system SDL library, provided by your (UNIX) distribution or a package manager | ||
71 | - using a vendored SDL library: this is SDL copied or symlinked in a subfolder. | ||
72 | |||
73 | The following CMake script supports both, depending on the value of `MYGAME_VENDORED`. | ||
74 | |||
75 | ```cmake | ||
76 | cmake_minimum_required(VERSION 3.5) | ||
77 | project(mygame) | ||
78 | |||
79 | # Create an option to switch between a system sdl library and a vendored SDL library | ||
80 | option(MYGAME_VENDORED "Use vendored libraries" OFF) | ||
81 | |||
82 | if(MYGAME_VENDORED) | ||
83 | # This assumes you have added SDL as a submodule in vendored/SDL | ||
84 | add_subdirectory(vendored/SDL EXCLUDE_FROM_ALL) | ||
85 | else() | ||
86 | # 1. Look for a SDL3 package, | ||
87 | # 2. look for the SDL3-shared component, and | ||
88 | # 3. fail if the shared component cannot be found. | ||
89 | find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared) | ||
90 | endif() | ||
91 | |||
92 | # Create your game executable target as usual | ||
93 | add_executable(mygame WIN32 mygame.c) | ||
94 | |||
95 | # Link to the actual SDL3 library. | ||
96 | target_link_libraries(mygame PRIVATE SDL3::SDL3) | ||
97 | ``` | ||
98 | |||
99 | ### A system SDL library | ||
100 | |||
101 | For CMake to find SDL, it must be installed in [a default location CMake is looking for](https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure). | ||
102 | |||
103 | The following components are available, to be used as an argument of `find_package`. | ||
104 | |||
105 | | Component name | Description | | ||
106 | |----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------| | ||
107 | | SDL3-shared | The SDL3 shared library, available through the `SDL3::SDL3-shared` target | | ||
108 | | SDL3-static | The SDL3 static library, available through the `SDL3::SDL3-static` target | | ||
109 | | SDL3_test | The SDL3_test static library, available through the `SDL3::SDL3_test` target | | ||
110 | | SDL3 | The SDL3 library, available through the `SDL3::SDL3` target. This is an alias of `SDL3::SDL3-shared` or `SDL3::SDL3-static`. This component is always available. | | ||
111 | | Headers | The SDL3 headers, available through the `SDL3::Headers` target. This component is always available. | | ||
112 | |||
113 | SDL's CMake support guarantees a `SDL3::SDL3` target. | ||
114 | Neither `SDL3::SDL3-shared` nor `SDL3::SDL3-static` are guaranteed to exist. | ||
115 | |||
116 | ### Using a vendored SDL | ||
117 | |||
118 | This only requires a copy of SDL in a subdirectory + `add_subdirectory`. | ||
119 | Alternatively, use [FetchContent](https://cmake.org/cmake/help/latest/module/FetchContent.html). | ||
120 | Depending on the configuration, the same targets as a system SDL package are available. | ||
121 | |||
122 | ## CMake configuration options | ||
123 | |||
124 | ### Build optimized library | ||
125 | |||
126 | By default, CMake provides 4 build types: `Debug`, `Release`, `RelWithDebInfo` and `MinSizeRel`. | ||
127 | The main difference(s) between these are the optimization options and the generation of debug info. | ||
128 | To configure SDL as an optimized `Release` library, configure SDL with: | ||
129 | ```sh | ||
130 | cmake ~/SDL -DCMAKE_BUILD_TYPE=Release | ||
131 | ``` | ||
132 | To build it, run: | ||
133 | ```sh | ||
134 | cmake --build . --config Release | ||
135 | ``` | ||
136 | |||
137 | ### Shared or static | ||
138 | |||
139 | By default, only a dynamic (=shared) SDL library is built and installed. | ||
140 | The options `-DSDL_SHARED=` and `-DSDL_STATIC=` accept boolean values to change this. | ||
141 | |||
142 | Exceptions exist: | ||
143 | - some platforms don't support dynamic libraries, so only `-DSDL_STATIC=ON` makes sense. | ||
144 | - a static Apple framework is not supported | ||
145 | |||
146 | ### Man pages | ||
147 | |||
148 | Configuring with `-DSDL_INSTALL_DOCS=TRUE` installs man pages. | ||
149 | |||
150 | We recommend package managers of unix distributions to install SDL3's man pages. | ||
151 | This adds an extra build-time dependency on Perl. | ||
152 | |||
153 | ### Pass custom compile options to the compiler | ||
154 | |||
155 | - Use [`CMAKE_<LANG>_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_LANG_FLAGS.html) to pass extra | ||
156 | flags to the compiler. | ||
157 | - Use [`CMAKE_EXE_LINKER_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_EXE_LINKER_FLAGS.html) to pass extra option to the linker for executables. | ||
158 | - Use [`CMAKE_SHARED_LINKER_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_SHARED_LINKER_FLAGS.html) to pass extra options to the linker for shared libraries. | ||
159 | |||
160 | #### Examples | ||
161 | |||
162 | - build a SDL library optimized for (more) modern x64 microprocessor architectures. | ||
163 | |||
164 | With gcc or clang: | ||
165 | ```sh | ||
166 | cmake ~/sdl -DCMAKE_C_FLAGS="-march=x86-64-v3" -DCMAKE_CXX_FLAGS="-march=x86-64-v3" | ||
167 | ``` | ||
168 | With Visual C: | ||
169 | ```sh | ||
170 | cmake .. -DCMAKE_C_FLAGS="/ARCH:AVX2" -DCMAKE_CXX_FLAGS="/ARCH:AVX2" | ||
171 | ``` | ||
172 | |||
173 | ### Apple | ||
174 | |||
175 | CMake documentation for cross building for Apple: | ||
176 | [link](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-ios-tvos-visionos-or-watchos) | ||
177 | |||
178 | #### iOS/tvOS/visionOS | ||
179 | |||
180 | CMake 3.14+ natively includes support for iOS, tvOS and watchOS. visionOS requires CMake 3.28+. | ||
181 | SDL binaries may be built using Xcode or Make, possibly among other build-systems. | ||
182 | |||
183 | When using a compatible version of CMake, it should be possible to: | ||
184 | |||
185 | - build SDL dylibs, both static and dynamic dylibs | ||
186 | - build SDL frameworks, only shared | ||
187 | - build SDL test apps | ||
188 | |||
189 | #### Frameworks | ||
190 | |||
191 | Configure with `-DSDL_FRAMEWORK=ON` to build a SDL framework instead of a dylib shared library. | ||
192 | Only shared frameworks are supported, no static ones. | ||
193 | |||
194 | #### Platforms | ||
195 | |||
196 | Use `-DCMAKE_SYSTEM_NAME=<value>` to configure the platform. CMake can target only one platform at a time. | ||
197 | |||
198 | | Apple platform | `CMAKE_SYSTEM_NAME` value | | ||
199 | |-----------------|---------------------------| | ||
200 | | macOS (MacOS X) | `Darwin` | | ||
201 | | iOS | `iOS` | | ||
202 | | tvOS | `tvOS` | | ||
203 | | visionOS | `visionOS` | | ||
204 | | watchOS | `watchOS` | | ||
205 | |||
206 | #### Universal binaries | ||
207 | |||
208 | A universal binaries, can be built by configuring CMake with | ||
209 | `-DCMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>`. | ||
210 | |||
211 | For example `-DCMAKE_OSX_ARCHITECTURES="arm64;x86_64"` will build binaries that run on both Intel cpus and Apple silicon. | ||
212 | |||
213 | SDL supports following Apple architectures: | ||
214 | |||
215 | | Platform | `CMAKE_OSX_ARCHITECTURES` value | | ||
216 | |----------------------------|---------------------------------| | ||
217 | | 64-bit ARM (Apple Silicon) | `arm64` | | ||
218 | | x86_64 | `x86_64` | | ||
219 | | 32-bit ARM | `armv7s` | | ||
220 | |||
221 | CMake documentation: [link](https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_ARCHITECTURES.html) | ||
222 | |||
223 | #### Simulators and/or non-default macOS platform SDK | ||
224 | |||
225 | Use `-DCMAKE_OSX_SYSROOT=<value>` to configure a different platform SDK. | ||
226 | The value can be either the name of the SDK, or a full path to the sdk (e.g. `/full/path/to/iPhoneOS.sdk`). | ||
227 | |||
228 | | SDK | `CMAKE_OSX_SYSROOT` value | | ||
229 | |----------------------|---------------------------| | ||
230 | | iphone | `iphoneos` | | ||
231 | | iphonesimulator | `iphonesimulator` | | ||
232 | | appleTV | `appletvos` | | ||
233 | | appleTV simulator | `appletvsimulator` | | ||
234 | | visionOS | `xr` | | ||
235 | | visionOS simulator | `xrsimulator` | | ||
236 | | watchOS | `watchos` | | ||
237 | | watchOS simulator | `watchsimulator` | | ||
238 | |||
239 | Append with a version number to target a specific SDK revision: e.g. `iphoneos12.4`, `appletvos12.4`. | ||
240 | |||
241 | CMake documentation: [link](https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_SYSROOT.html) | ||
242 | |||
243 | #### Examples | ||
244 | |||
245 | - for macOS, building a dylib and/or static library for x86_64 and arm64: | ||
246 | |||
247 | ```bash | ||
248 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=Darwin -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -DCMAKE_OSX_DEPLOYMENT_TARGET=10.11 | ||
249 | |||
250 | - for macOS, building an universal framework for x86_64 and arm64: | ||
251 | |||
252 | ```bash | ||
253 | cmake ~/sdl -DSDL_FRAMEWORK=ON -DCMAKE_SYSTEM_NAME=Darwin -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -DCMAKE_OSX_DEPLOYMENT_TARGET=10.11 | ||
254 | |||
255 | - for iOS-Simulator, using the latest, installed SDK: | ||
256 | |||
257 | ```bash | ||
258 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0 | ||
259 | ``` | ||
260 | |||
261 | - for iOS-Device, using the latest, installed SDK, 64-bit only | ||
262 | |||
263 | ```bash | ||
264 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0 | ||
265 | ``` | ||
266 | |||
267 | - for iOS-Device, using the latest, installed SDK, mixed 32/64 bit | ||
268 | |||
269 | ```cmake | ||
270 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0 | ||
271 | ``` | ||
272 | |||
273 | - for iOS-Device, using a specific SDK revision (iOS 12.4, in this example): | ||
274 | |||
275 | ```cmake | ||
276 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 | ||
277 | ``` | ||
278 | |||
279 | - for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): | ||
280 | |||
281 | ```cmake | ||
282 | cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0 | ||
283 | ``` | ||
284 | |||
285 | - for tvOS-Simulator, using the latest, installed SDK: | ||
286 | |||
287 | ```cmake | ||
288 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0 | ||
289 | ``` | ||
290 | |||
291 | - for tvOS-Device, using the latest, installed SDK: | ||
292 | |||
293 | ```cmake | ||
294 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64` -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0 | ||
295 | ``` | ||
296 | |||
297 | - for QNX/aarch64, using the latest, installed SDK: | ||
298 | |||
299 | ```cmake | ||
300 | cmake ~/sdl -DCMAKE_TOOLCHAIN_FILE=~/sdl/build-scripts/cmake-toolchain-qnx-aarch64le.cmake -DSDL_X11=0 | ||
301 | ``` | ||
302 | |||
303 | ## SDL-specific CMake options | ||
304 | |||
305 | SDL can be customized through (platform-specific) CMake options. | ||
306 | The following table shows generic options that are available for most platforms. | ||
307 | At the end of SDL CMake configuration, a table shows all CMake options along with its detected value. | ||
308 | |||
309 | | CMake option | Valid values | Description | | ||
310 | |-------------------------------|--------------|-----------------------------------------------------------------------------------------------------| | ||
311 | | `-DSDL_SHARED=` | `ON`/`OFF` | Build SDL shared library (not all platforms support this) (`libSDL3.so`/`libSDL3.dylib`/`SDL3.dll`) | | ||
312 | | `-DSDL_STATIC=` | `ON`/`OFF` | Build SDL static library (`libSDL3.a`/`SDL3-static.lib`) | | ||
313 | | `-DSDL_TEST_LIBRARY=` | `ON`/`OFF` | Build SDL test library (`libSDL3_test.a`/`SDL3_test.lib`) | | ||
314 | | `-DSDL_TESTS=` | `ON`/`OFF` | Build SDL test programs (**requires `-DSDL_TEST_LIBRARY=ON`**) | | ||
315 | | `-DSDL_DISABLE_INSTALL=` | `ON`/`OFF` | Don't create a SDL install target | | ||
316 | | `-DSDL_DISABLE_INSTALL_DOCS=` | `ON`/`OFF` | Don't install the SDL documentation | | ||
317 | | `-DSDL_INSTALL_TESTS=` | `ON`/`OFF` | Install the SDL test programs | | ||
318 | |||
319 | ### Incompatibilities | ||
320 | |||
321 | #### `SDL_LIBC=OFF` and sanitizers | ||
322 | |||
323 | Building with `-DSDL_LIBC=OFF` will make it impossible to use the sanitizer, such as the address sanitizer. | ||
324 | Configure your project with `-DSDL_LIBC=ON` to make use of sanitizers. | ||
325 | |||
326 | ## CMake FAQ | ||
327 | |||
328 | ### CMake fails to build without X11 or Wayland support | ||
329 | |||
330 | Install the required system packages prior to running CMake. | ||
331 | See [README-linux](linux#build-dependencies) for the list of dependencies on Linux. | ||
332 | Other unix operationg systems should provide similar packages. | ||
333 | |||
334 | If you **really** don't need to show windows, add `-DSDL_UNIX_CONSOLE_BUILD=ON` to the CMake configure command. | ||
335 | |||
336 | ### How do I copy a SDL3 dynamic library to another location? | ||
337 | |||
338 | Use [CMake generator expressions](https://cmake.org/cmake/help/latest/manual/cmake-generator-expressions.7.html#target-dependent-expressions). | ||
339 | Generator expressions support multiple configurations, and are evaluated during build system generation time. | ||
340 | |||
341 | On Windows, the following example copies `SDL3.dll` to the directory where `mygame.exe` is built. | ||
342 | ```cmake | ||
343 | if(WIN32) | ||
344 | add_custom_command( | ||
345 | TARGET mygame POST_BUILD | ||
346 | COMMAND "${CMAKE_COMMAND}" -E copy $<TARGET_FILE:SDL3::SDL3-shared> $<TARGET_FILE_DIR:mygame> | ||
347 | VERBATIM | ||
348 | ) | ||
349 | endif() | ||
350 | ``` | ||
351 | On Unix systems, `$<TARGET_FILE:...>` will refer to the dynamic library (or framework), | ||
352 | and you might need to use `$<TARGET_SONAME_FILE:tgt>` instead. | ||
353 | |||
354 | Most often, you can avoid copying libraries by configuring your project with absolute [`CMAKE_LIBRARY_OUTPUT_DIRECTORY`](https://cmake.org/cmake/help/latest/variable/CMAKE_LIBRARY_OUTPUT_DIRECTORY.html) | ||
355 | and [`CMAKE_RUNTIME_OUTPUT_DIRECTORY`](https://cmake.org/cmake/help/latest/variable/CMAKE_RUNTIME_OUTPUT_DIRECTORY.html) paths. | ||
356 | When using a multi-config generator (such as Visual Studio or Ninja Multi-Config), eventually add `/$<CONFIG>` to both paths. | ||
357 | |||
358 | ### Linking against a static SDL library fails due to relocation errors | ||
359 | |||
360 | On unix platforms, all code that ends up in shared libraries needs to be built as relocatable (=position independent) code. | ||
361 | However, by default CMake builds static libraries as non-relocatable. | ||
362 | Configuring SDL with `-DCMAKE_POSITION_INDEPENDENT_CODE=ON` will result in a static `libSDL3.a` library | ||
363 | which you can link against to create a shared library. | ||
364 | |||