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CMake: add infrastructure, macOS, Windows, Linux builds
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jcm93 committed Oct 31, 2024
1 parent dae71a4 commit 1cae50b
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42 changes: 33 additions & 9 deletions .gitignore
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@@ -1,11 +1,33 @@
*.moc
*.user
*.xcuserdata
.vs/
.vscode/
.idea/
build*/
cmake-*/
# Exclude everything
/*

# Except for default project files
!/.github
!/ares
!/desktop-ui
!/hiro
!/cmake
!/libco
!/mia
!/nall
!/ruby
!/scripts
!/tests/i8080
!/thirdparty
!/tools
!/GNUMakefile
!/LICENSE
!/README.md
!/Legacy Build System.md
!.cmake-format.json
!.editorconfig
!.gitmodules
!.gitignore
!buildspec.json
!CMakeLists.txt
!CMakePresets.json

/cmake/.CMakeBuildNumber
obj/
out/
obj-amd64/
Expand All @@ -14,6 +36,8 @@ out-amd64/
out-arm64/
thirdparty/SDL/SDL
thirdparty/SDL/libSDL2-2.0.0.dylib
ruby/video/metal/shaders.metallib
ruby/video/metal/shaders.ir
macos-xcode/
.swiftpm
*.xcodeproj
*.xcodeproj
96 changes: 22 additions & 74 deletions CMakeLists.txt
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@@ -1,96 +1,44 @@
cmake_minimum_required(VERSION 3.14...3.27)
cmake_minimum_required(VERSION 3.28...3.30)

project(
ares
VERSION 0.134
DESCRIPTION "ares is a cross-platform, open source, multi-system emulator, focusing on accuracy and preservation."
LANGUAGES C CXX)
include("${CMAKE_CURRENT_SOURCE_DIR}/cmake/common/bootstrap.cmake" NO_POLICY_SCOPE)

if(WIN32 AND NOT MINGW)
add_compile_definitions(EXCLUDE_MANIFEST_FROM_RC) #global
endif()

function(add_sourcery_command target subdir)
add_custom_command(OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/${subdir}/resource.cpp ${CMAKE_CURRENT_SOURCE_DIR}/${subdir}/resource.hpp
COMMAND sourcery resource.bml resource.cpp resource.hpp
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/${subdir}
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/${subdir}/resource.bml
VERBATIM
)
add_custom_target(${target}-resource DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/${subdir}/resource.cpp ${CMAKE_CURRENT_SOURCE_DIR}/${subdir}/resource.hpp)
add_dependencies(${target} ${target}-resource)
endfunction()

add_subdirectory(thirdparty)
set(CMAKE_SUPPRESS_REGENERATION true)

set(build optimized)
set(threaded TRUE)
set(openmp FALSE)
set(vulkan TRUE)
set(local TRUE)
set(lto TRUE)
set(console FALSE)
project(ares VERSION ${ARES_VERSION_CANONICAL})

set(default_build_type "Release")
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
message(STATUS "Setting build type to '${default_build_type}' as none was specified.")
set(CMAKE_BUILD_TYPE "${default_build_type}" CACHE
STRING "Choose the type of build." FORCE)
# Set the possible values of build type for cmake-gui
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS
"Debug" "Release" "MinSizeRel" "RelWithDebInfo")
endif()
include(compilerconfig)
include(defaults)
include(helpers)

#for now, derive build type from cmake standard build type
set(build $<$<CONFIG:Debug>:debug>$<$<CONFIG:Release>:optimized>$<$<CONFIG:RelWithDebInfo>:release>$<$<CONFIG:MinSizeRel>:minified>)
#file(GENERATE OUTPUT build_$<CONFIG>.txt CONTENT "build = ${build}")
add_subdirectory(cmake)

include_directories(.) #global
add_subdirectory(thirdparty)

add_subdirectory(nall)

if(arch STREQUAL x86 OR arch STREQUAL amd64)
if(NOT MSVC)
if(local)
add_compile_options(-march=native) #global
else()
# For official builds, default to x86-64-v2 (Intel Nehalem, AMD Bulldozer) which supports up to SSE 4.2.
add_compile_options(-march=x86-64-v2) #global
endif()
endif()
endif()

add_subdirectory(libco)
add_subdirectory(ruby)

#hiro.resource := resource/ares.rc
add_subdirectory(hiro)

set(profile performance)
set(cores n64 ng spec)
#set(cores a26 fc sfc n64 sg ms md ps1 pce ng msx cv myvision gb gba ws ngp spec) #saturn
# gersemi: off
set(
ARES_CORES
a26 fc sfc sg ms md ps1 pce ng msx cv myvision gb gba ws ngp spec n64
CACHE INTERNAL LIST
)
# gersemi: on

add_subdirectory(ares)
add_subdirectory(mia)
add_subdirectory(desktop-ui)

add_subdirectory(tests/i8080)
if(NOT WIN32)
if(NOT OS_WINDOWS AND NOT OS_MACOS)
add_subdirectory(tools/genius)
else()
target_disable_subproject(genius "genius (database editor)")
endif()
add_subdirectory(tools/mame2bml)
add_subdirectory(tools/sourcery)


set_target_properties(
ares
hiro
libco
mia
nall
ruby
desktop-ui
libchdr
sljit
tzxfile
ymfm
PROPERTIES VS_GLOBAL_VcpkgEnabled false)
message_configuration()
return()
82 changes: 82 additions & 0 deletions CMakePresets.json
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@@ -0,0 +1,82 @@
{
"version": 3,
"cmakeMinimumRequired": {
"major": 3,
"minor": 28,
"patch": 0
},
"configurePresets": [
{
"name": "environmentVars",
"hidden": true,
"cacheVariables": {
"ARES_PROFILE_ACCURACY": false,
"ENABLE_VULKAN": true,
"ARES_BUILD_LOCAL": true,
"ENABLE_CCACHE": false
}
},
{
"name": "macos",
"displayName": "macOS",
"description": "Xcode project (host architecture by default)",
"inherits": ["environmentVars"],
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Darwin"
},
"generator": "Xcode",
"binaryDir": "${sourceDir}/build_macos",
"cacheVariables": {
"CMAKE_OSX_DEPLOYMENT_TARGET": {"type": "STRING", "value": "10.13"},
"ARES_CODESIGN_IDENTITY": {"type": "STRING", "value": "$penv{CODESIGN_IDENT}"},
"ARES_CODESIGN_TEAM": {"type": "STRING", "value": "$penv{CODESIGN_TEAM}"},
"ENABLE_COMPILER_TRACE": true,
"ENABLE_CCACHE": false
}
},
{
"name": "windows",
"displayName": "Windows (Visual Studio, ClangCL)",
"description": "Visual Studio project using ClangCL (host architecture)",
"inherits": ["environmentVars"],
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Windows"
},
"binaryDir": "${sourceDir}/build_vsclang",
"generator": "Visual Studio 17 2022",
"toolset": "ClangCL",
"cacheVariables": {
"ENABLE_CCACHE": false
}
},
{
"name": "windows-msvc",
"displayName": "Windows (Visual Studio, MSVC)",
"description": "Visual Studio project using MSVC (host architecture)",
"inherits": ["environmentVars"],
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Windows"
},
"binaryDir": "${sourceDir}/build_msvc",
"generator": "Visual Studio 17 2022",
"cacheVariables": {
"ENABLE_CCACHE": false
}
}
],
"buildPresets": [
{
"name": "windows",
"configurePreset": "windows",
"displayName": "Windows build (host architecture)",
"description": "Windows build (host architecture)",
"configuration": "RelWithDebInfo"
}
]
}
2 changes: 1 addition & 1 deletion LICENSE
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@@ -1,7 +1,7 @@
----------------------------------------------------------------------
ares

Copyright (c) 2004-2021 ares team, Near et al
Copyright (c) 2004-2024 ares team, Near et al

Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
Expand Down
120 changes: 120 additions & 0 deletions Legacy Build System.md
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# Legacy Build System

### *nix building

###### Minimum required packages:
```
g++ make pkg-config libgtk-3-dev libcanberra-gtk-module libgl-dev libasound2-dev
```
###### Additional Audio Drivers
ares supports additional audio drivers besides the ALSA drivers included above. Installing these additional packages will allow them to be selected in Settings > Drivers:
`libao-dev libopenal-dev`

###### GTK2 & GTK3
By default, GTK3 is used, but support for GTK2 is available. You will need to install the additional package `libgtk2.0-dev` as well as specifying the command line option `hiro=gtk2` at compile time.

###### SDL2 for input
If you would like to use SDL for input (e.g. for using a controller), you will need to install the `libsdl2-dev` and `libsdl2-2.0-0` packages and perform a clean build of ares.
You should then be able to select SDL for input in the Settings > Drivers menu.

##### Building with clang

clang++ is now the preferred compiler for ares. If clang is detected on Windows/macOS/BSD, it will be selected by default. On Linux and other platforms, g++ remains the default if present. To build with clang, it is necessary to install both the `clang` and `lld` packages. If you would like to manually specify a compiler, you can use the following option: `compiler=[g++|clang++]`

##### Librashader Support
If you do not want to include librashader support, you can pass the following option to the `make` command to skip these requirements using: `librashader=false`

Librashader requires rust in order to build. You can install it with the following command:
```
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh
source ~/.cargo/env
rustup toolchain install nightly
```

In order to build librashader, change into the `ares/thirdparty/librashader` directory and run the script `build-librashader.sh`
Note that once the build completes, it will instruct you to run three copy commands to install the library on your system. These paths may be different depending on Linux distribution.

--------------

### Windows building

To build on Windows, using MSYS2 is recommended which can be download [here](https://www.msys2.org/). Follow the instructions
on this page to install and setup an appropriate MINGW64 environment. Running the command:
```
pacman -S --needed base-devel mingw-w64-x86_64-toolchain mingw-w64-x86_64-SDL2
```
from the MSYS2 MSYS terminal should setup everything you need to compile ares. Note that in order to compile, you will want to be in a MINGW64 terminal window after install and setup is complete.

##### Building with clang

clang is available through Visual Studio (or Build Tools for Visual Studio) through its installer and can be used to build ares. You will still need to supply GNU make in this instance. MSYS2 also offers a clang environment. You will want to make sure you select the clangw64 option during installation of MSYS2 which should provide and additional CLANG64 pre-configured environment. Install the clang toolchain package from the MSYS2 terminal:
```
pacman -S mingw-w64-clang-x86_64-toolchain mingw-w64-clang-x86_64-SDL2
```
Once complete, open a CLANG64 terminal window and proceed with building ares.

###### Debug Symbols
When building with clang, by default symbols will be generated for debug builds using an MSVC compatible format (CodeView) for use with Windows debugging tools. In order to generate GDB compatible symbols, specify the following option: `symformat=gdb`

###### Librashader Support
ares has introduced support for the [librashader](https://github.com/SnowflakePowered/librashader) library, which is a preprocessor, compiler, and runtime for RetroArch 'slang' shaders. If you are not interested in working with librashaders, you can pass the following option to the `make` command to skip these requirements using: `librashader=false`

Building the librashader library on Windows requires Rust. Follow these steps to prepare your system and build the librashader library:

1. Download and execute the rustup-init.exe installer from: https://rustup.rs/
2. Open a new Windows terminal and run the following commands:
```
rustup toolchain install nightly
rustup default nightly
```
3. With Rust successfully installed, you will need to update your PATH environment variable within your MSYS2 environment. In an MSYS2 shell, open $HOME/.bash_profile and append something like the following (note you will need to replace both instances of %USER_NAME% with the real user name you used to install Rust):
```
if [ -d "/C/Users/%USER_NAME%/.cargo/bin" ] ; then
PATH="/C/Users/%USER_NAME%/.cargo/bin:${PATH}"
fi
```
4. Open a new MSYS2 based shell for the compiler you are using (MinGW64|CLANG64|UCRT64), execute `rustup` to validate the path is set properly within your MSYS2 environment.
5. In your MSYS2 compiler shell, `cd` into the `ares/thirdparty/librashader` directory
6. Execute the build script, build should complete successfully:
```
./build-librashader.sh
```
This only needs to be done once, or anytime the librashader library is updated. Once built, ares will build with librashader support by default requiring no additional flags.
Compilation
-----------
Check out the source code by running this command:
```
git clone https://github.com/ares-emulator/ares.git
```
From the root of the project directory run:
```
make -j4
```
`-j#` indicates number of parallel build processes, and shouldn't be set higher than N-1 cores on your processor. Specifying this option can significantly decrease the time to build this project. There are multiple build types available and it defaults to an 'optimized' build. Build types can be specified using: `build=[debug|stable|release|minified|optimized]`
Build options can be found in the following two make files: nall/GNUmakefile desktop-ui/GNUmakefile
To start compilation from the beginning, run the following prior to compiling:
```
make clean
```
#### Building specific cores
If you would like to build a subset of cores, you can specify the `cores="core1 core2"` option. Currently available cores:
```
a26 fc sfc n64 sg ms md ps1 pce ng msx cv myvision gb gba ws ngp spec
```
Build Output
------------
There is a single binary produced at the end of compilation which can be found in `desktop-ui/out`. On OS's besides Linux, the `Database` & `Shader` directories are copied over here as well. On Linux, running `make install` after compilation will copy these directories and binary into suitable locations (see desktop-ui/GNUmakefile for details). Alternatively, these directories can be copied from `thirdparty/slang-shaders/*` into a `Shader` directory, and by copying `mia/Database/*`
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