SDL/test/CMakeLists.txt

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cmake_minimum_required(VERSION 3.0)
project(SDL2_test)
include(CheckCCompilerFlag)
include(CMakeParseArguments)
include(CMakePushCheckState)
set(SDL_TEST_EXECUTABLES)
set(SDL_TESTS_NONINTERACTIVE)
set(SDL_TESTS_NEEDS_ESOURCES)
macro(add_sdl_test_executable TARGET)
cmake_parse_arguments(AST "NONINTERACTIVE;NEEDS_RESOURCES" "" "" ${ARGN})
add_executable(${TARGET} ${AST_UNPARSED_ARGUMENTS})
list(APPEND SDL_TEST_EXECUTABLES ${TARGET})
if(AST_NONINTERACTIVE)
list(APPEND SDL_TESTS_NONINTERACTIVE ${TARGET})
endif()
if(AST_NEEDS_RESOURCES)
list(APPEND SDL_TESTS_NEEDS_ESOURCES ${TARGET})
endif()
endmacro()
if(NOT TARGET SDL2::SDL2-static)
find_package(SDL2 2.0.23 REQUIRED COMPONENTS SDL2-static SDL2test)
endif()
enable_testing()
if(SDL_INSTALL_TESTS)
include(GNUInstallDirs)
endif()
if(N3DS)
link_libraries(SDL2::SDL2main)
endif()
if(PSP)
link_libraries(
SDL2::SDL2main
SDL2::SDL2test
SDL2::SDL2-static
GL
pspvram
pspvfpu
pspdisplay
pspgu
pspge
pspaudio
pspctrl
psphprm
psppower
)
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elseif(PS2)
link_libraries(
SDL2main
SDL2_test
SDL2-static
patches
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gskit
dmakit
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ps2_drivers
)
else()
link_libraries(SDL2::SDL2test SDL2::SDL2-static)
endif()
if(WINDOWS)
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# mingw32 must come before SDL2main to link successfully
if(MINGW OR CYGWIN)
link_libraries(mingw32)
endif()
# CET support was added in VS 16.7
if(MSVC_VERSION GREATER 1926 AND CMAKE_GENERATOR_PLATFORM MATCHES "Win32|x64")
link_libraries(-CETCOMPAT)
endif()
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# FIXME: Parent directory CMakeLists.txt only sets these for mingw/cygwin,
# but we need them for VS as well.
link_libraries(SDL2main)
add_definitions(-Dmain=SDL_main)
endif()
# CMake incorrectly detects opengl32.lib being present on MSVC ARM64
if(NOT MSVC OR NOT CMAKE_GENERATOR_PLATFORM STREQUAL "ARM64")
# Prefer GLVND, if present
set(OpenGL_GL_PREFERENCE GLVND)
find_package(OpenGL)
endif()
if (OPENGL_FOUND)
add_definitions(-DHAVE_OPENGL)
endif()
add_sdl_test_executable(checkkeys checkkeys.c)
add_sdl_test_executable(checkkeysthreads checkkeysthreads.c)
add_sdl_test_executable(loopwave NEEDS_RESOURCES loopwave.c testutils.c)
add_sdl_test_executable(loopwavequeue NEEDS_RESOURCES loopwavequeue.c testutils.c)
add_sdl_test_executable(testsurround testsurround.c)
add_sdl_test_executable(testresample NEEDS_RESOURCES testresample.c)
add_sdl_test_executable(testaudioinfo testaudioinfo.c)
file(GLOB TESTAUTOMATION_SOURCE_FILES testautomation*.c)
add_sdl_test_executable(testautomation NEEDS_RESOURCES ${TESTAUTOMATION_SOURCE_FILES})
add_sdl_test_executable(testmultiaudio NEEDS_RESOURCES testmultiaudio.c testutils.c)
add_sdl_test_executable(testaudiohotplug NEEDS_RESOURCES testaudiohotplug.c testutils.c)
add_sdl_test_executable(testaudiocapture testaudiocapture.c)
add_sdl_test_executable(testatomic NONINTERACTIVE testatomic.c)
add_sdl_test_executable(testintersections testintersections.c)
add_sdl_test_executable(testrelative testrelative.c)
add_sdl_test_executable(testhittesting testhittesting.c)
add_sdl_test_executable(testdraw2 testdraw2.c)
add_sdl_test_executable(testdrawchessboard testdrawchessboard.c)
add_sdl_test_executable(testdropfile testdropfile.c)
add_sdl_test_executable(testerror NONINTERACTIVE testerror.c)
if(LINUX)
add_sdl_test_executable(testevdev NONINTERACTIVE testevdev.c)
endif()
add_sdl_test_executable(testfile testfile.c)
add_sdl_test_executable(testgamecontroller NEEDS_RESOURCES testgamecontroller.c testutils.c)
add_sdl_test_executable(testgeometry testgeometry.c testutils.c)
add_sdl_test_executable(testgesture testgesture.c)
add_sdl_test_executable(testgl2 testgl2.c)
add_sdl_test_executable(testgles testgles.c)
add_sdl_test_executable(testgles2 testgles2.c)
add_sdl_test_executable(testhaptic testhaptic.c)
add_sdl_test_executable(testhotplug testhotplug.c)
add_sdl_test_executable(testrumble testrumble.c)
add_sdl_test_executable(testthread NONINTERACTIVE testthread.c)
add_sdl_test_executable(testiconv NEEDS_RESOURCES testiconv.c testutils.c)
add_sdl_test_executable(testime NEEDS_RESOURCES testime.c testutils.c)
add_sdl_test_executable(testjoystick testjoystick.c)
add_sdl_test_executable(testkeys testkeys.c)
add_sdl_test_executable(testloadso testloadso.c)
add_sdl_test_executable(testlocale NONINTERACTIVE testlocale.c)
add_sdl_test_executable(testlock testlock.c)
add_sdl_test_executable(testmouse testmouse.c)
if(APPLE)
add_sdl_test_executable(testnative NEEDS_RESOURCES
testnative.c
testnativecocoa.m
testnativex11.c
testutils.c
)
cmake_push_check_state(RESET)
check_c_compiler_flag(-Wno-error=deprecated-declarations HAVE_WNO_ERROR_DEPRECATED_DECLARATIONS)
cmake_pop_check_state()
if(HAVE_WNO_ERROR_DEPRECATED_DECLARATIONS)
set_property(SOURCE "testnativecocoa.m" APPEND_STRING PROPERTY COMPILE_FLAGS " -Wno-error=deprecated-declarations")
endif()
elseif(WINDOWS)
add_sdl_test_executable(testnative NEEDS_RESOURCES testnative.c testnativew32.c testutils.c)
elseif(HAVE_X11)
add_sdl_test_executable(testnative NEEDS_RESOURCES testnative.c testnativex11.c testutils.c)
target_link_libraries(testnative X11)
endif()
add_sdl_test_executable(testoverlay2 NEEDS_RESOURCES testoverlay2.c testyuv_cvt.c testutils.c)
add_sdl_test_executable(testplatform NONINTERACTIVE testplatform.c)
add_sdl_test_executable(testpower NONINTERACTIVE testpower.c)
add_sdl_test_executable(testfilesystem NONINTERACTIVE testfilesystem.c)
add_sdl_test_executable(testrendertarget NEEDS_RESOURCES testrendertarget.c testutils.c)
add_sdl_test_executable(testscale NEEDS_RESOURCES testscale.c testutils.c)
add_sdl_test_executable(testsem testsem.c)
add_sdl_test_executable(testsensor testsensor.c)
add_sdl_test_executable(testshader NEEDS_RESOURCES testshader.c)
add_sdl_test_executable(testshape NEEDS_RESOURCES testshape.c)
add_sdl_test_executable(testsprite2 NEEDS_RESOURCES testsprite2.c testutils.c)
add_sdl_test_executable(testspriteminimal NEEDS_RESOURCES testspriteminimal.c testutils.c)
add_sdl_test_executable(teststreaming NEEDS_RESOURCES teststreaming.c testutils.c)
add_sdl_test_executable(testtimer NONINTERACTIVE testtimer.c)
add_sdl_test_executable(testurl testurl.c)
add_sdl_test_executable(testver NONINTERACTIVE testver.c)
add_sdl_test_executable(testviewport NEEDS_RESOURCES testviewport.c testutils.c)
add_sdl_test_executable(testwm2 testwm2.c)
add_sdl_test_executable(testyuv NEEDS_RESOURCES testyuv.c testyuv_cvt.c)
add_sdl_test_executable(torturethread torturethread.c)
add_sdl_test_executable(testrendercopyex NEEDS_RESOURCES testrendercopyex.c testutils.c)
add_sdl_test_executable(testmessage testmessage.c)
add_sdl_test_executable(testdisplayinfo testdisplayinfo.c)
add_sdl_test_executable(testqsort NONINTERACTIVE testqsort.c)
add_sdl_test_executable(testbounds testbounds.c)
add_sdl_test_executable(testcustomcursor testcustomcursor.c)
add_sdl_test_executable(controllermap NEEDS_RESOURCES controllermap.c testutils.c)
add_sdl_test_executable(testvulkan testvulkan.c)
add_sdl_test_executable(testoffscreen testoffscreen.c)
cmake_push_check_state(RESET)
check_c_compiler_flag(-Wformat-overflow HAVE_WFORMAT_OVERFLOW)
if(HAVE_WFORMAT_OVERFLOW)
target_compile_definitions(testautomation PRIVATE HAVE_WFORMAT_OVERFLOW)
endif()
check_c_compiler_flag(-Wformat HAVE_WFORMAT)
if(HAVE_WFORMAT)
target_compile_definitions(testautomation PRIVATE HAVE_WFORMAT)
endif()
check_c_compiler_flag(-Wformat-extra-args HAVE_WFORMAT_EXTRA_ARGS)
if(HAVE_WFORMAT_EXTRA_ARGS)
target_compile_definitions(testautomation PRIVATE HAVE_WFORMAT_EXTRA_ARGS)
endif()
cmake_pop_check_state()
if(SDL_DUMMYAUDIO)
list(APPEND SDL_TESTS_NONINTERACTIVE
testaudioinfo
testsurround
)
endif()
if(SDL_DUMMYVIDEO)
list(APPEND SDL_TESTS_NONINTERACTIVE
testkeys
testbounds
testdisplayinfo
)
endif()
if(OPENGL_FOUND)
if(TARGET OpenGL::GL)
target_link_libraries(testshader OpenGL::GL)
target_link_libraries(testgl2 OpenGL::GL)
else()
if(EMSCRIPTEN AND OPENGL_gl_LIBRARY STREQUAL "nul")
set(OPENGL_gl_LIBRARY GL)
endif()
# emscripten's FindOpenGL.cmake does not create OpenGL::GL
target_link_libraries(testshader ${OPENGL_gl_LIBRARY})
target_link_libraries(testgl2 ${OPENGL_gl_LIBRARY})
endif()
endif()
if(EMSCRIPTEN)
target_link_libraries(testshader -sLEGACY_GL_EMULATION)
endif()
file(GLOB RESOURCE_FILES *.bmp *.wav *.hex moose.dat utf8.txt)
file(COPY ${RESOURCE_FILES} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
if(PSP)
# Build EBOOT files if building for PSP
set(BUILD_EBOOT
${SDL_TESTS_NEEDS_ESOURCES}
testatomic
testaudiocapture
testaudioinfo
testbounds
testdisplayinfo
testdraw2
testdrawchessboard
testerror
testfile
testfilesystem
testgeometry
testgl2
testhittesting
testiconv
testintersections
testjoystick
testlock
testmessage
testoverlay2
testplatform
testpower
testqsort
testsem
teststreaming
testsurround
testthread
testtimer
testver
testviewport
testwm2
torturethread
)
foreach(APP IN LISTS BUILD_EBOOT)
create_pbp_file(
TARGET ${APP}
TITLE SDL-${APP}
ICON_PATH NULL
BACKGROUND_PATH NULL
PREVIEW_PATH NULL
)
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory
$<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}
)
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E rename
$<TARGET_FILE_DIR:${ARG_TARGET}>/EBOOT.PBP
$<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}/EBOOT.PBP
)
if(${BUILD_PRX})
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
$<TARGET_FILE_DIR:${ARG_TARGET}>/${APP}
$<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}/${APP}
)
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E rename
$<TARGET_FILE_DIR:${ARG_TARGET}>/${APP}.prx
$<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}/${APP}.prx
)
endif()
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E remove
$<TARGET_FILE_DIR:${ARG_TARGET}>/PARAM.SFO
)
endforeach()
endif()
if(N3DS)
set(ROMFS_DIR "${CMAKE_CURRENT_BINARY_DIR}/romfs")
file(COPY ${RESOURCE_FILES} DESTINATION "${ROMFS_DIR}")
foreach(APP IN LISTS SDL_TEST_EXECUTABLES)
get_target_property(TARGET_BINARY_DIR ${APP} BINARY_DIR)
set(SMDH_FILE "${TARGET_BINARY_DIR}/${APP}.smdh")
ctr_generate_smdh("${SMDH_FILE}"
NAME "SDL-${APP}"
DESCRIPTION "SDL2 Test suite"
AUTHOR "SDL2 Contributors"
ICON "${CMAKE_CURRENT_SOURCE_DIR}/n3ds/logo48x48.png"
)
ctr_create_3dsx(
${APP}
ROMFS "${ROMFS_DIR}"
SMDH "${SMDH_FILE}"
)
endforeach()
endif()
if(RISCOS)
set(SDL_TEST_EXECUTABLES_AIF)
foreach(APP IN LISTS SDL_TEST_EXECUTABLES)
target_link_options(${APP} PRIVATE -static)
add_custom_command(
OUTPUT ${APP},ff8
COMMAND elf2aif ${APP} ${APP},ff8
DEPENDS ${APP}
)
add_custom_target(${APP}-aif ALL DEPENDS ${APP},ff8)
list(APPEND SDL_TEST_EXECUTABLES_AIF ${CMAKE_CURRENT_BINARY_DIR}/${APP},ff8)
endforeach()
endif()
foreach(APP IN LISTS SDL_TESTS_NEEDS_RESOURCES)
foreach(RESOURCE_FILE ${RESOURCE_FILES})
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if(PSP OR PS2)
add_custom_command(TARGET ${APP} POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:${APP}>/sdl-${APP})
else()
add_custom_command(TARGET ${APP} POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:${APP}>)
endif()
endforeach(RESOURCE_FILE)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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if(APPLE)
# Make sure resource files get installed into macOS/iOS .app bundles.
target_sources(${APP} PRIVATE "${RESOURCE_FILES}")
set_target_properties(${APP} PROPERTIES RESOURCE "${RESOURCE_FILES}")
endif()
endforeach()
# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple
# platforms (iOS, for example).
if(APPLE)
if(${CMAKE_VERSION} VERSION_LESS "3.7.0")
# CMake's 'BUILDSYSTEM_TARGETS' property is only available in
# CMake 3.7 and above.
message(WARNING "Unable to set Bundle ID for Apple .app builds due to old CMake (pre 3.7).")
else()
get_property(TARGETS DIRECTORY ${CMAKE_CURRENT_LIST_DIR} PROPERTY BUILDSYSTEM_TARGETS)
foreach(CURRENT_TARGET IN LISTS TARGETS)
get_property(TARGET_TYPE TARGET ${CURRENT_TARGET} PROPERTY TYPE)
if(TARGET_TYPE STREQUAL "EXECUTABLE")
set_target_properties("${CURRENT_TARGET}" PROPERTIES
MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}"
MACOSX_BUNDLE_BUNDLE_VERSION "${SDL_VERSION}"
MACOSX_BUNDLE_SHORT_VERSION_STRING "${SDL_VERSION}"
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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)
endif()
endforeach()
endif()
endif()
set(TESTS_ENVIRONMENT
SDL_AUDIODRIVER=dummy
SDL_VIDEODRIVER=dummy
)
foreach(TESTCASE ${SDL_TESTS_NONINTERACTIVE})
add_test(
NAME ${TESTCASE}
COMMAND ${TESTCASE}
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
)
set_tests_properties(
${TESTCASE}
PROPERTIES ENVIRONMENT "${TESTS_ENVIRONMENT}"
)
if(SDL_INSTALL_TESTS)
set(exe ${TESTCASE})
set(installedtestsdir "${CMAKE_INSTALL_FULL_LIBEXECDIR}/installed-tests/SDL2")
configure_file(template.test.in "${exe}.test" @ONLY)
install(
FILES "${CMAKE_CURRENT_BINARY_DIR}/${exe}.test"
DESTINATION ${CMAKE_INSTALL_DATADIR}/installed-tests/SDL2
)
endif()
endforeach()
if(SDL_INSTALL_TESTS)
if(RISCOS)
install(
FILES ${SDL_TEST_EXECUTABLES_AIF}
DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-tests/SDL2
)
else()
install(
TARGETS ${SDL_TEST_EXECUTABLES}
DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-tests/SDL2
)
endif()
install(
FILES ${RESOURCE_FILES}
DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-tests/SDL2
)
endif()