Qt: Mac build

This commit is contained in:
TellowKrinkle 2022-05-23 05:01:51 -05:00 committed by refractionpcsx2
parent dc000e08ab
commit 9c61e9eda3
5 changed files with 132 additions and 86 deletions

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@ -319,7 +319,11 @@ if(NOT CMAKE_GENERATOR MATCHES "Xcode")
# Assume Xcode builds aren't being used for distribution
# Helpful because Xcode builds don't build multiple metallibs for different macOS versions
# Also helpful because Xcode's interactive shader debugger requires apps be built for the latest macOS
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.13)
if (QT_BUILD)
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.14)
else()
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.13)
endif()
endif()
if (APPLE AND CMAKE_OSX_DEPLOYMENT_TARGET AND "${CMAKE_OSX_DEPLOYMENT_TARGET}" VERSION_LESS 10.14 AND NOT ${CMAKE_CXX_COMPILER_VERSION} VERSION_LESS 9)

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@ -229,6 +229,14 @@ if(QT_BUILD)
# Find the Qt components that we need.
find_package(Qt6 COMPONENTS CoreTools Core GuiTools Gui WidgetsTools Widgets Network LinguistTools REQUIRED)
if (APPLE AND CMAKE_OSX_DEPLOYMENT_TARGET AND "${CMAKE_OSX_DEPLOYMENT_TARGET}" VERSION_LESS 10.15)
get_target_property(QT_FEATURES Qt6::Core QT_ENABLED_PUBLIC_FEATURES)
if (cxx17_filesystem IN_LIST QT_FEATURES)
message("Qt compiled with std::filesystem support, requires macOS 10.15")
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.15)
endif()
endif()
# We use the bundled (latest) SDL version for Qt.
find_optional_system_library(SDL2 3rdparty/sdl2 2.0.22)
endif()

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@ -138,3 +138,4 @@ if(WIN32)
)
endif()
setup_main_executable(pcsx2-qt)

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@ -33,6 +33,9 @@
#include "Frontend/D3D11HostDisplay.h"
#include "Frontend/D3D12HostDisplay.h"
#endif
#ifdef __APPLE__
#include "GS/Renderers/Metal/GSMetalCPPAccessible.h"
#endif
struct RendererInfo
{
@ -384,7 +387,7 @@ void GraphicsSettingsWidget::updateRendererDependentOptions()
const bool is_sw_dx = false;
#endif
const bool is_hardware = (type == GSRendererType::DX11 || type == GSRendererType::DX12 || type == GSRendererType::OGL || type == GSRendererType::VK);
const bool is_hardware = (type == GSRendererType::DX11 || type == GSRendererType::DX12 || type == GSRendererType::OGL || type == GSRendererType::VK || type == GSRendererType::Metal);
const bool is_software = (type == GSRendererType::SW);
const int current_tab = m_hardware_renderer_visible ? m_ui.hardwareRendererGroup->currentIndex() : m_ui.softwareRendererGroup->currentIndex();
@ -463,6 +466,12 @@ void GraphicsSettingsWidget::updateRendererDependentOptions()
break;
#endif
#ifdef __APPLE__
case GSRendererType::Metal:
modes = GetMetalAdapterAndModeList();
break;
#endif
case GSRendererType::OGL:
case GSRendererType::SW:
case GSRendererType::Null:

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@ -1709,37 +1709,22 @@ if(COMMAND target_precompile_headers)
endif()
# Copy resource files if needed
function(pcsx2_resource path basedir)
function(pcsx2_resource target path basedir)
get_filename_component(dir ${path} DIRECTORY)
file(RELATIVE_PATH subdir ${basedir} ${dir})
if(APPLE)
target_sources(PCSX2 PRIVATE ${path})
target_sources(${target} PRIVATE ${path})
set_source_files_properties(${path} PROPERTIES MACOSX_PACKAGE_LOCATION Resources/${subdir})
elseif(PACKAGE_MODE)
install(FILES ${path} DESTINATION ${CMAKE_INSTALL_DATADIR}/PCSX2/resources/${subdir})
else()
add_custom_command(TARGET PCSX2 POST_BUILD
COMMAND "${CMAKE_COMMAND}" -E make_directory "$<TARGET_FILE_DIR:PCSX2>/resources/${subdir}"
COMMAND "${CMAKE_COMMAND}" -E copy_if_different "${path}" "$<TARGET_FILE_DIR:PCSX2>/resources/${subdir}")
add_custom_command(TARGET ${target} POST_BUILD
COMMAND "${CMAKE_COMMAND}" -E make_directory "$<TARGET_FILE_DIR:${target}>/resources/${subdir}"
COMMAND "${CMAKE_COMMAND}" -E copy_if_different "${path}" "$<TARGET_FILE_DIR:${target}>/resources/${subdir}")
endif()
source_group(Resources/${subdir} FILES ${path})
endfunction()
file(GLOB_RECURSE RESOURCE_FILES ${CMAKE_SOURCE_DIR}/bin/resources/*)
foreach(path IN LISTS RESOURCE_FILES)
get_filename_component(file ${path} NAME)
if("${file}" MATCHES "^\\.") # Don't copy macOS garbage (mainly Finder's .DS_Store files) into application
continue()
endif()
if (NOT WIN32 AND "${path}" MATCHES "/dx11/") # Don't include unneccessary stuff
continue()
endif()
if ((GETTEXT_FOUND OR NO_TRANSLATION OR PCSX2_CORE) AND "${path}" MATCHES "/locale/") # Generate locales with gettext instead of copying them from bin
continue()
endif()
pcsx2_resource(${path} ${CMAKE_SOURCE_DIR}/bin/resources/)
endforeach()
if (NOT APPLE)
set_target_properties(PCSX2 PROPERTIES
OUTPUT_NAME pcsx2
@ -1766,74 +1751,13 @@ endif()
if (APPLE)
find_library(METAL_LIBRARY Metal)
target_link_libraries(PCSX2 PRIVATE ${METAL_LIBRARY})
if(CMAKE_GENERATOR MATCHES "Xcode")
# If we're generating an xcode project, you can just add the shaders to the main pcsx2 target and xcode will deal with them properly
# This will make sure xcode supplies code completion, etc (if you use a custom command, it won't)
set_target_properties(PCSX2 PROPERTIES
XCODE_ATTRIBUTE_MTL_ENABLE_DEBUG_INFO INCLUDE_SOURCE
)
foreach(shader IN LISTS pcsx2GSMetalShaders)
target_sources(PCSX2 PRIVATE ${shader})
set_source_files_properties(${shader} PROPERTIES LANGUAGE METAL)
endforeach()
else()
function(generateMetallib std target outputName)
set(pcsx2GSMetalShaderOut)
set(flags
-ffast-math
$<$<NOT:$<CONFIG:Release,MinSizeRel>>:-gline-tables-only>
$<$<NOT:$<CONFIG:Release,MinSizeRel>>:-MO>
)
foreach(shader IN LISTS pcsx2GSMetalShaders)
set(shaderOut ${CMAKE_CURRENT_BINARY_DIR}/${outputName}/${shader}.air)
list(APPEND pcsx2GSMetalShaderOut ${shaderOut})
get_filename_component(shaderDir ${shaderOut} DIRECTORY)
add_custom_command(OUTPUT ${shaderOut}
COMMAND ${CMAKE_COMMAND} -E make_directory ${shaderDir}
COMMAND xcrun metal ${flags} -std=${std} -target ${target} -o ${shaderOut} -c ${CMAKE_CURRENT_SOURCE_DIR}/${shader}
DEPENDS ${shader} GS/Renderers/Metal/GSMTLSharedHeader.h GS/Renderers/Metal/GSMTLShaderCommon.h
)
set(metallib ${CMAKE_CURRENT_BINARY_DIR}/${outputName}.metallib)
endforeach()
add_custom_command(OUTPUT ${metallib}
COMMAND xcrun metallib -o ${metallib} ${pcsx2GSMetalShaderOut}
DEPENDS ${pcsx2GSMetalShaderOut}
)
pcsx2_resource(${metallib} ${CMAKE_CURRENT_BINARY_DIR})
endfunction()
generateMetallib(macos-metal2.0 air64-apple-macos10.13 default)
generateMetallib(macos-metal2.2 air64-apple-macos10.15 Metal22)
generateMetallib(macos-metal2.3 air64-apple-macos11.0 Metal23)
endif()
find_library(QUARTZCORE_LIBRARY QuartzCore)
target_link_libraries(PCSX2_FLAGS INTERFACE ${METAL_LIBRARY} ${QUARTZCORE_LIBRARY})
# MacOS defaults to having a maximum protection of the __DATA segment of rw (non-executable)
# We have a bunch of page-sized arrays in bss that we use for jit
# Obviously not being able to make those arrays executable would be a problem
target_link_options(PCSX2 PRIVATE -Wl,-segprot,__DATA,rwx,rw)
set_target_properties(PCSX2 PROPERTIES
MACOSX_BUNDLE true
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/gui/Resources/Info.plist.in"
OUTPUT_NAME PCSX2
)
pcsx2_resource(${CMAKE_CURRENT_SOURCE_DIR}/gui/Resources/PCSX2.icns ${CMAKE_CURRENT_SOURCE_DIR}/gui/Resources)
# If they say to skip postprocess bundle, leave the target in but make it so they have
# to manually run it
if (SKIP_POSTPROCESS_BUNDLE)
set(postprocessBundleType "")
else()
set(postprocessBundleType ALL)
endif()
add_custom_target(pcsx2-postprocess-bundle ${postprocessBundleType}
COMMAND ${CMAKE_COMMAND} "-DPCSX2_BUNDLE_PATH=$<TARGET_FILE_DIR:PCSX2>/../.."
-P ${CMAKE_SOURCE_DIR}/cmake/Pcsx2PostprocessBundle.cmake
)
add_dependencies(pcsx2-postprocess-bundle PCSX2)
target_link_options(PCSX2_FLAGS INTERFACE -Wl,-segprot,__DATA,rwx,rw)
get_target_property(PCSX2_SOURCES PCSX2 SOURCES)
foreach(source IN LISTS PCSX2_SOURCES)
@ -1849,6 +1773,106 @@ if (APPLE)
endforeach()
endif()
set_property(GLOBAL PROPERTY PCSX2_SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR})
set_property(GLOBAL PROPERTY PCSX2_METAL_SHADERS ${pcsx2GSMetalShaders})
function(setup_main_executable target)
file(GLOB_RECURSE RESOURCE_FILES ${CMAKE_SOURCE_DIR}/bin/resources/*)
foreach(path IN LISTS RESOURCE_FILES)
get_filename_component(file ${path} NAME)
if("${file}" MATCHES "^\\.") # Don't copy macOS garbage (mainly Finder's .DS_Store files) into application
continue()
endif()
if (NOT WIN32 AND "${path}" MATCHES "/dx11/") # Don't include unneccessary stuff
continue()
endif()
if ((GETTEXT_FOUND OR NO_TRANSLATION OR PCSX2_CORE) AND "${path}" MATCHES "/locale/") # Generate locales with gettext instead of copying them from bin
continue()
endif()
pcsx2_resource(${target} ${path} ${CMAKE_SOURCE_DIR}/bin/resources/)
endforeach()
get_property(PCSX2_SOURCE_DIR GLOBAL PROPERTY PCSX2_SOURCE_DIR)
get_property(PCSX2_METAL_SHADERS GLOBAL PROPERTY PCSX2_METAL_SHADERS)
if(APPLE)
if(CMAKE_GENERATOR MATCHES "Xcode")
# If we're generating an xcode project, you can just add the shaders to the main pcsx2 target and xcode will deal with them properly
# This will make sure xcode supplies code completion, etc (if you use a custom command, it won't)
set_target_properties(${target} PROPERTIES
XCODE_ATTRIBUTE_MTL_ENABLE_DEBUG_INFO INCLUDE_SOURCE
)
foreach(shader IN LISTS PCSX2_METAL_SHADERS)
target_sources(${target} PRIVATE ${PCSX2_SOURCE_DIR}/${shader})
set_source_files_properties(${PCSX2_SOURCE_DIR}/${shader} PROPERTIES LANGUAGE METAL)
endforeach()
else()
function(generateMetallib std triple outputName)
set(pcsx2GSMetalShaderOut)
set(flags
-ffast-math
$<$<NOT:$<CONFIG:Release,MinSizeRel>>:-gline-tables-only>
$<$<NOT:$<CONFIG:Release,MinSizeRel>>:-MO>
)
foreach(shader IN LISTS PCSX2_METAL_SHADERS)
set(shaderOut ${CMAKE_CURRENT_BINARY_DIR}/${outputName}/${shader}.air)
list(APPEND pcsx2GSMetalShaderOut ${shaderOut})
get_filename_component(shaderDir ${shaderOut} DIRECTORY)
add_custom_command(OUTPUT ${shaderOut}
COMMAND ${CMAKE_COMMAND} -E make_directory ${shaderDir}
COMMAND xcrun metal ${flags} -std=${std} -target ${triple} -o ${shaderOut} -c ${PCSX2_SOURCE_DIR}/${shader}
DEPENDS ${PCSX2_SOURCE_DIR}/${shader} ${PCSX2_SOURCE_DIR}/GS/Renderers/Metal/GSMTLSharedHeader.h ${PCSX2_SOURCE_DIR}/GS/Renderers/Metal/GSMTLShaderCommon.h
)
set(metallib ${CMAKE_CURRENT_BINARY_DIR}/${outputName}.metallib)
endforeach()
add_custom_command(OUTPUT ${metallib}
COMMAND xcrun metallib -o ${metallib} ${pcsx2GSMetalShaderOut}
DEPENDS ${pcsx2GSMetalShaderOut}
)
pcsx2_resource(${target} ${metallib} ${CMAKE_CURRENT_BINARY_DIR})
endfunction()
generateMetallib(macos-metal2.0 air64-apple-macos10.13 default)
generateMetallib(macos-metal2.2 air64-apple-macos10.15 Metal22)
generateMetallib(macos-metal2.3 air64-apple-macos11.0 Metal23)
endif()
set_target_properties(${target} PROPERTIES
MACOSX_BUNDLE true
MACOSX_BUNDLE_INFO_PLIST "${PCSX2_SOURCE_DIR}/gui/Resources/Info.plist.in"
OUTPUT_NAME PCSX2
)
pcsx2_resource(${target} ${PCSX2_SOURCE_DIR}/gui/Resources/PCSX2.icns ${PCSX2_SOURCE_DIR}/gui/Resources)
# If they say to skip postprocess bundle, leave the target in but make it so they have
# to manually run it
if (SKIP_POSTPROCESS_BUNDLE)
set(postprocessBundleType "")
else()
set(postprocessBundleType ALL)
endif()
if(QT_BUILD)
get_target_property(MOC_EXECUTABLE_LOCATION Qt6::moc IMPORTED_LOCATION)
get_filename_component(QT_BINARY_DIRECTORY "${MOC_EXECUTABLE_LOCATION}" DIRECTORY)
find_program(MACDEPLOYQT_EXE macdeployqt HINTS "${QT_BINARY_DIRECTORY}")
add_custom_target(pcsx2-postprocess-bundle ${postprocessBundleType}
COMMAND "${MACDEPLOYQT_EXE}" "$<TARGET_FILE_DIR:${target}>/../.."
)
else()
add_custom_target(pcsx2-postprocess-bundle ${postprocessBundleType}
COMMAND ${CMAKE_COMMAND} "-DPCSX2_BUNDLE_PATH=$<TARGET_FILE_DIR:${target}>/../.."
-P ${CMAKE_SOURCE_DIR}/cmake/Pcsx2PostprocessBundle.cmake
)
endif()
add_dependencies(pcsx2-postprocess-bundle ${target})
endif()
endfunction()
if (NOT QT_BUILD)
setup_main_executable(PCSX2)
endif()
if(NOT DISABLE_SETCAP AND NOT PCSX2_CORE)
if(PACKAGE_MODE)
install(CODE "execute_process(COMMAND /bin/bash -c \"echo 'Enabling networking capability on Linux...';set -x; [ -f '${CMAKE_INSTALL_FULL_BINDIR}/pcsx2' ] && sudo setcap 'CAP_NET_RAW+eip CAP_NET_ADMIN+eip' '${CMAKE_INSTALL_FULL_BINDIR}/pcsx2'; set +x\")")