mirror of https://github.com/PCSX2/pcsx2.git
Qt: Mac build
This commit is contained in:
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dc000e08ab
commit
9c61e9eda3
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@ -319,8 +319,12 @@ if(NOT CMAKE_GENERATOR MATCHES "Xcode")
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# Assume Xcode builds aren't being used for distribution
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# Helpful because Xcode builds don't build multiple metallibs for different macOS versions
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# Also helpful because Xcode's interactive shader debugger requires apps be built for the latest macOS
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if (QT_BUILD)
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set(CMAKE_OSX_DEPLOYMENT_TARGET 10.14)
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else()
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set(CMAKE_OSX_DEPLOYMENT_TARGET 10.13)
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endif()
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endif()
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if (APPLE AND CMAKE_OSX_DEPLOYMENT_TARGET AND "${CMAKE_OSX_DEPLOYMENT_TARGET}" VERSION_LESS 10.14 AND NOT ${CMAKE_CXX_COMPILER_VERSION} VERSION_LESS 9)
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# Older versions of the macOS stdlib don't have operator new(size_t, align_val_t)
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@ -229,6 +229,14 @@ if(QT_BUILD)
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# Find the Qt components that we need.
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find_package(Qt6 COMPONENTS CoreTools Core GuiTools Gui WidgetsTools Widgets Network LinguistTools REQUIRED)
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if (APPLE AND CMAKE_OSX_DEPLOYMENT_TARGET AND "${CMAKE_OSX_DEPLOYMENT_TARGET}" VERSION_LESS 10.15)
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get_target_property(QT_FEATURES Qt6::Core QT_ENABLED_PUBLIC_FEATURES)
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if (cxx17_filesystem IN_LIST QT_FEATURES)
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message("Qt compiled with std::filesystem support, requires macOS 10.15")
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set(CMAKE_OSX_DEPLOYMENT_TARGET 10.15)
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endif()
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endif()
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# We use the bundled (latest) SDL version for Qt.
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find_optional_system_library(SDL2 3rdparty/sdl2 2.0.22)
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endif()
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@ -138,3 +138,4 @@ if(WIN32)
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)
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endif()
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setup_main_executable(pcsx2-qt)
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@ -33,6 +33,9 @@
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#include "Frontend/D3D11HostDisplay.h"
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#include "Frontend/D3D12HostDisplay.h"
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#endif
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#ifdef __APPLE__
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#include "GS/Renderers/Metal/GSMetalCPPAccessible.h"
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#endif
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struct RendererInfo
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{
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@ -384,7 +387,7 @@ void GraphicsSettingsWidget::updateRendererDependentOptions()
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const bool is_sw_dx = false;
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#endif
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const bool is_hardware = (type == GSRendererType::DX11 || type == GSRendererType::DX12 || type == GSRendererType::OGL || type == GSRendererType::VK);
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const bool is_hardware = (type == GSRendererType::DX11 || type == GSRendererType::DX12 || type == GSRendererType::OGL || type == GSRendererType::VK || type == GSRendererType::Metal);
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const bool is_software = (type == GSRendererType::SW);
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const int current_tab = m_hardware_renderer_visible ? m_ui.hardwareRendererGroup->currentIndex() : m_ui.softwareRendererGroup->currentIndex();
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@ -463,6 +466,12 @@ void GraphicsSettingsWidget::updateRendererDependentOptions()
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break;
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#endif
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#ifdef __APPLE__
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case GSRendererType::Metal:
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modes = GetMetalAdapterAndModeList();
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break;
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#endif
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case GSRendererType::OGL:
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case GSRendererType::SW:
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case GSRendererType::Null:
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@ -1709,37 +1709,22 @@ if(COMMAND target_precompile_headers)
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endif()
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# Copy resource files if needed
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function(pcsx2_resource path basedir)
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function(pcsx2_resource target path basedir)
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get_filename_component(dir ${path} DIRECTORY)
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file(RELATIVE_PATH subdir ${basedir} ${dir})
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if(APPLE)
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target_sources(PCSX2 PRIVATE ${path})
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target_sources(${target} PRIVATE ${path})
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set_source_files_properties(${path} PROPERTIES MACOSX_PACKAGE_LOCATION Resources/${subdir})
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elseif(PACKAGE_MODE)
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install(FILES ${path} DESTINATION ${CMAKE_INSTALL_DATADIR}/PCSX2/resources/${subdir})
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else()
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add_custom_command(TARGET PCSX2 POST_BUILD
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COMMAND "${CMAKE_COMMAND}" -E make_directory "$<TARGET_FILE_DIR:PCSX2>/resources/${subdir}"
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COMMAND "${CMAKE_COMMAND}" -E copy_if_different "${path}" "$<TARGET_FILE_DIR:PCSX2>/resources/${subdir}")
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add_custom_command(TARGET ${target} POST_BUILD
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COMMAND "${CMAKE_COMMAND}" -E make_directory "$<TARGET_FILE_DIR:${target}>/resources/${subdir}"
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COMMAND "${CMAKE_COMMAND}" -E copy_if_different "${path}" "$<TARGET_FILE_DIR:${target}>/resources/${subdir}")
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endif()
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source_group(Resources/${subdir} FILES ${path})
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endfunction()
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file(GLOB_RECURSE RESOURCE_FILES ${CMAKE_SOURCE_DIR}/bin/resources/*)
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foreach(path IN LISTS RESOURCE_FILES)
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get_filename_component(file ${path} NAME)
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if("${file}" MATCHES "^\\.") # Don't copy macOS garbage (mainly Finder's .DS_Store files) into application
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continue()
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endif()
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if (NOT WIN32 AND "${path}" MATCHES "/dx11/") # Don't include unneccessary stuff
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continue()
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endif()
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if ((GETTEXT_FOUND OR NO_TRANSLATION OR PCSX2_CORE) AND "${path}" MATCHES "/locale/") # Generate locales with gettext instead of copying them from bin
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continue()
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endif()
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pcsx2_resource(${path} ${CMAKE_SOURCE_DIR}/bin/resources/)
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endforeach()
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if (NOT APPLE)
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set_target_properties(PCSX2 PROPERTIES
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OUTPUT_NAME pcsx2
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@ -1766,74 +1751,13 @@ endif()
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if (APPLE)
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find_library(METAL_LIBRARY Metal)
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target_link_libraries(PCSX2 PRIVATE ${METAL_LIBRARY})
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if(CMAKE_GENERATOR MATCHES "Xcode")
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# 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
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# This will make sure xcode supplies code completion, etc (if you use a custom command, it won't)
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set_target_properties(PCSX2 PROPERTIES
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XCODE_ATTRIBUTE_MTL_ENABLE_DEBUG_INFO INCLUDE_SOURCE
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)
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foreach(shader IN LISTS pcsx2GSMetalShaders)
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target_sources(PCSX2 PRIVATE ${shader})
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set_source_files_properties(${shader} PROPERTIES LANGUAGE METAL)
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endforeach()
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else()
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function(generateMetallib std target outputName)
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set(pcsx2GSMetalShaderOut)
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set(flags
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-ffast-math
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$<$<NOT:$<CONFIG:Release,MinSizeRel>>:-gline-tables-only>
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$<$<NOT:$<CONFIG:Release,MinSizeRel>>:-MO>
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)
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foreach(shader IN LISTS pcsx2GSMetalShaders)
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set(shaderOut ${CMAKE_CURRENT_BINARY_DIR}/${outputName}/${shader}.air)
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list(APPEND pcsx2GSMetalShaderOut ${shaderOut})
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get_filename_component(shaderDir ${shaderOut} DIRECTORY)
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add_custom_command(OUTPUT ${shaderOut}
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COMMAND ${CMAKE_COMMAND} -E make_directory ${shaderDir}
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COMMAND xcrun metal ${flags} -std=${std} -target ${target} -o ${shaderOut} -c ${CMAKE_CURRENT_SOURCE_DIR}/${shader}
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DEPENDS ${shader} GS/Renderers/Metal/GSMTLSharedHeader.h GS/Renderers/Metal/GSMTLShaderCommon.h
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)
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set(metallib ${CMAKE_CURRENT_BINARY_DIR}/${outputName}.metallib)
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endforeach()
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add_custom_command(OUTPUT ${metallib}
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COMMAND xcrun metallib -o ${metallib} ${pcsx2GSMetalShaderOut}
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DEPENDS ${pcsx2GSMetalShaderOut}
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)
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pcsx2_resource(${metallib} ${CMAKE_CURRENT_BINARY_DIR})
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endfunction()
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generateMetallib(macos-metal2.0 air64-apple-macos10.13 default)
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generateMetallib(macos-metal2.2 air64-apple-macos10.15 Metal22)
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generateMetallib(macos-metal2.3 air64-apple-macos11.0 Metal23)
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endif()
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find_library(QUARTZCORE_LIBRARY QuartzCore)
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target_link_libraries(PCSX2_FLAGS INTERFACE ${METAL_LIBRARY} ${QUARTZCORE_LIBRARY})
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# MacOS defaults to having a maximum protection of the __DATA segment of rw (non-executable)
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# We have a bunch of page-sized arrays in bss that we use for jit
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# Obviously not being able to make those arrays executable would be a problem
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target_link_options(PCSX2 PRIVATE -Wl,-segprot,__DATA,rwx,rw)
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set_target_properties(PCSX2 PROPERTIES
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MACOSX_BUNDLE true
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MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/gui/Resources/Info.plist.in"
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OUTPUT_NAME PCSX2
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)
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pcsx2_resource(${CMAKE_CURRENT_SOURCE_DIR}/gui/Resources/PCSX2.icns ${CMAKE_CURRENT_SOURCE_DIR}/gui/Resources)
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# If they say to skip postprocess bundle, leave the target in but make it so they have
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# to manually run it
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if (SKIP_POSTPROCESS_BUNDLE)
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set(postprocessBundleType "")
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else()
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set(postprocessBundleType ALL)
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endif()
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add_custom_target(pcsx2-postprocess-bundle ${postprocessBundleType}
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COMMAND ${CMAKE_COMMAND} "-DPCSX2_BUNDLE_PATH=$<TARGET_FILE_DIR:PCSX2>/../.."
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-P ${CMAKE_SOURCE_DIR}/cmake/Pcsx2PostprocessBundle.cmake
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)
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add_dependencies(pcsx2-postprocess-bundle PCSX2)
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target_link_options(PCSX2_FLAGS INTERFACE -Wl,-segprot,__DATA,rwx,rw)
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get_target_property(PCSX2_SOURCES PCSX2 SOURCES)
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foreach(source IN LISTS PCSX2_SOURCES)
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endforeach()
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endif()
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set_property(GLOBAL PROPERTY PCSX2_SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR})
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set_property(GLOBAL PROPERTY PCSX2_METAL_SHADERS ${pcsx2GSMetalShaders})
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function(setup_main_executable target)
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file(GLOB_RECURSE RESOURCE_FILES ${CMAKE_SOURCE_DIR}/bin/resources/*)
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foreach(path IN LISTS RESOURCE_FILES)
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get_filename_component(file ${path} NAME)
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if("${file}" MATCHES "^\\.") # Don't copy macOS garbage (mainly Finder's .DS_Store files) into application
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continue()
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endif()
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if (NOT WIN32 AND "${path}" MATCHES "/dx11/") # Don't include unneccessary stuff
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continue()
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endif()
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if ((GETTEXT_FOUND OR NO_TRANSLATION OR PCSX2_CORE) AND "${path}" MATCHES "/locale/") # Generate locales with gettext instead of copying them from bin
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continue()
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endif()
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pcsx2_resource(${target} ${path} ${CMAKE_SOURCE_DIR}/bin/resources/)
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endforeach()
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get_property(PCSX2_SOURCE_DIR GLOBAL PROPERTY PCSX2_SOURCE_DIR)
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get_property(PCSX2_METAL_SHADERS GLOBAL PROPERTY PCSX2_METAL_SHADERS)
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if(APPLE)
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if(CMAKE_GENERATOR MATCHES "Xcode")
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# If we're generating an xcode project, you can just add the shaders to the main pcsx2 target and xcode will deal with them properly
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# This will make sure xcode supplies code completion, etc (if you use a custom command, it won't)
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set_target_properties(${target} PROPERTIES
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XCODE_ATTRIBUTE_MTL_ENABLE_DEBUG_INFO INCLUDE_SOURCE
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)
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foreach(shader IN LISTS PCSX2_METAL_SHADERS)
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target_sources(${target} PRIVATE ${PCSX2_SOURCE_DIR}/${shader})
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set_source_files_properties(${PCSX2_SOURCE_DIR}/${shader} PROPERTIES LANGUAGE METAL)
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endforeach()
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else()
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function(generateMetallib std triple outputName)
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set(pcsx2GSMetalShaderOut)
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set(flags
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-ffast-math
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$<$<NOT:$<CONFIG:Release,MinSizeRel>>:-gline-tables-only>
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$<$<NOT:$<CONFIG:Release,MinSizeRel>>:-MO>
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)
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foreach(shader IN LISTS PCSX2_METAL_SHADERS)
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set(shaderOut ${CMAKE_CURRENT_BINARY_DIR}/${outputName}/${shader}.air)
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list(APPEND pcsx2GSMetalShaderOut ${shaderOut})
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get_filename_component(shaderDir ${shaderOut} DIRECTORY)
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add_custom_command(OUTPUT ${shaderOut}
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COMMAND ${CMAKE_COMMAND} -E make_directory ${shaderDir}
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COMMAND xcrun metal ${flags} -std=${std} -target ${triple} -o ${shaderOut} -c ${PCSX2_SOURCE_DIR}/${shader}
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DEPENDS ${PCSX2_SOURCE_DIR}/${shader} ${PCSX2_SOURCE_DIR}/GS/Renderers/Metal/GSMTLSharedHeader.h ${PCSX2_SOURCE_DIR}/GS/Renderers/Metal/GSMTLShaderCommon.h
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)
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set(metallib ${CMAKE_CURRENT_BINARY_DIR}/${outputName}.metallib)
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endforeach()
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add_custom_command(OUTPUT ${metallib}
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COMMAND xcrun metallib -o ${metallib} ${pcsx2GSMetalShaderOut}
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DEPENDS ${pcsx2GSMetalShaderOut}
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)
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pcsx2_resource(${target} ${metallib} ${CMAKE_CURRENT_BINARY_DIR})
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endfunction()
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generateMetallib(macos-metal2.0 air64-apple-macos10.13 default)
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generateMetallib(macos-metal2.2 air64-apple-macos10.15 Metal22)
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generateMetallib(macos-metal2.3 air64-apple-macos11.0 Metal23)
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endif()
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set_target_properties(${target} PROPERTIES
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MACOSX_BUNDLE true
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MACOSX_BUNDLE_INFO_PLIST "${PCSX2_SOURCE_DIR}/gui/Resources/Info.plist.in"
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OUTPUT_NAME PCSX2
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)
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pcsx2_resource(${target} ${PCSX2_SOURCE_DIR}/gui/Resources/PCSX2.icns ${PCSX2_SOURCE_DIR}/gui/Resources)
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# If they say to skip postprocess bundle, leave the target in but make it so they have
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# to manually run it
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if (SKIP_POSTPROCESS_BUNDLE)
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set(postprocessBundleType "")
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else()
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set(postprocessBundleType ALL)
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endif()
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if(QT_BUILD)
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get_target_property(MOC_EXECUTABLE_LOCATION Qt6::moc IMPORTED_LOCATION)
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get_filename_component(QT_BINARY_DIRECTORY "${MOC_EXECUTABLE_LOCATION}" DIRECTORY)
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find_program(MACDEPLOYQT_EXE macdeployqt HINTS "${QT_BINARY_DIRECTORY}")
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add_custom_target(pcsx2-postprocess-bundle ${postprocessBundleType}
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COMMAND "${MACDEPLOYQT_EXE}" "$<TARGET_FILE_DIR:${target}>/../.."
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)
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else()
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add_custom_target(pcsx2-postprocess-bundle ${postprocessBundleType}
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COMMAND ${CMAKE_COMMAND} "-DPCSX2_BUNDLE_PATH=$<TARGET_FILE_DIR:${target}>/../.."
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-P ${CMAKE_SOURCE_DIR}/cmake/Pcsx2PostprocessBundle.cmake
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)
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endif()
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add_dependencies(pcsx2-postprocess-bundle ${target})
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endif()
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endfunction()
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if (NOT QT_BUILD)
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setup_main_executable(PCSX2)
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endif()
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if(NOT DISABLE_SETCAP AND NOT PCSX2_CORE)
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if(PACKAGE_MODE)
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install(CODE "execute_process(COMMAND /bin/bash -c \"echo 'Enabling networking capability on Linux...';set -x; [ -f '${CMAKE_INSTALL_FULL_BINDIR}/pcsx2' ] && sudo setcap 'CAP_NET_RAW+eip CAP_NET_ADMIN+eip' '${CMAKE_INSTALL_FULL_BINDIR}/pcsx2'; set +x\")")
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