* Support for MinGW cross compilation

This commit is contained in:
Tim Angus 2005-12-29 00:04:41 +00:00
parent aa3f7e1eb1
commit 310190a466
7 changed files with 104 additions and 102 deletions

76
README
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@ -55,6 +55,28 @@ haven't set it. Which is where the id patch installs by default.
Then run "make copyfiles", beware that this will overwrite any binaries
installed previously, even official id ones.
Compiling under Windows using MinGW
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It is possible to compile ioQ3 using the MinGW (Minimalist GNU for Windows)
toolset. It's a little more involved than compiling for Linux; steps are as
follows:
1. Download and install MinGW and MSys from http://www.mingw.org/.
2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz
and untar in into your MinGW directory (usually C:\MinGW).
3. Perform the usual precompilation sacrificial ritual.
4. Open an MSys terminal, and follow the instructions for compiling on Linux.
5. Steal underpants
6. ?????
7. Profit!
It is also possible to cross compile for Windows using MinGW. A script is
available to build a cross compilation environment from
http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils
version numbers that the script downloads may need to be altered. After you
have successfully run this script cross compiling is simply a case of using
'./cross-make-mingw.sh' in place of 'make'.
Using shared libraries instead of qvm
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To make quake3 prefer shared libraries instead of qvm run it with
@ -63,7 +85,7 @@ the following parameters:
Using Demo Data Files
~~~~~~~~~~~~~~~~~~~~~
you only need demoq3/pak0.pk3 from the demo installer. The qvm files inside
You only need demoq3/pak0.pk3 from the demo installer. The qvm files inside
pak0.pk3 will not work, you have to use the native shared libraries from this
project. To do so copy or link ui*.so, qagame*.so, cgame*.so from baseq3 to
demoq3 and run quake3 with the parameters described above.
@ -80,58 +102,6 @@ prototype with long.
Note if you simply wish to run mods on a 64bit platform you do not need to
recompile anything since by default Q3 uses a virtual machine system.
Futhermore, ioq3 has an experimental JIT compiler for x86_64 which will result
in better performance. To enable this find these lines in code/Makefile:
# experimental x86_64 jit compiler! you need as
#HAVE_VM_COMPILED = true
..and change them to:
# experimental x86_64 jit compiler! you need as
HAVE_VM_COMPILED = true
Compiling under windows using MinGW
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It is possible to compile ioQ3 using the MinGW (Minimalist GNU for Windows)
toolset. It's a little more involved than compiling for linux; steps are as
follows:
1. Download and install MinGW and MSys from http://www.mingw.org/.
2. Download and install the DirectX 9 SDK from
http://msdn.microsoft.com/directx/. Previous versions of the SDK will
probably work, but they have not been tested.
3. Find the following in DXSDK/Include/dinput.h...
} DIDEVICEINSTANCEW, *LPDIDEVICEINSTANCEW;
#ifdef UNICODE
typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE;
typedef LPDIDEVICEINSTANCEW LPDIDEVICEINSTANCE;
#else
typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE;
typedef LPDIDEVICEINSTANCEA LPDIDEVICEINSTANCE;
#endif // UNICODE
typedef const DIDEVICEINSTANCEA *LPCDIDEVICEINSTANCEA;
typedef const DIDEVICEINSTANCEW *LPCDIDEVICEINSTANCEW;
> #ifdef UNICODE
> typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE;
> typedef LPCDIDEVICEINSTANCEW LPCDIDEVICEINSTANCE;
> #else
> typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE;
> typedef LPCDIDEVICEINSTANCEA LPCDIDEVICEINSTANCE;
> #endif // UNICODE
typedef const DIDEVICEINSTANCE *LPCDIDEVICEINSTANCE;
...and comment out/remove the duplicated code marked by '>'.
4. If you didn't install the DirectX SDK in C:\DXSDK\, add DXSDK_DIR to
code/unix/Makefile.local to reflect the new location.
5. Perform the usual precompilation sacrificial ritual.
6. Open an MSys terminal, and follow the instructions for compiling on Linux.
7. Steal underpants
8. ?????
9. Profit!
Creating mods compatible with Q3 1.32b
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@ -42,7 +42,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#endif
#include <windows.h>
#include <gl/gl.h>
#include <GL/gl.h>
#elif defined(MACOS_X)

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@ -1,6 +1,5 @@
# yeah, couldn't do more simple really
PLATFORM=$(shell uname|sed -e s/_.*//|tr A-Z a-z)
ifeq ($(PLATFORM),mingw32)
BINEXT=.exe
else

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@ -1,4 +1,3 @@
PLATFORM=$(shell uname|sed -e s/_.*//|tr A-Z a-z)
TEMPDIR=/tmp
A=.a
O=.o
@ -19,7 +18,7 @@ RANLIB=ranlib
DIFF=diff
RM=rm -f
RMDIR=rmdir
BUILDDIR=build
BUILDDIR=build-$(PLATFORM)-$(ARCH)
BD=$(BUILDDIR)/
ifeq ($(USE_CCACHE),1)

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@ -11,18 +11,13 @@
# GNU Make required
#
PLATFORM=$(shell uname|sed -e s/_.*//|tr A-Z a-z)
PLATFORM_RELEASE=$(shell uname -r)
COMPILE_PLATFORM=$(shell uname|sed -e s/_.*//|tr A-Z a-z)
# Apple does some things a little differently...
ifeq ($(PLATFORM),darwin)
ARCH:= $(shell uname -p | sed -e s/i.86/i386/)
ifeq ($(COMPILE_PLATFORM),darwin)
# Apple does some things a little differently...
COMPILE_ARCH=$(shell uname -p | sed -e s/i.86/i386/)
else
ARCH:=$(shell uname -m | sed -e s/i.86/i386/)
endif
ifeq ($(ARCH),powerpc)
ARCH:=ppc
COMPILE_ARCH=$(shell uname -m | sed -e s/i.86/i386/)
endif
#############################################################################
@ -35,6 +30,31 @@ endif
#############################################################################
-include Makefile.local
ifndef PLATFORM
PLATFORM=$(COMPILE_PLATFORM)
endif
export PLATFORM
ifndef ARCH
ARCH=$(COMPILE_ARCH)
endif
ifeq ($(ARCH),powerpc)
ARCH=ppc
endif
export ARCH
ifneq ($(PLATFORM),$(COMPILE_PLATFORM))
CROSS_COMPILING=1
else
CROSS_COMPILING=0
ifneq ($(ARCH),$(COMPILE_ARCH))
CROSS_COMPILING=1
endif
endif
export CROSS_COMPILING
ifndef COPYDIR
COPYDIR="/usr/local/games/quake3"
endif
@ -48,11 +68,6 @@ ifndef GENERATE_DEPENDENCIES
GENERATE_DEPENDENCIES=1
endif
# Used for building with mingw
ifndef DXSDK_DIR
DXSDK_DIR=C:/DXSDK
endif
ifndef USE_CCACHE
USE_CCACHE=0
endif
@ -84,8 +99,8 @@ endif
#############################################################################
BD=debug$(ARCH)$(GLIBC)
BR=release$(ARCH)$(GLIBC)
BD=debug-$(PLATFORM)-$(ARCH)
BR=release-$(PLATFORM)-$(ARCH)
CDIR=$(MOUNT_DIR)/client
SDIR=$(MOUNT_DIR)/server
RDIR=$(MOUNT_DIR)/renderer
@ -343,13 +358,10 @@ else # ifeq darwin
ifeq ($(PLATFORM),mingw32)
GLIBC=-mingw
CC=gcc
WINDRES=windres
ifeq ($(ARCH),i386)
ARCH=x86
endif
BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes
@ -357,8 +369,6 @@ ifeq ($(PLATFORM),mingw32)
BASE_CFLAGS += -DUSE_OPENAL=1 -DUSE_OPENAL_DLOPEN=1
endif
DX_CFLAGS = -I$(DXSDK_DIR)/Include
GL_CFLAGS =
MINGW_CFLAGS = -DDONT_TYPEDEF_INT32
@ -697,6 +707,17 @@ ifneq ($(BUILD_CLIENT),1)
$(subst $(B)/$(PLATFORM)quake3$(BINEXT),,$(TARGETS) ))))))))))
endif
# Never build qvms when cross-compiling
ifeq ($(CROSS_COMPILING),1)
TARGETS := \
$(subst $(B)/baseq3/vm/qagame.qvm,,\
$(subst $(B)/baseq3/vm/cgame.qvm,,\
$(subst $(B)/baseq3/vm/ui.qvm,,\
$(subst $(B)/missionpack/vm/qagame.qvm,,\
$(subst $(B)/missionpack/vm/cgame.qvm,,\
$(subst $(B)/missionpack/vm/ui.qvm,,$(TARGETS) ))))))
endif
ifdef DEFAULT_BASEDIR
BASE_CFLAGS += -DDEFAULT_BASEDIR=\\\"$(DEFAULT_BASEDIR)\\\"
endif
@ -769,9 +790,14 @@ makedirs:
Q3LCC=../tools/q3lcc$(BINEXT)
Q3ASM=../tools/q3asm$(BINEXT)
ifeq ($(CROSS_COMPILING),1)
tools:
echo QVM tools not built when cross-compiling
else
tools:
$(MAKE) -C ../tools/lcc install
$(MAKE) -C ../tools/asm install
endif
DO_Q3LCC=$(Q3LCC) -o $@ $<
@ -1287,16 +1313,16 @@ $(B)/client/matha.o : $(UDIR)/matha.s; $(DO_AS)
$(B)/client/ftola.o : $(UDIR)/ftola.s; $(DO_AS)
$(B)/client/snapvectora.o : $(UDIR)/snapvectora.s; $(DO_AS)
$(B)/client/win_gamma.o : $(W32DIR)/win_gamma.c; $(DO_CC) $(DX_CFLAGS)
$(B)/client/win_glimp.o : $(W32DIR)/win_glimp.c; $(DO_CC) $(DX_CFLAGS)
$(B)/client/win_input.o : $(W32DIR)/win_input.c; $(DO_CC) $(DX_CFLAGS)
$(B)/client/win_main.o : $(W32DIR)/win_main.c; $(DO_CC) $(DX_CFLAGS)
$(B)/client/win_net.o : $(W32DIR)/win_net.c; $(DO_CC) $(DX_CFLAGS)
$(B)/client/win_qgl.o : $(W32DIR)/win_qgl.c; $(DO_CC) $(DX_CFLAGS)
$(B)/client/win_shared.o : $(W32DIR)/win_shared.c; $(DO_CC) $(DX_CFLAGS)
$(B)/client/win_snd.o : $(W32DIR)/win_snd.c; $(DO_CC) $(DX_CFLAGS)
$(B)/client/win_syscon.o : $(W32DIR)/win_syscon.c; $(DO_CC) $(DX_CFLAGS)
$(B)/client/win_wndproc.o : $(W32DIR)/win_wndproc.c; $(DO_CC) $(DX_CFLAGS)
$(B)/client/win_gamma.o : $(W32DIR)/win_gamma.c; $(DO_CC)
$(B)/client/win_glimp.o : $(W32DIR)/win_glimp.c; $(DO_CC)
$(B)/client/win_input.o : $(W32DIR)/win_input.c; $(DO_CC)
$(B)/client/win_main.o : $(W32DIR)/win_main.c; $(DO_CC)
$(B)/client/win_net.o : $(W32DIR)/win_net.c; $(DO_CC)
$(B)/client/win_qgl.o : $(W32DIR)/win_qgl.c; $(DO_CC)
$(B)/client/win_shared.o : $(W32DIR)/win_shared.c; $(DO_CC)
$(B)/client/win_snd.o : $(W32DIR)/win_snd.c; $(DO_CC)
$(B)/client/win_syscon.o : $(W32DIR)/win_syscon.c; $(DO_CC)
$(B)/client/win_wndproc.o : $(W32DIR)/win_wndproc.c; $(DO_CC)
$(B)/client/win_resource.o : $(W32DIR)/winquake.rc; $(DO_WINDRES)
$(B)/client/vm_x86.o : $(CMDIR)/vm_x86.c; $(DO_CC)

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@ -47,7 +47,7 @@ static char sys_cmdline[MAX_STRING_CHARS];
#define ALT_SPANK
#ifdef ALT_SPANK
#include <stdio.h>
#include <sys\stat.h>
#include <sys/stat.h>
int fh = 0;
@ -528,7 +528,6 @@ extern char *FS_BuildOSPath( const char *base, const char *game, const char *qp
// fqpath buffersize must be at least MAX_QPATH+1 bytes long
void * QDECL Sys_LoadDll( const char *name, char *fqpath , long (QDECL **entryPoint)(long, ...),
long (QDECL *systemcalls)(long, ...) ) {
static int lastWarning = 0;
HINSTANCE libHandle;
void (QDECL *dllEntry)( long (QDECL *syscallptr)(long, ...) );
char *basepath;
@ -536,6 +535,7 @@ void * QDECL Sys_LoadDll( const char *name, char *fqpath , long (QDECL **entryPo
char *gamedir;
char *fn;
#ifdef NDEBUG
static int lastWarning = 0;
int timestamp;
int ret;
#endif

8
cross-make-mingw.sh Executable file
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@ -0,0 +1,8 @@
#!/bin/sh
PREFIX=/usr/local/cross-tools
TARGET=i386-mingw32msvc
PATH="$PREFIX/bin:$PREFIX/$TARGET/bin:$PATH"
export PATH
export PLATFORM=mingw32
exec make $*