More fixes to the macosx buildsystem. This removes the SDL Framework and makes use of a SDL library that is position independant. This also brings back PPC builds into the UB and also as a standa alone build choice.

This commit is contained in:
Richard Allen 2012-12-31 01:32:15 +00:00
parent 45bb0f7b53
commit 6a7a67a497
6 changed files with 69 additions and 50 deletions

View file

@ -405,7 +405,7 @@ else # ifeq Linux
ifeq ($(PLATFORM),darwin)
HAVE_VM_COMPILED=true
LIBS = -framework Cocoa -framework SDL
LIBS = -framework Cocoa
CLIENT_LIBS=
RENDERER_LIBS=
OPTIMIZEVM=
@ -462,8 +462,8 @@ ifeq ($(PLATFORM),darwin)
LIBSDLMAIN=$(B)/libSDLmain.a
LIBSDLMAINSRC=$(LIBSDIR)/macosx/libSDLmain.a
CLIENT_LIBS += -framework IOKit \
-framework SDL
RENDERER_LIBS += -framework OpenGL -framework SDL
$(LIBSDIR)/macosx/libSDL-1.2.0.dylib
RENDERER_LIBS += -framework OpenGL $(LIBSDIR)/macosx/libSDL-1.2.0.dylib
OPTIMIZEVM += -falign-loops=16
OPTIMIZE = $(OPTIMIZEVM) -ffast-math

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@ -12,36 +12,48 @@ MPACKDIR=missionpack
BIN_OBJ="
build/release-darwin-x86_64/ioquake3.x86_64
build/release-darwin-i386/ioquake3.i386
build/release-darwin-ppc/ioquake3.ppc
"
BIN_DEDOBJ="
build/release-darwin-x86_64/ioq3ded.x86_64
build/release-darwin-i386/ioq3ded.i386
build/release-darwin-ppc/ioq3ded.ppc
"
BASE_OBJ="
build/release-darwin-x86_64/$BASEDIR/cgamex86_64.dylib
build/release-darwin-i386/$BASEDIR/cgamei386.dylib
build/release-darwin-ppc/$BASEDIR/cgameppc.dylib
build/release-darwin-x86_64/$BASEDIR/uix86_64.dylib
build/release-darwin-i386/$BASEDIR/uii386.dylib
build/release-darwin-ppc/$BASEDIR/uippc.dylib
build/release-darwin-x86_64/$BASEDIR/qagamex86_64.dylib
build/release-darwin-i386/$BASEDIR/qagamei386.dylib
build/release-darwin-ppc/$BASEDIR/qagameppc.dylib
"
MPACK_OBJ="
build/release-darwin-x86_64/$MPACKDIR/cgamex86_64.dylib
build/release-darwin-i386/$MPACKDIR/cgamei386.dylib
build/release-darwin-ppc/$MPACKDIR/cgameppc.dylib
build/release-darwin-x86_64/$MPACKDIR/uix86_64.dylib
build/release-darwin-i386/$MPACKDIR/uii386.dylib
build/release-darwin-ppc/$MPACKDIR/uippc.dylib
build/release-darwin-x86_64/$MPACKDIR/qagamex86_64.dylib
build/release-darwin-i386/$MPACKDIR/qagamei386.dylib
build/release-darwin-ppc/$MPACKDIR/qagameppc.dylib
"
RENDER_OBJ="
build/release-darwin-x86_64/renderer_opengl1_smp_x86_64.dylib
build/release-darwin-i386/renderer_opengl1_smp_i386.dylib
build/release-darwin-ppc/renderer_opengl1_smp_ppc.dylib
build/release-darwin-x86_64/renderer_opengl1_x86_64.dylib
build/release-darwin-i386/renderer_opengl1_i386.dylib
build/release-darwin-ppc/renderer_opengl1_ppc.dylib
build/release-darwin-x86_64/renderer_rend2_smp_x86_64.dylib
build/release-darwin-i386/renderer_rend2_smp_i386.dylib
build/release-darwin-ppc/renderer_rend2_smp_ppc.dylib
build/release-darwin-x86_64/renderer_rend2_x86_64.dylib
build/release-darwin-i386/renderer_rend2_i386.dylib
build/release-darwin-ppc/renderer_rend2_ppc.dylib
"
cd `dirname $0`
@ -60,6 +72,7 @@ TIGERHOST=`uname -r |perl -w -p -e 's/\A(\d+)\..*\Z/$1/; $_ = (($_ >= 8) ? "1" :
# can not build 64bit binaries, making 10.5 the minimum version. This has been tested
# with xcode 3.1 (xcode31_2199_developerdvd.dmg). It contains the 10.5 SDK and a decent
# enough gcc to actually compile ioquake3
# For PPC macs, G4's or better are required to run ioquake3.
unset X86_64_SDK
unset X86_64_CFLAGS
@ -67,6 +80,9 @@ unset X86_64_LDFLAGS
unset X86_SDK
unset X86_CFLAGS
unset X86_LDFLAGS
unset PPC_64_SDK
unset PPC_CFLAGS
unset PPC_LDFLAGS
if [ -d /Developer/SDKs/MacOSX10.5.sdk ]; then
X86_64_SDK=/Developer/SDKs/MacOSX10.5.sdk
@ -78,9 +94,14 @@ if [ -d /Developer/SDKs/MacOSX10.5.sdk ]; then
X86_CFLAGS="-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \
-DMAC_OS_X_VERSION_MIN_REQUIRED=1050"
X86_LDFLAGS=" -mmacosx-version-min=10.5"
PPC_SDK=/Developer/SDKs/MacOSX10.5.sdk
PPC_CFLAGS="-arch ppc -isysroot /Developer/SDKs/MacOSX10.5.sdk \
-DMAC_OS_X_VERSION_MIN_REQUIRED=1050"
PPC_LDFLAGS=" -mmacosx-version-min=10.5"
fi
if [ -z $X86_64_SDK ] || [ -z $X86_SDK ]; then
if [ -z $X86_64_SDK ] || [ -z $X86_SDK ] || [ -z $PPC_SDK ]; then
echo "\
ERROR: This script is for building a Universal Binary. You cannot build
for a different architecture unless you have the proper Mac OS X SDKs
@ -91,6 +112,7 @@ fi
echo "Building X86_64 Client/Dedicated Server against \"$X86_64_SDK\""
echo "Building X86 Client/Dedicated Server against \"$X86_SDK\""
echo "Building PPC Client/Dedicated Server against \"$PPC_SDK\""
echo
if [ "$X86_64_SDK" != "/Developer/SDKs/MacOSX10.5.sdk" ] || \
@ -123,6 +145,16 @@ if [ -d build/release-darwin-i386 ]; then
fi
(ARCH=i386 CC=gcc-4.0 CFLAGS=$X86_CFLAGS LDFLAGS=$X86_LDFLAGS make -j$NCPU) || exit 1;
echo;echo
# PPC client and server
if [ -d build/release-darwin-ppc ]; then
rm -r build/release-darwin-ppc
fi
(ARCH=ppc CC=gcc-4.0 CFLAGS=$PPC_CFLAGS LDFLAGS=$PPC_LDFLAGS make -j$NCPU) || exit 1;
echo;echo
echo "Creating .app bundle $DESTDIR/$APPBUNDLE"
if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR ]; then
mkdir -p $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR || exit 1;
@ -172,25 +204,10 @@ echo "
</plist>
" > $DESTDIR/$APPBUNDLE/Contents/Info.plist
# Change the path of the SDL Framework in both arches for the executables and renderer dylib's
# This removes the need for players to have the SDL.Framework installed on their machines.
for i in $BIN_OBJ $BIN_DEDOBJ $RENDER_OBJ
do
install_name_tool -change "@rpath/SDL.framework/Versions/A/SDL" "@executable_path/../Frameworks/SDL.framework/Versions/A/SDL" $i
done
# Make UB's from previous builds of 1386 and x86_64 binaries
# Make UB's from previous builds of i386, x86_64 and ppc binaries
lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY $BIN_OBJ
lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN $BIN_DEDOBJ
# Embed the SDL framework into the .app so players done need to install it on their systems.
mkdir $DESTDIR/$APPBUNDLE/Contents/Frameworks
unzip -d $DESTDIR/$APPBUNDLE/Contents/Frameworks code/libs/macosx/SDL-1.2.15.framework.zip
# Change the path in the UB, just in case
install_name_tool -change "@rpath/SDL.framework/Versions/A/SDL" "@executable_path/../Frameworks/SDL.framework/Versions/A/SDL" $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY
install_name_tool -change "@rpath/SDL.framework/Versions/A/SDL" "@executable_path/../Frameworks/SDL.framework/Versions/A/SDL" $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN
cp $RENDER_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/
cp $BASE_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR/
cp $MPACK_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR/

View file

@ -1,35 +1,39 @@
#!/bin/sh
#
# BUILDARCH can be set to either i386, x86_64 or ppc
BUILDARCH=x86_64
CC=gcc-4.0
APPBUNDLE=ioquake3.app
BINARY=ioquake3.x86_64
DEDBIN=ioq3ded.x86_64
BINARY=ioquake3.${BUILDARCH}
DEDBIN=ioq3ded.${BUILDARCH}
PKGINFO=APPLIOQ3
ICNS=misc/quake3.icns
DESTDIR=build/release-darwin-x86_64
DESTDIR=build/release-darwin-${BUILDARCH}
BASEDIR=baseq3
MPACKDIR=missionpack
BIN_OBJ="
build/release-darwin-x86_64/ioquake3.x86_64
build/release-darwin-${BUILDARCH}/ioquake3.${BUILDARCH}
"
BIN_DEDOBJ="
build/release-darwin-x86_64/ioq3ded.x86_64
build/release-darwin-${BUILDARCH}/ioq3ded.${BUILDARCH}
"
BASE_OBJ="
build/release-darwin-x86_64/$BASEDIR/cgamex86_64.dylib
build/release-darwin-x86_64/$BASEDIR/uix86_64.dylib
build/release-darwin-x86_64/$BASEDIR/qagamex86_64.dylib
build/release-darwin-${BUILDARCH}/$BASEDIR/cgame${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/$BASEDIR/ui${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/$BASEDIR/qagame${BUILDARCH}.dylib
"
MPACK_OBJ="
build/release-darwin-x86_64/$MPACKDIR/cgamex86_64.dylib
build/release-darwin-x86_64/$MPACKDIR/uix86_64.dylib
build/release-darwin-x86_64/$MPACKDIR/qagamex86_64.dylib
build/release-darwin-${BUILDARCH}/$MPACKDIR/cgame${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/$MPACKDIR/ui${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/$MPACKDIR/qagame${BUILDARCH}.dylib
"
RENDER_OBJ="
build/release-darwin-x86_64/renderer_opengl1_smp_x86_64.dylib
build/release-darwin-x86_64/renderer_opengl1_x86_64.dylib
build/release-darwin-x86_64/renderer_rend2_smp_x86_64.dylib
build/release-darwin-x86_64/renderer_rend2_x86_64.dylib
build/release-darwin-${BUILDARCH}/renderer_opengl1_smp_${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/renderer_opengl1_${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/renderer_rend2_smp_${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/renderer_rend2_${BUILDARCH}.dylib
"
cd `dirname $0`
@ -48,19 +52,21 @@ TIGERHOST=`uname -r |perl -w -p -e 's/\A(\d+)\..*\Z/$1/; $_ = (($_ >= 8) ? "1" :
# can not build 64bit binaries, making 10.5 the minimum version. This has been tested
# with xcode 3.1 (xcode31_2199_developerdvd.dmg). It contains the 10.5 SDK and a decent
# enough gcc to actually compile ioquake3
# For PPC macs, G4's or better are required to run ioquake3.
unset ARCH_SDK
unset ARCH_CFLAGS
unset ARCH_LDFLAGS
unset X86_SDK
unset X86_CFLAGS
unset X86_LDFLAGS
if [ -d /Developer/SDKs/MacOSX10.5.sdk ]; then
X86_SDK=/Developer/SDKs/MacOSX10.5.sdk
X86_CFLAGS="-arch x86_64 -isysroot /Developer/SDKs/MacOSX10.5.sdk \
ARCH_SDK=/Developer/SDKs/MacOSX10.5.sdk
ARCH_CFLAGS="-arch ${BUILDARCH} -isysroot /Developer/SDKs/MacOSX10.5.sdk \
-DMAC_OS_X_VERSION_MIN_REQUIRED=1050"
X86_LDFLAGS=" -mmacosx-version-min=10.5"
ARCH_LDFLAGS=" -mmacosx-version-min=10.5"
fi
echo "Building X86 Client/Dedicated Server against \"$X86_SDK\""
echo "Building ${BUILDARCH} Client/Dedicated Server against \"$ARCH_SDK\""
sleep 3
if [ ! -d $DESTDIR ]; then
@ -72,10 +78,10 @@ NCPU=`sysctl -n hw.ncpu`
# intel client and server
if [ -d build/release-darwin-x86_64 ]; then
rm -r build/release-darwin-x86_64
if [ -d build/release-darwin-${BUILDARCH} ]; then
rm -r build/release-darwin-${BUILDARCH}
fi
(ARCH=x86_64 CFLAGS=$X86_CFLAGS LDFLAGS=$X86_LDFLAGS make -j$NCPU) || exit 1;
(ARCH=${BUILDARCH} CFLAGS=$ARCH_CFLAGS LDFLAGS=$ARCH_LDFLAGS make -j$NCPU) || exit 1;
echo "Creating .app bundle $DESTDIR/$APPBUNDLE"
if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR ]; then
@ -126,11 +132,6 @@ echo "
</plist>
" > $DESTDIR/$APPBUNDLE/Contents/Info.plist
for i in $BIN_OBJ $BIN_DEDOBJ $RENDER_OBJ
do
install_name_tool -change "@rpath/SDL.framework/Versions/A/SDL" "@executable_path/../Frameworks/SDL.framework/Versions/A/SDL" $i
done
cp $BIN_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY
cp $BIN_DEDOBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN
@ -138,4 +139,5 @@ cp $RENDER_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/
cp $BASE_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR/
cp $MPACK_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR/
cp code/libs/macosx/*.dylib $DESTDIR/$APPBUNDLE/Contents/MacOS/
cp code/libs/macosx/*.dylib $DESTDIR