mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 15:21:48 +00:00
dac94ce284
This includes a complete Windows header and library refresh, including the addition of 64-bit compiled libs: *libogg 1.3.0 *libvorbis 1.3.3 *zlib 1.2.7 *libpng 1.5.13 *libvpx 9a3de881c0e681ba1a79a166a86308bbc84b4acd *SDL_mixer 1.2.12 (for RENDERTYPE=SDL) *DirectX import libraries: dsound and dxguid (now included) To build in 64-bit, you essentially need MinGW's MSYS (but not MinGW itself) and MinGW-w64 at the top of your PATH. The target is automatically detected using `$(CC) -dumpmachine`. The EDukeWiki will get detailed instrucitons. All compiler and linker warnings when building in 64-bit mode have been fixed. Remaining 64-bit to-do: - The ebacktrace dll does not build under 64-bit. It uses code specific to the format of 32-bit executables and will have to be ported to work with 64-bit executables. A future 64-bit version will be named ebacktrace1-64.dll. - RENDERTYPE=SDL crashes in SDL_mixer's Mix_Linked_Version(). - DirectInput gives an error and does not function. This only affects joysticks, and the error never happens without any plugged in. - Port the classic renderer ASM to 64-bit. (Just kidding, this is way out of my league.) This commit includes a fair bit of Makefile development spanning all platforms, including simplifying the SDLCONFIG code, fixing build on Mac OS X (thanks rhoenie!), globally factoring Apple brew/port inclusion, enforcing that all -L come before all -l, and ensuring that $(shell ) is always :='d. In addition, I have resurrected the old GCC_MAJOR and GCC_MINOR detection using `$(CC) -dumpversion`, but I have made it failsafe in case the command fails or the version is manually specified. I have applied this new fine-grained detection where applicable, including allowing LTO, and restraining -W's to versions that support them. git-svn-id: https://svn.eduke32.com/eduke32@3278 1a8010ca-5511-0410-912e-c29ae57300e0
207 lines
5 KiB
Text
207 lines
5 KiB
Text
# EDuke32 Makefile for Microsoft NMake
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CPLUSPLUS=1
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SRC=source
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OBJ=obj_win
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EROOT=build
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EINC=$(EROOT)\include
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EOBJ=eobj_win
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INC=$(SRC)
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RSRC=rsrc
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o=obj
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WINLIB=\32
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DXLIB=\x86
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# When we support 64-bit targets with MSVC, if a 64-bit build is selected:
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# WINLIB=\64
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# DXLIB=\x64 # Presumably. Could be x86_64, amd64, etc.
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# verify if anything needs to happen with vorbisfile_static.lib vorbis_static.lib ogg_static.lib
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# TODO: add MSVC support for libvpx, libpng, zlib
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JAUDIOLIBDIR=$(SRC)\jaudiolib
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JAUDIOLIB=libjfaudiolib.lib
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ENETDIR=$(SRC)\enet
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ENETLIB=libenet.lib
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ENGINELIB=engine.lib
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EDITORLIB=build.lib
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# the WDK allows us to link against msvcrt.dll instead of msvcrxxx.dll
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# this path should match build\Makefile.msvc
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WDKROOT="H:\WinDDK\7600.16385.1"
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DXROOT="H:\Microsoft DirectX SDK (February 2010)"
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!ifdef DEBUG
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# debugging options
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flags_cl=/Od /Zi
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flags_link=/DEBUG
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!else
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# release options
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flags_cl=/O2 /GL /arch:SSE /MP # /I$(WDKROOT)\inc\crt /I$(WDKROOT)\inc\api
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flags_link=/RELEASE /LTCG # /LIBPATH:$(WDKROOT)\lib\wxp\i386 /LIBPATH:$(WDKROOT)\lib\Crt\i386
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!endif
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ENGINEOPTS=/DUSE_OPENGL /DPOLYMER
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!ifdef CPLUSPLUS
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ENGINEOPTS=$(ENGINEOPTS) /TP
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!endif
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CC=cl
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AS=ml
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LINK=link /nologo /opt:ref
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MT=mt
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CFLAGS= /MT /J /nologo $(flags_cl) \
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/I$(INC) /I$(EINC)\msvc /I$(EINC)\ /I$(SRC)\jmact /I$(JAUDIOLIBDIR)\include /I$(ENETDIR)\include \
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/W2 $(ENGINEOPTS) \
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/I$(DXROOT)\include /DRENDERTYPEWIN=1
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LIBS=user32.lib gdi32.lib shell32.lib winmm.lib ws2_32.lib dxguid.lib comctl32.lib \
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vorbisfile_static.lib vorbis_static.lib ogg_static.lib dsound.lib advapi32.lib
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LIBS=/NODEFAULTLIB:glu32.lib /NODEFAULTLIB:msvcrt.lib /NODEFAULTLIB:msvcrtd.lib /NODEFAULTLIB:libcmt.lib \
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/NODEFAULTLIB:libcmtd.lib $(LIBS)
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ASFLAGS=/nologo /coff /c
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EXESUFFIX=.exe
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!ifdef DEBUG
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CFLAGS=$(CFLAGS) /DDEBUGGINGAIDS /D "_CRT_SECURE_NO_DEPRECATE"
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LIBS=$(LIBS) msvcrtd.lib
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!else
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# comment msvcrt_winxp.obj if not using the WDK
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LIBS=$(LIBS) msvcrt.lib # msvcrt_winxp.obj
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!endif
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JMACTOBJ=$(OBJ)\file_lib.$o \
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$(OBJ)\control.$o \
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$(OBJ)\keyboard.$o \
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$(OBJ)\mouse.$o \
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$(OBJ)\joystick.$o \
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$(OBJ)\mathutil.$o \
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$(OBJ)\scriplib.$o
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AUDIOLIBOBJ=$(OBJ)\midi.$o $(OBJ)\music.$o $(OBJ)\mpu401.$o
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GAMEOBJS=$(OBJ)\game.$o \
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$(OBJ)\game_inline.$o \
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$(OBJ)\actors.$o \
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$(OBJ)\actors_inline.$o \
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$(OBJ)\anim.$o \
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$(OBJ)\common.$o \
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$(OBJ)\demo.$o \
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$(OBJ)\gamedef.$o \
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$(OBJ)\gameexec.$o \
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$(OBJ)\gamevars.$o \
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$(OBJ)\global.$o \
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$(OBJ)\input.$o \
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$(OBJ)\menus.$o \
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$(OBJ)\namesdyn.$o \
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$(OBJ)\net.$o \
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$(OBJ)\player.$o \
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$(OBJ)\premap.$o \
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$(OBJ)\savegame.$o \
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$(OBJ)\sector.$o \
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$(OBJ)\sector_inline.$o \
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$(OBJ)\rts.$o \
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$(OBJ)\config.$o \
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$(OBJ)\animlib.$o\
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$(OBJ)\osdfuncs.$o \
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$(OBJ)\osdcmds.$o \
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$(OBJ)\grpscan.$o \
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$(OBJ)\winbits.$o \
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$(OBJ)\gameres.res \
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$(OBJ)\startwin.game.$o \
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$(JMACTOBJ) \
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$(AUDIOLIBOBJ) \
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$(OBJ)\sounds.$o \
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!ifdef DEBUG
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$(OBJ)\mdump.$o
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!endif
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EDITOROBJS=$(OBJ)\astub.$o \
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$(OBJ)\common.$o \
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$(OBJ)\mathutil.$o \
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$(OBJ)\m32def.$o \
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$(OBJ)\m32vars.$o \
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$(OBJ)\m32exec.$o \
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$(OBJ)\sounds_mapster32.$o \
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$(OBJ)\buildres.res \
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$(AUDIOLIB_FX) \
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!ifdef DEBUG
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$(OBJ)\mdump.$o
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!endif
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# RULES
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.SUFFIXES: .masm
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{$(SRC)\}.masm{$(OBJ)\}.$o:
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$(AS) /c $(ASFLAGS) /Fo$@ $<
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{$(SRC)\jmact}.c{$(OBJ)\}.$o:
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$(CC) /c $(CFLAGS) /Fo$@ $<
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{$(SRC)\util}.c{$(OBJ)\}.$o:
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$(CC) /c $(CFLAGS) /Fo$@ $<
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{$(SRC)\}.c{$(OBJ)\}.$o:
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$(CC) /c $(CFLAGS) /Fo$@ $<
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{$(SRC)\}.cpp{$(OBJ)\}.$o:
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$(CC) /c $(CFLAGS) /Fo$@ $<
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{$(SRC)\misc}.rc{$(OBJ)\}.res:
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$(RC) /i$(EINC)\ /i$(SRC)\ /DPOLYMER /fo$@ /r $<
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# TARGETS
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all: eduke32$(EXESUFFIX) mapster32$(EXESUFFIX) # duke3d_w32$(EXESUFFIX);
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eduke32$(EXESUFFIX): $(GAMEOBJS) $(EOBJ)\$(ENGINELIB) $(JAUDIOLIBDIR)\$(JAUDIOLIB) $(ENETDIR)\$(ENETLIB)
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$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib$(DXLIB) $(flags_link) /MAP $** $(LIBS)
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$(MT) -manifest $(RSRC)$(WINLIB)\manifest.game.xml -hashupdate -outputresource:$@ -out:$@.manifest
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mapster32$(EXESUFFIX): $(EDITOROBJS) $(EOBJ)\$(ENGINELIB) $(EOBJ)\$(EDITORLIB) $(JAUDIOLIBDIR)\$(JAUDIOLIB)
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$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib$(DXLIB) $(flags_link) /MAP $** $(LIBS)
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$(MT) -manifest $(RSRC)$(WINLIB)\manifest.build.xml -hashupdate -outputresource:$@ -out:$@.manifest
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!include Makefile.deps
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enginelib editorlib: AlwaysBuild
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-mkdir $(EOBJ)
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echo OBJ=$(MAKEDIR)\$(EOBJ)\ > $(EOBJ)\overrides.mak
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echo CFLAGS=$(ENGINEOPTS) >> $(EOBJ)\overrides.mak
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cd $(EROOT)
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nmake /f Makefile.msvc "OVERRIDES=$(MAKEDIR)\$(EOBJ)\overrides.mak" $@
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cd $(MAKEDIR)
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jaudiolib:
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cd $(JAUDIOLIBDIR)
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nmake /f Makefile.msvc
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cd $(MAKEDIR)
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enet:
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cd $(ENETDIR)
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nmake /f Makefile.msvc
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cd $(MAKEDIR)
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AlwaysBuild: ;
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$(EOBJ)\$(EDITORLIB): editorlib ;
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$(EOBJ)\$(ENGINELIB): enginelib ;
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$(JAUDIOLIBDIR)\$(JAUDIOLIB): jaudiolib ;
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$(ENETDIR)\$(ENETLIB): enet ;
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# PHONIES
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clean:
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-del /Q $(OBJ)\* eduke32$(EXESUFFIX) mapster32$(EXESUFFIX) duke3d_w32$(EXESUFFIX) \
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*.pdb *.map *.manifest
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cd $(JAUDIOLIBDIR)
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nmake /f Makefile.msvc clean
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cd $(MAKEDIR)\$(ENETDIR)
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nmake /f Makefile.msvc clean
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cd $(MAKEDIR)
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veryclean: clean
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-del /Q $(EOBJ)\*
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