raze-gles/polymer/eduke32/Makefile.msvc
hendricks266 dac94ce284 Win64 support! (Meaning it works, not that we recommend it for everyday use.)
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
2012-12-13 02:37:20 +00:00

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# EDuke32 Makefile for Microsoft NMake
CPLUSPLUS=1
SRC=source
OBJ=obj_win
EROOT=build
EINC=$(EROOT)\include
EOBJ=eobj_win
INC=$(SRC)
RSRC=rsrc
o=obj
WINLIB=\32
DXLIB=\x86
# When we support 64-bit targets with MSVC, if a 64-bit build is selected:
# WINLIB=\64
# DXLIB=\x64 # Presumably. Could be x86_64, amd64, etc.
# verify if anything needs to happen with vorbisfile_static.lib vorbis_static.lib ogg_static.lib
# TODO: add MSVC support for libvpx, libpng, zlib
JAUDIOLIBDIR=$(SRC)\jaudiolib
JAUDIOLIB=libjfaudiolib.lib
ENETDIR=$(SRC)\enet
ENETLIB=libenet.lib
ENGINELIB=engine.lib
EDITORLIB=build.lib
# the WDK allows us to link against msvcrt.dll instead of msvcrxxx.dll
# this path should match build\Makefile.msvc
WDKROOT="H:\WinDDK\7600.16385.1"
DXROOT="H:\Microsoft DirectX SDK (February 2010)"
!ifdef DEBUG
# debugging options
flags_cl=/Od /Zi
flags_link=/DEBUG
!else
# release options
flags_cl=/O2 /GL /arch:SSE /MP # /I$(WDKROOT)\inc\crt /I$(WDKROOT)\inc\api
flags_link=/RELEASE /LTCG # /LIBPATH:$(WDKROOT)\lib\wxp\i386 /LIBPATH:$(WDKROOT)\lib\Crt\i386
!endif
ENGINEOPTS=/DUSE_OPENGL /DPOLYMER
!ifdef CPLUSPLUS
ENGINEOPTS=$(ENGINEOPTS) /TP
!endif
CC=cl
AS=ml
LINK=link /nologo /opt:ref
MT=mt
CFLAGS= /MT /J /nologo $(flags_cl) \
/I$(INC) /I$(EINC)\msvc /I$(EINC)\ /I$(SRC)\jmact /I$(JAUDIOLIBDIR)\include /I$(ENETDIR)\include \
/W2 $(ENGINEOPTS) \
/I$(DXROOT)\include /DRENDERTYPEWIN=1
LIBS=user32.lib gdi32.lib shell32.lib winmm.lib ws2_32.lib dxguid.lib comctl32.lib \
vorbisfile_static.lib vorbis_static.lib ogg_static.lib dsound.lib advapi32.lib
LIBS=/NODEFAULTLIB:glu32.lib /NODEFAULTLIB:msvcrt.lib /NODEFAULTLIB:msvcrtd.lib /NODEFAULTLIB:libcmt.lib \
/NODEFAULTLIB:libcmtd.lib $(LIBS)
ASFLAGS=/nologo /coff /c
EXESUFFIX=.exe
!ifdef DEBUG
CFLAGS=$(CFLAGS) /DDEBUGGINGAIDS /D "_CRT_SECURE_NO_DEPRECATE"
LIBS=$(LIBS) msvcrtd.lib
!else
# comment msvcrt_winxp.obj if not using the WDK
LIBS=$(LIBS) msvcrt.lib # msvcrt_winxp.obj
!endif
JMACTOBJ=$(OBJ)\file_lib.$o \
$(OBJ)\control.$o \
$(OBJ)\keyboard.$o \
$(OBJ)\mouse.$o \
$(OBJ)\joystick.$o \
$(OBJ)\mathutil.$o \
$(OBJ)\scriplib.$o
AUDIOLIBOBJ=$(OBJ)\midi.$o $(OBJ)\music.$o $(OBJ)\mpu401.$o
GAMEOBJS=$(OBJ)\game.$o \
$(OBJ)\game_inline.$o \
$(OBJ)\actors.$o \
$(OBJ)\actors_inline.$o \
$(OBJ)\anim.$o \
$(OBJ)\common.$o \
$(OBJ)\demo.$o \
$(OBJ)\gamedef.$o \
$(OBJ)\gameexec.$o \
$(OBJ)\gamevars.$o \
$(OBJ)\global.$o \
$(OBJ)\input.$o \
$(OBJ)\menus.$o \
$(OBJ)\namesdyn.$o \
$(OBJ)\net.$o \
$(OBJ)\player.$o \
$(OBJ)\premap.$o \
$(OBJ)\savegame.$o \
$(OBJ)\sector.$o \
$(OBJ)\sector_inline.$o \
$(OBJ)\rts.$o \
$(OBJ)\config.$o \
$(OBJ)\animlib.$o\
$(OBJ)\osdfuncs.$o \
$(OBJ)\osdcmds.$o \
$(OBJ)\grpscan.$o \
$(OBJ)\winbits.$o \
$(OBJ)\gameres.res \
$(OBJ)\startwin.game.$o \
$(JMACTOBJ) \
$(AUDIOLIBOBJ) \
$(OBJ)\sounds.$o \
!ifdef DEBUG
$(OBJ)\mdump.$o
!endif
EDITOROBJS=$(OBJ)\astub.$o \
$(OBJ)\common.$o \
$(OBJ)\mathutil.$o \
$(OBJ)\m32def.$o \
$(OBJ)\m32vars.$o \
$(OBJ)\m32exec.$o \
$(OBJ)\sounds_mapster32.$o \
$(OBJ)\buildres.res \
$(AUDIOLIB_FX) \
!ifdef DEBUG
$(OBJ)\mdump.$o
!endif
# RULES
.SUFFIXES: .masm
{$(SRC)\}.masm{$(OBJ)\}.$o:
$(AS) /c $(ASFLAGS) /Fo$@ $<
{$(SRC)\jmact}.c{$(OBJ)\}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(SRC)\util}.c{$(OBJ)\}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(SRC)\}.c{$(OBJ)\}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(SRC)\}.cpp{$(OBJ)\}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(SRC)\misc}.rc{$(OBJ)\}.res:
$(RC) /i$(EINC)\ /i$(SRC)\ /DPOLYMER /fo$@ /r $<
# TARGETS
all: eduke32$(EXESUFFIX) mapster32$(EXESUFFIX) # duke3d_w32$(EXESUFFIX);
eduke32$(EXESUFFIX): $(GAMEOBJS) $(EOBJ)\$(ENGINELIB) $(JAUDIOLIBDIR)\$(JAUDIOLIB) $(ENETDIR)\$(ENETLIB)
$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib$(DXLIB) $(flags_link) /MAP $** $(LIBS)
$(MT) -manifest $(RSRC)$(WINLIB)\manifest.game.xml -hashupdate -outputresource:$@ -out:$@.manifest
mapster32$(EXESUFFIX): $(EDITOROBJS) $(EOBJ)\$(ENGINELIB) $(EOBJ)\$(EDITORLIB) $(JAUDIOLIBDIR)\$(JAUDIOLIB)
$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib$(DXLIB) $(flags_link) /MAP $** $(LIBS)
$(MT) -manifest $(RSRC)$(WINLIB)\manifest.build.xml -hashupdate -outputresource:$@ -out:$@.manifest
!include Makefile.deps
enginelib editorlib: AlwaysBuild
-mkdir $(EOBJ)
echo OBJ=$(MAKEDIR)\$(EOBJ)\ > $(EOBJ)\overrides.mak
echo CFLAGS=$(ENGINEOPTS) >> $(EOBJ)\overrides.mak
cd $(EROOT)
nmake /f Makefile.msvc "OVERRIDES=$(MAKEDIR)\$(EOBJ)\overrides.mak" $@
cd $(MAKEDIR)
jaudiolib:
cd $(JAUDIOLIBDIR)
nmake /f Makefile.msvc
cd $(MAKEDIR)
enet:
cd $(ENETDIR)
nmake /f Makefile.msvc
cd $(MAKEDIR)
AlwaysBuild: ;
$(EOBJ)\$(EDITORLIB): editorlib ;
$(EOBJ)\$(ENGINELIB): enginelib ;
$(JAUDIOLIBDIR)\$(JAUDIOLIB): jaudiolib ;
$(ENETDIR)\$(ENETLIB): enet ;
# PHONIES
clean:
-del /Q $(OBJ)\* eduke32$(EXESUFFIX) mapster32$(EXESUFFIX) duke3d_w32$(EXESUFFIX) \
*.pdb *.map *.manifest
cd $(JAUDIOLIBDIR)
nmake /f Makefile.msvc clean
cd $(MAKEDIR)\$(ENETDIR)
nmake /f Makefile.msvc clean
cd $(MAKEDIR)
veryclean: clean
-del /Q $(EOBJ)\*