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| author | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
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| committer | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
| commit | 5a079a2d114f96d4847d1ee305d5b7c16eeec50e (patch) | |
| tree | 8926ab44f168acf787d8e19608857b3af0f82758 /contrib/SDL-3.2.8/docs/README-cmake.md | |
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| 1 | # CMake | ||
| 2 | |||
| 3 | [www.cmake.org](https://www.cmake.org/) | ||
| 4 | |||
| 5 | The CMake build system is supported with the following environments: | ||
| 6 | |||
| 7 | * Android | ||
| 8 | * Emscripten | ||
| 9 | * FreeBSD | ||
| 10 | * Haiku | ||
| 11 | * Linux | ||
| 12 | * macOS, iOS, tvOS, and visionOS with support for XCode | ||
| 13 | * Microsoft Visual Studio | ||
| 14 | * MinGW and Msys | ||
| 15 | * NetBSD | ||
| 16 | * Nintendo 3DS | ||
| 17 | * PlayStation 2 | ||
| 18 | * PlayStation Portable | ||
| 19 | * PlayStation Vita | ||
| 20 | * RISC OS | ||
| 21 | |||
| 22 | ## Building SDL on Windows | ||
| 23 | |||
| 24 | Assuming you're in the SDL source directory, building and installing to C:/SDL can be done with: | ||
| 25 | ```sh | ||
| 26 | cmake -S . -B build | ||
| 27 | cmake --build build --config RelWithDebInfo | ||
| 28 | cmake --install build --config RelWithDebInfo --prefix C:/SDL | ||
| 29 | ``` | ||
| 30 | |||
| 31 | ## Building SDL on UNIX | ||
| 32 | |||
| 33 | SDL will build with very few dependencies, but for full functionality you should install the packages detailed in [README-linux.md](README-linux.md). | ||
| 34 | |||
| 35 | Assuming you're in the SDL source directory, building and installing to /usr/local can be done with: | ||
| 36 | ```sh | ||
| 37 | cmake -S . -B build | ||
| 38 | cmake --build build | ||
| 39 | sudo cmake --install build --prefix /usr/local | ||
| 40 | ``` | ||
| 41 | |||
| 42 | ## Building SDL on macOS | ||
| 43 | |||
| 44 | Assuming you're in the SDL source directory, building and installing to ~/SDL can be done with: | ||
| 45 | ```sh | ||
| 46 | cmake -S . -B build -DSDL_FRAMEWORK=ON -DCMAKE_OSX_ARCHITECTURES="arm64;x86_64" | ||
| 47 | cmake --build build | ||
| 48 | cmake --install build --prefix ~/SDL | ||
| 49 | ``` | ||
| 50 | |||
| 51 | ## Building SDL tests | ||
| 52 | |||
| 53 | You can build the SDL test programs by adding `-DSDL_TESTS=ON` to the first cmake command above: | ||
| 54 | ```sh | ||
| 55 | cmake -S . -B build -DSDL_TESTS=ON | ||
| 56 | ``` | ||
| 57 | and then building normally. The test programs will be built and can be run from `build/test/`. | ||
| 58 | |||
| 59 | ## Building SDL examples | ||
| 60 | |||
| 61 | You can build the SDL example programs by adding `-DSDL_EXAMPLES=ON` to the first cmake command above: | ||
| 62 | ```sh | ||
| 63 | cmake -S . -B build -DSDL_EXAMPLES=ON | ||
| 64 | ``` | ||
| 65 | and then building normally. The example programs will be built and can be run from `build/examples/`. | ||
| 66 | |||
| 67 | ## Including SDL in your project | ||
| 68 | |||
| 69 | SDL can be included in your project in 2 major ways: | ||
| 70 | - using a system SDL library, provided by your (UNIX) distribution or a package manager | ||
| 71 | - using a vendored SDL library: this is SDL copied or symlinked in a subfolder. | ||
| 72 | |||
| 73 | The following CMake script supports both, depending on the value of `MYGAME_VENDORED`. | ||
| 74 | |||
| 75 | ```cmake | ||
| 76 | cmake_minimum_required(VERSION 3.5) | ||
| 77 | project(mygame) | ||
| 78 | |||
| 79 | # Create an option to switch between a system sdl library and a vendored SDL library | ||
| 80 | option(MYGAME_VENDORED "Use vendored libraries" OFF) | ||
| 81 | |||
| 82 | if(MYGAME_VENDORED) | ||
| 83 | # This assumes you have added SDL as a submodule in vendored/SDL | ||
| 84 | add_subdirectory(vendored/SDL EXCLUDE_FROM_ALL) | ||
| 85 | else() | ||
| 86 | # 1. Look for a SDL3 package, | ||
| 87 | # 2. look for the SDL3-shared component, and | ||
| 88 | # 3. fail if the shared component cannot be found. | ||
| 89 | find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared) | ||
| 90 | endif() | ||
| 91 | |||
| 92 | # Create your game executable target as usual | ||
| 93 | add_executable(mygame WIN32 mygame.c) | ||
| 94 | |||
| 95 | # Link to the actual SDL3 library. | ||
| 96 | target_link_libraries(mygame PRIVATE SDL3::SDL3) | ||
| 97 | ``` | ||
| 98 | |||
| 99 | ### A system SDL library | ||
| 100 | |||
| 101 | For CMake to find SDL, it must be installed in [a default location CMake is looking for](https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure). | ||
| 102 | |||
| 103 | The following components are available, to be used as an argument of `find_package`. | ||
| 104 | |||
| 105 | | Component name | Description | | ||
| 106 | |----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------| | ||
| 107 | | SDL3-shared | The SDL3 shared library, available through the `SDL3::SDL3-shared` target | | ||
| 108 | | SDL3-static | The SDL3 static library, available through the `SDL3::SDL3-static` target | | ||
| 109 | | SDL3_test | The SDL3_test static library, available through the `SDL3::SDL3_test` target | | ||
| 110 | | SDL3 | The SDL3 library, available through the `SDL3::SDL3` target. This is an alias of `SDL3::SDL3-shared` or `SDL3::SDL3-static`. This component is always available. | | ||
| 111 | | Headers | The SDL3 headers, available through the `SDL3::Headers` target. This component is always available. | | ||
| 112 | |||
| 113 | SDL's CMake support guarantees a `SDL3::SDL3` target. | ||
| 114 | Neither `SDL3::SDL3-shared` nor `SDL3::SDL3-static` are guaranteed to exist. | ||
| 115 | |||
| 116 | ### Using a vendored SDL | ||
| 117 | |||
| 118 | This only requires a copy of SDL in a subdirectory + `add_subdirectory`. | ||
| 119 | Alternatively, use [FetchContent](https://cmake.org/cmake/help/latest/module/FetchContent.html). | ||
| 120 | Depending on the configuration, the same targets as a system SDL package are available. | ||
| 121 | |||
| 122 | ## CMake configuration options | ||
| 123 | |||
| 124 | ### Build optimized library | ||
| 125 | |||
| 126 | By default, CMake provides 4 build types: `Debug`, `Release`, `RelWithDebInfo` and `MinSizeRel`. | ||
| 127 | The main difference(s) between these are the optimization options and the generation of debug info. | ||
| 128 | To configure SDL as an optimized `Release` library, configure SDL with: | ||
| 129 | ```sh | ||
| 130 | cmake ~/SDL -DCMAKE_BUILD_TYPE=Release | ||
| 131 | ``` | ||
| 132 | To build it, run: | ||
| 133 | ```sh | ||
| 134 | cmake --build . --config Release | ||
| 135 | ``` | ||
| 136 | |||
| 137 | ### Shared or static | ||
| 138 | |||
| 139 | By default, only a dynamic (=shared) SDL library is built and installed. | ||
| 140 | The options `-DSDL_SHARED=` and `-DSDL_STATIC=` accept boolean values to change this. | ||
| 141 | |||
| 142 | Exceptions exist: | ||
| 143 | - some platforms don't support dynamic libraries, so only `-DSDL_STATIC=ON` makes sense. | ||
| 144 | - a static Apple framework is not supported | ||
| 145 | |||
| 146 | ### Man pages | ||
| 147 | |||
| 148 | Configuring with `-DSDL_INSTALL_DOCS=TRUE` installs man pages. | ||
| 149 | |||
| 150 | We recommend package managers of unix distributions to install SDL3's man pages. | ||
| 151 | This adds an extra build-time dependency on Perl. | ||
| 152 | |||
| 153 | ### Pass custom compile options to the compiler | ||
| 154 | |||
| 155 | - Use [`CMAKE_<LANG>_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_LANG_FLAGS.html) to pass extra | ||
| 156 | flags to the compiler. | ||
| 157 | - Use [`CMAKE_EXE_LINKER_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_EXE_LINKER_FLAGS.html) to pass extra option to the linker for executables. | ||
| 158 | - Use [`CMAKE_SHARED_LINKER_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_SHARED_LINKER_FLAGS.html) to pass extra options to the linker for shared libraries. | ||
| 159 | |||
| 160 | #### Examples | ||
| 161 | |||
| 162 | - build a SDL library optimized for (more) modern x64 microprocessor architectures. | ||
| 163 | |||
| 164 | With gcc or clang: | ||
| 165 | ```sh | ||
| 166 | cmake ~/sdl -DCMAKE_C_FLAGS="-march=x86-64-v3" -DCMAKE_CXX_FLAGS="-march=x86-64-v3" | ||
| 167 | ``` | ||
| 168 | With Visual C: | ||
| 169 | ```sh | ||
| 170 | cmake .. -DCMAKE_C_FLAGS="/ARCH:AVX2" -DCMAKE_CXX_FLAGS="/ARCH:AVX2" | ||
| 171 | ``` | ||
| 172 | |||
| 173 | ### Apple | ||
| 174 | |||
| 175 | CMake documentation for cross building for Apple: | ||
| 176 | [link](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-ios-tvos-visionos-or-watchos) | ||
| 177 | |||
| 178 | #### iOS/tvOS/visionOS | ||
| 179 | |||
| 180 | CMake 3.14+ natively includes support for iOS, tvOS and watchOS. visionOS requires CMake 3.28+. | ||
| 181 | SDL binaries may be built using Xcode or Make, possibly among other build-systems. | ||
| 182 | |||
| 183 | When using a compatible version of CMake, it should be possible to: | ||
| 184 | |||
| 185 | - build SDL dylibs, both static and dynamic dylibs | ||
| 186 | - build SDL frameworks, only shared | ||
| 187 | - build SDL test apps | ||
| 188 | |||
| 189 | #### Frameworks | ||
| 190 | |||
| 191 | Configure with `-DSDL_FRAMEWORK=ON` to build a SDL framework instead of a dylib shared library. | ||
| 192 | Only shared frameworks are supported, no static ones. | ||
| 193 | |||
| 194 | #### Platforms | ||
| 195 | |||
| 196 | Use `-DCMAKE_SYSTEM_NAME=<value>` to configure the platform. CMake can target only one platform at a time. | ||
| 197 | |||
| 198 | | Apple platform | `CMAKE_SYSTEM_NAME` value | | ||
| 199 | |-----------------|---------------------------| | ||
| 200 | | macOS (MacOS X) | `Darwin` | | ||
| 201 | | iOS | `iOS` | | ||
| 202 | | tvOS | `tvOS` | | ||
| 203 | | visionOS | `visionOS` | | ||
| 204 | | watchOS | `watchOS` | | ||
| 205 | |||
| 206 | #### Universal binaries | ||
| 207 | |||
| 208 | A universal binaries, can be built by configuring CMake with | ||
| 209 | `-DCMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>`. | ||
| 210 | |||
| 211 | For example `-DCMAKE_OSX_ARCHITECTURES="arm64;x86_64"` will build binaries that run on both Intel cpus and Apple silicon. | ||
| 212 | |||
| 213 | SDL supports following Apple architectures: | ||
| 214 | |||
| 215 | | Platform | `CMAKE_OSX_ARCHITECTURES` value | | ||
| 216 | |----------------------------|---------------------------------| | ||
| 217 | | 64-bit ARM (Apple Silicon) | `arm64` | | ||
| 218 | | x86_64 | `x86_64` | | ||
| 219 | | 32-bit ARM | `armv7s` | | ||
| 220 | |||
| 221 | CMake documentation: [link](https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_ARCHITECTURES.html) | ||
| 222 | |||
| 223 | #### Simulators and/or non-default macOS platform SDK | ||
| 224 | |||
| 225 | Use `-DCMAKE_OSX_SYSROOT=<value>` to configure a different platform SDK. | ||
| 226 | The value can be either the name of the SDK, or a full path to the sdk (e.g. `/full/path/to/iPhoneOS.sdk`). | ||
| 227 | |||
| 228 | | SDK | `CMAKE_OSX_SYSROOT` value | | ||
| 229 | |----------------------|---------------------------| | ||
| 230 | | iphone | `iphoneos` | | ||
| 231 | | iphonesimulator | `iphonesimulator` | | ||
| 232 | | appleTV | `appletvos` | | ||
| 233 | | appleTV simulator | `appletvsimulator` | | ||
| 234 | | visionOS | `xr` | | ||
| 235 | | visionOS simulator | `xrsimulator` | | ||
| 236 | | watchOS | `watchos` | | ||
| 237 | | watchOS simulator | `watchsimulator` | | ||
| 238 | |||
| 239 | Append with a version number to target a specific SDK revision: e.g. `iphoneos12.4`, `appletvos12.4`. | ||
| 240 | |||
| 241 | CMake documentation: [link](https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_SYSROOT.html) | ||
| 242 | |||
| 243 | #### Examples | ||
| 244 | |||
| 245 | - for macOS, building a dylib and/or static library for x86_64 and arm64: | ||
| 246 | |||
| 247 | ```bash | ||
| 248 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=Darwin -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -DCMAKE_OSX_DEPLOYMENT_TARGET=10.11 | ||
| 249 | |||
| 250 | - for macOS, building an universal framework for x86_64 and arm64: | ||
| 251 | |||
| 252 | ```bash | ||
| 253 | cmake ~/sdl -DSDL_FRAMEWORK=ON -DCMAKE_SYSTEM_NAME=Darwin -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -DCMAKE_OSX_DEPLOYMENT_TARGET=10.11 | ||
| 254 | |||
| 255 | - for iOS-Simulator, using the latest, installed SDK: | ||
| 256 | |||
| 257 | ```bash | ||
| 258 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0 | ||
| 259 | ``` | ||
| 260 | |||
| 261 | - for iOS-Device, using the latest, installed SDK, 64-bit only | ||
| 262 | |||
| 263 | ```bash | ||
| 264 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0 | ||
| 265 | ``` | ||
| 266 | |||
| 267 | - for iOS-Device, using the latest, installed SDK, mixed 32/64 bit | ||
| 268 | |||
| 269 | ```cmake | ||
| 270 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0 | ||
| 271 | ``` | ||
| 272 | |||
| 273 | - for iOS-Device, using a specific SDK revision (iOS 12.4, in this example): | ||
| 274 | |||
| 275 | ```cmake | ||
| 276 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 | ||
| 277 | ``` | ||
| 278 | |||
| 279 | - for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): | ||
| 280 | |||
| 281 | ```cmake | ||
| 282 | cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0 | ||
| 283 | ``` | ||
| 284 | |||
| 285 | - for tvOS-Simulator, using the latest, installed SDK: | ||
| 286 | |||
| 287 | ```cmake | ||
| 288 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0 | ||
| 289 | ``` | ||
| 290 | |||
| 291 | - for tvOS-Device, using the latest, installed SDK: | ||
| 292 | |||
| 293 | ```cmake | ||
| 294 | cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64` -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0 | ||
| 295 | ``` | ||
| 296 | |||
| 297 | - for QNX/aarch64, using the latest, installed SDK: | ||
| 298 | |||
| 299 | ```cmake | ||
| 300 | cmake ~/sdl -DCMAKE_TOOLCHAIN_FILE=~/sdl/build-scripts/cmake-toolchain-qnx-aarch64le.cmake -DSDL_X11=0 | ||
| 301 | ``` | ||
| 302 | |||
| 303 | ## SDL-specific CMake options | ||
| 304 | |||
| 305 | SDL can be customized through (platform-specific) CMake options. | ||
| 306 | The following table shows generic options that are available for most platforms. | ||
| 307 | At the end of SDL CMake configuration, a table shows all CMake options along with its detected value. | ||
| 308 | |||
| 309 | | CMake option | Valid values | Description | | ||
| 310 | |-------------------------------|--------------|-----------------------------------------------------------------------------------------------------| | ||
| 311 | | `-DSDL_SHARED=` | `ON`/`OFF` | Build SDL shared library (not all platforms support this) (`libSDL3.so`/`libSDL3.dylib`/`SDL3.dll`) | | ||
| 312 | | `-DSDL_STATIC=` | `ON`/`OFF` | Build SDL static library (`libSDL3.a`/`SDL3-static.lib`) | | ||
| 313 | | `-DSDL_TEST_LIBRARY=` | `ON`/`OFF` | Build SDL test library (`libSDL3_test.a`/`SDL3_test.lib`) | | ||
| 314 | | `-DSDL_TESTS=` | `ON`/`OFF` | Build SDL test programs (**requires `-DSDL_TEST_LIBRARY=ON`**) | | ||
| 315 | | `-DSDL_DISABLE_INSTALL=` | `ON`/`OFF` | Don't create a SDL install target | | ||
| 316 | | `-DSDL_DISABLE_INSTALL_DOCS=` | `ON`/`OFF` | Don't install the SDL documentation | | ||
| 317 | | `-DSDL_INSTALL_TESTS=` | `ON`/`OFF` | Install the SDL test programs | | ||
| 318 | |||
| 319 | ### Incompatibilities | ||
| 320 | |||
| 321 | #### `SDL_LIBC=OFF` and sanitizers | ||
| 322 | |||
| 323 | Building with `-DSDL_LIBC=OFF` will make it impossible to use the sanitizer, such as the address sanitizer. | ||
| 324 | Configure your project with `-DSDL_LIBC=ON` to make use of sanitizers. | ||
| 325 | |||
| 326 | ## CMake FAQ | ||
| 327 | |||
| 328 | ### CMake fails to build without X11 or Wayland support | ||
| 329 | |||
| 330 | Install the required system packages prior to running CMake. | ||
| 331 | See [README-linux](linux#build-dependencies) for the list of dependencies on Linux. | ||
| 332 | Other unix operationg systems should provide similar packages. | ||
| 333 | |||
| 334 | If you **really** don't need to show windows, add `-DSDL_UNIX_CONSOLE_BUILD=ON` to the CMake configure command. | ||
| 335 | |||
| 336 | ### How do I copy a SDL3 dynamic library to another location? | ||
| 337 | |||
| 338 | Use [CMake generator expressions](https://cmake.org/cmake/help/latest/manual/cmake-generator-expressions.7.html#target-dependent-expressions). | ||
| 339 | Generator expressions support multiple configurations, and are evaluated during build system generation time. | ||
| 340 | |||
| 341 | On Windows, the following example copies `SDL3.dll` to the directory where `mygame.exe` is built. | ||
| 342 | ```cmake | ||
| 343 | if(WIN32) | ||
| 344 | add_custom_command( | ||
| 345 | TARGET mygame POST_BUILD | ||
| 346 | COMMAND "${CMAKE_COMMAND}" -E copy $<TARGET_FILE:SDL3::SDL3-shared> $<TARGET_FILE_DIR:mygame> | ||
| 347 | VERBATIM | ||
| 348 | ) | ||
| 349 | endif() | ||
| 350 | ``` | ||
| 351 | On Unix systems, `$<TARGET_FILE:...>` will refer to the dynamic library (or framework), | ||
| 352 | and you might need to use `$<TARGET_SONAME_FILE:tgt>` instead. | ||
| 353 | |||
| 354 | Most often, you can avoid copying libraries by configuring your project with absolute [`CMAKE_LIBRARY_OUTPUT_DIRECTORY`](https://cmake.org/cmake/help/latest/variable/CMAKE_LIBRARY_OUTPUT_DIRECTORY.html) | ||
| 355 | and [`CMAKE_RUNTIME_OUTPUT_DIRECTORY`](https://cmake.org/cmake/help/latest/variable/CMAKE_RUNTIME_OUTPUT_DIRECTORY.html) paths. | ||
| 356 | When using a multi-config generator (such as Visual Studio or Ninja Multi-Config), eventually add `/$<CONFIG>` to both paths. | ||
| 357 | |||
| 358 | ### Linking against a static SDL library fails due to relocation errors | ||
| 359 | |||
| 360 | On unix platforms, all code that ends up in shared libraries needs to be built as relocatable (=position independent) code. | ||
| 361 | However, by default CMake builds static libraries as non-relocatable. | ||
| 362 | Configuring SDL with `-DCMAKE_POSITION_INDEPENDENT_CODE=ON` will result in a static `libSDL3.a` library | ||
| 363 | which you can link against to create a shared library. | ||
| 364 | |||
