TestFramework.cmake 13 KB

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  1. # Find Vulkan
  2. find_package(Vulkan)
  3. if (NOT CROSS_COMPILE_ARM AND (Vulkan_FOUND OR WIN32 OR ("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")))
  4. # We have Vulkan/DirectX so we can compile TestFramework
  5. set(TEST_FRAMEWORK_AVAILABLE TRUE)
  6. # Root
  7. set(TEST_FRAMEWORK_ROOT ${PHYSICS_REPO_ROOT}/TestFramework)
  8. # Source files
  9. set(TEST_FRAMEWORK_SRC_FILES
  10. ${TEST_FRAMEWORK_ROOT}/Application/Application.cpp
  11. ${TEST_FRAMEWORK_ROOT}/Application/Application.h
  12. ${TEST_FRAMEWORK_ROOT}/Application/DebugUI.cpp
  13. ${TEST_FRAMEWORK_ROOT}/Application/DebugUI.h
  14. ${TEST_FRAMEWORK_ROOT}/Application/EntryPoint.h
  15. ${TEST_FRAMEWORK_ROOT}/External/Perlin.cpp
  16. ${TEST_FRAMEWORK_ROOT}/External/Perlin.h
  17. ${TEST_FRAMEWORK_ROOT}/External/stb_truetype.h
  18. ${TEST_FRAMEWORK_ROOT}/Image/BlitSurface.cpp
  19. ${TEST_FRAMEWORK_ROOT}/Image/BlitSurface.h
  20. ${TEST_FRAMEWORK_ROOT}/Image/LoadBMP.cpp
  21. ${TEST_FRAMEWORK_ROOT}/Image/LoadBMP.h
  22. ${TEST_FRAMEWORK_ROOT}/Image/LoadTGA.cpp
  23. ${TEST_FRAMEWORK_ROOT}/Image/LoadTGA.h
  24. ${TEST_FRAMEWORK_ROOT}/Image/Surface.cpp
  25. ${TEST_FRAMEWORK_ROOT}/Image/Surface.h
  26. ${TEST_FRAMEWORK_ROOT}/Image/ZoomImage.cpp
  27. ${TEST_FRAMEWORK_ROOT}/Image/ZoomImage.h
  28. ${TEST_FRAMEWORK_ROOT}/Input/Keyboard.h
  29. ${TEST_FRAMEWORK_ROOT}/Input/Mouse.h
  30. ${TEST_FRAMEWORK_ROOT}/Renderer/DebugRendererImp.cpp
  31. ${TEST_FRAMEWORK_ROOT}/Renderer/DebugRendererImp.h
  32. ${TEST_FRAMEWORK_ROOT}/Renderer/Font.cpp
  33. ${TEST_FRAMEWORK_ROOT}/Renderer/Font.h
  34. ${TEST_FRAMEWORK_ROOT}/Renderer/Frustum.h
  35. ${TEST_FRAMEWORK_ROOT}/Renderer/PipelineState.h
  36. ${TEST_FRAMEWORK_ROOT}/Renderer/PixelShader.h
  37. ${TEST_FRAMEWORK_ROOT}/Renderer/Renderer.cpp
  38. ${TEST_FRAMEWORK_ROOT}/Renderer/Renderer.h
  39. ${TEST_FRAMEWORK_ROOT}/Renderer/RenderInstances.h
  40. ${TEST_FRAMEWORK_ROOT}/Renderer/RenderPrimitive.cpp
  41. ${TEST_FRAMEWORK_ROOT}/Renderer/RenderPrimitive.h
  42. ${TEST_FRAMEWORK_ROOT}/Renderer/Texture.h
  43. ${TEST_FRAMEWORK_ROOT}/Renderer/VertexShader.h
  44. ${TEST_FRAMEWORK_ROOT}/TestFramework.cmake
  45. ${TEST_FRAMEWORK_ROOT}/TestFramework.h
  46. ${TEST_FRAMEWORK_ROOT}/UI/UIAnimation.cpp
  47. ${TEST_FRAMEWORK_ROOT}/UI/UIAnimation.h
  48. ${TEST_FRAMEWORK_ROOT}/UI/UIAnimationSlide.cpp
  49. ${TEST_FRAMEWORK_ROOT}/UI/UIAnimationSlide.h
  50. ${TEST_FRAMEWORK_ROOT}/UI/UIButton.cpp
  51. ${TEST_FRAMEWORK_ROOT}/UI/UIButton.h
  52. ${TEST_FRAMEWORK_ROOT}/UI/UICheckBox.cpp
  53. ${TEST_FRAMEWORK_ROOT}/UI/UICheckBox.h
  54. ${TEST_FRAMEWORK_ROOT}/UI/UIComboBox.cpp
  55. ${TEST_FRAMEWORK_ROOT}/UI/UIComboBox.h
  56. ${TEST_FRAMEWORK_ROOT}/UI/UIElement.cpp
  57. ${TEST_FRAMEWORK_ROOT}/UI/UIElement.h
  58. ${TEST_FRAMEWORK_ROOT}/UI/UIEventListener.h
  59. ${TEST_FRAMEWORK_ROOT}/UI/UIHorizontalStack.cpp
  60. ${TEST_FRAMEWORK_ROOT}/UI/UIHorizontalStack.h
  61. ${TEST_FRAMEWORK_ROOT}/UI/UIImage.cpp
  62. ${TEST_FRAMEWORK_ROOT}/UI/UIImage.h
  63. ${TEST_FRAMEWORK_ROOT}/UI/UIManager.cpp
  64. ${TEST_FRAMEWORK_ROOT}/UI/UIManager.h
  65. ${TEST_FRAMEWORK_ROOT}/UI/UISlider.cpp
  66. ${TEST_FRAMEWORK_ROOT}/UI/UISlider.h
  67. ${TEST_FRAMEWORK_ROOT}/UI/UIStaticText.cpp
  68. ${TEST_FRAMEWORK_ROOT}/UI/UIStaticText.h
  69. ${TEST_FRAMEWORK_ROOT}/UI/UITextButton.cpp
  70. ${TEST_FRAMEWORK_ROOT}/UI/UITextButton.h
  71. ${TEST_FRAMEWORK_ROOT}/UI/UITexturedQuad.h
  72. ${TEST_FRAMEWORK_ROOT}/UI/UIVerticalStack.cpp
  73. ${TEST_FRAMEWORK_ROOT}/UI/UIVerticalStack.h
  74. ${TEST_FRAMEWORK_ROOT}/Utils/CustomMemoryHook.cpp
  75. ${TEST_FRAMEWORK_ROOT}/Utils/CustomMemoryHook.h
  76. ${TEST_FRAMEWORK_ROOT}/Utils/Log.cpp
  77. ${TEST_FRAMEWORK_ROOT}/Utils/Log.h
  78. ${TEST_FRAMEWORK_ROOT}/Utils/ReadData.cpp
  79. ${TEST_FRAMEWORK_ROOT}/Utils/ReadData.h
  80. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindow.h
  81. )
  82. if (WIN32)
  83. # Windows source files
  84. set(TEST_FRAMEWORK_SRC_FILES
  85. ${TEST_FRAMEWORK_SRC_FILES}
  86. ${TEST_FRAMEWORK_ROOT}/Input/Win/KeyboardWin.cpp
  87. ${TEST_FRAMEWORK_ROOT}/Input/Win/KeyboardWin.h
  88. ${TEST_FRAMEWORK_ROOT}/Input/Win/MouseWin.cpp
  89. ${TEST_FRAMEWORK_ROOT}/Input/Win/MouseWin.h
  90. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/ConstantBufferDX12.cpp
  91. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/ConstantBufferDX12.h
  92. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/CommandQueueDX12.h
  93. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/DescriptorHeapDX12.h
  94. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/FatalErrorIfFailedDX12.cpp
  95. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/FatalErrorIfFailedDX12.h
  96. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PipelineStateDX12.cpp
  97. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PipelineStateDX12.h
  98. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PixelShaderDX12.h
  99. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RendererDX12.cpp
  100. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RendererDX12.h
  101. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderInstancesDX12.cpp
  102. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderInstancesDX12.h
  103. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderPrimitiveDX12.cpp
  104. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderPrimitiveDX12.h
  105. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/TextureDX12.cpp
  106. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/TextureDX12.h
  107. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/VertexShaderDX12.h
  108. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowWin.cpp
  109. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowWin.h
  110. )
  111. # HLSL vertex shaders
  112. set(TEST_FRAMEWORK_SRC_FILES_SHADERS
  113. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/VertexConstants.h
  114. )
  115. set(TEST_FRAMEWORK_HLSL_VERTEX_SHADERS
  116. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/FontVertexShader.hlsl
  117. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/LineVertexShader.hlsl
  118. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleDepthVertexShader.hlsl
  119. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleVertexShader.hlsl
  120. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIVertexShader.hlsl
  121. )
  122. set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS})
  123. set_source_files_properties(${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T vs_5_0")
  124. # HLSL pixel shaders
  125. set(TEST_FRAMEWORK_HLSL_PIXEL_SHADERS
  126. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/FontPixelShader.hlsl
  127. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/LinePixelShader.hlsl
  128. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleDepthPixelShader.hlsl
  129. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TrianglePixelShader.hlsl
  130. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIPixelShader.hlsl
  131. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIPixelShaderUntextured.hlsl
  132. )
  133. set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS})
  134. set_source_files_properties(${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T ps_5_0")
  135. endif()
  136. if (LINUX)
  137. # Linux source files
  138. set(TEST_FRAMEWORK_SRC_FILES
  139. ${TEST_FRAMEWORK_SRC_FILES}
  140. ${TEST_FRAMEWORK_ROOT}/Input/Linux/KeyboardLinux.cpp
  141. ${TEST_FRAMEWORK_ROOT}/Input/Linux/KeyboardLinux.h
  142. ${TEST_FRAMEWORK_ROOT}/Input/Linux/MouseLinux.cpp
  143. ${TEST_FRAMEWORK_ROOT}/Input/Linux/MouseLinux.h
  144. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowLinux.cpp
  145. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowLinux.h
  146. )
  147. endif()
  148. if ("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")
  149. # macOS source files
  150. set(TEST_FRAMEWORK_SRC_FILES
  151. ${TEST_FRAMEWORK_SRC_FILES}
  152. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/FatalErrorIfFailedMTL.mm
  153. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/FatalErrorIfFailedMTL.h
  154. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PipelineStateMTL.mm
  155. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PipelineStateMTL.h
  156. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PixelShaderMTL.h
  157. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RendererMTL.mm
  158. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RendererMTL.h
  159. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderInstancesMTL.mm
  160. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderInstancesMTL.h
  161. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderPrimitiveMTL.mm
  162. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderPrimitiveMTL.h
  163. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/TextureMTL.mm
  164. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/TextureMTL.h
  165. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/VertexShaderMTL.h
  166. ${TEST_FRAMEWORK_ROOT}/Input/MacOS/KeyboardMacOS.mm
  167. ${TEST_FRAMEWORK_ROOT}/Input/MacOS/KeyboardMacOS.h
  168. ${TEST_FRAMEWORK_ROOT}/Input/MacOS/MouseMacOS.mm
  169. ${TEST_FRAMEWORK_ROOT}/Input/MacOS/MouseMacOS.h
  170. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowMacOS.mm
  171. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowMacOS.h
  172. )
  173. # Metal shaders
  174. set(TEST_FRAMEWORK_SRC_FILES_SHADERS
  175. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/VertexConstants.h
  176. )
  177. set(TEST_FRAMEWORK_METAL_SHADERS
  178. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/FontShader.metal
  179. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/LineShader.metal
  180. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/TriangleShader.metal
  181. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/UIShader.metal
  182. )
  183. # Compile Metal shaders
  184. foreach(SHADER ${TEST_FRAMEWORK_METAL_SHADERS})
  185. cmake_path(GET SHADER FILENAME AIR_SHADER)
  186. set(AIR_SHADER "${CMAKE_CURRENT_BINARY_DIR}/${AIR_SHADER}.air")
  187. add_custom_command(OUTPUT ${AIR_SHADER}
  188. COMMAND xcrun -sdk macosx metal -c ${SHADER} -o ${AIR_SHADER}
  189. DEPENDS ${SHADER}
  190. COMMENT "Compiling ${SHADER}")
  191. list(APPEND TEST_FRAMEWORK_AIR_SHADERS ${AIR_SHADER})
  192. endforeach()
  193. # Link Metal shaders
  194. set(TEST_FRAMEWORK_METAL_LIB ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/Shaders.metallib)
  195. add_custom_command(OUTPUT ${TEST_FRAMEWORK_METAL_LIB}
  196. COMMAND xcrun -sdk macosx metallib -o ${TEST_FRAMEWORK_METAL_LIB} ${TEST_FRAMEWORK_AIR_SHADERS}
  197. DEPENDS ${TEST_FRAMEWORK_AIR_SHADERS}
  198. COMMENT "Linking shaders")
  199. endif()
  200. # Include the Vulkan library
  201. if (Vulkan_FOUND)
  202. # Vulkan source files
  203. set(TEST_FRAMEWORK_SRC_FILES
  204. ${TEST_FRAMEWORK_SRC_FILES}
  205. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/BufferVK.h
  206. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/ConstantBufferVK.cpp
  207. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/ConstantBufferVK.h
  208. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/FatalErrorIfFailedVK.cpp
  209. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/FatalErrorIfFailedVK.h
  210. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PipelineStateVK.cpp
  211. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PipelineStateVK.h
  212. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PixelShaderVK.h
  213. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RendererVK.cpp
  214. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RendererVK.h
  215. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderInstancesVK.cpp
  216. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderInstancesVK.h
  217. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderPrimitiveVK.cpp
  218. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderPrimitiveVK.h
  219. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/TextureVK.cpp
  220. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/TextureVK.h
  221. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/VertexShaderVK.h
  222. )
  223. # GLSL headers
  224. set(TEST_FRAMEWORK_SRC_FILES_SHADERS
  225. ${TEST_FRAMEWORK_SRC_FILES_SHADERS}
  226. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/VertexConstants.h
  227. )
  228. set(TEST_FRAMEWORK_GLSL_SHADERS
  229. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/FontVertexShader.vert
  230. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/LineVertexShader.vert
  231. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleDepthVertexShader.vert
  232. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleVertexShader.vert
  233. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIVertexShader.vert
  234. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/FontPixelShader.frag
  235. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/LinePixelShader.frag
  236. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleDepthPixelShader.frag
  237. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TrianglePixelShader.frag
  238. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIPixelShader.frag
  239. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIPixelShaderUntextured.frag
  240. )
  241. # Compile GLSL shaders
  242. foreach(SHADER ${TEST_FRAMEWORK_GLSL_SHADERS})
  243. set(SPV_SHADER ${SHADER}.spv)
  244. add_custom_command(OUTPUT ${SPV_SHADER}
  245. COMMAND ${Vulkan_GLSLC_EXECUTABLE} ${SHADER} -o ${SPV_SHADER}
  246. DEPENDS ${SHADER}
  247. COMMENT "Compiling ${SHADER}")
  248. list(APPEND TEST_FRAMEWORK_SPV_SHADERS ${SPV_SHADER})
  249. endforeach()
  250. endif()
  251. # Group source files
  252. source_group(TREE ${TEST_FRAMEWORK_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES})
  253. # Group shader files
  254. source_group(TREE ${PHYSICS_REPO_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_GLSL_SHADERS} ${TEST_FRAMEWORK_METAL_SHADERS})
  255. # Group intermediate files
  256. source_group(Intermediate FILES ${TEST_FRAMEWORK_SPV_SHADERS} ${TEST_FRAMEWORK_METAL_LIB})
  257. # Create TestFramework lib
  258. add_library(TestFramework STATIC ${TEST_FRAMEWORK_SRC_FILES} ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_GLSL_SHADERS} ${TEST_FRAMEWORK_SPV_SHADERS} ${TEST_FRAMEWORK_METAL_SHADERS} ${TEST_FRAMEWORK_METAL_LIB})
  259. target_include_directories(TestFramework PUBLIC ${TEST_FRAMEWORK_ROOT})
  260. target_precompile_headers(TestFramework PUBLIC ${TEST_FRAMEWORK_ROOT}/TestFramework.h)
  261. if (Vulkan_FOUND)
  262. # Vulkan configuration
  263. target_include_directories(TestFramework PUBLIC ${Vulkan_INCLUDE_DIRS})
  264. target_link_libraries(TestFramework LINK_PUBLIC Jolt ${Vulkan_LIBRARIES})
  265. if (JPH_ENABLE_VULKAN)
  266. target_compile_definitions(TestFramework PRIVATE JPH_ENABLE_VULKAN)
  267. endif()
  268. endif()
  269. if (WIN32)
  270. # Windows configuration
  271. target_link_libraries(TestFramework LINK_PUBLIC Jolt dxguid.lib dinput8.lib dxgi.lib d3d12.lib d3dcompiler.lib shcore.lib)
  272. endif()
  273. if (LINUX)
  274. # Linux configuration
  275. target_link_libraries(TestFramework LINK_PUBLIC Jolt X11)
  276. endif()
  277. if ("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")
  278. # macOS configuration
  279. target_link_libraries(TestFramework LINK_PUBLIC Jolt "-framework Cocoa -framework Metal -framework MetalKit -framework GameController")
  280. # Ignore PCH files for .mm files
  281. foreach(SRC_FILE ${TEST_FRAMEWORK_SRC_FILES})
  282. if (SRC_FILE MATCHES "\.mm")
  283. set_source_files_properties(${SRC_FILE} PROPERTIES SKIP_PRECOMPILE_HEADERS ON)
  284. endif()
  285. endforeach()
  286. endif()
  287. else()
  288. # No graphics framework found
  289. set(TEST_FRAMEWORK_AVAILABLE FALSE)
  290. endif()