TestFramework.cmake 14 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/AssetStream.h
  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}/Utils/AssetStream.cpp
  109. ${TEST_FRAMEWORK_ROOT}/Utils/Log.cpp
  110. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowWin.cpp
  111. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowWin.h
  112. )
  113. # HLSL vertex shaders
  114. set(TEST_FRAMEWORK_SRC_FILES_SHADERS
  115. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/VertexConstants.h
  116. )
  117. set(TEST_FRAMEWORK_HLSL_VERTEX_SHADERS
  118. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/FontVertexShader.hlsl
  119. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/LineVertexShader.hlsl
  120. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleDepthVertexShader.hlsl
  121. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleVertexShader.hlsl
  122. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIVertexShader.hlsl
  123. )
  124. set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS})
  125. set_source_files_properties(${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T vs_5_0")
  126. # HLSL pixel shaders
  127. set(TEST_FRAMEWORK_HLSL_PIXEL_SHADERS
  128. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/FontPixelShader.hlsl
  129. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/LinePixelShader.hlsl
  130. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleDepthPixelShader.hlsl
  131. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TrianglePixelShader.hlsl
  132. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIPixelShader.hlsl
  133. ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIPixelShaderUntextured.hlsl
  134. )
  135. set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS})
  136. set_source_files_properties(${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T ps_5_0")
  137. endif()
  138. if (LINUX)
  139. # Linux source files
  140. set(TEST_FRAMEWORK_SRC_FILES
  141. ${TEST_FRAMEWORK_SRC_FILES}
  142. ${TEST_FRAMEWORK_ROOT}/Input/Linux/KeyboardLinux.cpp
  143. ${TEST_FRAMEWORK_ROOT}/Input/Linux/KeyboardLinux.h
  144. ${TEST_FRAMEWORK_ROOT}/Input/Linux/MouseLinux.cpp
  145. ${TEST_FRAMEWORK_ROOT}/Input/Linux/MouseLinux.h
  146. ${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.cpp
  147. ${TEST_FRAMEWORK_ROOT}/Utils/Log.cpp
  148. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowLinux.cpp
  149. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowLinux.h
  150. )
  151. endif()
  152. if ("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")
  153. # macOS source files
  154. set(TEST_FRAMEWORK_SRC_FILES
  155. ${TEST_FRAMEWORK_SRC_FILES}
  156. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/FatalErrorIfFailedMTL.mm
  157. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/FatalErrorIfFailedMTL.h
  158. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PipelineStateMTL.mm
  159. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PipelineStateMTL.h
  160. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PixelShaderMTL.h
  161. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RendererMTL.mm
  162. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RendererMTL.h
  163. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderInstancesMTL.mm
  164. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderInstancesMTL.h
  165. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderPrimitiveMTL.mm
  166. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderPrimitiveMTL.h
  167. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/TextureMTL.mm
  168. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/TextureMTL.h
  169. ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/VertexShaderMTL.h
  170. ${TEST_FRAMEWORK_ROOT}/Input/MacOS/KeyboardMacOS.mm
  171. ${TEST_FRAMEWORK_ROOT}/Input/MacOS/KeyboardMacOS.h
  172. ${TEST_FRAMEWORK_ROOT}/Input/MacOS/MouseMacOS.mm
  173. ${TEST_FRAMEWORK_ROOT}/Input/MacOS/MouseMacOS.h
  174. ${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.mm
  175. ${TEST_FRAMEWORK_ROOT}/Utils/Log.mm
  176. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowMacOS.mm
  177. ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowMacOS.h
  178. )
  179. # Metal shaders
  180. set(TEST_FRAMEWORK_SRC_FILES_SHADERS
  181. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/VertexConstants.h
  182. )
  183. set(TEST_FRAMEWORK_METAL_SHADERS
  184. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/FontShader.metal
  185. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/LineShader.metal
  186. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/TriangleShader.metal
  187. ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/UIShader.metal
  188. )
  189. # Compile Metal shaders
  190. foreach(SHADER ${TEST_FRAMEWORK_METAL_SHADERS})
  191. cmake_path(GET SHADER FILENAME AIR_SHADER)
  192. set(AIR_SHADER "${CMAKE_CURRENT_BINARY_DIR}/${AIR_SHADER}.air")
  193. add_custom_command(OUTPUT ${AIR_SHADER}
  194. COMMAND xcrun -sdk macosx metal -c ${SHADER} -o ${AIR_SHADER}
  195. DEPENDS ${SHADER}
  196. COMMENT "Compiling ${SHADER}")
  197. list(APPEND TEST_FRAMEWORK_AIR_SHADERS ${AIR_SHADER})
  198. endforeach()
  199. # Link Metal shaders
  200. set(TEST_FRAMEWORK_METAL_LIB ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/Shaders.metallib)
  201. add_custom_command(OUTPUT ${TEST_FRAMEWORK_METAL_LIB}
  202. COMMAND xcrun -sdk macosx metallib -o ${TEST_FRAMEWORK_METAL_LIB} ${TEST_FRAMEWORK_AIR_SHADERS}
  203. DEPENDS ${TEST_FRAMEWORK_AIR_SHADERS}
  204. COMMENT "Linking shaders")
  205. endif()
  206. # Include the Vulkan library
  207. if (Vulkan_FOUND)
  208. # Vulkan source files
  209. set(TEST_FRAMEWORK_SRC_FILES
  210. ${TEST_FRAMEWORK_SRC_FILES}
  211. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/BufferVK.h
  212. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/ConstantBufferVK.cpp
  213. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/ConstantBufferVK.h
  214. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/FatalErrorIfFailedVK.cpp
  215. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/FatalErrorIfFailedVK.h
  216. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PipelineStateVK.cpp
  217. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PipelineStateVK.h
  218. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PixelShaderVK.h
  219. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RendererVK.cpp
  220. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RendererVK.h
  221. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderInstancesVK.cpp
  222. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderInstancesVK.h
  223. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderPrimitiveVK.cpp
  224. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderPrimitiveVK.h
  225. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/TextureVK.cpp
  226. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/TextureVK.h
  227. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/VertexShaderVK.h
  228. )
  229. # GLSL headers
  230. set(TEST_FRAMEWORK_SRC_FILES_SHADERS
  231. ${TEST_FRAMEWORK_SRC_FILES_SHADERS}
  232. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/VertexConstants.h
  233. )
  234. set(TEST_FRAMEWORK_GLSL_SHADERS
  235. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/FontVertexShader.vert
  236. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/LineVertexShader.vert
  237. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleDepthVertexShader.vert
  238. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleVertexShader.vert
  239. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIVertexShader.vert
  240. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/FontPixelShader.frag
  241. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/LinePixelShader.frag
  242. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleDepthPixelShader.frag
  243. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TrianglePixelShader.frag
  244. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIPixelShader.frag
  245. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIPixelShaderUntextured.frag
  246. )
  247. # Compile GLSL shaders
  248. foreach(SHADER ${TEST_FRAMEWORK_GLSL_SHADERS})
  249. set(SPV_SHADER ${SHADER}.spv)
  250. add_custom_command(OUTPUT ${SPV_SHADER}
  251. COMMAND ${Vulkan_GLSLC_EXECUTABLE} ${SHADER} -o ${SPV_SHADER}
  252. DEPENDS ${SHADER}
  253. COMMENT "Compiling ${SHADER}")
  254. list(APPEND TEST_FRAMEWORK_SPV_SHADERS ${SPV_SHADER})
  255. endforeach()
  256. endif()
  257. # Assets used by the test framework
  258. set(TEST_FRAMEWORK_ASSETS
  259. ${PHYSICS_REPO_ROOT}/Assets/Fonts/Roboto-Regular.ttf
  260. ${PHYSICS_REPO_ROOT}/Assets/UI.tga
  261. ${TEST_FRAMEWORK_SRC_FILES_SHADERS}
  262. ${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS}
  263. ${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS}
  264. ${TEST_FRAMEWORK_SPV_SHADERS}
  265. ${TEST_FRAMEWORK_METAL_LIB}
  266. )
  267. # Group source files
  268. source_group(TREE ${TEST_FRAMEWORK_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES})
  269. # Group shader files
  270. source_group(TREE ${PHYSICS_REPO_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_GLSL_SHADERS} ${TEST_FRAMEWORK_METAL_SHADERS})
  271. # Group intermediate files
  272. source_group(Intermediate FILES ${TEST_FRAMEWORK_SPV_SHADERS} ${TEST_FRAMEWORK_METAL_LIB})
  273. # Create TestFramework lib
  274. 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})
  275. target_include_directories(TestFramework PUBLIC ${TEST_FRAMEWORK_ROOT})
  276. target_precompile_headers(TestFramework PUBLIC ${TEST_FRAMEWORK_ROOT}/TestFramework.h)
  277. if (Vulkan_FOUND)
  278. # Vulkan configuration
  279. target_include_directories(TestFramework PUBLIC ${Vulkan_INCLUDE_DIRS})
  280. target_link_libraries(TestFramework LINK_PUBLIC Jolt ${Vulkan_LIBRARIES})
  281. if (JPH_ENABLE_VULKAN)
  282. target_compile_definitions(TestFramework PRIVATE JPH_ENABLE_VULKAN)
  283. endif()
  284. endif()
  285. if (WIN32)
  286. # Windows configuration
  287. target_link_libraries(TestFramework LINK_PUBLIC Jolt dxguid.lib dinput8.lib dxgi.lib d3d12.lib d3dcompiler.lib shcore.lib)
  288. endif()
  289. if (LINUX)
  290. # Linux configuration
  291. target_link_libraries(TestFramework LINK_PUBLIC Jolt X11)
  292. endif()
  293. if ("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")
  294. # macOS configuration
  295. target_link_libraries(TestFramework LINK_PUBLIC Jolt "-framework Cocoa -framework Metal -framework MetalKit -framework GameController")
  296. # Make sure that all test framework assets move to the Resources folder in the package
  297. foreach(ASSET_FILE ${TEST_FRAMEWORK_ASSETS})
  298. string(REPLACE ${PHYSICS_REPO_ROOT}/Assets "Resources" ASSET_DST ${ASSET_FILE})
  299. get_filename_component(ASSET_DST ${ASSET_DST} DIRECTORY)
  300. set_source_files_properties(${ASSET_FILE} PROPERTIES MACOSX_PACKAGE_LOCATION ${ASSET_DST})
  301. endforeach()
  302. # Ignore PCH files for .mm files
  303. foreach(SRC_FILE ${TEST_FRAMEWORK_SRC_FILES})
  304. if (SRC_FILE MATCHES "\.mm")
  305. set_source_files_properties(${SRC_FILE} PROPERTIES SKIP_PRECOMPILE_HEADERS ON)
  306. endif()
  307. endforeach()
  308. endif()
  309. else()
  310. # No graphics framework found
  311. set(TEST_FRAMEWORK_AVAILABLE FALSE)
  312. endif()