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- # Find Vulkan
- find_package(Vulkan)
- if (NOT CROSS_COMPILE_ARM AND (Vulkan_FOUND OR WIN32 OR ("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")))
- # We have Vulkan/DirectX so we can compile TestFramework
- set(TEST_FRAMEWORK_AVAILABLE TRUE)
- # Root
- set(TEST_FRAMEWORK_ROOT ${PHYSICS_REPO_ROOT}/TestFramework)
- # Source files
- set(TEST_FRAMEWORK_SRC_FILES
- ${TEST_FRAMEWORK_ROOT}/Application/Application.cpp
- ${TEST_FRAMEWORK_ROOT}/Application/Application.h
- ${TEST_FRAMEWORK_ROOT}/Application/DebugUI.cpp
- ${TEST_FRAMEWORK_ROOT}/Application/DebugUI.h
- ${TEST_FRAMEWORK_ROOT}/Application/EntryPoint.h
- ${TEST_FRAMEWORK_ROOT}/External/Perlin.cpp
- ${TEST_FRAMEWORK_ROOT}/External/Perlin.h
- ${TEST_FRAMEWORK_ROOT}/External/stb_truetype.h
- ${TEST_FRAMEWORK_ROOT}/Image/BlitSurface.cpp
- ${TEST_FRAMEWORK_ROOT}/Image/BlitSurface.h
- ${TEST_FRAMEWORK_ROOT}/Image/LoadBMP.cpp
- ${TEST_FRAMEWORK_ROOT}/Image/LoadBMP.h
- ${TEST_FRAMEWORK_ROOT}/Image/LoadTGA.cpp
- ${TEST_FRAMEWORK_ROOT}/Image/LoadTGA.h
- ${TEST_FRAMEWORK_ROOT}/Image/Surface.cpp
- ${TEST_FRAMEWORK_ROOT}/Image/Surface.h
- ${TEST_FRAMEWORK_ROOT}/Image/ZoomImage.cpp
- ${TEST_FRAMEWORK_ROOT}/Image/ZoomImage.h
- ${TEST_FRAMEWORK_ROOT}/Input/Keyboard.h
- ${TEST_FRAMEWORK_ROOT}/Input/Mouse.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/DebugRendererImp.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/DebugRendererImp.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/Font.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/Font.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/Frustum.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/PipelineState.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/PixelShader.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/Renderer.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/Renderer.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/RenderInstances.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/RenderPrimitive.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/RenderPrimitive.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/Texture.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/VertexShader.h
- ${TEST_FRAMEWORK_ROOT}/TestFramework.cmake
- ${TEST_FRAMEWORK_ROOT}/TestFramework.h
- ${TEST_FRAMEWORK_ROOT}/UI/UIAnimation.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UIAnimation.h
- ${TEST_FRAMEWORK_ROOT}/UI/UIAnimationSlide.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UIAnimationSlide.h
- ${TEST_FRAMEWORK_ROOT}/UI/UIButton.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UIButton.h
- ${TEST_FRAMEWORK_ROOT}/UI/UICheckBox.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UICheckBox.h
- ${TEST_FRAMEWORK_ROOT}/UI/UIComboBox.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UIComboBox.h
- ${TEST_FRAMEWORK_ROOT}/UI/UIElement.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UIElement.h
- ${TEST_FRAMEWORK_ROOT}/UI/UIEventListener.h
- ${TEST_FRAMEWORK_ROOT}/UI/UIHorizontalStack.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UIHorizontalStack.h
- ${TEST_FRAMEWORK_ROOT}/UI/UIImage.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UIImage.h
- ${TEST_FRAMEWORK_ROOT}/UI/UIManager.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UIManager.h
- ${TEST_FRAMEWORK_ROOT}/UI/UISlider.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UISlider.h
- ${TEST_FRAMEWORK_ROOT}/UI/UIStaticText.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UIStaticText.h
- ${TEST_FRAMEWORK_ROOT}/UI/UITextButton.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UITextButton.h
- ${TEST_FRAMEWORK_ROOT}/UI/UITexturedQuad.h
- ${TEST_FRAMEWORK_ROOT}/UI/UIVerticalStack.cpp
- ${TEST_FRAMEWORK_ROOT}/UI/UIVerticalStack.h
- ${TEST_FRAMEWORK_ROOT}/Utils/CustomMemoryHook.cpp
- ${TEST_FRAMEWORK_ROOT}/Utils/CustomMemoryHook.h
- ${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.h
- ${TEST_FRAMEWORK_ROOT}/Utils/Log.h
- ${TEST_FRAMEWORK_ROOT}/Utils/ReadData.cpp
- ${TEST_FRAMEWORK_ROOT}/Utils/ReadData.h
- ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindow.h
- )
- if (WIN32)
- # Windows source files
- set(TEST_FRAMEWORK_SRC_FILES
- ${TEST_FRAMEWORK_SRC_FILES}
- ${TEST_FRAMEWORK_ROOT}/Input/Win/KeyboardWin.cpp
- ${TEST_FRAMEWORK_ROOT}/Input/Win/KeyboardWin.h
- ${TEST_FRAMEWORK_ROOT}/Input/Win/MouseWin.cpp
- ${TEST_FRAMEWORK_ROOT}/Input/Win/MouseWin.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/ConstantBufferDX12.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/ConstantBufferDX12.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/CommandQueueDX12.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/DescriptorHeapDX12.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/FatalErrorIfFailedDX12.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/FatalErrorIfFailedDX12.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PipelineStateDX12.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PipelineStateDX12.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PixelShaderDX12.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RendererDX12.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RendererDX12.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderInstancesDX12.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderInstancesDX12.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderPrimitiveDX12.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderPrimitiveDX12.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/TextureDX12.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/TextureDX12.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/VertexShaderDX12.h
- ${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.cpp
- ${TEST_FRAMEWORK_ROOT}/Utils/Log.cpp
- ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowWin.cpp
- ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowWin.h
- )
- # HLSL vertex shaders
- set(TEST_FRAMEWORK_SRC_FILES_SHADERS
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/VertexConstants.h
- )
- set(TEST_FRAMEWORK_HLSL_VERTEX_SHADERS
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/FontVertexShader.hlsl
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/LineVertexShader.hlsl
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleDepthVertexShader.hlsl
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleVertexShader.hlsl
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIVertexShader.hlsl
- )
- set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS})
- set_source_files_properties(${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T vs_5_0")
- # HLSL pixel shaders
- set(TEST_FRAMEWORK_HLSL_PIXEL_SHADERS
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/FontPixelShader.hlsl
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/LinePixelShader.hlsl
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleDepthPixelShader.hlsl
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TrianglePixelShader.hlsl
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIPixelShader.hlsl
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIPixelShaderUntextured.hlsl
- )
- set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS})
- set_source_files_properties(${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T ps_5_0")
- endif()
- if (LINUX)
- # Linux source files
- set(TEST_FRAMEWORK_SRC_FILES
- ${TEST_FRAMEWORK_SRC_FILES}
- ${TEST_FRAMEWORK_ROOT}/Input/Linux/KeyboardLinux.cpp
- ${TEST_FRAMEWORK_ROOT}/Input/Linux/KeyboardLinux.h
- ${TEST_FRAMEWORK_ROOT}/Input/Linux/MouseLinux.cpp
- ${TEST_FRAMEWORK_ROOT}/Input/Linux/MouseLinux.h
- ${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.cpp
- ${TEST_FRAMEWORK_ROOT}/Utils/Log.cpp
- ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowLinux.cpp
- ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowLinux.h
- )
- endif()
-
- if ("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")
- # macOS source files
- set(TEST_FRAMEWORK_SRC_FILES
- ${TEST_FRAMEWORK_SRC_FILES}
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/FatalErrorIfFailedMTL.mm
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/FatalErrorIfFailedMTL.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PipelineStateMTL.mm
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PipelineStateMTL.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PixelShaderMTL.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RendererMTL.mm
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RendererMTL.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderInstancesMTL.mm
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderInstancesMTL.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderPrimitiveMTL.mm
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderPrimitiveMTL.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/TextureMTL.mm
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/TextureMTL.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/MTL/VertexShaderMTL.h
- ${TEST_FRAMEWORK_ROOT}/Input/MacOS/KeyboardMacOS.mm
- ${TEST_FRAMEWORK_ROOT}/Input/MacOS/KeyboardMacOS.h
- ${TEST_FRAMEWORK_ROOT}/Input/MacOS/MouseMacOS.mm
- ${TEST_FRAMEWORK_ROOT}/Input/MacOS/MouseMacOS.h
- ${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.mm
- ${TEST_FRAMEWORK_ROOT}/Utils/Log.mm
- ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowMacOS.mm
- ${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowMacOS.h
- )
- # Metal shaders
- set(TEST_FRAMEWORK_SRC_FILES_SHADERS
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/VertexConstants.h
- )
- set(TEST_FRAMEWORK_METAL_SHADERS
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/FontShader.metal
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/LineShader.metal
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/TriangleShader.metal
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/UIShader.metal
- )
- # Compile Metal shaders
- foreach(SHADER ${TEST_FRAMEWORK_METAL_SHADERS})
- cmake_path(GET SHADER FILENAME AIR_SHADER)
- set(AIR_SHADER "${CMAKE_CURRENT_BINARY_DIR}/${AIR_SHADER}.air")
- add_custom_command(OUTPUT ${AIR_SHADER}
- COMMAND xcrun -sdk macosx metal -c ${SHADER} -o ${AIR_SHADER}
- DEPENDS ${SHADER}
- COMMENT "Compiling ${SHADER}")
- list(APPEND TEST_FRAMEWORK_AIR_SHADERS ${AIR_SHADER})
- endforeach()
- # Link Metal shaders
- set(TEST_FRAMEWORK_METAL_LIB ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/Shaders.metallib)
- add_custom_command(OUTPUT ${TEST_FRAMEWORK_METAL_LIB}
- COMMAND xcrun -sdk macosx metallib -o ${TEST_FRAMEWORK_METAL_LIB} ${TEST_FRAMEWORK_AIR_SHADERS}
- DEPENDS ${TEST_FRAMEWORK_AIR_SHADERS}
- COMMENT "Linking shaders")
- endif()
- # Include the Vulkan library
- if (Vulkan_FOUND)
- # Vulkan source files
- set(TEST_FRAMEWORK_SRC_FILES
- ${TEST_FRAMEWORK_SRC_FILES}
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/BufferVK.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/ConstantBufferVK.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/ConstantBufferVK.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/FatalErrorIfFailedVK.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/FatalErrorIfFailedVK.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PipelineStateVK.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PipelineStateVK.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PixelShaderVK.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RendererVK.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RendererVK.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderInstancesVK.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderInstancesVK.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderPrimitiveVK.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderPrimitiveVK.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/TextureVK.cpp
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/TextureVK.h
- ${TEST_FRAMEWORK_ROOT}/Renderer/VK/VertexShaderVK.h
- )
- # GLSL headers
- set(TEST_FRAMEWORK_SRC_FILES_SHADERS
- ${TEST_FRAMEWORK_SRC_FILES_SHADERS}
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/VertexConstants.h
- )
- set(TEST_FRAMEWORK_GLSL_SHADERS
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/FontVertexShader.vert
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/LineVertexShader.vert
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleDepthVertexShader.vert
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleVertexShader.vert
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIVertexShader.vert
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/FontPixelShader.frag
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/LinePixelShader.frag
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleDepthPixelShader.frag
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TrianglePixelShader.frag
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIPixelShader.frag
- ${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIPixelShaderUntextured.frag
- )
- # Compile GLSL shaders
- foreach(SHADER ${TEST_FRAMEWORK_GLSL_SHADERS})
- set(SPV_SHADER ${SHADER}.spv)
- add_custom_command(OUTPUT ${SPV_SHADER}
- COMMAND ${Vulkan_GLSLC_EXECUTABLE} ${SHADER} -o ${SPV_SHADER}
- DEPENDS ${SHADER}
- COMMENT "Compiling ${SHADER}")
- list(APPEND TEST_FRAMEWORK_SPV_SHADERS ${SPV_SHADER})
- endforeach()
- endif()
- # Assets used by the test framework
- set(TEST_FRAMEWORK_ASSETS
- ${PHYSICS_REPO_ROOT}/Assets/Fonts/Roboto-Regular.ttf
- ${PHYSICS_REPO_ROOT}/Assets/UI.tga
- ${TEST_FRAMEWORK_SRC_FILES_SHADERS}
- ${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS}
- ${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS}
- ${TEST_FRAMEWORK_SPV_SHADERS}
- ${TEST_FRAMEWORK_METAL_LIB}
- )
- # Group source files
- source_group(TREE ${TEST_FRAMEWORK_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES})
- # Group shader files
- source_group(TREE ${PHYSICS_REPO_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_GLSL_SHADERS} ${TEST_FRAMEWORK_METAL_SHADERS})
- # Group intermediate files
- source_group(Intermediate FILES ${TEST_FRAMEWORK_SPV_SHADERS} ${TEST_FRAMEWORK_METAL_LIB})
- # Create TestFramework lib
- 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})
- target_include_directories(TestFramework PUBLIC ${TEST_FRAMEWORK_ROOT})
- target_precompile_headers(TestFramework PUBLIC ${TEST_FRAMEWORK_ROOT}/TestFramework.h)
- if (Vulkan_FOUND)
- # Vulkan configuration
- target_include_directories(TestFramework PUBLIC ${Vulkan_INCLUDE_DIRS})
- target_link_libraries(TestFramework LINK_PUBLIC Jolt ${Vulkan_LIBRARIES})
- if (JPH_ENABLE_VULKAN)
- target_compile_definitions(TestFramework PRIVATE JPH_ENABLE_VULKAN)
- endif()
- endif()
- if (WIN32)
- # Windows configuration
- target_link_libraries(TestFramework LINK_PUBLIC Jolt dxguid.lib dinput8.lib dxgi.lib d3d12.lib d3dcompiler.lib shcore.lib)
- endif()
- if (LINUX)
- # Linux configuration
- target_link_libraries(TestFramework LINK_PUBLIC Jolt X11)
- endif()
- if ("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")
- # macOS configuration
- target_link_libraries(TestFramework LINK_PUBLIC Jolt "-framework Cocoa -framework Metal -framework MetalKit -framework GameController")
- # Make sure that all test framework assets move to the Resources folder in the package
- foreach(ASSET_FILE ${TEST_FRAMEWORK_ASSETS})
- string(REPLACE ${PHYSICS_REPO_ROOT}/Assets "Resources" ASSET_DST ${ASSET_FILE})
- get_filename_component(ASSET_DST ${ASSET_DST} DIRECTORY)
- set_source_files_properties(${ASSET_FILE} PROPERTIES MACOSX_PACKAGE_LOCATION ${ASSET_DST})
- endforeach()
- # Ignore PCH files for .mm files
- foreach(SRC_FILE ${TEST_FRAMEWORK_SRC_FILES})
- if (SRC_FILE MATCHES "\.mm")
- set_source_files_properties(${SRC_FILE} PROPERTIES SKIP_PRECOMPILE_HEADERS ON)
- endif()
- endforeach()
- endif()
- else()
- # No graphics framework found
- set(TEST_FRAMEWORK_AVAILABLE FALSE)
- endif()
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