73 lines
2.6 KiB
CMake
73 lines
2.6 KiB
CMake
#
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# This CMake project downloads, configures and builds Slic3r PE dependencies on Unix and Windows.
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#
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# When using this script, it's recommended to perform an out-of-source build using CMake.
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#
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# All the dependencies are installed in a `destdir` directory in the root of the build directory,
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# in a traditional Unix-style prefix structure. The destdir can be used directly by CMake
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# when building Slic3r - to do this, set the CMAKE_PREFIX_PATH to ${destdir}/usr/local.
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#
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# For better clarity of console output, it's recommended to _not_ use a parallelized build
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# for the top-level command, ie. use `make -j 1` or `ninja -j 1` to force single-threaded top-level
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# build. This doesn't degrade performance as individual dependencies are built in parallel fashion
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# if supported by the dependency.
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#
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# On Windows, architecture (64 vs 32 bits) is judged based on the compiler variant.
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# To build dependencies for either 64 or 32 bit OS, use the respective compiler command line.
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#
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project(Slic3r-deps)
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cmake_minimum_required(VERSION 3.2)
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include(ExternalProject)
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include(ProcessorCount)
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ProcessorCount(NPROC)
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if (NPROC EQUAL 0)
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set(NPROC 1)
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endif ()
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set(DESTDIR "${CMAKE_CURRENT_BINARY_DIR}/destdir" CACHE PATH "Destination directory")
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option(DEP_DEBUG "Build debug variants (only applicable on Windows)" ON)
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message(STATUS "Slic3r deps DESTDIR: ${DESTDIR}")
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message(STATUS "Slic3r deps debug build: ${DEP_DEBUG}")
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if (MSVC)
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if ("${CMAKE_SIZEOF_VOID_P}" STREQUAL "8")
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message(STATUS "\nDetected 64-bit compiler => building 64-bit deps bundle\n")
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set(DEPS_BITS 64)
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include("deps-windows.cmake")
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elseif ("${CMAKE_SIZEOF_VOID_P}" STREQUAL "4")
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message(STATUS "\nDetected 32-bit compiler => building 32-bit deps bundle\n")
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set(DEPS_BITS 32)
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include("deps-windows.cmake")
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else ()
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message(FATAL_ERROR "Unable to detect architecture")
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endif ()
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elseif (APPLE)
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set(DEPS_OSX_TARGET "10.9" CACHE STRING "OS X SDK version to build against")
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set(DEPS_OSX_SYSROOT
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"/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX${DEPS_OSX_TARGET}.sdk"
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CACHE PATH "OS X SDK directory"
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)
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include("deps-macos.cmake")
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else ()
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include("deps-linux.cmake")
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endif()
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add_custom_target(deps ALL
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DEPENDS
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dep_boost
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dep_tbb
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dep_libcurl
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dep_wxwidgets
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dep_gtest
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dep_nlopt
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dep_libpng
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)
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# Note: I'm not using any of the LOG_xxx options in ExternalProject_Add() commands
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# because they seem to generate bogus build files (possibly a bug in ExternalProject).
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