qt5base-lts/cmake/FindGLESv2.cmake
Alexandru Croitor 55a15a1c1b Add initial support for cross-building to iOS
Tested locally with the following configurations:
- iOS device builds (arm64)
- iOS simulator builds (x86_64)
- iOS simulator_and_device builds (fat arm64 and x86_64 archives)

All iOS builds currently require a custom vcpkg fork which contains
fixes for building the required 3rd party libraries.

qtsvg, qtdeclarative, qtgraphicaleffects and qtquickcontrols2
have also been tested to build successfully.

simulator_and_device builds are also supported, but require an umerged
patch in upstream CMake as well as further patches to vcpkg.

Task-number: QTBUG-75576
Change-Id: Icd29913fbbd52a60e07ea5253fd9c7af7f8ce44c
Reviewed-by: Cristian Adam <cristian.adam@qt.io>
Reviewed-by: Qt CMake Build Bot
Reviewed-by: Leander Beernaert <leander.beernaert@qt.io>
2019-12-03 13:35:59 +00:00

73 lines
2.6 KiB
CMake

include(CheckCXXSourceCompiles)
# No library linkage is necessary to use GLESv2 with Emscripten. The headers are also
# system headers, so we don't need to search for them.
if(EMSCRIPTEN)
set(HAVE_GLESv2 ON)
else()
find_library(GLESv2_LIBRARY NAMES GLESv2 OpenGLES)
find_path(GLESv2_INCLUDE_DIR NAMES "GLES2/gl2.h" "OpenGLES/ES2/gl.h" DOC "The OpenGLES 2 include path")
set(_libraries "${CMAKE_REQUIRED_LIBRARIES}")
list(APPEND CMAKE_REQUIRED_LIBRARIES "${GLESv2_LIBRARY}")
set(_includes "${CMAKE_REQUIRED_INCLUDES}")
list(APPEND CMAKE_REQUIRED_INCLUDES "${GLESv2_INCLUDE_DIR}")
check_cxx_source_compiles("
#ifdef __APPLE__
# include <OpenGLES/ES2/gl.h>
#else
# define GL_GLEXT_PROTOTYPES
# include <GLES2/gl2.h>
#endif
int main(int argc, char *argv[]) {
glUniform1f(1, GLfloat(1.0));
glClear(GL_COLOR_BUFFER_BIT);
}" HAVE_GLESv2)
set(CMAKE_REQUIRED_LIBRARY "${_libraries}")
unset(_libraries)
set(CMAKE_REQUIRED_INCLUDES "${_includes}")
unset(_includes)
set(package_args GLESv2_INCLUDE_DIR GLESv2_LIBRARY HAVE_GLESv2)
endif()
# Framework handling partially inspired by FindGLUT.cmake.
if(GLESv2_LIBRARY MATCHES "/([^/]+)\\.framework$")
# TODO: Might need to handle non .tbd suffixes, but didn't find an
# example like that.
# TODO: Might need to handle INTERFACE_INCLUDE_DIRECTORIES differently.
set(_library_imported_location "${GLESv2_LIBRARY}/${CMAKE_MATCH_1}.tbd")
if(NOT EXISTS "${_library_imported_location}")
set(_library_imported_location "")
endif()
else()
set(_library_imported_location "${GLESv2_LIBRARY}")
endif()
set(GLESv2_LIBRARY "${_library_imported_location}")
list(APPEND package_args HAVE_GLESv2)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(GLESv2 DEFAULT_MSG ${package_args})
mark_as_advanced(${package_args})
if(GLESv2_FOUND AND NOT TARGET GLESv2::GLESv2)
if(EMSCRIPTEN OR APPLE_UIKIT)
add_library(GLESv2::GLESv2 INTERFACE IMPORTED)
if(APPLE_UIKIT)
# For simulator_and_device builds we can't specify the full library path, because
# it's specific to either the device or the simulator. Resort to passing a link
# flag instead.
set_target_properties(GLESv2::GLESv2 PROPERTIES
INTERFACE_LINK_LIBRARIES "-framework OpenGLES")
endif()
else()
add_library(GLESv2::GLESv2 UNKNOWN IMPORTED)
set_target_properties(GLESv2::GLESv2 PROPERTIES
IMPORTED_LOCATION "${GLESv2_LIBRARY}"
INTERFACE_INCLUDE_DIRECTORIES "${GLESv2_INCLUDE_DIR}")
endif()
endif()