CMake: Introduce Presets, replacing Settings
This introduces a CMakePresets file for both Unix-likes and Windows that replace the old CMakeSettings. It adds presets for **Debug** and **Release** profiles for both **x64** and **ARM64** architectures, as well as **Generic builds**. Presets can be used using[ Visual Studio's built-in CMakePresets support](https://learn.microsoft.com/en-us/cpp/build/cmake-presets-vs?view=msvc-170), or [Visual Studio Code's CMake Tools](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) extension. They can also be used from the command line, like so: - x64/Unix-like/Ninja: - Configure: `cmake --preset ninja-release-x64` - Build: `cmake --build --preset ninja-build-release-x64` - Configure + Build: `cmake --workflow --preset ninja-release-x64` - ARM64/Windows/Visual Studio: - Configure: `cmake --preset visualstudio-release-arm64` - Build: `cmake --build --preset visualstudio-build-release-arm64` - Configure + Build: `cmake --workflow --preset visualstudio-release-arm64` The Ninja generator is available to both Windows and Unix-likes, while the Visual Studio Generator is only available on Windows. **Cross-compiling** On **Windows**, the Visual Studio generator automatically takes care of everything, you just need to select an ARM64 preset. On **Unix-likes**, to cross-compile you need to install a cross-compiler and (optionally) a sysroot of the target system. Here is an example to compile from x64 to ARM64 with a sysroot: - `cmake --preset ninja-release-arm64 -DCMAKE_C_COMPILER=aarch64-linux-gnu-gcc -DCMAKE_CXX_COMPILER=aarch64-linux-gnu-g++ -DCMAKE_SYSROOT=/opt/sysroots/aarch64-linux-gnu` - `cmake --build --preset ninja-build-release-arm64` You will need a sysroot to link against Qt, since we do not vendor it in on platforms other than Windows. **User presets** A `CMakeUserPresets.json` file may be created locally at the root of the project to further customize your presets. For example, here are the user presets I used to test this PR on Arch Linux with a generic Arch Linux ARM sysroot: ```json { "version": 10, "configurePresets": [ { "name": "gcc-debug-arm64", "inherits": "ninja-debug-arm64", "cacheVariables": { "CMAKE_C_COMPILER": "aarch64-linux-gnu-gcc", "CMAKE_CXX_COMPILER": "aarch64-linux-gnu-g++", "CMAKE_EXE_LINKER_FLAGS": "-L/opt/sysroots/ArchLinuxARM/lib", "CMAKE_SYSROOT": "/opt/sysroots/ArchLinuxARM" } }, { "name": "clang-debug-arm64", "inherits": "ninja-debug-arm64", "cacheVariables": { "CMAKE_C_COMPILER": "clang", "CMAKE_CXX_COMPILER": "clang++", "CMAKE_C_FLAGS": "-target aarch64-linux-gnu", "CMAKE_CXX_FLAGS": "-target aarch64-linux-gnu", "CMAKE_SYSROOT": "/opt/sysroots/ArchLinuxARM" } }, { "name": "clang-debug-x64", "inherits": "ninja-debug-x64", "cacheVariables": { "CMAKE_C_COMPILER": "clang", "CMAKE_CXX_COMPILER": "clang++" } } ], "buildPresets": [ { "name": "gcc-build-debug-arm64", "configurePreset": "gcc-debug-arm64" }, { "name": "clang-build-debug-arm64", "configurePreset": "clang-debug-arm64" }, { "name": "clang-build-debug-x64", "configurePreset": "clang-debug-x64" } ], "workflowPresets": [ { "name": "gcc-debug-arm64", "steps": [ { "type": "configure", "name": "gcc-debug-arm64" }, { "type": "build", "name": "gcc-build-debug-arm64" } ] }, { "name": "clang-debug-arm64", "steps": [ { "type": "configure", "name": "clang-debug-arm64" }, { "type": "build", "name": "clang-build-debug-arm64" } ] }, { "name": "clang-debug-x64", "steps": [ { "type": "configure", "name": "clang-debug-x64" }, { "type": "build", "name": "clang-build-debug-x64" } ] } ] } ``` They are then used like so: Configure + Build with GCC: `cmake --workflow --preset gcc-debug-arm64` Configure + Build with Clang: `cmake --workflow --preset clang-debug-arm64` Configure + Build with Clang (x64): `cmake --workflow --preset clang-debug-x64` *Addendum: It should also now be possible to cross-compile from Windows to Unix-likes, and Unix-like to other Unix-like (e.g. Linux -> FreeBSD), however this is untested.*
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@@ -36,101 +36,27 @@ Please read the [FAQ](https://dolphin-emu.org/docs/faq/) before using Dolphin.
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Dolphin can only be installed on devices that satisfy the above requirements. Attempting to install on an unsupported device will fail and display an error message.
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## Building for Windows
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## Building
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Use the solution file `Source/dolphin-emu.sln` to build Dolphin on Windows.
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Dolphin targets the latest MSVC shipped with Visual Studio or Build Tools.
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Other compilers might be able to build Dolphin on Windows but have not been
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tested and are not recommended to be used. Git and latest Windows SDK must be
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installed when building.
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You may find building instructions on the appropriate wiki page for your operating system:
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* [Windows](https://github.com/dolphin-emu/dolphin/wiki/Building-for-Windows)
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* [Linux](https://github.com/dolphin-emu/dolphin/wiki/Building-for-Linux)
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* [macOS](https://github.com/dolphin-emu/dolphin/wiki/Building-for-macOS)
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* [Android](#android-specific-instructions) <!-- TODO: Create a "Building for Android" wiki page and link it here -->
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* [OpenBSD](https://github.com/dolphin-emu/dolphin/wiki/Building-for-OpenBSD) (unsupported)
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Before building, make sure to pull all submodules:
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Make sure to pull submodules before building:
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```sh
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git submodule update --init --recursive
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```
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The "Release" solution configuration includes performance optimizations for the best user experience but complicates debugging Dolphin.
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The "Debug" solution configuration is significantly slower, more verbose and less permissive but makes debugging Dolphin easier.
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## Building for Linux and macOS
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Dolphin requires [CMake](https://cmake.org/) for systems other than Windows.
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You need a recent version of GCC or Clang with decent c++20 support. CMake will
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inform you if your compiler is too old.
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Many libraries are bundled with Dolphin and used if they're not installed on
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your system. CMake will inform you if a bundled library is used or if you need
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to install any missing packages yourself. You may refer to the [wiki](https://github.com/dolphin-emu/dolphin/wiki/Building-for-Linux) for more information.
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Make sure to pull submodules before building:
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```sh
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git submodule update --init --recursive
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```
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### macOS Build Steps:
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A binary supporting a single architecture can be built using the following steps:
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1. `mkdir build`
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2. `cd build`
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3. `cmake ..`
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4. `make -j $(sysctl -n hw.logicalcpu)`
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An application bundle will be created in `./Binaries`.
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A script is also provided to build universal binaries supporting both x64 and ARM in the same
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application bundle using the following steps:
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1. `mkdir build`
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2. `cd build`
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3. `python ../BuildMacOSUniversalBinary.py`
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4. Universal binaries will be available in the `universal` folder
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Doing this is more complex as it requires installation of library dependencies for both x64 and ARM (or universal library
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equivalents) and may require specifying additional arguments to point to relevant library locations.
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Execute BuildMacOSUniversalBinary.py --help for more details.
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### Linux Global Build Steps:
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To install to your system.
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1. `mkdir build`
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2. `cd build`
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3. `cmake ..`
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4. `make -j $(nproc)`
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5. `sudo make install`
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### Linux Local Build Steps:
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Useful for development as root access is not required.
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1. `mkdir Build`
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2. `cd Build`
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3. `cmake .. -DLINUX_LOCAL_DEV=true`
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4. `make -j $(nproc)`
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5. `ln -s ../../Data/Sys Binaries/`
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### Linux Portable Build Steps:
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Can be stored on external storage and used on different Linux systems.
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Or useful for having multiple distinct Dolphin setups for testing/development/TAS.
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1. `mkdir Build`
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2. `cd Build`
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3. `cmake .. -DLINUX_LOCAL_DEV=true`
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4. `make -j $(nproc)`
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5. `cp -r ../Data/Sys/ Binaries/`
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6. `touch Binaries/portable.txt`
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## Building for Android
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### Android-specific instructions
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These instructions assume familiarity with Android development. If you do not have an
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Android dev environment set up, see [AndroidSetup.md](AndroidSetup.md).
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Make sure to pull submodules before building:
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```sh
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git submodule update --init --recursive
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```
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If using Android Studio, import the Gradle project located in `./Source/Android`.
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Android apps are compiled using a build system called Gradle. Dolphin's native component,
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