add_library(common align.h assert.cpp assert.h audio_stream.cpp audio_stream.h bitfield.h byte_stream.cpp byte_stream.h cd_image.cpp cd_image.h cd_image_bin.cpp cd_image_cue.cpp cd_image_chd.cpp cd_subchannel_replacement.cpp cd_subchannel_replacement.h cd_xa.cpp cd_xa.h cpu_detect.h cubeb_audio_stream.cpp cubeb_audio_stream.h fifo_queue.h file_system.cpp file_system.h gl/program.cpp gl/program.h gl/stream_buffer.cpp gl/stream_buffer.h gl/texture.cpp gl/texture.h hash_combine.h heap_array.h iso_reader.cpp iso_reader.h jit_code_buffer.cpp jit_code_buffer.h log.cpp log.h md5_digest.cpp md5_digest.h null_audio_stream.cpp null_audio_stream.h rectangle.h progress_callback.cpp progress_callback.h state_wrapper.cpp state_wrapper.h string.cpp string.h string_util.cpp string_util.h timer.cpp timer.h timestamp.cpp timestamp.h types.h ) target_include_directories(common PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/..") target_include_directories(common PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/..") target_link_libraries(common PRIVATE glad libcue Threads::Threads cubeb libchdr) if(WIN32) target_sources(common PRIVATE d3d11/shader_cache.cpp d3d11/shader_cache.h d3d11/shader_compiler.cpp d3d11/shader_compiler.h d3d11/staging_texture.cpp d3d11/staging_texture.h d3d11/stream_buffer.cpp d3d11/stream_buffer.h d3d11/texture.cpp d3d11/texture.h windows_headers.h ) target_link_libraries(common PRIVATE d3dcompiler.lib) endif() if(ANDROID) target_link_libraries(common PRIVATE log) endif()