mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 22:05:38 +00:00
d318efe58c
- Moved Logger.h to OSD/, cleaned up comments. - Command line and config file parsing have been rewritten. - Began replacing C standard library headers with C++ versions (eg. stdio.h -> cstdio). I think I got most of them, but not all.
316 lines
12 KiB
Makefile
316 lines
12 KiB
Makefile
##
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## Supermodel
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## A Sega Model 3 Arcade Emulator.
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## Copyright 2011 Bart Trzynadlowski
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##
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## This file is part of Supermodel.
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##
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## Supermodel is free software: you can redistribute it and/or modify it under
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## the terms of the GNU General Public License as published by the Free
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## Software Foundation, either version 3 of the License, or (at your option)
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## any later version.
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##
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## Supermodel is distributed in the hope that it will be useful, but WITHOUT
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## ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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## FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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## more details.
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##
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## You should have received a copy of the GNU General Public License along
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## with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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##
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#
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# Makefile.SDL.Win32.MSVC
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#
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# GNU Makefile for SDL port using Microsoft Visual C++ 2008. Copy this Makefile
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# to the base directory of the source distribution (one up from Src/ and here).
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#
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# The DirectX SDK must be properly installed -- the DXSDK_DIR environment
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# variable must be set.
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#
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###############################################################################
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# Build Options
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###############################################################################
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#
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# Bitness of build ('32' or '64')
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#
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BITS = 32
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#
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# Include console-based debugger in emulator ('yes' or 'no')
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#
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ENABLE_DEBUGGER = no
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#
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# Experimental sound code ('yes' on 32-bit builds only or 'no')
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#
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ENABLE_SOUND = yes
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###############################################################################
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# 32/64-Bit SDK Directories and Options
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#
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# Edit these paths as necessary.
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# The following environment variables are used:
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# VSINSTALLDIR is Visual Studio installation directory.
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# WindowsSdkDir is Windows SDK installation directory.
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###############################################################################
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ifeq ($(strip $(BITS)),64)
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ARCH = x64
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VC_BIN = $(VSINSTALLDIR)\vc\bin\amd64
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ARCH_LIBS = /LIBPATH:"$(VSINSTALLDIR)\vc\lib\amd64" /LIBPATH:"$(WindowsSdkDir)\lib\x64"
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else
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ARCH = x86
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VC_BIN = $(VSINSTALLDIR)\vc\bin
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ARCH_LIBS =
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endif
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###############################################################################
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# Required Libraries
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#
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# Edit these paths as necessary.
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# The following environment variables are used:
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# DXSDK_DIR is Direct X installation directory.
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###############################################################################
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#
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# SDL
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#
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SDL_LIBPATH = Libraries\SDL-1.2.14\lib-$(ARCH)-MT
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SDL_INCLUDEPATH = Libraries\SDL-1.2.14\include
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#
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# ZLib
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#
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ZLIB_LIBPATH = Libraries\zlib-1.2.4\lib-$(ARCH)-MT
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ZLIB_INCLUDEPATH = Libraries\zlib-1.2.4\include
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#
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# DirectX
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#
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DIRECTX_LIBPATH = $(DXSDK_DIR)\Lib\$(ARCH)
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DIRECTX_INCLUDEPATH = $(DXSDK_DIR)\Include
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###############################################################################
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# Outputs
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###############################################################################
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ifeq ($(strip $(BITS)),64)
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OBJ_DIR = obj64
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BIN_DIR = bin64
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else
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OBJ_DIR = obj
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BIN_DIR = bin
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endif
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OUTFILE = $(BIN_DIR)\Supermodel.exe
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###############################################################################
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# Compiler and Linker
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###############################################################################
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CC = "$(VC_BIN)\cl.exe"
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LD = "$(VC_BIN)\link.exe"
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COMPILER_FLAGS = /I "$(SDL_INCLUDEPATH)" /I "$(ZLIB_INCLUDEPATH)" /I "$(DIRECTX_INCLUDEPATH)" /I "Src" /I "Src\\OSD" /I "Src\\OSD\\SDL" \
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/I "Src\\OSD\\Windows" /Ox /D "SUPERMODEL_WIN32" /D "GLEW_STATIC" /D "_MBCS" /D "_CRT_SECURE_NO_WARNINGS" /MT /Gy /W3 /nologo /c /Zi /GL \
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/DEBUG /Zi #/D "DEBUG" /DEBUG
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CFLAGS = $(COMPILER_FLAGS) /TC
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CPPFLAGS = $(COMPILER_FLAGS) /TP /EHsc
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LFLAGS = /MACHINE:$(ARCH) $(ARCH_LIBS) /LIBPATH:"$(SDL_LIBPATH)" /LIBPATH:"$(ZLIB_LIBPATH)" /LIBPATH:"$(DIRECTX_LIBPATH)" /OUT:"$(OUTFILE)" \
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/MANIFEST:NO /SUBSYSTEM:CONSOLE /NOLOGO /OPT:REF /OPT:ICF /DYNAMICBASE /NXCOMPAT /LTCG /DEBUG
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OBJ_LIBS = kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib \
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odbc32.lib odbccp32.lib OpenGL32.lib GLu32.lib SDL.lib SDLmain.lib zlib.lib dinput8.lib dxguid.lib
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#
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# Turbo68K options
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#
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TURBO68K_FLAGS = -singleaddr
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#
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# Build options...
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#
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# Add compiler flags for various options
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ifeq ($(strip $(ENABLE_DEBUGGER)),yes)
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COMPILER_FLAGS += /D "SUPERMODEL_DEBUGGER"
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TURBO68K_FLAGS += -debug
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endif
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ifeq ($(strip $(ENABLE_SOUND)),yes)
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COMPILER_FLAGS += /D "SUPERMODEL_SOUND"
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endif
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###############################################################################
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# Build Instructions
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###############################################################################
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#
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# Objects and Dependencies
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#
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HEADERS = Src/Supermodel.h Src/OSD/SDL/Types.h
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OBJ = $(OBJ_DIR)/PPCDisasm.obj $(OBJ_DIR)/Games.obj $(OBJ_DIR)/Config.obj $(OBJ_DIR)/INIFile.obj $(OBJ_DIR)/BlockFile.obj $(OBJ_DIR)/93C46.obj \
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$(OBJ_DIR)/ROMLoad.obj $(OBJ_DIR)/unzip.obj $(OBJ_DIR)/ioapi.obj $(OBJ_DIR)/Error.obj $(OBJ_DIR)/glew.obj $(OBJ_DIR)/Shader.obj \
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$(OBJ_DIR)/Real3D.obj $(OBJ_DIR)/Render3D.obj $(OBJ_DIR)/Models.obj $(OBJ_DIR)/Render2D.obj $(OBJ_DIR)/TileGen.obj \
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$(OBJ_DIR)/Model3.obj $(OBJ_DIR)/ppc.obj $(OBJ_DIR)/Main.obj $(OBJ_DIR)/Audio.obj $(OBJ_DIR)/Thread.obj $(OBJ_DIR)/SoundBoard.obj \
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$(OBJ_DIR)/SCSP.obj $(OBJ_DIR)/SCSPDSP.obj $(OBJ_DIR)/68K.obj $(OBJ_DIR)/m68kcpu.obj $(OBJ_DIR)/m68kopnz.obj $(OBJ_DIR)/m68kopdm.obj \
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$(OBJ_DIR)/m68kopac.obj $(OBJ_DIR)/m68kops.obj $(OBJ_DIR)/DSB.obj $(OBJ_DIR)/Z80.obj \
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$(OBJ_DIR)/IRQ.obj $(OBJ_DIR)/53C810.obj $(OBJ_DIR)/PCI.obj $(OBJ_DIR)/RTC72421.obj \
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$(OBJ_DIR)/MPC10x.obj $(OBJ_DIR)/Input.obj $(OBJ_DIR)/Inputs.obj $(OBJ_DIR)/InputSource.obj $(OBJ_DIR)/InputSystem.obj \
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$(OBJ_DIR)/InputTypes.obj $(OBJ_DIR)/MultiInputSource.obj $(OBJ_DIR)/SDLInputSystem.obj $(OBJ_DIR)/DirectInputSystem.obj \
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$(OBJ_DIR)/amp_audio.obj $(OBJ_DIR)/amp_dump.obj $(OBJ_DIR)/amp_getbits.obj $(OBJ_DIR)/amp_getdata.obj $(OBJ_DIR)/amp_huffman.obj \
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$(OBJ_DIR)/amp_layer2.obj $(OBJ_DIR)/amp_layer3.obj $(OBJ_DIR)/amp_misc2.obj $(OBJ_DIR)/amp_position.obj $(OBJ_DIR)/amp_transform.obj \
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$(OBJ_DIR)/amp_util.obj
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# If built-in debugger enabled, include all debugging classes
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ifeq ($(strip $(ENABLE_DEBUGGER)),yes)
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OBJ += $(OBJ_DIR)/Debugger.obj $(OBJ_DIR)/ConsoleDebugger.obj $(OBJ_DIR)/SupermodelDebugger.obj $(OBJ_DIR)/CPUDebug.obj \
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$(OBJ_DIR)/AddressTable.obj $(OBJ_DIR)/Breakpoint.obj $(OBJ_DIR)/CodeAnalyser.obj $(OBJ_DIR)/Exception.obj \
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$(OBJ_DIR)/Interrupt.obj $(OBJ_DIR)/IO.obj $(OBJ_DIR)/Label.obj $(OBJ_DIR)/Register.obj $(OBJ_DIR)/Watch.obj \
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$(OBJ_DIR)/PPCDebug.obj
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endif
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#
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# Targets
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#
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all: $(OUTFILE) $(BIN_DIR)/SDL.dll
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$(OUTFILE): $(BIN_DIR) $(OBJ_DIR) $(OBJ)
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$(LD) $(LFLAGS) $(OBJ_LIBS) $(OBJ)
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$(BIN_DIR)/SDL.dll: $(SDL_LIBPATH)/SDL.dll
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xcopy /D /Y $(SDL_LIBPATH)\SDL.dll $(BIN_DIR)
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$(BIN_DIR):
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mkdir $(BIN_DIR)
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$(OBJ_DIR):
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mkdir $(OBJ_DIR)
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clean:
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del $(OUTFILE)
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del $(OBJ_DIR)\*.obj
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del $(OBJ_DIR)\*.c
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del $(OBJ_DIR)\*.h
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del $(OBJ_DIR)\*.exe
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#
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# Musashi 68K emulator
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#
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# All generated source files are emitted to the object directory. For MSVC,
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# INLINE must be redefined as "static __inline", which is the syntax in C mode.
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#
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$(OBJ_DIR)/m68kmake.exe: Src/CPU/68K/Musashi/m68kmake.c
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kmake.obj
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$(LD) /OUT:$(OBJ_DIR)/m68kmake.exe /MACHINE:$(ARCH) $(ARCH_LIBS) /SUBSYSTEM:CONSOLE /NOLOGO /MANIFEST:NO /LTCG $(OBJ_DIR)/m68kmake.obj
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$(OBJ_DIR)/m68kops.h: $(OBJ_DIR)/m68kmake.exe Src/CPU/68K/Musashi/m68k_in.c
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$(OBJ_DIR)/m68kmake.exe $(OBJ_DIR) Src/CPU/68K/Musashi/m68k_in.c
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$(OBJ_DIR)/m68kcpu.obj: Src/CPU/68K/Musashi/m68kcpu.c $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kcpu.obj /I "$(OBJ_DIR)" /I "Src\CPU\68K\Musashi" /DINLINE="static __inline"
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$(OBJ_DIR)/m68kops.obj: $(OBJ_DIR)/m68kops.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kops.obj /I "Src\CPU\68K\Musashi" /DINLINE="static __inline"
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$(OBJ_DIR)/m68kopac.obj: $(OBJ_DIR)/m68kopac.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kopac.obj /I "Src\CPU\68K\Musashi" /DINLINE="static __inline"
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$(OBJ_DIR)/m68kopdm.obj: $(OBJ_DIR)/m68kopdm.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kopdm.obj /I "Src\CPU\68K\Musashi" /DINLINE="static __inline"
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$(OBJ_DIR)/m68kopnz.obj: $(OBJ_DIR)/m68kopnz.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kopnz.obj /I "Src\CPU\68K\Musashi" /DINLINE="static __inline"
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#
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# Turbo68K
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#
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# 32-bit only.
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#
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$(OBJ_DIR)/Make68K.exe: Src/CPU/68K/Turbo68K/Make68K.c
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/Make68K.obj
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$(LD) /OUT:$(OBJ_DIR)/Make68K.exe /SUBSYSTEM:CONSOLE /NOLOGO /MANIFEST:NO /LTCG $(OBJ_DIR)/Make68K.obj
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$(OBJ_DIR)/Turbo68K.obj: $(OBJ_DIR)/Make68K.exe
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$(OBJ_DIR)/Make68K.exe $(OBJ_DIR)/Turbo68K.asm $(TURBO68K_FLAGS)
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nasm $(OBJ_DIR)/Turbo68K.asm -o $(OBJ_DIR)/Turbo68K.obj -f win32
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#
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# Rules for Supermodel C++ code
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#
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$(OBJ_DIR)/%.obj: Src/%.cpp Src/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/%.cpp $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Model3/%.cpp Src/Model3/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Graphics/%.cpp Src/Graphics/%.h $(HEADERS) Src/Graphics/Shaders3D.h
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Graphics/%.cpp $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Sound/%.cpp Src/Sound/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Sound/%.cpp $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Debugger/%.cpp Src/Debugger/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Debugger/CPU/%.cpp Src/Debugger/CPU/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/CPU/PowerPC/%.cpp Src/CPU/PowerPC/%.h Src/CPU/PowerPC/ppc603.c Src/CPU/PowerPC/ppc_ops.c $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/CPU/68K/%.cpp Src/CPU/68K/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/CPU/Z80/%.cpp Src/CPU/Z80/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Inputs/%.cpp Src/Inputs/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/OSD/SDL/%.cpp Src/OSD/SDL/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/OSD/SDL/%.cpp $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/OSD/Windows/%.cpp Src/OSD/Windows/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Pkgs/%.c Src/Pkgs/%.h
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Pkgs/%.c
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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#
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# AMP MPEG decoder library
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#
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# To eliminate name conflicts, object files have the prefix "amp_" attached.
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#
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$(OBJ_DIR)/amp_%.obj: Src/Sound/MPEG/%.cpp Src/Sound/MPEG/%.h
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/amp_$(*F).obj
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$(OBJ_DIR)/amp_%.obj: Src/Sound/MPEG/%.cpp
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/amp_$(*F).obj
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