mirror of
https://github.com/RetroDECK/Supermodel.git
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276 lines
9.9 KiB
Makefile
276 lines
9.9 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, Nik Henson
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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.GCC
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#
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# GNU Makefile for SDL port using GCC (MinGW) on Windows.
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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 = 64
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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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# Required Libraries
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#
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# Edit these paths as necessary.
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###############################################################################
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#
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# Boost 1.55
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#
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BOOST_INCLUDEPATH = /mingw64/boost_1_55_0
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#
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# SDL
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#
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ifeq ($(strip $(BITS)),64)
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SDL_LIBPATH = /mingw64/lib64
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#SDL_INCLUDEPATH = /mingw64/x86_64-w64-mingw32/include/SDL
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SDL_INCLUDEPATH = /mingw64/SDL-1.2.15/include
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else
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SDL_LIBPATH = /mingw/lib
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SDL_INCLUDEPATH = /mingw/include/SDL
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endif
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#
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# Microsoft Windows SDK
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#
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ifeq ($(strip $(BITS)),64)
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WINSDK_LIBPATH = /Program\ Files/Microsoft\ SDKs/Windows/v7.0/Lib/x64
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#WINSDK_LIBPATH = /Program\ Files\ (x86)/Windows\ Kits/10/Lib/10.0.10586.0/um/x64
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else
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WINSDK_LIBPATH = /Program\ Files/Microsoft\ SDKs/Windows/v7.0/Lib
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endif
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###############################################################################
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# Outputs
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###############################################################################
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ifeq ($(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 = $(BIN_DIR)\Supermodel.exe
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###############################################################################
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# Compiler and Linker
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###############################################################################
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CC = gcc
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CXX = g++
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LD = g++
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COMPILER_FLAGS = -I$(SDL_INCLUDEPATH) -ISrc/ -ISrc/OSD/ -ISrc/OSD/SDL/ -ISrc/OSD/Windows/ -c -Wall -DSUPERMODEL_WIN32 -DGLEW_STATIC -O3
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CFLAGS = $(COMPILER_FLAGS)
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CPPFLAGS = $(COMPILER_FLAGS) -I$(BOOST_INCLUDEPATH) -std=c++11
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LFLAGS = -o $(OUTFILE) $(OBJ) -L$(SDL_LIBPATH) -lmingw32 -lSDLmain -lSDL -lopengl32 -lglu32 -ldinput8 -ldxguid -lole32 -loleaut32 -lwbemuuid -lz -s #-l:$(WINSDK_LIBPATH)/WbemUuid.lib -s
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#
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# Build options...
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#
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# Add compiler flags for various options
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ifeq ($(strip $(ENABLE_DEBUGGER)),yes)
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COMPILER_FLAGS += -DSUPERMODEL_DEBUGGER
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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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OBJ = $(OBJ_DIR)/Format.o $(OBJ_DIR)/NewConfig.o \
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$(OBJ_DIR)/PPCDisasm.o $(OBJ_DIR)/Games.o $(OBJ_DIR)/Config.o $(OBJ_DIR)/INIFile.o $(OBJ_DIR)/BlockFile.o $(OBJ_DIR)/93C46.o \
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$(OBJ_DIR)/ROMLoad.o $(OBJ_DIR)/unzip.o $(OBJ_DIR)/ioapi.o $(OBJ_DIR)/Error.o $(OBJ_DIR)/glew.o $(OBJ_DIR)/Shader.o \
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$(OBJ_DIR)/Real3D.o $(OBJ_DIR)/Legacy3D.o $(OBJ_DIR)/Models.o $(OBJ_DIR)/TextureRefs.o \
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$(OBJ_DIR)/New3D.o $(OBJ_DIR)/Mat4.o $(OBJ_DIR)/Model.o $(OBJ_DIR)/PolyHeader.o $(OBJ_DIR)/Texture.o $(OBJ_DIR)/TextureSheet.o $(OBJ_DIR)/VBO.o $(OBJ_DIR)/Vec.o $(OBJ_DIR)/R3DShader.o $(OBJ_DIR)/R3DFloat.o \
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$(OBJ_DIR)/Render2D.o $(OBJ_DIR)/TileGen.o \
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$(OBJ_DIR)/Model3.o $(OBJ_DIR)/ppc.o $(OBJ_DIR)/Main.o $(OBJ_DIR)/Audio.o $(OBJ_DIR)/Thread.o $(OBJ_DIR)/SoundBoard.o \
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$(OBJ_DIR)/SCSP.o $(OBJ_DIR)/SCSPDSP.o $(OBJ_DIR)/68K.o $(OBJ_DIR)/m68kcpu.o $(OBJ_DIR)/m68kopnz.o $(OBJ_DIR)/m68kopdm.o \
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$(OBJ_DIR)/m68kopac.o $(OBJ_DIR)/m68kops.o $(OBJ_DIR)/DSB.o $(OBJ_DIR)/Z80.o \
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$(OBJ_DIR)/IRQ.o $(OBJ_DIR)/53C810.o $(OBJ_DIR)/PCI.o $(OBJ_DIR)/RTC72421.o $(OBJ_DIR)/DriveBoard.o \
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$(OBJ_DIR)/MPC10x.o $(OBJ_DIR)/Input.o $(OBJ_DIR)/Inputs.o $(OBJ_DIR)/InputSource.o $(OBJ_DIR)/InputSystem.o \
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$(OBJ_DIR)/InputTypes.o $(OBJ_DIR)/MultiInputSource.o $(OBJ_DIR)/SDLInputSystem.o $(OBJ_DIR)/DirectInputSystem.o \
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$(OBJ_DIR)/Outputs.o $(OBJ_DIR)/WinOutputs.o \
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$(OBJ_DIR)/amp_audio.o $(OBJ_DIR)/amp_dump.o $(OBJ_DIR)/amp_getbits.o $(OBJ_DIR)/amp_getdata.o $(OBJ_DIR)/amp_huffman.o \
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$(OBJ_DIR)/amp_layer2.o $(OBJ_DIR)/amp_layer3.o $(OBJ_DIR)/amp_misc2.o $(OBJ_DIR)/amp_position.o $(OBJ_DIR)/amp_transform.o \
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$(OBJ_DIR)/amp_util.o \
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$(OBJ_DIR)/Crypto.o \
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$(OBJ_DIR)/Logger.o \
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$(OBJ_DIR)/tinyxml2.o
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# If built-in debugger enabled, include all debugging classes
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ifeq ($(strip $(ENABLE_DEBUGGER)),yes)
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OBJ += $(OBJ_DIR)/Debugger.o $(OBJ_DIR)/ConsoleDebugger.o $(OBJ_DIR)/SupermodelDebugger.o $(OBJ_DIR)/CPUDebug.o \
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$(OBJ_DIR)/AddressTable.o $(OBJ_DIR)/Breakpoint.o $(OBJ_DIR)/CodeAnalyser.o $(OBJ_DIR)/Exception.o \
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$(OBJ_DIR)/Interrupt.o $(OBJ_DIR)/IO.o $(OBJ_DIR)/Label.o $(OBJ_DIR)/Register.o $(OBJ_DIR)/Watch.o \
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$(OBJ_DIR)/PPCDebug.o $(OBJ_DIR)/68KDebug.o $(OBJ_DIR)/Musashi68KDebug.o $(OBJ_DIR)/Z80Debug.o
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endif
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#
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# Targets
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#
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all: $(BIN_DIR) $(OBJ_DIR) $(OBJ)
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$(LD) $(LFLAGS)
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ppcd: $(BIN_DIR) $(OBJ_DIR)
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$(CXX) Src/CPU/PowerPC/PPCDisasm.cpp $(CPPFLAGS) -DSTANDALONE -o $(OBJ_DIR)/ppcd.o
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$(LD) -o $(BIN_DIR)/ppcd.exe -mconsole $(OBJ_DIR)/ppcd.o
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tests: $(BIN_DIR) $(OBJ_DIR) $(OBJ) Src/Util/Test_Config.cpp Src/Pkgs/tinyxml2.cpp
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$(CXX) Src/Util/Test_Config.cpp $(CPPFLAGS) -o $(OBJ_DIR)/Test_Config.o
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$(LD) -o $(BIN_DIR)/test_config.exe -mconsole $(OBJ_DIR)/Test_Config.o $(OBJ_DIR)/Format.o $(OBJ_DIR)/NewConfig.o $(OBJ_DIR)/Logger.o $(OBJ_DIR)/tinyxml2.o
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$(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)\*.o
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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) -o $(OBJ_DIR)/m68kmake.o
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$(LD) -o $(OBJ_DIR)/m68kmake.exe -mconsole $(OBJ_DIR)/m68kmake.o
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$(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.o: 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) -o $(OBJ_DIR)/m68kcpu.o -I "$(OBJ_DIR)" -I "Src\CPU\68K\Musashi"
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$(OBJ_DIR)/m68kops.o: $(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) -o $(OBJ_DIR)/m68kops.o -I "Src\CPU\68K\Musashi"
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$(OBJ_DIR)/m68kopac.o: $(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) -o $(OBJ_DIR)/m68kopac.o -I "Src\CPU\68K\Musashi"
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$(OBJ_DIR)/m68kopdm.o: $(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) -o $(OBJ_DIR)/m68kopdm.o -I "Src\CPU\68K\Musashi"
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$(OBJ_DIR)/m68kopnz.o: $(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) -o $(OBJ_DIR)/m68kopnz.o -I "Src\CPU\68K\Musashi"
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#
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# Rules for Supermodel C++ code
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#
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$(OBJ_DIR)/%.o: Src/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Model3/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Graphics/%.cpp Src/Graphics/Shaders2D.h
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Graphics/Legacy3D/%.cpp Src/Graphics/Legacy3D/%.h Src/Graphics/Legacy3D/Shaders3D.h
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Graphics/Legacy3D/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Graphics/New3D/%.cpp Src/Graphics/New3D/%.h
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Sound/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Debugger/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Debugger/CPU/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/CPU/PowerPC/%.cpp Src/CPU/PowerPC/ppc.h Src/CPU/PowerPC/ppc603.c Src/CPU/PowerPC/ppc_ops.c Src/CPU/PowerPC/ppc_ops.h
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/CPU/68K/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/CPU/Z80/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Inputs/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/OSD/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/OSD/SDL/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/OSD/Windows/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Pkgs/%.c
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$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Pkgs/%.cpp Src/Pkgs/%.h
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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$(OBJ_DIR)/%.o: Src/Util/%.cpp Src/Util/%.h
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
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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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$(OBJ_DIR)/amp_%.o: Src/Sound/MPEG/%.cpp
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$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/amp_$(*F).o
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