# Copyright (c) 2021, Intel Corporation # # Permission is hereby granted, free of charge, to any person obtaining a # copy of this software and associated documentation files (the "Software"), # to deal in the Software without restriction, including without limitation # the rights to use, copy, modify, merge, publish, distribute, sublicense, # and/or sell copies of the Software, and to permit persons to whom the # Software is furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included # in all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS # OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL # THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR # OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, # ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR # OTHER DEALINGS IN THE SOFTWARE. cmake_minimum_required(VERSION 3.5) if(NOT DEFINED BS_USE_OSDM_BUILD_SYSTEM) if(DEFINED ENV{BS_USE_OSDM_BUILD_SYSTEM}) set(BS_USE_OSDM_BUILD_SYSTEM "$ENV{BS_USE_OSDM_BUILD_SYSTEM}") else() set(BS_USE_OSDM_BUILD_SYSTEM FALSE) endif() endif() # begin -- label bldsys file prologue # WARNING: The "project" statement triggers reading of CMAKE_TOOLCHAIN_FILE # and so must precede the inclusion below of bs_init.cmake . function(bs_find_build_system gfx_dev_dir build_sys_dir build_sys_inc) # If we are not building as a standalone project if(DEFINED GFX_DEVELOPMENT_DIR) set(_bs_gfx_development_dir "${GFX_DEVELOPMENT_DIR}") elseif(DEFINED ENV{GFX_DEVELOPMENT_DIR}) set(_bs_gfx_development_dir "$ENV{GFX_DEVELOPMENT_DIR}") else() get_filename_component(_bs_cur_cmake_dir "${CMAKE_CURRENT_LIST_FILE}" PATH) get_filename_component(_bs_parent_dir "${_bs_cur_cmake_dir}" DIRECTORY) set(_bs_gfx_dir_found false) while(NOT _bs_gfx_dir_found) set(_bs_bldsys_dir "${_bs_parent_dir}/Tools/bldsys") if(EXISTS ${_bs_bldsys_dir}) set(_bs_gfx_development_dir ${_bs_parent_dir}) set(_bs_gfx_dir_found true) break() endif() get_filename_component(_bs_parent_dir "${_bs_parent_dir}" DIRECTORY) if(${_bs_parent_dir} STREQUAL "/") break() endif() endwhile(NOT _bs_gfx_dir_found) if (NOT _bs_gfx_development_dir) message(FATAL_ERROR "GFX_DEVELOPMENT_DIR not found (${_bs_gfx_development_dir}) - exiting!") exit(1) endif() endif() set(${gfx_dev_dir} "${_bs_gfx_development_dir}" PARENT_SCOPE) set(${build_sys_dir} "${_bs_gfx_development_dir}/Tools/bldsys" PARENT_SCOPE) set(${build_sys_inc} "${_bs_gfx_development_dir}/Tools/bldsys/include" PARENT_SCOPE) endfunction(bs_find_build_system) bs_find_build_system(GFX_DEVELOPMENT_DIR BUILD_SYS_DIR BUILD_SYS_INC) include(${BUILD_SYS_DIR}/bs_init.cmake) # end -- label bldsys file prologue if(NOT BUILD_KERNELS) # We regenerate shaders (kernels) and store them in-source. set(CMAKE_DISABLE_SOURCE_CHANGES ON) endif() set(CMAKE_DISABLE_IN_SOURCE_BUILD ON) if ("${BUILD_TYPE}" STREQUAL "release") set(CMAKE_BUILD_TYPE "Release") elseif ("${BUILD_TYPE}" STREQUAL "release-internal") set(CMAKE_BUILD_TYPE "ReleaseInternal") elseif ("${BUILD_TYPE}" STREQUAL "debug") set(CMAKE_BUILD_TYPE "Debug") endif() include(media_pre_top_cmake.cmake OPTIONAL) include(${BS_DIR_MEDIA}/media_softlet/cmake/media_defs.cmake) include(${MEDIA_SOFTLET_CMAKE}/media_utils.cmake) find_file(EXT_CONF NAMES media_top_cmake_ext.cmake PATHS ${CMAKE_CURRENT_LIST_DIR}) if(EXT_CONF) include(${CMAKE_CURRENT_LIST_DIR}/media_top_cmake_ext.cmake) else() include(${CMAKE_CURRENT_LIST_DIR}/media_top_cmake.cmake) endif()