reactos/dll/directx/wine/wined3d/CMakeLists.txt
Jérôme Gardou 23373acbb9 [CMAKE] Use modules instead of shared libraries
There is no need to compile our DLLs as shared libraries since we are
managing symbols exports and imports through spec files.

On my system, this reduces the configure-time by a factor of two.
2019-04-06 17:43:38 +02:00

54 lines
1.2 KiB
CMake

add_definitions(
-D__WINESRC__
-D_USE_MATH_DEFINES
-DUSE_WIN32_OPENGL
-Dcopysignf=_copysignf)
include_directories(BEFORE ${REACTOS_SOURCE_DIR}/sdk/include/reactos/wine)
# We name this d3dwine.dll, because the Virtualbox additions ship with a custom wined3d.dll
# and it breaks everything if it is installed.
spec2def(d3dwine.dll wined3d.spec ADD_IMPORTLIB)
list(APPEND SOURCE
arb_program_shader.c
ati_fragment_shader.c
buffer.c
context.c
cs.c
device.c
directx.c
dxtn.c
gl_compat.c
glsl_shader.c
nvidia_texture_shader.c
palette.c
query.c
resource.c
sampler.c
shader.c
shader_sm1.c
shader_sm4.c
state.c
stateblock.c
surface.c
swapchain.c
texture.c
utils.c
vertexdeclaration.c
view.c
wined3d_main.c
precomp.h)
add_library(d3dwine MODULE
${SOURCE}
version.rc
${CMAKE_CURRENT_BINARY_DIR}/d3dwine.def)
set_module_type(d3dwine win32dll)
target_link_libraries(d3dwine wine)
add_importlibs(d3dwine user32 opengl32 gdi32 advapi32 msvcrt kernel32 ntdll)
add_pch(d3dwine precomp.h SOURCE)
add_cd_file(TARGET d3dwine DESTINATION reactos/system32 FOR all)