如何阻止CMake将特定于平台的标志传递给编译器?

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我正在尝试交叉编译我的应用程序。我创建了一个CMake文件,用Emscripten构建我的应用程序,它按预期工作。现在我正在修改CMake文件以使用MinGW编译我的应用程序。问题是CMake传递的是Windows g ++无法识别的MacOS标志。

CMake将这些选项传递给g ++(以及指向目标文件和源文件的路径)

-I/usr/local/include  -O3 -g -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk -mmacosx-version-min=10.13   -std=gnu++1z

然后我从g ++中得到这个错误

error: unrecognized command line option ‘-mmacosx-version-min=10.13’

有没有一种简单的方法可以阻止CMake将MacOS特定选项传递给Windows编译器?或者g ++忽略这些无法识别的选项的方法?


我目前正在与findxargs进行编译。这只是一个临时解决方案,因为我真的想让这个工作!


我一直在谷歌上搜索一下,我似乎无法找到解决方案。我尝试使用make,但似乎有空格问题。我的最后一个选项是bash脚本。我宁愿不使用bash作为构建系统!


这是我的CMakeLists.txt文件。 Emscripten构建工作(定义了EMBUILD)但MinGW构建没有。我尝试将CMAKE_SYSTEM_NAME设置为各种疯狂的值,但这似乎没有任何区别。

cmake_minimum_required(VERSION 3.10)
project(Classic_Tower_Defence)

option(EMBUILD "Build with emscripten, mingw otherwise" YES)

set(EMSCRIPTEN_CC /usr/local/Cellar/emscripten/1.37.37/libexec/emcc)
set(MINGW_CC /usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-g++)
if(EMBUILD)
    set(CC ${EMSCRIPTEN_CC})
else()
    set(CC ${MINGW_CC})
    set(CMAKE_SYSTEM_NAME Windows)
    set(CMAKE_CROSSCOMPILING YES)
endif()

set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_COMPILER ${CC})
set(CMAKE_C_COMPILER ${CC})
set(RES_PATH /Users/indikernick/Library/Developer/Xcode/DerivedData/Classic_Tower_Defence-dcezwdbogljnithjukklclgyblij/Build/Products/Debug/Classic Tower Defence.app/Contents/Resources)

#if (CMAKE_BUILD_TYPE MATCHES RELEASE)
    set(EXTRA_FLAGS "-O3 --closure 1")
#else()
#    set(EXTRA_FLAGS "-s DEMANGLE_SUPPORT=1")
#endif()

if (EMBUILD)

set(LINKER_FLAGS " 
  ${EXTRA_FLAGS} 
  -s WASM=1 
  -s USE_WEBGL2=1 
  -s USE_SDL=2 
  -s TOTAL_MEMORY=805306368 
  -s DISABLE_EXCEPTION_CATCHING=0 
  --pre-js '${PROJECT_SOURCE_DIR}/Webpage/init.js' 
  --shell-file '${PROJECT_SOURCE_DIR}/Webpage/index.html' 
  --preload-file '${RES_PATH}@/' 
")
set(CMAKE_CXX_FLAGS " 
  ${EXTRA_FLAGS} 
  -msse3 
")

else()

# -static-libstdc++ -static-libgcc  -L./ -Wl,-rpath,./ -lopengl32 -lSDL2 -lSDL2_Mixer -lglew32 -o main.exe

set(LINKER_FLAGS " 
  -static-libstdc++ 
  -static-libgcc 
  -L../lib 
  -Wl,-rpath,./ 
  -lopengl32 
  -lSDL2 
  -lSDL2_Mixer 
  -lglew32 
")
set(CMAKE_CXX_FLAGS "-O3 -DGLM_FORCE_CTOR_INIT")

endif()

include_directories(/usr/local/include/)

set(SOURCE_FILES 
        "Classic Tower Defence/Game/create spawner.cpp"
        "Classic Tower Defence/Game/unit death system.cpp"
        "Classic Tower Defence/Game/game info model.cpp"
        "Classic Tower Defence/Game/game info view.cpp"
        "Classic Tower Defence/Game/splash damage system.cpp"
        "Classic Tower Defence/Game/tower beam rendering system.cpp"
        "Classic Tower Defence/Game/aura damage system.cpp"
        "Classic Tower Defence/Game/load map.cpp"
        "Classic Tower Defence/Game/cursor systems.cpp"
        "Classic Tower Defence/Game/tower reset rof system.cpp"
        "Classic Tower Defence/Game/base damage system.cpp"
        "Classic Tower Defence/Game/unit death sound system.cpp"
        "Classic Tower Defence/Game/unit motion system.cpp"
        "Classic Tower Defence/Game/count live units.cpp"
        "Classic Tower Defence/Game/tower beam anim system.cpp"
        "Classic Tower Defence/Game/load towers.cpp"
        "Classic Tower Defence/Game/turret damage system.cpp"
        "Classic Tower Defence/Game/tower sound system.cpp"
        "Classic Tower Defence/Game/load prototype.cpp"
        "Classic Tower Defence/Game/stats controller.cpp"
        "Classic Tower Defence/Game/unit rendering system.cpp"
        "Classic Tower Defence/Game/unit death anim system.cpp"
        "Classic Tower Defence/Game/tower aura rendering system.cpp"
        "Classic Tower Defence/Game/tower aim system.cpp"
        "Classic Tower Defence/Game/unit damage system.cpp"
        "Classic Tower Defence/Game/slow effect system.cpp"
        "Classic Tower Defence/Game/game logic.cpp"
        "Classic Tower Defence/Game/next wave.cpp"
        "Classic Tower Defence/Game/unit regen system.cpp"
        "Classic Tower Defence/Game/unit effect system.cpp"
        "Classic Tower Defence/Game/poison effect system.cpp"
        "Classic Tower Defence/Game/tower rendering system.cpp"
        "Classic Tower Defence/Game/load waves.cpp"
        "Classic Tower Defence/Game/tower projectile rendering system.cpp"
        "Classic Tower Defence/Game/unit health rendering system.cpp"
        "Classic Tower Defence/Game/unit walk anim system.cpp"
        "Classic Tower Defence/Game/init map info.cpp"
        "Classic Tower Defence/Game/load level.cpp"
        "Classic Tower Defence/Game/sound queue.cpp"
        "Classic Tower Defence/Game/unit death rendering system.cpp"
        "Classic Tower Defence/Game/tower rof system.cpp"
        "Classic Tower Defence/Game/stats view.cpp"
        "Classic Tower Defence/Game/spawner timing system.cpp"
        "Classic Tower Defence/Game/load base.cpp"
        "Classic Tower Defence/Game/stats model.cpp"
        "Classic Tower Defence/Game/spawner system.cpp"
        "Classic Tower Defence/Game/preview entity.cpp"
        "Classic Tower Defence/Game/game view.cpp"
        "Classic Tower Defence/Game/create tower.cpp"
        "Classic Tower Defence/Game/ui view.cpp"
        "Classic Tower Defence/Game/get wave info.cpp"
        "Classic Tower Defence/Game/firing anim system.cpp"
        "Classic Tower Defence/Game/create level.cpp"
        "Classic Tower Defence/Game/tower range rendering system.cpp"
        "Classic Tower Defence/Game/load spawner.cpp"
        "Classic Tower Defence/Game/map rendering system.cpp"
        "Classic Tower Defence/Game/app.cpp"
        "Classic Tower Defence/main.cpp"
)

add_executable(Classic_Tower_Defence ${SOURCE_FILES})
if (EMBUILD)
    set_target_properties(Classic_Tower_Defence PROPERTIES OUTPUT_NAME index.html)
else()
    set_target_properties(Classic_Tower_Defence PROPERTIES OUTPUT_NAME main.exe)
endif()
set_target_properties(Classic_Tower_Defence PROPERTIES LINK_FLAGS "${LINKER_FLAGS}")

你可能会说我不是CMake专家!我应该使用生成器表达式并找到模块。我真的不知道如何处理字符串并确保在正确的位置有反斜杠和引号。但它有效(其中一半)

答案

把我的评论转化为答案

我已经成功尝试了the following minimal example - 假设您从代码中的可见路径中确实安装了,例如brew install mingw-w64

编辑:使用this OpenGL example也成功测试了相同的程序。

$ git clone https://github.com/jameskbride/cmake-hello-world.git
Cloning into 'cmake-hello-world'...
remote: Counting objects: 56, done.
remote: Total 56 (delta 0), reused 0 (delta 0), pack-reused 56
Unpacking objects: 100% (56/56), done.

$ cd cmake-hello-world/
$ mkdir build
$ cd build

$ export CC=/usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-gcc
$ export CXX=/usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-g++ 

$ cmake -D CMAKE_SYSTEM_NAME=Windows -G "Unix Makefiles" ..
-- The C compiler identification is GNU 7.3.0
-- The CXX compiler identification is GNU 7.3.0
-- Check for working C compiler: /usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-gcc
-- Check for working C compiler: /usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-gcc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-g++
-- Check for working CXX compiler: /usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-g++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Configuring done
-- Generating done
-- Build files have been written to: /.../cmake-hello-world/build

$ cmake --build .
Scanning dependencies of target Hello
[ 25%] Building CXX object Hello/CMakeFiles/Hello.dir/Speaker.cpp.obj
[ 50%] Linking CXX static library libHello.a
[ 50%] Built target Hello
Scanning dependencies of target CMakeHelloWorld
[ 75%] Building CXX object CMakeFiles/CMakeHelloWorld.dir/HelloWorld.cpp.obj
[100%] Linking CXX executable CMakeHelloWorld.exe
[100%] Built target CMakeHelloWorld

主要的是必须在project()命令之前定义编译器和系统/平台变量。而CMAKE_SYSTEM_NAME是启用cross compiling的关键。

正如@Tsyvarev所评论的那样,这通常是在toolchain文件中完成的(不要“污染”你的跨平台CMake代码)。

您的完整代码更适合在Code Review Stack Exchange网站上进行审核。

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