Why won't Cmake build my vulkan/spirv shaders? - cmake

I am currently working on learning Vulkan by following this website. I am currently at the point where I need to compile my GLSL shaders to SPIR-V. Unlike the website, which just creates a separate compile script for shaders (e.g. with bash), I want to fully use Cmake for my code.
Because glslc, the SPIR-V/GLSL compiler that the website recommends, is installed on my system's path (I'll worry about portability later.), I decided to use Cmake's add_custom_command in a cmake function that acts as a wrapper to add a shader to be compiled.
When I attempted to do this, however, it is as if I made no changes to the Cmake code at all. No .spv files are generated in either my out of tree build folder, or in my source folder. When I run VERBOSE=1 make on my real project, with C++ source, then I see the C++ compiler's commands but I do not see any glslc commands.
I considered that the culprit could be some sort of scoping with the Cmake function, I moved one of the shader calls to outside any function call by copying and pasting the function's source then manually substituting values for its parameters. Both styles are shown in the below MCVE.
In addition to add_custom_command Cmake has an add_custom_target function, but Cmake's documentation says the following:
[add_custom_target] Adds a target with the given name that executes the given commands. The target has no output file and is always considered out of date even if the commands try to create a file with the name of the target. Use the add_custom_command() command to generate a file with dependencies. By default nothing depends on the custom target.
This is not what I want as I do not want my shaders to be build every time that Cmake is run, but rather only when the glsl files have been changed since the last build, as a dependency of the linked C++ application as that is what they are and I want Clion to recognize that.
Here is an MCVE:
Directory structure:
$ tree
.
├── CMakeLists.txt
├── CMakeLists.txt~
├── fragmentshader.glsl
└── vertexshader.glsl
Commands to reproduce the issue on Linux:
cd /path/to/folder/with/these/files
mkdir cmake-build-test
cd cmake-build-test
cmake ..
make
CMakeLists.txt:
cmake_minimum_required(VERSION 3.14)
project(vulkan_cmake)
function(add_spirv_shader SHADER_STAGE INPUT_FILE OUTPUT_FILE)
add_custom_command(
OUTPUT ${OUTPUT_FILE}
COMMAND "glslc -fshader-stage=${SHADER_STAGE} ${INPUT_FILE} -o ${OUTPUT_FILE}" #glslc is on the system path on my computer, so I am not currently worried about `find_package`ing it.
MAIN_DEPENDENCY ${INPUT_FILE}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
)
endfunction()
add_spirv_shader(vector vertexshader.glsl vertexshader.hpv)
add_custom_command(
OUTPUT fragment.spv
COMMAND "glslc -fshader-stage=fragment fragmentshader.glsl -o fragment.spv" #glslc is on the system path on my computer, so I am not currently worried about `find_package`ing it.
MAIN_DEPENDENCY fragmentshader.glsl
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
)
fragmentshader.glsl:
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout (location = 0) out vec4 outColor;
void main(){
outColor = vec4(1.0, 0.0, 0.0, 1.0);
}
vertexshader.glsl:
#version 450
#extension GL_ARB_separate_shader_objects : enable
vec2 positions[3] = vec2[](
vec2(0.0, -0.5),
vec2(-0.5, 0.5),
vec2(0.5, 0.5)
);
void main(){
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
}

Here is how I did it:
[...]
find_package(Vulkan REQUIRED COMPONENTS glslc)
find_program(glslc_executable NAMES glslc HINTS Vulkan::glslc)
#==============================================================================
# COMPILE SHADERS
#
set(SHADER_SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
set(SHADER_BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR}/shaders)
file(GLOB SHADERS
${SHADER_SOURCE_DIR}/*.vert
${SHADER_SOURCE_DIR}/*.frag
${SHADER_SOURCE_DIR}/*.comp
${SHADER_SOURCE_DIR}/*.geom
${SHADER_SOURCE_DIR}/*.tesc
${SHADER_SOURCE_DIR}/*.tese
${SHADER_SOURCE_DIR}/*.mesh
${SHADER_SOURCE_DIR}/*.task
${SHADER_SOURCE_DIR}/*.rgen
${SHADER_SOURCE_DIR}/*.rchit
${SHADER_SOURCE_DIR}/*.rmiss)
add_custom_command(
COMMAND
${CMAKE_COMMAND} -E make_directory ${SHADER_BINARY_DIR}
OUTPUT ${SHADER_BINARY_DIR}
COMMENT "Creating ${SHADER_BINARY_DIR}"
)
foreach(source IN LISTS SHADERS)
get_filename_component(FILENAME ${source} NAME)
add_custom_command(
COMMAND
${glslc_executable}
# -MD -MF ${SHADER_BINARY_DIR}/${FILENAME}.d
-o ${SHADER_BINARY_DIR}/${FILENAME}.spv
${source}
OUTPUT ${SHADER_BINARY_DIR}/${FILENAME}.spv
DEPENDS ${source} ${SHADER_BINARY_DIR}
COMMENT "Compiling ${FILENAME}"
)
list(APPEND SPV_SHADERS ${SHADER_BINARY_DIR}/${FILENAME}.spv)
endforeach()
add_custom_target(shaders ALL DEPENDS ${SPV_SHADERS})
Note that I commented out the -MD -MF because it appears not to be needed (on my linux box).
For the complete (and most recent) version, see my project on github

Related

Using GLSLC's depfile to make included files automatically trigger recompile of SPIRV in CMake

I'm trying to create a cmake function that automatically recompiles glsl to spirv upon changes to the shader files. Right now direct dependencies work, ie the shaders I use as compile arguments. However I make heavy use of #include feature that glslc provides, and by default I can't get changes in that stuff to trigger recompile. I made sure that I'm using the Ninja
Right now I have the following CMake function and arguments:
cmake -DCMAKE_BUILD_TYPE=Debug "-DCMAKE_MAKE_PROGRAM=JETBRAINSPATH/bin/ninja/win/ninja.exe" -G Ninja "PATH_TO_CURRENT_DIRECTORY"
function
set(GLSLC "$ENV{VULKAN_SDK}/Bin/glslc")
function(target_shader_function SHADER_TARGET)
foreach (SHADER_SOURCE_FILEPATH ${ARGN})
get_filename_component(SHADER_SOURCE_FILENAME ${SHADER_SOURCE_FILEPATH} NAME)
get_filename_component(SHADER_SOURCE_DIRECTORY ${SHADER_SOURCE_FILEPATH} DIRECTORY)
set(SHADER_TARGET_NAME "${SHADER_TARGET}_${SHADER_SOURCE_FILENAME}")
set(SHADER_BINARY_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/spirv")
set(SHADER_FINAL_BINARY_FILEPATH "${SHADER_BINARY_DIRECTORY}/${SHADER_SOURCE_FILENAME}.spv")
#we can use depfiles instead
#https://stackoverflow.com/questions/60420700/cmake-invocation-of-glslc-with-respect-to-includes-dependencies
add_custom_command(
OUTPUT ${SHADER_FINAL_BINARY_FILEPATH}
DEPENDS ${SHADER_SOURCE_FILEPATH}
DEPFILE ${SHADER_SOURCE_FILEPATH}.d
COMMAND ${CMAKE_COMMAND} -E make_directory ${SHADER_BINARY_DIRECTORY}
COMMAND ${GLSLC} -MD -MF ${SHADER_SOURCE_FILEPATH}.d -O ${SHADER_SOURCE_FILEPATH} -o ${SHADER_FINAL_BINARY_FILEPATH} --target-env=vulkan1.2 -I ${CMAKE_SOURCE_DIR}/shaderutils
DEPENDS ${SHADER_SOURCE_FILEPATH}
# BYPRODUCTS ${SHADER_FINAL_BINARY_FILEPATH} ${SHADER_SOURCE_FILEPATH}.d causes ninja to no longer work
COMMENT "Compiling SPIRV for \nsource: \n\t${SHADER_SOURCE_FILEPATH} \nbinary: \n\t${SHADER_FINAL_BINARY_FILEPATH} \n"
)
add_custom_target(${SHADER_TARGET_NAME} DEPENDS ${SHADER_FINAL_BINARY_FILEPATH} ${SHADER_SOURCE_FILEPATH}.d)
add_dependencies(${SHADER_TARGET} ${SHADER_TARGET_NAME})
endforeach (SHADER_SOURCE_FILEPATH)
endfunction()
and I use it like this:
cmake_minimum_required(VERSION 3.21)
cmake_policy(SET CMP0116 NEW)
project(my_workspace)
add_executable(my_target main.cpp)
...
target_shader_function(my_target
${CMAKE_CURRENT_SOURCE_DIR}/shaders/example.comp
)
main.cpp
#include <iostream>
int main(){
std::cout << "hello world!" << std::endl;
return 0;
}
Again, everything works fine if I change, for example, example.comp.
However, lets say I have the following shader (lets say that this is example.comp):
#version 460
#include "fooutils.glsl"
#define WORKGROUP_SIZE 1024
layout (local_size_x = WORKGROUP_SIZE, local_size_y = 1, local_size_z = 1) in;
layout(set = 0, binding = 0) buffer MyBufferBlock{
float data[];
}
void main(){
uint tidx = gl_GlobalInvocationID.x;
data[tidx] += foo(tidx);
}
and I include the following:
#ifndef FOOUTILS_GLSL
#define FOOUTILS_GLSL
float foo(uint tidx){
return mod(tidx, 4.51);
}
#endif //FOOUTILS_GLSL
and I change fooutils.glsl after everything is compiled once (for example in a way that stops it from compiling),
#ifndef FOOUTILS_GLSL
#define FOOUTILS_GLSL
float foo(uint tidx){
return x;
return mod(tidx, 4.51);
}
#endif //FOOUTILS_GLSL
I don't get a recompile triggered. I had assumed that ninja would use this info to accomplish this, but I haven't seen it happen.
How do I use this depfile to force a recompile when an include dependency changes?
Here's my working implementation. But first, here's my terminal output so you can see it's working:
$ tree
.
├── CMakeLists.txt
├── main.cpp
├── shaders
│   └── example.comp
└── shaderutils
└── fooutils.glsl
$ cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
...
$ cmake --build build/
[1/3] Compiling SPIRV: shaders/example.comp -> spirv/example.spv
[2/3] Building CXX object CMakeFiles/my_target.dir/main.cpp.o
[3/3] Linking CXX executable my_target
$ cmake --build build/
ninja: no work to do.
$ touch shaderutils/fooutils.glsl
$ cmake --build build/
[1/1] Compiling SPIRV: shaders/example.comp -> spirv/example.spv
$ cat build/spirv/example.d
spirv/example.spv: /path/to/shaders/example.comp /path/to/shaderutils/fooutils.glsl
$ cat build/CMakeFiles/d/*.d
spirv/example.spv: \
../shaders/example.comp \
../shaderutils/fooutils.glsl
Now on to the implementation
cmake_minimum_required(VERSION 3.22)
project(test)
function(target_shader_function TARGET)
find_package(Vulkan REQUIRED)
if (NOT TARGET Vulkan::glslc)
message(FATAL_ERROR "Could not find glslc")
endif ()
foreach (source IN LISTS ARGN)
cmake_path(ABSOLUTE_PATH source OUTPUT_VARIABLE source_abs)
cmake_path(GET source STEM basename)
set(depfile "spirv/${basename}.d")
set(output "spirv/${basename}.spv")
set(dirs "$<TARGET_PROPERTY:${TARGET},INCLUDE_DIRECTORIES>")
set(include_flags "$<$<BOOL:${dirs}>:-I$<JOIN:${dirs},;-I>>")
add_custom_command(
OUTPUT "${output}"
COMMAND "${CMAKE_COMMAND}" -E make_directory spirv
COMMAND Vulkan::glslc -MD -MF "${depfile}" -O "${source_abs}"
-o "${output}" --target-env=vulkan1.2 "${include_flags}"
DEPENDS "${source_abs}"
BYPRODUCTS "${depfile}"
COMMENT "Compiling SPIRV: ${source} -> ${output}"
DEPFILE "${depfile}"
VERBATIM
COMMAND_EXPAND_LISTS
)
set(shader_target "${TARGET}_${basename}")
add_custom_target("${shader_target}"
DEPENDS "${CMAKE_CURRENT_BINARY_DIR}/${output}")
add_dependencies("${TARGET}" "${shader_target}")
endforeach ()
endfunction()
add_executable(my_target main.cpp)
target_shader_function(my_target shaders/example.comp)
target_include_directories(
my_target PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/shaderutils")
With a CMake minimum version of 3.20 or greater, CMP0116 will be set, which adjusts depfiles that were generated with relative paths to be relative to the top-level binary directory. You can see this in action in the last two command outputs.
For compatibility with this policy, the command to invoke glslc is careful to use only absolute paths or paths relative to ${CMAKE_CURRENT_BINARY_DIR}.
To increase the reusability of this function, I had it reuse the include paths from the TARGET rather than hard-coding shaderutils.
Also remember to always pass absolute paths to the DEPENDS arguments of add_custom_{command,target} to avoid surprising path resolution behaviors.
Finally, since CMake actually comes with a FindVulkan module that can locate glslc, we use that to get the Vulkan::glslc target. Per the documentation, it can be overridden by setting Vulkan_GLSLC_EXECUTABLE.
Terminal logs for VS2022 on Windows with MSVC:
> cmake -S . -B build
...
> cmake --build build --config Release
Checking Build System
Compiling SPIRV: shaders/example.comp -> spirv/example.spv
Building Custom Rule D:/test/CMakeLists.txt
Building Custom Rule D:/test/CMakeLists.txt
main.cpp
my_target.vcxproj -> D:\test\build\Release\my_target.exe
Building Custom Rule D:/test/CMakeLists.txt
> cmake --build build --config Release -- -noLogo
my_target.vcxproj -> D:\test\build\Release\my_target.exe
> notepad shaderutils\fooutils.glsl
> cmake --build build --config Release -- -noLogo
Compiling SPIRV: shaders/example.comp -> spirv/example.spv
my_target.vcxproj -> D:\test\build\Release\my_target.exe
> cmake --build build --config Release -- -noLogo
my_target.vcxproj -> D:\test\build\Release\my_target.exe
and again with Ninja instead of msbuild:
> cmake -G Ninja -S . -B build -DCMAKE_BUILD_TYPE=Release ^
-DVulkan_ROOT=C:/VulkanSDK/1.2.198.1
...
> powershell "cmake --build build | tee output.txt"
[1/3] Compiling SPIRV: shaders/example.comp -> spirv/example.spv
[2/3] Building CXX object CMakeFiles\my_target.dir\main.cpp.obj
[3/3] Linking CXX executable my_target.exe
> powershell "cmake --build build | tee output.txt"
ninja: no work to do.
> notepad shaderutils\fooutils.glsl
> powershell "cmake --build build | tee output.txt"
[1/1] Compiling SPIRV: shaders/example.comp -> spirv/example.spv
The little powershell + tee trick is just to keep the Ninja command log from overwriting itself. I could use --verbose, but then the full command lines would be printed, rather than the tidy summaries.

Force CMake to use absolute include path

I have a project whose directory layout looks like:
- src/ #Contains main source code
- ext/ #Contains external libraries and headers from GitHub
- CMakeLists.txt
The problem is that no matter what I do, CMake always seems to pass ext/ to the compiler as a relative path, like this:
/usr/bin/c++ -I../ext mysrc.cpp
I've tried doing both:
include_directories("${PROJECT_SOURCE_DIR}/ext")
include_directories("/home/user/project/ext")
But it doesn't seem to matter. The directory is always passed to -I as ../ext.
Why does this matter? At the end of my build I invoke gcov -r <source file> which tells gcov to generate coverage reports from my source file and any relative paths found within. As a result, gcov is going into ext/ and generating reports for tons of stuff I don't care about and it's taking up a lot of time. If CMake would instead pass in -I/home/user/project/ext then gcov -r would ignore everything in ext/.
As far as I can tell from:
https://cmake.org/cmake/help/v3.13/command/include_directories.html ... this isn't possible, but maybe I'm just missing something?
Edit: This appears to be a problem with specifically the ninja generator. When using the Unix Makefiles generator, everything is passed via absolute paths.
https://gitlab.kitware.com/cmake/cmake/issues/18666
Edit2:
user#antimony:~/cmake_test$ ls
CMakeLists.txt ext src
user#antimony:~/cmake_test$ cat CMakeLists.txt
project(Hello)
add_subdirectory(src)
user#antimony:~/cmake_test$ cat src/CMakeLists.txt
include_directories(
.
${PROJECT_SOURCE_DIR}/ext
)
add_executable(hello_world hello.cpp)
user#antimony:~/cmake_test$ cat src/hello.cpp
#include <useless.h>
int main()
{
hello h;
return 0;
}
user#antimony:~/cmake_test$ cat ext/useless.h
struct hello {
int x;
};
user#antimony:~/cmake_test$ ~/Downloads/cmake-3.13.1-Linux-x86_64/bin/cmake --version
cmake version 3.13.1
CMake suite maintained and supported by Kitware (kitware.com/cmake).
user#antimony:~/cmake_test$ mkdir build && cd build
user#antimony:~/cmake_test/build$ ~/Downloads/cmake-3.13.1-Linux-x86_64/bin/cmake .. -G Ninja
-- The C compiler identification is GNU 7.3.0
-- The CXX compiler identification is GNU 7.3.0
...
-- Build files have been written to: /home/user/cmake_test/build
user#antimony:~/cmake_test/build$ ninja -v
[1/2] /usr/bin/c++ -I../src/. -I../ext -MD -MT src/CMakeFiles/hello_world.dir/hello.o -MF src/CMakeFiles/hello_world.dir/hello.o.d -o src/CMakeFiles/hello_world.dir/hello.o -c ../src/hello.cpp
[2/2] : && /usr/bin/c++ -rdynamic src/CMakeFiles/hello_world.dir/hello.o -o src/hello_world && :
user#antimony:~/cmake_test/build$ cat build.ninja
# CMAKE generated file: DO NOT EDIT!
# Generated by "Ninja" Generator, CMake Version 3.13
# This file contains all the build statements describing the
# compilation DAG.
...
#############################################
# Order-only phony target for hello_world
build cmake_object_order_depends_target_hello_world: phony || src/CMakeFiles/hello_world.dir
build src/CMakeFiles/hello_world.dir/hello.o: CXX_COMPILER__hello_world ../src/hello.cpp || cmake_object_order_depends_target_hello_world
DEP_FILE = src/CMakeFiles/hello_world.dir/hello.o.d
INCLUDES = -I../src/. -I../ext
OBJECT_DIR = src/CMakeFiles/hello_world.dir
OBJECT_FILE_DIR = src/CMakeFiles/hello_world.dir
TARGET_COMPILE_PDB = src/CMakeFiles/hello_world.dir/
TARGET_PDB = src/hello_world.pdb
# =============================================================================
# Link build statements for EXECUTABLE target hello_world
The example shows what may be considered an in-source build. That is when the build directory is the same or a sub-directory of the src folder (not that there is a hard definition or anything, but this does trigger the ninja issue of using relative paths on the command line). Try mkdir ~/cmake_build && cd ~/cmake_build && cmake ~/cmake_test then it should use absolute paths for everything.
Either way there really isn't a specific way to force one or the other. In general cmake generators will use absolute paths for everything that ends up used on the command line. There seems to be issues with Ninja that prevent the generator from using absolute paths for in-source builds (https://github.com/ninja-build/ninja/issues/1251).

Random executable output with CMake

Can I have a random name for the executable file of each build?
Or, in another words, a different name for the executable of each build action?
I wonder if a random-variable could be inserted into the build-tool-chain.
The reason of such a name is that my company's virus-checking is quite slow -- it took a long long time checking each executable, even longer then the build.
I'm using CLion 2016.2 on Win7, tool-chain is MinGW_w64_5.0, bundled CMake 3.5.2
You could always define POST_BUILD steps that call another CMake script. The only downside in the following approach would be that you can't - since it's random - reuse the executable's output name in CMake itself:
CMakeLists.txt
cmake_minimum_required(VERSION 3.5)
project(RandomExeName)
file(WRITE main.cpp "int main() { return 0; }")
add_executable(${PROJECT_NAME} main.cpp)
add_custom_command(
TARGET ${PROJECT_NAME}
POST_BUILD
COMMAND ${CMAKE_COMMAND} -D _file:PATH="$<TARGET_FILE:${PROJECT_NAME}>"
-P ${CMAKE_SOURCE_DIR}/CopyToRandom.cmake
)
set_property(TARGET ${PROJECT_NAME} PROPERTY SUFFIX ".temp")
CopyToRandom.cmake
string(RANDOM _random)
file(GLOB _old_files RELATIVE "${CMAKE_BINARY_DIR}" "*.exe")
execute_process(
COMMAND "${CMAKE_COMMAND}" -E remove ${_old_files}
COMMAND "${CMAKE_COMMAND}" -E copy "${_file}" "${_random}.exe"
)
# generate shortcut
get_filename_component(_name "${_file}" NAME_WE)
file(
WRITE "${_name}.sh"
"#!/bin/bash\n"
"${_random}.exe"
)
No you can't. Or you have to reconfigure for every build.
Regarding your actual problem: Advice the virus checker to exclude your build directories.

How to instruct CMake to use the build architecture compiler

When using CMake for cross compiling, one generally specifies a toolchain file via the CMAKE_TOOLCHAIN_FILE option. In GNU terminology, one can specify the host architecture toolset using this file. However, one can generally not expect to be able to execute anything built with this toolchain. So often enough, some build tools need to be compiled for the build architecture.
Consider the following setup. I have two source files genfoo.c and bar.c. During build, genfoo.c needs to be compiled and run. Its output needs to be written to foo.h. Then I can compile bar.c, which #include "foo.h". Since CMake defaults to using the host architecture toolchain, the instructions for bar.c are easy. But how do I tell it to use the build architecture toolchain for compiling genfoo.c? Simply saying add_executable(genfoo genfoo.c) will result in using the wrong compiler.
CMake can only handle one compiler at a time. So - if you don't go the long way to set up the other compiler as a new language - you will end up with two configuration cycles.
I see the following approaches to automate this process:
Taking the example "CMake Cross Compiling - Using executables in the build created during the build?" from the CMake pages as a starting point I'll get:
CMakeLists.txt
cmake_minimum_required(VERSION 3.0)
project(FooBarTest)
# When crosscompiling import the executable targets
if (CMAKE_CROSSCOMPILING)
set(IMPORT_PATH "IMPORTFILE-NOTFOUND" CACHE FILEPATH "Point it to the export file path from a native build")
file(TO_CMAKE_PATH "${IMPORT_PATH}" IMPORT_PATH_CMAKE)
include(${IMPORT_PATH_CMAKE}/genfooTargets.cmake)
# Then use the target name as COMMAND, CMake >= 2.6 knows how to handle this
add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/foo.h
COMMAND genfoo
)
add_executable(bar bar.cpp ${CMAKE_CURRENT_BINARY_DIR}/foo.h)
target_include_directories(bar PRIVATE ${CMAKE_CURRENT_BINARY_DIR})
endif()
# Only build the generator if not crosscompiling
if (NOT CMAKE_CROSSCOMPILING)
add_executable(genfoo genfoo.cpp)
export(TARGETS genfoo FILE "${CMAKE_CURRENT_BINARY_DIR}/genfooTargets.cmake")
endif()
Then using a script like:
build.sh
#!/bin/bash
if [ ! -d hostBuild ]; then
cmake -E make_directory hostBuild
cmake -E chdir hostBuild cmake ..
fi
cmake --build hostBuild
if [ ! -d crossBuild ]; then
cmake -E make_directory crossBuild
cmake -E chdir crossBuild cmake .. -DIMPORT_PATH=${PWD}/hostBuild -DCMAKE_TOOLCHAIN_FILE=toolchain.cmake
fi
cmake --build crossBuild
I'll get the desired results by calling ./build.sh.
Splitting the CMakeLists.txt and maybe even replace the export()/include() with something where I know the output path of my build tools e.g. by using CMAKE_RUNTIME_OUTPUT_DIRECTORY would simplify things:
CMakeLists.txt
cmake_minimum_required(VERSION 3.0)
project(FooBarTest)
# Then use the target name as COMMAND. CMake >= 2.6 knows how to handle this
add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/foo.h
COMMAND genfoo
)
add_executable(bar bar.cpp ${CMAKE_CURRENT_BINARY_DIR}/foo.h)
target_include_directories(bar PRIVATE ${CMAKE_CURRENT_BINARY_DIR})
buildTools/CMakeLists.txt
cmake_minimum_required(VERSION 3.0)
project(BuildTools)
add_executable(genfoo genfoo.cpp)
build.sh
#!/bin/bash
if [ ! -d crossBuild ]; then
cmake -E make_directory crossBuild
cmake -E chdir crossBuild cmake .. -DCMAKE_TOOLCHAIN_FILE=toolchain.cmake
fi
if [ ! -d hostBuild ]; then
cmake -E make_directory hostBuild
cmake -E chdir hostBuild cmake ../buildTools -DCMAKE_RUNTIME_OUTPUT_DIRECTORY:PATH=${PWD}/crossBuild
fi
cmake --build hostBuild
cmake --build crossBuild
References
Making a CMake library accessible by other CMake packages automatically
CMake build multiple targets in different build directories
How do I make CMake output into a 'bin' dir?
It is possible to do that completely within CMake.
The trick is to run a separate CMake configuring stage within its own space, silently dismissing every crosscompiling setting and using the host's default toolchain, then import the generated outputs into it's parent, crosscompiling build.
First part:
set(host_tools_list wxrc generate_foo)
if(CMAKE_CROSSCOMPILING)
# Pawn off the creation of the host utilities into its own dedicated space
file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/host_tools)
file(TO_NATIVE_PATH ${CMAKE_COMMAND} native_cmake_command)
file(TO_NATIVE_PATH ${CMAKE_CURRENT_SOURCE_DIR} native_cmake_current_source_dir)
execute_process(
COMMAND "${native_cmake_command}" "-DCMAKE_BUILD_TYPE=${CMAKE_BUILD_TYPE}" "${native_cmake_current_source_dir}"
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/host_tools
)
add_custom_target(host_tools
COMMAND ${CMAKE_COMMAND} --build . --target host_tools --config $<CONFIG>
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/host_tools
)
include(${CMAKE_CURRENT_BINARY_DIR}/host_tools/host_tools.cmake)
foreach(tgt IN ITEMS ${host_tools_list})
add_dependencies(host${tgt} host_tools)
endforeach()
else()
# Add an empty target, host tools are built inplace
add_custom_target(host_tools
DEPENDS ${host_tools_list}
)
endif()
... then you add the usual add_executable and whatever ...
At the end:
if(NOT CMAKE_CROSSCOMPILING)
foreach(tgt IN ITEMS ${host_tools_list})
add_executable(host${tgt} ALIAS ${tgt})
endforeach()
export(TARGETS ${host_tools_list} NAMESPACE host FILE host_tools.cmake)
endif()
When it crosscompiles, it pawns off the creation of the host-run tools into its own dedicated space, and imports the targets as "hostwxrc" and "hostgenerate_foo", with a dependency on generating the host_tools themselves .
When it doesn't crosscompile, it builds wxrc and generate_foo as-is, and aliases them to hostwxrc and hostgenerate_foo.
After this, when you use $<TARGET_FILE:wxrc>, you refer to the wxrc built for the target platform, and $<TARGET_FILE:hostwxrc> refers to the wxrc built for the host platform, regardless whether they are the same or not.

cmake add_custom_command not working

I am trying to run gperf from a cmake file.
I created a very minimal CMakeLists.txt below.
When I run it by
$ cmake .
$ make
It does not create the example.hpp file
What could be problem with the below CMakeLists.txt?
cmake_minimum_required( VERSION 2.6 )
function(gperf_generate_new source target)
add_custom_target(${target} echo "Creating ${target}")
add_custom_command(
SOURCE ${source}
TARGET ${target}
COMMAND gperf -L c++ ${source} > ${target}
OUTPUTS ${target}
DEPENDS ${source}
)
endfunction()
gperf_generate_new(command_options.new.gperf example.hpp)
Files, produced by source-files generators(like gpref) are rarely needed as standalone. Instead, these source files are usually used for creating executables or libraries inside a project.
So, standard pattern of using source-file generators in the CMake looks like:
# Call add_custom_command() with appropriate arguments for generate output file
# Note, that *gperf* will work in the build tree,
# so for file in the source tree full path should be used.
function(gperf_generate_new input output)
add_custom_command(
OUTPUT ${output}
COMMAND gperf -L c++ ${input} > ${output}
DEPENDS ${input}
COMMENT "Generate ${output}" # Just for nice message during build
)
endfunction()
# Generate *example.hpp* file ...
gperf_generate_new(${CMAKE_CURRENT_SOURCE_DIR}/command_options.new.gperf example.hpp)
# ... for use it in executable
add_executable(my_program ${CMAKE_CURRENT_BINARY_DIR}/example.hpp <other sources>)
If you want only to test whether example.hpp is generating, instead of add_executable() use
add_custom_target(my_target
ALL # Force target to be built with default build target.
DEPENDS ${CMAKE_CURRENT_BINARY_DIR}/example.hpp
)
Note, that linkage between add_custom_command and add_custom_target is expressed using same filename in their OUTPUT and DEPENDS options correspondingly. With such link order of these commands is insignificant (but both commands should be called from the same CMakeLists.txt script).