mlx3ds/Makefile
Zy 09e319024d part: add mlx3ds_assets_get() and file embedding *
TODO: docs
also add tester for sdcard files
2024-10-10 23:25:15 +02:00

381 lines
15 KiB
Makefile

#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
TOPDIR ?= $(CURDIR)
include $(DEVKITARM)/3ds_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
# RESOURCES is the directory where AppInfo template.rsf etc can be found
# OUTPUT is the directory where final executables will be placed
# GRAPHICS is a list of directories containing graphics files
# GFXBUILD is the directory where converted graphics files will be placed
# If set to $(BUILD), it will statically link in the converted
# files as if they were data files.
# ASSETS is the directory of assets to embed in the rom (rule for __embeddedassets.o)
#
# NO_SMDH: if set to anything, no SMDH file is generated.
# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
# APP_TITLE is the name of the app stored in the SMDH file (Optional)
# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
# ICON is the filename of the icon (.png), relative to the project folder.
# If not set, it attempts to use one of the following (in this order):
# - <Project name>.png
# - icon.png
# - <libctru folder>/default_icon.png
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES := include
GRAPHICS := gfx
OUTPUT := output
RESOURCES := resources
ROMFS := romfs
GFXBUILD := $(ROMFS)/gfx
ASSETS := assets
#---------------------------------------------------------------------------------
# Resource Setup
#---------------------------------------------------------------------------------
APP_INFO := $(RESOURCES)/AppInfo
BANNER_AUDIO := $(RESOURCES)/audio
BANNER_IMAGE := $(RESOURCES)/banner
ICON := $(RESOURCES)/icon.png
RSF := $(TOPDIR)/$(RESOURCES)/template.rsf
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
COMMON := -Wall -O2 -mword-relocations -fomit-frame-pointer -ffunction-sections $(ARCH) $(INCLUDE) -D__3DS__ $(FLAGS)
CFLAGS := $(COMMON) -std=gnu99
CXXFLAGS := $(COMMON) -fno-rtti -fno-exceptions -std=gnu++11
ASFLAGS := $(ARCH)
LDFLAGS = -specs=3dsx.specs $(ARCH) -Wl,-Map,$(notdir $*.map)
#---------------------------------------------------------------------------------
# Libraries needed to link into the executable.
#---------------------------------------------------------------------------------
LIBS := -lctru -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(PORTLIBS) $(CTRULIB)
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export TOPDIR := $(CURDIR)
export OUTPUT_DIR := $(TOPDIR)/$(OUTPUT)
export OUTPUT_FILE := $(OUTPUT_DIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
GFXFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.t3s)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
#---------------------------------------------------------------------------------
export T3XFILES := $(GFXFILES:.t3s=.t3x)
export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \
$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
$(if $(filter $(BUILD),$(GFXBUILD)),$(addsuffix .o,$(T3XFILES)))
export OFILES := $(OFILES_BIN) $(OFILES_SOURCES) __embeddedassets.o
export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) \
$(addsuffix .h,$(subst .,_,$(BINFILES))) \
$(GFXFILES:.t3s=.h)
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
export _3DSXDEPS := $(if $(NO_SMDH),,$(OUTPUT_FILE).smdh)
#---------------------------------------------------------------------------------
# Inclusion of RomFS folder, App Icon, and building SMDH
#---------------------------------------------------------------------------------
ifeq ($(strip $(ICON)),)
icons := $(wildcard *.png)
ifneq (,$(findstring $(TARGET).png,$(icons)))
export APP_ICON := $(TOPDIR)/$(TARGET).png
else
ifneq (,$(findstring icon.png,$(icons)))
export APP_ICON := $(TOPDIR)/icon.png
endif
endif
else
export APP_ICON := $(TOPDIR)/$(ICON)
endif
ifeq ($(strip $(NO_SMDH)),)
export _3DSXFLAGS += --smdh=$(OUTPUT_FILE).smdh
endif
ifneq ($(ROMFS),)
export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
endif
#---------------------------------------------------------------------------------
# First set of targets ensure the build/output directories are created and execute
# in the context of the BUILD directory.
#---------------------------------------------------------------------------------
.PHONY : clean all bootstrap 3dsx cia elf 3ds citra release
all : bootstrap
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
3dsx : bootstrap
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile $@
cia : bootstrap
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile $@
3ds : bootstrap
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile $@
elf : bootstrap
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile $@
citra : bootstrap
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile $@
release : bootstrap
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile $@
bootstrap :
@[ -d $(BUILD) ] || mkdir -p $(BUILD)
@[ -d $(OUTPUT_DIR) ] || mkdir -p $(OUTPUT_DIR)
@[ -d $(GFXBUILD) ] || mkdir -p $(GFXBUILD)
clean :
@echo clean ...
@rm -rf $(BUILD) $(OUTPUT)
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
include $(TOPDIR)/$(APP_INFO)
APP_TITLE := $(shell echo "$(APP_TITLE)" | cut -c1-128)
APP_DESCRIPTION := $(shell echo "$(APP_DESCRIPTION)" | cut -c1-256)
APP_AUTHOR := $(shell echo "$(APP_AUTHOR)" | cut -c1-128)
APP_PRODUCT_CODE := $(shell echo $(APP_PRODUCT_CODE) | cut -c1-16)
APP_UNIQUE_ID := $(shell echo $(APP_UNIQUE_ID) | cut -c1-7)
APP_VERSION_MAJOR := $(shell echo $(APP_VERSION_MAJOR) | cut -c1-3)
APP_VERSION_MINOR := $(shell echo $(APP_VERSION_MINOR) | cut -c1-3)
APP_VERSION_MICRO := $(shell echo $(APP_VERSION_MICRO) | cut -c1-3)
APP_ROMFS := $(TOPDIR)/$(ROMFS)
ifneq ("$(wildcard $(TOPDIR)/$(BANNER_IMAGE).cgfx)","")
BANNER_IMAGE_FILE := $(TOPDIR)/$(BANNER_IMAGE).cgfx
BANNER_IMAGE_ARG := -ci $(BANNER_IMAGE_FILE)
else
BANNER_IMAGE_FILE := $(TOPDIR)/$(BANNER_IMAGE).png
BANNER_IMAGE_ARG := -i $(BANNER_IMAGE_FILE)
endif
ifneq ("$(wildcard $(TOPDIR)/$(BANNER_AUDIO).cwav)","")
BANNER_AUDIO_FILE := $(TOPDIR)/$(BANNER_AUDIO).cwav
BANNER_AUDIO_ARG := -ca $(BANNER_AUDIO_FILE)
else
BANNER_AUDIO_FILE := $(TOPDIR)/$(BANNER_AUDIO).wav
BANNER_AUDIO_ARG := -a $(BANNER_AUDIO_FILE)
endif
COMMON_MAKEROM_PARAMS := -rsf $(RSF) -target t -exefslogo -elf $(OUTPUT_FILE).elf -icon icon.icn \
-banner banner.bnr -DAPP_TITLE="$(APP_TITLE)" -DAPP_PRODUCT_CODE="$(APP_PRODUCT_CODE)" \
-DAPP_UNIQUE_ID="$(APP_UNIQUE_ID)" -DAPP_ROMFS="$(APP_ROMFS)" -DAPP_SYSTEM_MODE="64MB" \
-DAPP_SYSTEM_MODE_EXT="Legacy" -major "$(APP_VERSION_MAJOR)" -minor "$(APP_VERSION_MINOR)" \
-micro "$(APP_VERSION_MICRO)"
ifeq ($(OS),Windows_NT)
MAKEROM = makerom.exe
BANNERTOOL = bannertool.exe
CITRA = citra.exe
_3DSXTOOL = 3dsxtool.exe
SMDHTOOL = smdhtool.exe
TEX3DS = tex3ds.exe
else
MAKEROM = makerom
BANNERTOOL = bannertool
CITRA = citra
_3DSXTOOL = 3dsxtool
SMDHTOOL = smdhtool
TEX3DS = tex3ds
endif
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
.PHONY: all 3dsx cia elf 3ds citra release
$(OUTPUT_FILE).3dsx : $(OUTPUT_FILE).elf $(_3DSXDEPS)
$(_3DSXTOOL) $< $@ $(_3DSXFLAGS)
@echo built ... $(notdir $@)
$(OUTPUT_FILE).smdh : $(APP_ICON)
@$(SMDHTOOL) --create "$(APP_TITLE)" "$(APP_DESCRIPTION)" "$(APP_AUTHOR)" $(APP_ICON) $@
@echo built ... $(notdir $@)
$(OFILES_SOURCES) : $(HFILES)
$(OUTPUT_FILE).elf : $(OFILES)
$(OUTPUT_FILE).3ds : $(OUTPUT_FILE).elf banner.bnr icon.icn
@$(MAKEROM) -f cci -o $(OUTPUT_FILE).3ds -DAPP_ENCRYPTED=true $(COMMON_MAKEROM_PARAMS)
@echo "built ... $(notdir $@)"
$(OUTPUT_FILE).cia : $(OUTPUT_FILE).elf banner.bnr icon.icn
@$(MAKEROM) -f cia -o $(OUTPUT_FILE).cia -DAPP_ENCRYPTED=false $(COMMON_MAKEROM_PARAMS)
@echo "built ... $(notdir $@)"
$(OUTPUT_FILE).zip : $(OUTPUT_FILE).smdh $(OUTPUT_FILE).3dsx
@cd $(OUTPUT_DIR)
mkdir -p 3ds/$(TARGET)
cp $(OUTPUT_FILE).3dsx 3ds/$(TARGET)
cp $(OUTPUT_FILE).smdh 3ds/$(TARGET)
zip -r $(OUTPUT_FILE).zip 3ds > /dev/null
rm -r 3ds
@echo built ... $(notdir $@)
banner.bnr : $(BANNER_IMAGE_FILE) $(BANNER_AUDIO_FILE)
@$(BANNERTOOL) makebanner $(BANNER_IMAGE_ARG) $(BANNER_AUDIO_ARG) -o banner.bnr > /dev/null
@echo built ... $(notdir $@)
icon.icn : $(APP_ICON)
@$(BANNERTOOL) makesmdh -s "$(APP_TITLE)" -l "$(APP_TITLE)" -p "$(APP_AUTHOR)" -i $(APP_ICON) -o icon.icn > /dev/null
@echo built ... $(notdir $@)
3dsx : $(OUTPUT_FILE).3dsx
cia : $(OUTPUT_FILE).cia
3ds : $(OUTPUT_FILE).3ds
elf : $(OUTPUT_FILE).elf
citra : 3dsx
$(CITRA) $(OUTPUT_FILE).3dsx
release : $(OUTPUT_FILE).zip cia 3ds
#---------------------------------------------------------------------------------
# Binary Data Rules
#---------------------------------------------------------------------------------
%.bin.o %_bin.h : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
#---------------------------------------------------------------------------------
.PRECIOUS : %.t3x
%.t3x.o %_t3x.h : %.t3x
#---------------------------------------------------------------------------------
@$(bin2o)
#---------------------------------------------------------------------------------
# rules for assembling GPU shaders
#---------------------------------------------------------------------------------
define shader-as
$(eval CURBIN := $*.shbin)
$(eval DEPSFILE := $(DEPSDIR)/$*.shbin.d)
echo "$(CURBIN).o: $< $1" > $(DEPSFILE)
echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h
echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h
echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h
picasso -o $(CURBIN) $1
bin2s $(CURBIN) | $(AS) -o $*.shbin.o
endef
%.shbin.o %_shbin.h : %.v.pica %.g.pica
@echo $(notdir $^)
@$(call shader-as,$^)
%.shbin.o %_shbin.h : %.v.pica
@echo $(notdir $<)
@$(call shader-as,$<)
%.shbin.o %_shbin.h : %.shlist
@echo $(notdir $<)
@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)$(file)))
#---------------------------------------------------------------------------------
%.t3x %.h : %.t3s
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(TEX3DS) -i $< -H $*.h -d $*.d -o $(TOPDIR)/$(GFXBUILD)/$*.t3x
-include $(DEPSDIR)/*.d
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------
# Added by Zy
# To check if the headers are protected and if they include everything they need.
check_headers :
@ERROR=0; \
for HEADER in $(wildcard *.h) $(wildcard **/*.h) $(wildcard *.hpp) $(wildcard **/*.hpp); \
do \
echo "check header $$HEADER..."; \
> __tmp_check_header.cpp echo "#include \"$$HEADER\""; \
>> __tmp_check_header.cpp echo "#include \"$$HEADER\""; \
>> __tmp_check_header.cpp echo "int main(void) {}"; \
$(CPP) $(INCLUDE) $(COMMON) $(LIBS) -o __tmp_check_header.out -c __tmp_check_header.cpp; \
if [ $$? -ne 0 ]; \
then \
ERROR=1; \
/bin/echo " ### error :( ###"; \
else \
/bin/echo " ### good :) ###"; \
fi; \
2> /dev/null rm -- "__tmp_check_header.out" "__tmp_check_header.c"; \
done; \
if [ $$ERROR -eq 0 ]; then true; else false; fi;
.PHONY : check_headers
# Added by Zy
# To embed assets in the rom.
__embeddedassets.o : $(shell find $(TOPDIR)/$(ASSETS)/ -type f)
$(TOPDIR)/embedassets.sh $(TOPDIR)/$(ASSETS)/ $^
$(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ __embeddedassets.c
.PHONY : __embeddedassets.o