blob: 338d0c6a0a899d2e87751cc78a16e15ac87a25e6 [file] [log] [blame]
set(VMA_LIBRARY_SOURCE_FILES
VmaUsage.cpp
)
add_library(VulkanMemoryAllocator ${VMA_LIBRARY_SOURCE_FILES})
set_target_properties(
VulkanMemoryAllocator PROPERTIES
CXX_EXTENSIONS OFF
# Use C++14
CXX_STANDARD 14
CXX_STANDARD_REQUIRED ON
)
target_include_directories(VulkanMemoryAllocator PUBLIC ${PROJECT_SOURCE_DIR}/include)
target_link_libraries(
VulkanMemoryAllocator
PUBLIC
Vulkan::Vulkan
)
target_compile_definitions(
VulkanMemoryAllocator
PUBLIC
VMA_USE_STL_CONTAINERS=$<BOOL:${VMA_USE_STL_CONTAINERS}>
VMA_DYNAMIC_VULKAN_FUNCTIONS=$<BOOL:${VMA_DYNAMIC_VULKAN_FUNCTIONS}>
VMA_DEBUG_ALWAYS_DEDICATED_MEMORY=$<BOOL:${VMA_DEBUG_ALWAYS_DEDICATED_MEMORY}>
VMA_DEBUG_INITIALIZE_ALLOCATIONS=$<BOOL:${VMA_DEBUG_INITIALIZE_ALLOCATIONS}>
VMA_DEBUG_GLOBAL_MUTEX=$<BOOL:${VMA_DEBUG_GLOBAL_MUTEX}>
VMA_DEBUG_DONT_EXCEED_MAX_MEMORY_ALLOCATION_COUNT=$<BOOL:${VMA_DEBUG_DONT_EXCEED_MAX_MEMORY_ALLOCATION_COUNT}>
VMA_RECORDING_ENABLED=$<BOOL:${VMA_RECORDING_ENABLED}>
)
if (VMA_BUILD_SAMPLE)
if(WIN32)
set(VMA_SAMPLE_SOURCE_FILES
Common.cpp
SparseBindingTest.cpp
Tests.cpp
VulkanSample.cpp
)
add_executable(VmaSample ${VMA_SAMPLE_SOURCE_FILES})
# Visual Studio specific settings
if(${CMAKE_GENERATOR} MATCHES "Visual Studio.*")
# Use Unicode instead of multibyte set
add_compile_definitions(UNICODE _UNICODE)
# Set VmaSample as startup project
set_property(DIRECTORY ${PROJECT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT "VmaSample")
# Enable multithreaded compiling
target_compile_options(VmaSample PRIVATE "/MP")
# Set working directory for Visual Studio debugger
set_target_properties(
VmaSample
PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${PROJECT_SOURCE_DIR}/bin"
)
endif()
set_target_properties(
VmaSample PROPERTIES
CXX_EXTENSIONS OFF
# Use C++14
CXX_STANDARD 14
CXX_STANDARD_REQUIRED ON
)
target_link_libraries(
VmaSample
PRIVATE
VulkanMemoryAllocator
Vulkan::Vulkan
)
else()
message(STATUS "VmaSample application is not supported to Linux")
endif()
endif()
if(VMA_BUILD_SAMPLE_SHADERS)
add_subdirectory(Shaders)
endif()
if(VMA_BUILD_REPLAY)
add_subdirectory(VmaReplay)
endif()