# Copyright (c) 2016 PaddlePaddle Authors. All Rights Reserve. # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # This is a toolchain file for cross-compiling for iOS, and the # configuration largely refers to public toolchain file: # https://raw.githubusercontent.com/leetal/ios-cmake/master/ios.toolchain.cmake # and # https://github.com/cristeab/ios-cmake # # Supports options: # IOS_PLATFORM = OS (default) or SIMULATOR # This decides if SDKS will be selected from the iPhoneOS.platform or iPhoneSimulator.platform folders # OS - the default, used to build for iPhone and iPad physical devices, which have an arm arch. # SIMULATOR - used to build for the Simulator platforms, which have an x86 arch. # IOS_ARCH # The archectures wanted to support, such "arm64", "armv7;arm64" # IOS_DEPLOYMENT_TARGET # The minimum iOS deployment version, such as "7.0" # IOS_ENABLE_BITCODE = ON (default) or OFF # IOS_USE_VECLIB_FOR_BLAS = OFF (default) or ON # IOS_DEVELOPER_ROOT = automatic(default) or /path/to/platform/Developer folder # By default this location is automatcially chosen based on the IOS_PLATFORM value above. # If set manually, it will override the default location and force the user of a particular Developer Platform # IOS_SDK_ROOT = automatic(default) or /path/to/platform/Developer/SDKs/SDK folder # By default this location is automatcially chosen based on the IOS_DEVELOPER_ROOT value. # In this case it will always be the most up-to-date SDK found in the IOS_DEVELOPER_ROOT path. # If set manually, this will force the use of a specific SDK version # Macros: # set_xcode_property (TARGET XCODE_PROPERTY XCODE_VALUE) # A convenience macro for setting xcode specific properties on targets # example: set_xcode_property (myioslib IPHONEOS_DEPLOYMENT_TARGET "3.1") # find_host_package (PROGRAM ARGS) # A macro used to find executable programs on the host system, not within the iOS environment. # Thanks to the android-cmake project for providing the command if(NOT IOS) return() endif() set(CMAKE_SYSTEM_NAME Darwin) # Get the Xcode version being used. execute_process(COMMAND xcodebuild -version OUTPUT_VARIABLE XCODE_VERSION RESULT_VARIABLE XCODE_VERSION_RESULT ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE) if(NOT ${XCODE_VERSION_RESULT}) string(REGEX MATCH "Xcode [0-9\\.]+" XCODE_VERSION "${XCODE_VERSION}") string(REGEX REPLACE "Xcode ([0-9\\.]+)" "\\1" XCODE_VERSION "${XCODE_VERSION}") message(STATUS "Building with Xcode version: ${XCODE_VERSION}") else() message(FATAL_ERROR "Cannot execute xcodebuild, please check whether xcode is installed.") endif() # Required as of cmake 2.8.10 set(CMAKE_OSX_DEPLOYMENT_TARGET "" CACHE STRING "Force unset of the deployment target for iOS" FORCE) # Setup iOS platform unless specified manually with IOS_PLATFORM if(NOT DEFINED IOS_PLATFORM) set(IOS_PLATFORM "OS") endif() set(IOS_PLATFORM ${IOS_PLATFORM} CACHE STRING "Type of iOS Platform") # Set the architecture for iOS if(NOT DEFINED IOS_ARCH) if(IOS_PLATFORM STREQUAL "OS") set(IOS_ARCH "armv7;armv7s;arm64") elseif(IOS_PLATFORM STREQUAL "SIMULATOR") set(IOS_ARCH "i386;x86_64") endif() endif() set(CMAKE_OSX_ARCHITECTURES ${IOS_ARCH} CACHE string "Build architecture for iOS") # Specify minimum iOS deployment version if(NOT DEFINED IOS_DEPLOYMENT_TARGET) set(IOS_DEPLOYMENT_TARGET "7.0") endif() set(IOS_DEPLOYMENT_TARGET ${IOS_DEPLOYMENT_TARGET} CACHE STRING "Minimum iOS version") # Whether to enable bitcode if(NOT DEFINED IOS_ENABLE_BITCODE) set(IOS_ENABLE_BITCODE ON) endif() set(IOS_ENABLE_BITCODE ${IOS_ENABLE_BITCODE} CACHE BOOL "Whether to enable bitcode") if(NOT DEFINED IOS_USE_VECLIB_FOR_BLAS) set(IOS_USE_VECLIB_FOR_BLAS OFF) endif() set(IOS_USE_VECLIB_FOR_BLAS ${IOS_UES_VECLIB_FOR_BLAS} CACHE BOOL "Whether to use veclib") # Check the platform selection and setup for developer root if(${IOS_PLATFORM} STREQUAL "OS") set(IOS_PLATFORM_LOCATION "iPhoneOS.platform") set(XCODE_IOS_PLATFORM iphoneos) # This causes the installers to properly locate the output libraries set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-iphoneos") elseif(${IOS_PLATFORM} STREQUAL "SIMULATOR") set(IOS_PLATFORM_LOCATION "iPhoneSimulator.platform") set(XCODE_IOS_PLATFORM iphonesimulator) # This causes the installers to properly locate the output libraries set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-iphonesimulator") elseif(${IOS_PLATFORM} STREQUAL "WATCHOS") set(IOS_PLATFORM_LOCATION "WatchOS.platform") set(XCODE_IOS_PLATFORM watchos) # This causes the installers to properly locate the output libraries set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-watchos") else(${IOS_PLATFORM} STREQUAL "OS") message(FATAL_ERROR "Unsupported IOS_PLATFORM value selected. Please set to\n" "\t OS, SIMULATOR, or WATCHOS.") endif() # Check iOS developer toolchain if(NOT DEFINED IOS_DEVELOPER_ROOT) # Setup iOS developer location execute_process(COMMAND xcode-select -print-path OUTPUT_VARIABLE XCODE_DEVELOPER_DIR RESULT_VARIABLE XCODE_DEVELOPER_DIR_RESULT ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE) # Xcode 4.3 changed the installation location, choose the most recent one available if(${XCODE_VERSION} VERSION_LESS "4.3.0") set(IOS_DEVELOPER_ROOT "/Developer/Platforms/${IOS_PLATFORM_LOCATION}/Developer") else() set(IOS_DEVELOPER_ROOT "${XCODE_DEVELOPER_DIR}/Platforms/${IOS_PLATFORM_LOCATION}/Developer") endif() endif() if(EXISTS ${IOS_DEVELOPER_ROOT}) set(IOS_DEVELOPER_ROOT ${IOS_DEVELOPER_ROOT} CACHE PATH "Location of iOS Platform") else() message(FATAL_ERROR "Invalid IOS_DEVELOPER_ROOT: ${IOS_DEVELOPER_ROOT} does not exist.") endif() # Check iOS SDK if(NOT DEFINED IOS_SDK_ROOT) # Find and use the most recent iOS sdk file(GLOB IOS_SDK_LISTS "${IOS_DEVELOPER_ROOT}/SDKs/*") if(IOS_SDK_LISTS) list(SORT IOS_SDK_LISTS) list(REVERSE IOS_SDK_LISTS) list(GET IOS_SDK_LISTS 0 IOS_SDK_ROOT) else(IOS_SDK_LISTS) message(FATAL_ERROR "No iOS SDK's found in default search path ${IOS_DEVELOPER_ROOT}." " Please manually set IOS_SDK_ROOT or install the iOS SDK.") endif(IOS_SDK_LISTS) endif() if(EXISTS ${IOS_SDK_ROOT}) set(IOS_SDK_ROOT ${IOS_SDK_ROOT} CACHE PATH "Location of the selected iOS SDK") message(STATUS "iOS toolchain: ${IOS_SDK_ROOT}") else() message(FATAL_ERROR "Invalid IOS_SDK_ROOT: ${IOS_SDK_ROOT} does not exist.") endif() # Set the sysroot default to the most recent SDK set(CMAKE_OSX_SYSROOT ${IOS_SDK_ROOT} CACHE PATH "Sysroot used for iOS support") # Get version of iOS SDK execute_process(COMMAND xcodebuild -sdk ${CMAKE_OSX_SYSROOT} -version SDKVersion OUTPUT_VARIABLE IOS_SDK_VERSION RESULT_VARIABLE IOS_SDK_VERSION_RESULT ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE) if(${IOS_SDK_VERSION_RESULT}) string(REGEX MATCH "(([0-9]+)\\.)+([0-9]+)" IOS_SDK_VERSION "${IOS_SDK_ROOT}") endif() if(NOT IOS_SDK_VERSION) message(WARNING "Cannot get SDK's version.") set(IOS_SDK_VERSION 1) endif() set(CMAKE_SYSTEM_VERSION ${IOS_SDK_VERSION}) # Find the C & C++ compilers for the specified SDK. if(NOT CMAKE_C_COMPILER) # Default to use clang execute_process(COMMAND xcrun -sdk ${CMAKE_OSX_SYSROOT} -find clang OUTPUT_VARIABLE IOS_C_COMPILER RESULT_VARIABLE IOS_C_COMPILER_RESULT ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE) if(${IOS_C_COMPILER_RESULT}) get_filename_component(IOS_C_COMPILER clang PROGRAM) endif() else(NOT CMAKE_C_COMPILER) # User can set it in cmake command get_filename_component(IOS_C_COMPILER ${CMAKE_C_COMPILER} PROGRAM) endif(NOT CMAKE_C_COMPILER) if(NOT EXISTS ${IOS_C_COMPILER}) message(FATAL_ERROR "Cannot find C compiler: ${IOS_C_COMPILER}") endif() if(NOT CMAKE_CXX_COMPILER) # Default to use clang++ execute_process(COMMAND xcrun -sdk ${CMAKE_OSX_SYSROOT} -find clang++ OUTPUT_VARIABLE IOS_CXX_COMPILER RESULT_VARIABLE IOS_CXX_COMPILER_RESULT ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE) if(${IOS_CXX_COMPILER_RESULT}) get_filename_component(IOS_CXX_COMPILER clang++ PROGRAM) endif() else(NOT CMAKE_CXX_COMPILER) # User can set it in cmake command get_filename_component(IOS_CXX_COMPILER ${CMAKE_CXX_COMPILER} PROGRAM) endif(NOT CMAKE_CXX_COMPILER) if(NOT EXISTS ${IOS_CXX_COMPILER}) message(FATAL_ERROR "Cannot find CXX compiler: ${IOS_CXX_COMPILER}") endif() set(CMAKE_C_COMPILER ${IOS_C_COMPILER} CACHE PATH "C compiler" FORCE) set(CMAKE_CXX_COMPILER ${IOS_CXX_COMPILER} CACHE PATH "CXX compiler" FORCE) set(CMAKE_C_OSX_COMPATIBILITY_VERSION_FLAG "-compatibility_version ") set(CMAKE_C_OSX_CURRENT_VERSION_FLAG "-current_version ") set(CMAKE_CXX_OSX_COMPATIBILITY_VERSION_FLAG "${CMAKE_C_OSX_COMPATIBILITY_VERSION_FLAG}") set(CMAKE_CXX_OSX_CURRENT_VERSION_FLAG "${CMAKE_C_OSX_CURRENT_VERSION_FLAG}") # Set iOS specific C/C++ flags if(IOS_PLATFORM STREQUAL "OS") if(XCODE_VERSION VERSION_LESS "7.0") set(XCODE_IOS_PLATFORM_VERSION_FLAGS "-mios-version-min=${IOS_DEPLOYMENT_TARGET}") else() # Xcode 7.0+ uses flags we can build directly from XCODE_IOS_PLATFORM. set(XCODE_IOS_PLATFORM_VERSION_FLAGS "-m${XCODE_IOS_PLATFORM}-version-min=${IOS_DEPLOYMENT_TARGET}") endif() else() set(XCODE_IOS_FLATFORM_VERSION_FLAGS "-mios-simulator-version-min=${IOS_DEPLOYMENT_TARGET}") endif() if(IOS_ENABLE_BITCODE) set(XCODE_IOS_BITCODE_FLAGS "${IOS_COMPILER_FLAGS} -fembed-bitcode") else() set(XCODE_IOS_BITCODE_FLAGS "") endif() set(IOS_COMPILER_FLAGS "${XCODE_IOS_PLATFORM_VERSION_FLAGS} ${XCODE_IOS_BITCODE_FLAGS}") # Hidden visibilty is required for cxx on iOS set(CMAKE_C_FLAGS "${IOS_COMPILER_FLAGS} ${CMAKE_C_FLAGS}" CACHE STRING "C flags") set(CMAKE_CXX_FLAGS "${IOS_COMPILER_FLAGS} -fvisibility=hidden -fvisibility-inlines-hidden ${CMAKE_CXX_FLAGS}" CACHE STRING "CXX flags") set(IOS_LINK_FLAGS "${XCODE_IOS_PLATFORM_VERSION_FLAGS} -Wl,-search_paths_first") if(IOS_USE_VECLIB_FOR_BLAS) # Find vecLib for iOS set(VECLIB_SEARCH_DIRS ${IOS_SDK_ROOT}/System/Library/Frameworks/Accelerate.framework/Versions/Current/Frameworks ${IOS_SDK_ROOT}/System/Library/Frameworks/Accelerate.framework/Frameworks ) find_path(VECLIB_INC_DIR vecLib.h PATHS ${VECLIB_SEARCH_DIRS}/vecLib.framework/Headers) include(FindPackageHandleStandardArgs) find_package_handle_standard_args(vecLib DEFAULT_MSG VECLIB_INC_DIR) if(VECLIB_FOUND) if(VECLIB_INC_DIR MATCHES "^/System/Library/Frameworks/vecLib.framework.*") set(IOS_LINK_FLAGS ${IOS_LINK_FLAGS} -lcblas "-framework vecLib") message(STATUS "Found standalone vecLib.framework") else() set(IOS_LINK_FLAGS ${IOS_LINK_FLAGS} -lcblas "-framework Accelerate") message(STATUS "Found vecLib as part of Accelerate.framework") endif() endif() endif() set(CMAKE_C_LINK_FLAGS "${IOS_LINK_FLAGS} ${CMAKE_C_LINK_FLAGS}") set(CMAKE_CXX_LINK_FLAGS "${IOS_LINK_FLAGS} ${CMAKE_CXX_LINK_FLAGS}") set(CMAKE_PLATFORM_HAS_INSTALLNAME 1) if(NOT IOS_ENABLE_BITCODE) set(CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS "-dynamiclib -headerpad_max_install_names") set(CMAKE_SHARED_MODULE_CREATE_C_FLAGS "-bundle -headerpad_max_install_names") else() set(CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS "-dynamiclib") set(CMAKE_SHARED_MODULE_CREATE_C_FLAGS "-bundle") endif() set(CMAKE_SHARED_MODULE_LOADER_C_FLAG "-Wl,-bundle_loader,") set(CMAKE_SHARED_MODULE_LOADER_CXX_FLAG "-Wl,-bundle_loader,") set(CMAKE_FIND_LIBRARY_SUFFIXES ".dylib" ".so" ".a") # hack: if a new cmake (which uses CMAKE_INSTALL_NAME_TOOL) runs on an old build tree # (where install_name_tool was hardcoded) and where CMAKE_INSTALL_NAME_TOOL isn't in the cache # and still cmake didn't fail in CMakeFindBinUtils.cmake (because it isn't rerun) # hardcode CMAKE_INSTALL_NAME_TOOL here to install_name_tool, so it behaves as it did before, Alex if(NOT DEFINED CMAKE_INSTALL_NAME_TOOL) find_program(CMAKE_INSTALL_NAME_TOOL install_name_tool) endif() # Set the find root to the iOS developer roots and to user defined paths set(CMAKE_FIND_ROOT_PATH ${IOS_DEVELOPER_ROOT} ${IOS_SDK_ROOT} ${CMAKE_PREFIX_PATH} CACHE string "iOS find search path root") # default to searching for frameworks first set(CMAKE_FIND_FRAMEWORK FIRST) # set up the default search directories for frameworks set(CMAKE_SYSTEM_FRAMEWORK_PATH ${IOS_SDK_ROOT}/System/Library/Frameworks ${IOS_SDK_ROOT}/System/Library/PrivateFrameworks ${IOS_SDK_ROOT}/Developer/Library/Frameworks ) # only search the iOS sdks, not the remainder of the host filesystem set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) message(STATUS "iOS: Targeting iOS '${CMAKE_SYSTEM_VERSION}', " "building for '${IOS_PLATFORM}' platform, with architecture '${CMAKE_OSX_ARCHITECTURES}'") message(STATUS "System CMAKE_C_FLAGS: ${CMAKE_C_FLAGS}") message(STATUS "System CMAKE_CXX_FLAGS: ${CMAKE_CXX_FLAGS}") # Used in ExternalProject command string(REPLACE ";" "\\$" EXTERNAL_IOS_ARCHITECTURES "${CMAKE_OSX_ARCHITECTURES}") set(EXTERNAL_OPTIONAL_ARGS -DCMAKE_OSX_SYSROOT=${CMAKE_OSX_SYSROOT} -DCMAKE_OSX_ARCHITECTURES=${EXTERNAL_IOS_ARCHITECTURES}) # This little macro lets you set any XCode specific property macro(set_xcode_property TARGET XCODE_PROPERTY XCODE_VALUE) set_property (TARGET ${TARGET} PROPERTY XCODE_ATTRIBUTE_${XCODE_PROPERTY} ${XCODE_VALUE}) endmacro(set_xcode_property) # This macro lets you find executable programs on the host system macro(find_host_package) set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY NEVER) set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE NEVER) set(IOS FALSE) find_package(${ARGN}) set(IOS TRUE) set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM ONLY) set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) endmacro(find_host_package)