The iOS product type 'com.apple.package-type.bundle.unit-test' requires
code signing on Xcode 6. Other iOS target types do too. Until CMake
learns to add the CODE_SIGN_IDENTITY build attribute itself, toolchain
files can set CMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY to tell the Xcode
generator to add the attribute. Teach CMakeDetermineCompilerId to
recognize this variable and add the CODE_SIGN_IDENTITY build attribute
to the compiler id project.
Since commit 0cce556b (Xcode: Use sysroot and deployment target to
identify compiler, 2014-04-29) our compiler id detection project uses
the target platform SDK in case Xcode selects a different compiler based
on it. Now the compiler id project actually compiles with the target
compiler and SDK when cross-compiling.
The iOS tools do not support the 'com.apple.product-type.tool' product
type we use in our compiler id detection project. When targeting
iPhone, use product type 'com.apple.product-type.bundle.unit-test'
instead.
Teach CMakeDetermineCompilerId to recognize the Tegra-Android platform
and generate a test project for Nsight Tegra tools. Locate the full
path to CMAKE_<LANG>_COMPILER by computing it within the test project
build environment.
Also teach CMakeFindBinUtils that this variant of the Visual Studio
generator uses UNIX-like instead of MS-like archiving and linking tools.
Add WindowsSDKDesktopARMSupport to the compiler id .vcxproj to
avoid 'error MSB8022: Compiling Desktop applications for the ARM
platform is not supported.' from VS.
Inspired-by: Minmin Gong <minmin.gong@gmail.com>
Inspired-by: Gilles Khouzam <gillesk@microsoft.com>
When CMAKE_SYSTEM_NAME is set to target one of these, add
ApplicationType and ApplicationTypeRevision elements to the .vcxproj
file used to identify the compiler so that the WindowsPhone or
WindowsStore toolchains can work.
Co-Author: Brad King <brad.king@kitware.com>
Use CMAKE_OSX_SYSROOT and CMAKE_OSX_DEPLOYMENT_TARGET to set the Xcode
SDKROOT and MACOSX_DEPLOYMENT_TARGET build settings. This is necessary
because some versions of Xcode select a different compiler based on
these settings. We need to make sure the compiler identified during
language initialization matches what will be used for the actual build.
Since we do not need the information about the target architecture
we can use the PlatformName only to specify the this information.
This also removes setting of the MSVC_*_ARCHITECTURE_ID variable
which is not required, because this variable gets set by the
compiler detection code in CMAKE_DETERMINE_COMPILER_ID_CHECK().
The Microsoft linker is intelligent enough to detect the target
machine type depending on the input files. This allows us to
get the target architecture from the compiler instead of
maintaining the mapping to the platform name.
Add a dummy mainCRTStartup() function, since the linker searches for
it instead of main() and set the CMAKE_SYSTEM_* variables depending
on the MSVC_C_ARCHITECTURE_ID and CMAKE_VS_WINCE_VERSION variables.
If the TargetMachine isn't defined the linker will choose
the correct target depending on the input file. This helps
us later with additional compiler platforms for WinCE.
Configure a hand-generated Visual Studio project to build the compiler id
source file since we cannot run the compiler command-line tool directly.
Add a post-build command to print out the full path to the compiler tool.
Parse the full path to the compiler tool from the build output.
Configure a hand-generated Xcode project to build the compiler id source
file since we cannot run the compiler command-line tool directly. Add a
post-build shell script phase to print out the compiler toolset build
setting. Run xcodebuild to compile the identification binary. Parse
the full path to the compiler tool from the xcodebuild output.