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Gregor Jasny's avatar
Gregor Jasny authored
When building with multiple SDKs within one project Xcode requires
the usage of ${EFFECTIVE_PLATFORM_NAME} to put temporary and build
outout into separate directories. For example an iOS device and
simulator build use two different SDKs (iphoneos and iphonesimulator).

In the past cmake tries to detect embedded toolchains that could
possibly use simulators and emitted EFFECTIVE_PLATFORM_NAME (EPN)
at the proper locations. In #16253 Mark noticed that if he
uses macosx and iphoneos in combination the necessary EPN is not
emitted. This is because CMake by default assumes macosx SDK which
does not trigger EPN emission.

The fist naive approach - enabling EPN unconditionally revealed that
then the EPN leaks into generator expressions like $<TARGET_FILE:xxx>
which might be a regression and thus is unacceptable.

The next approach was to add an CMake property to enable EPN emission
unconditionally. This solved the reported problem.

But the EPN leakage also happened for the embedded toolchains already
without anyone noticing. So the control property was turned into a
tri-state one:

 * No definition: EPN is activated for embedded toolchains like before
 * ON: EPN is always emitted
 * OFF: EPN is never emitted

That approach gives the user the chance to disable EPN for embedded
toolchains and restores generator expression functionality for those.

Closes: #16253
10c9c73d
History

CMake

Introduction

CMake is a cross-platform, open-source build system generator. For full documentation visit the CMake Home Page and the CMake Documentation Page.

CMake is maintained and supported by Kitware and developed in collaboration with a productive community of contributors.

License

CMake is distributed under the OSI-approved BSD 3-clause License. See Copyright.txt for details.

Building CMake

Supported Platforms

MS Windows, Mac OS X, Linux, FreeBSD, Solaris, HP-UX, IRIX, BeOS, QNX

Other UNIX-like operating systems may work too out of the box, if not it should not be a major problem to port CMake to this platform. Subscribe and post to the CMake Users List to ask if others have had experience with the platform.

Building CMake from Scratch

UNIX/Mac OSX/MinGW/MSYS/Cygwin

You need to have a compiler and a make installed. Run the bootstrap script you find in the source directory of CMake. You can use the --help option to see the supported options. You may use the --prefix=<install_prefix> option to specify a custom installation directory for CMake. You can run the bootstrap script from within the CMake source directory or any other build directory of your choice. Once this has finished successfully, run make and make install. In summary:

$ ./bootstrap && make && make install

Windows

You need to download and install a binary release of CMake in order to build CMake. You can get these releases from the CMake Download Page . Then proceed with the instructions below.

Building CMake with CMake

You can build CMake as any other project with a CMake-based build system: run the installed CMake on the sources of this CMake with your preferred options and generators. Then build it and install it. For instructions how to do this, see documentation on Running CMake.

Reporting Bugs

If you have found a bug:

  1. If you have a patch, please read the CONTRIBUTING.rst document.
  2. Otherwise, please join the CMake Users List and ask about the expected and observed behaviors to determine if it is really a bug.
  3. Finally, if the issue is not resolved by the above steps, open an entry in the CMake Issue Tracker.

Contributing

See CONTRIBUTING.rst for instructions to contribute.