Precompiled logic update [Windows build]
Nuke HAVE_PCH and use only one macro for PCH logic. This macro is enabled (=1) or disabled (=0) based on --without-pch and no_pch parameters in premake5 Visual studio does not more override this logic Differential Revision: https://code.wildfiregames.com/D1380 Reviewed by: @Itms This was SVN commit r23314.
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@ -456,9 +456,10 @@ function project_add_contents(source_root, rel_source_dirs, rel_include_dirs, ex
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pchheader(pch_dir.."precompiled.h")
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filter {}
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pchsource(pch_dir.."precompiled.cpp")
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defines { "USING_PCH" }
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defines { "CONFIG_ENABLE_PCH=1" }
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files { pch_dir.."precompiled.h", pch_dir.."precompiled.cpp" }
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else
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defines { "CONFIG_ENABLE_PCH=0" }
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flags { "NoPCH" }
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end
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@ -37,7 +37,7 @@
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#endif
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#include "lib/config.h" // CONFIG_ENABLE_BOOST, CONFIG_ENABLE_PCH
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#include "lib/sysdep/compiler.h" // MSC_VERSION, HAVE_PCH
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#include "lib/sysdep/compiler.h" // MSC_VERSION
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// must come before any STL headers are included
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#if MSC_VERSION
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@ -95,7 +95,7 @@ using std::shared_ptr;
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// they use. this policy ensures good compile performance whether or not
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// PCHs are being used.
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#if CONFIG_ENABLE_PCH && HAVE_PCH
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#if CONFIG_ENABLE_PCH
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// anything placed here won't need to be compiled in each translation unit,
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// but will cause a complete rebuild if they change.
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@ -108,4 +108,4 @@ using std::shared_ptr;
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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#endif // #if CONFIG_ENABLE_PCH && HAVE_PCH
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#endif // #if CONFIG_ENABLE_PCH
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@ -1,4 +1,4 @@
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/* Copyright (c) 2017 Wildfire Games.
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/* Copyright (c) 2019 Wildfire Games.
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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@ -72,17 +72,6 @@
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# define __has_cpp_attribute(x) 0
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#endif
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// are PreCompiled Headers supported?
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#if MSC_VERSION
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# define HAVE_PCH 1
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#elif defined(USING_PCH)
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# define HAVE_PCH 1
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#else
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# define HAVE_PCH 0
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#endif
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// check if compiling in pure C mode (not C++) with support for C99.
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// (this is more convenient than testing __STDC_VERSION__ directly)
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//
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@ -20,7 +20,7 @@
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// Atlas-specific PCH:
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#if HAVE_PCH
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#if CONFIG_ENABLE_PCH
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// These headers are included in over 60% of files.
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#include "tools/atlas/GameInterface/Messages.h"
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@ -29,4 +29,4 @@
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#include <unordered_map>
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#endif // HAVE_PCH
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#endif // CONFIG_ENABLE_PCH
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@ -21,9 +21,9 @@
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#include "ps/Pyrogenesis.h" // old error system
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#if HAVE_PCH
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#if CONFIG_ENABLE_PCH
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#include "SDL.h"
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#include "SDL_endian.h"
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#endif // HAVE_PCH
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#endif // CONFIG_ENABLE_PCH
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@ -22,11 +22,11 @@
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# pragma warning(disable:4250) // "inherits 'IGUITextOwner::IGUITextOwner::UpdateCachedSize' via dominance"
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#endif
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#if HAVE_PCH
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#if CONFIG_ENABLE_PCH
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#include "gui/CGUI.h"
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#include "gui/ObjectBases/IGUIObject.h"
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#include "ps/CStr.h"
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#include "scriptinterface/ScriptInterface.h"
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#endif // HAVE_PCH
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#endif // CONFIG_ENABLE_PCH
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@ -18,10 +18,10 @@
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#define MINIMAL_PCH 2
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#include "lib/precompiled.h" // common precompiled header
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#if HAVE_PCH
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#if CONFIG_ENABLE_PCH
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// These headers are included by almost all compilation units.
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#include "ps/CStr.h"
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#include "ps/ThreadUtil.h"
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#endif // HAVE_PCH
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#endif // CONFIG_ENABLE_PCH
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@ -21,7 +21,7 @@
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// Minimal is a bit *too* minimal to let things compile, so include a few more headers
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#include "lib/debug.h"
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#if HAVE_PCH
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#if CONFIG_ENABLE_PCH
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// The simulation has many header files (component interfaces) which are quick to compile on their own
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// but bring in a lot of headers indirectly. Adding these to the precompiled header
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@ -30,4 +30,4 @@
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#include "simulation2/system/Interface.h"
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#include "simulation2/system/InterfaceScripted.h"
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#endif // HAVE_PCH
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#endif // CONFIG_ENABLE_PCH
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@ -17,7 +17,7 @@
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#include "lib/precompiled.h" // common precompiled header
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#if HAVE_PCH
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#if CONFIG_ENABLE_PCH
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#include "simulation2/system/ComponentTest.h"
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#include "lib/self_test.h"
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@ -26,4 +26,4 @@
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#include <cxxtest/TestRunner.h>
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#include <cxxtest/RealDescriptions.h>
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#endif // HAVE_PCH
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#endif // CONFIG_ENABLE_PCH
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