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* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-273-4/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
* Replace externals with Conan (#3735)James Rowe2020-05-081-18/+0
| | | | | | | | | | | | | | | | | | | | | * Remove git submodules that will be loaded through conan * Move custom Find modules to their own folder * Use conan for downloading missing external dependencies * CI: Change the yuzu source folder user to the user that the containers run on * Attempt to remove dirty mingw build hack * Install conan on the msvc build * Only set release build type when using not using multi config generator * Re-add qt bundled to workaround an issue with conan qt not downloading prebuilt binaries * Add workaround for submodules that use legacy CMAKE variables * Re-add USE_BUNDLED_QT on the msvc build bot
* use config mode for finding SDL2 with CMakeBrian Clinkenbeard2020-02-111-239/+0
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* Handle missing git info when buildingMichał Janiszewski2018-10-291-2/+6
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* Improve directory creation in WindowsCopyFiles.cmakeMichał Janiszewski2018-06-241-3/+3
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* Revert "Use Ninja for MSVC AppVeyor builds" (#584)bunnei2018-06-231-2/+2
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* Use Ninja for MSVC AppVeyor buildsMichał Janiszewski2018-06-051-2/+2
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* cmake: Add script to find Unicorn.bunnei2018-01-051-0/+18
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* Fixes SDL2.dll copy to bindir on windowsLectem2016-07-211-0/+9
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* fix SDL2 detection for VisualLectem2016-03-141-1/+7
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* Dependencies: Remove GLFW, Add SDL2MerryMage2016-03-022-0/+252
| | | | | | | | | | | | | | citra: Remove GLFW, Add SDL2 FindSDL2: Do not CACHE SDL2_* variables if library is not found EmuWindow_SDL2: Set minimal client area at initialisation time EmuWindow_SDL2: Corrections EmuWindow_SDL2: Fix no decorations on startup on OS X cmake: windows_copy_files
* Replace GLEW with a glLoadGen loader.Yuri Kunde Schlesner2014-09-011-47/+0
| | | | | | | | | This should fix the GL loading errors that occur in some drivers due to the use of deprecated functions by GLEW. Side benefits are more accurate auto-completion (deprecated function and symbols don't exist) and faster pointer loading (less entrypoints to load). In addition it removes an external library depency, simplifying the build system a bit and eliminating one set of binary libraries for Windows.
* Indent fixesarchshift2014-05-191-29/+29
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* Added FindGLEW to cmake-modulesarchshift2014-05-171-0/+47
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* fixes to scm_rev generation to make it conistent with windows buildbunnei2014-04-241-0/+28
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* added scm rev generation on Linux/cmakebunnei2014-04-242-0/+168