[Cmake-commits] CMake branch, master, updated. v3.12.0-349-g0dc8559

2018-08-03 Thread Kitware Robot
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- Log -
https://cmake.org/gitweb?p=cmake.git;a=commitdiff;h=0dc85598a11e1d480685b729bc2de97d1ded0ba7
commit 0dc85598a11e1d480685b729bc2de97d1ded0ba7
Author: Kitware Robot 
AuthorDate: Sat Aug 4 00:01:10 2018 -0400
Commit: Kitware Robot 
CommitDate: Sat Aug 4 00:01:10 2018 -0400

CMake Nightly Date Stamp

diff --git a/Source/CMakeVersion.cmake b/Source/CMakeVersion.cmake
index 7363afe..2f4ac5b 100644
--- a/Source/CMakeVersion.cmake
+++ b/Source/CMakeVersion.cmake
@@ -1,5 +1,5 @@
 # CMake version number components.
 set(CMake_VERSION_MAJOR 3)
 set(CMake_VERSION_MINOR 12)
-set(CMake_VERSION_PATCH 20180803)
+set(CMake_VERSION_PATCH 20180804)
 #set(CMake_VERSION_RC 1)

---

Summary of changes:
 Source/CMakeVersion.cmake | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)


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[cmake-developers] Compile flags depending on source file property

2018-08-03 Thread Simon Richter
Hi,

I'd like to compile different source files with slightly different
flags, calculating the flags dependent on source file properties.

The easiest example would be different warning flags for all generated
sources, as I have little influence over this code.

The only way I can think of doing this would be to remove the global
warning flag definitions from the toplevel CMakeLists.txt, and instead
have that define two different variables for the positive and negative
forms of a particular warning flag, dependent on compiler, and then
define the flag explicitly as source properties in each directory:

if(GCC or CLANG)
# determine if it actually supports -Wshadow ...
set(WARN_SHADOW_ON "-Wshadow")
set(WARN_SHADOW_OFF "-Wno-shadow")
endif()

and later on

set(TARGET1_NON_GENERATED_FILES ... )
set(TARGET1_GENERATED_FILES ...)

add_executable(target1
${TARGET1_GENERATED_FILES}
${TARGET1_NON_GENERATED_FILES})

set_property(
SOURCE ${TARGET1_NON_GENERATED_FILES}
APPEND_STRING
PROPERTY COMPILE_FLAGS
"${WARN_SHADOW_ON} ")
set_property(
SOURCE ${TARGET1_GENERATED_FILES}
APPEND_STRING
PROPERTY COMPILE_FLAGS
"${WARN_SHADOW_OFF} ")

All of this is rather ugly, and escalates even more as there are more
different classes of source files.

What I'd like to see is something like a generator expression that is
evaluated once per source file, that would allow me to have a global
definition

string(APPEND CMAKE_CXX_FLAGS
"$,${WARN_SHADOW_OFF},${WARN_SHADOW_ON}> ")

Since there is already a mechanism to carry the per-source COMPILE_FLAGS
property into the compile flags for the source file, I wonder if that
could be extended to a generic mechanism to derive source specific
compile flags from source properties?

   Simon



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Re: [CMake] LD_LIBRARY_PATH not used by the linker

2018-08-03 Thread Robert Maynard
When you dumb out the contents of VTK_LIBRARIES do you see
';/home2/softmassot/eb/Compiler/GCCcore/7.2.0/Python/2.7.14-bare/lib/libpython2.7.so'.

In general CMake will only stop using the absolute path of a library
when the library resides in an implicit directory provided by the
compiler. On Thu, Aug 2, 2018 at 4:13 PM Ruben Di Battista
 wrote:
>
> Thanks for your answer,
>
> The thing is that, since the Python dependency comes from VTK, I checked in 
> the VTK install directory all the CMake configuration files (In particulare 
> the UseVTK.cmake) file to see if they keep the Python path somewhere.
>
> And it happens that yes, they do.
> If I run: `grep -e 'python2.7' -r `, I 
> actually get that in the file `VTKTargets.cmake`and in the 
> `Modules/vtkPython.cmake` they actually keep the path of the python used to 
> compile VTK.
>
> For example in VTKTargets.cmake, you find:
>
> set_target_properties(vtkWrappingPythonCore PROPERTIES
>   INTERFACE_LINK_LIBRARIES 
> "vtkCommonCore;/home2/softmassot/eb/Compiler/GCCcore/7.2.0/Python/2.7.14-bare/lib/libpython2.7.so;vtksys"
> )
>
> So when I link my test target to ${VTK_LIBRARIES}, shouldn't it also be able 
> to retrieve the right python library from the target properties?
>
>
> On Thu, Aug 2, 2018 at 9:56 PM Roger Leigh  wrote:
>>
>> It's the quick and easy way to do it.
>>
>> However, I'd suggest looking at getting CMake to use the proper path
>> without it.  Can you use any module-specific variables like
>> PYTHON_LIBRARY to override the search.  Or even just add to
>> CMAKE_PREFIX_PATH.  (Does VTK support imported targets?)
>>
>> Regards,
>> Roger
>>
>> On 02/08/18 20:43, Ruben Di Battista wrote:
>> > Hi Roger,
>> > so I explicitly passing the LDFLAGS is the way to go?
>> >
>> > On Thu, Aug 2, 2018 at 9:41 PM Roger Leigh > > > wrote:
>> >
>> > On 02/08/18 20:03, Ruben Di Battista wrote:
>> >
>> >  > I'm running cmake on a system where I have module-loaded software
>> > such
>> >  > that `LD_LIBRARY_PATH` gets populated by the module (actually I'm
>> > using
>> >  > Lmod) function.
>> >
>> > LD_LIBRARY_PATH is used by the *runtime* linker, ld.so.  It is not used
>> > when linking at *build* time, with ld.
>> --
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Re: [CMake] Beginning to compiling CMake file

2018-08-03 Thread Volker Enderlein

Hi,

the configuration step of OSL is running this command (via a powershell 
command), $... denotes always variables defined somewhere in the 
appveyor file, $env: denotes environment variables.


cmake ..\.. -G "$GENERATOR" 
-DCMAKE_CONFIGURATION_TYPES="$env:CONFIGURATION" 
-DCMAKE_PREFIX_PATH="$env:OPENIMAGEIOHOME;$DEP_DIR;$BOOST_ROOT;$LLVM_DIR" 
-DCMAKE_INSTALL_PREFIX="$DEP_DIR" -DLLVM_DIRECTORY="$LLVM_DIR" 
-DLLVM_STATIC=ON -DOPENIMAGEIOHOME="$env:OPENIMAGEIOHOME" 
-DBOOST_LIBRARYDIR="$BOOST_LIBRARYDIR" 
-DFLEX_EXECUTABLE="C:\ProgramData\chocolatey\lib\winflexbison\tools\win_flex.exe" 
-DBISON_EXECUTABLE="C:\ProgramData\chocolatey\lib\winflexbison\tools\win_bison.exe" 
-DUSE_QT=OFF -DBUILDSTATIC=OFF -DLINKSTATIC=OFF


The build step is run via this command:

cmake --build . --config $env:CONFIGURATION -- /nologo /verbosity:minimal

So it builds the entire OSL Project.

As the OSL Toy is included in the master it should be built too. 
(According to the documentation of the PR you linked to, you should 
remove "-DUSE_QT=OFF" from the CMake configuration call.) And because 
you are on Windows using a Visual Studio I suppose you can safely remove 
-DLLVM_DIRECTORY="$LLVM_DIR" -DLLVM_STATIC=ON (as you are not building 
with LLVM) and replace -G "$GENERATOR" by -G "Visual Studio 14 2015" or 
-G "Visual Studio 15 2017". "$env:Configuration" ca be replaced with 
"Release" (without the double quotes). Other environment variables and 
variables may need to be replaced by %variable% if you build on a non 
powershell command prompt. This is not tested, so you may need to adopt 
other settings too.


I am not aware of any way to build OSL Toy separately. Maybe you should 
drop Larry Gritz (the committer of the PR) a message asking for further 
guidance as this is not really a CMake issue rather than a "How do I 
compile only subproject Y of X" with CMake.


Cheers Volker

Am 03/08/2018 um 14:43 schrieb CrestChristopher:
Hi, I assume that the first link I posted which was a link to OSL Toy 
within the Open Shading Language repository uses the methods which you 
mention to compile the file ?


i.e. the top level directory of the github project, you'll se an 
appveyor.yml file entry. That is the information for the continuous 
integration tool (CI, AppVeyor) they are using to build the project 
from scratch. If you look into it, you'll find a before_build and a 
build_script section. Both contain calls to CMake either to build the 
dependencies (before_build) or the project itself (build_script). 
This is a starting point for you how to formulate your CMake call. 


With the information within the before_build & build_script section; 
how do I formulate the CMake call, as to compile ?


Thank You.


On 8/3/2018 2:48 AM, Volker Enderlein wrote:

If you go to https://github.com/imageworks/OpenShadingLanguage

i.e. the top level directory of the github project, you'll se an 
appveyor.yml file entry. That is the information for the continuous 
integration tool (CI, AppVeyor) they are using to build the project 
from scratch. If you look into it, you'll find a before_build and a 
build_script section. Both contain calls to CMake either to build the 
dependencies (before_build) or the project itself (build_script). 
This is a starting point for you how to formulate your CMake call.


Cheers Volker

Am 03/08/2018 um 02:40 schrieb CrestChristopher:
Sorry, what is this information for; and how can it be used within 
the `build_script` section in the appveyor.yml file ?



On 8/2/2018 9:30 AM, Volker Enderlein wrote:
Please have a look into the appveyor.yml file under section 
build_script: you see the typical invocation of cmake for this 
github project.


Cheers Volker

Am 02/08/2018 um 15:18 schrieb CrestChristopher:
I hope this helps; 
https://github.com/imageworks/OpenShadingLanguage/pull/824 ?



On 8/1/2018 5:20 PM, Volker Enderlein wrote:

Am 31.07.2018 um 06:17 schrieb CrestChristopher:
Hi, I'm a beginner to CMake and for weeks I've been trying to 
compile a CMake file which I found on a github repository.  All 
I can say is I have a CMakeLists.txt file but I don't know how 
to compile and I hope someone can help ?


Christopher

You may want to include information about the name and the link 
to the project repository from Github to get the best possible 
responses. Without that it's just shooting in the dark.


Cheers Volker













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Re: [CMake] Beginning to compiling CMake file

2018-08-03 Thread CrestChristopher
Hi, I assume that the first link I posted which was a link to OSL Toy 
within the Open Shading Language repository uses the methods which you 
mention to compile the file ?


i.e. the top level directory of the github project, you'll se an 
appveyor.yml file entry. That is the information for the continuous 
integration tool (CI, AppVeyor) they are using to build the project 
from scratch. If you look into it, you'll find a before_build and a 
build_script section. Both contain calls to CMake either to build the 
dependencies (before_build) or the project itself (build_script). This 
is a starting point for you how to formulate your CMake call. 


With the information within the before_build & build_script section; how 
do I formulate the CMake call, as to compile ?


Thank You.


On 8/3/2018 2:48 AM, Volker Enderlein wrote:

If you go to https://github.com/imageworks/OpenShadingLanguage

i.e. the top level directory of the github project, you'll se an 
appveyor.yml file entry. That is the information for the continuous 
integration tool (CI, AppVeyor) they are using to build the project 
from scratch. If you look into it, you'll find a before_build and a 
build_script section. Both contain calls to CMake either to build the 
dependencies (before_build) or the project itself (build_script). This 
is a starting point for you how to formulate your CMake call.


Cheers Volker

Am 03/08/2018 um 02:40 schrieb CrestChristopher:
Sorry, what is this information for; and how can it be used within 
the `build_script` section in the appveyor.yml file ?



On 8/2/2018 9:30 AM, Volker Enderlein wrote:
Please have a look into the appveyor.yml file under section 
build_script: you see the typical invocation of cmake for this 
github project.


Cheers Volker

Am 02/08/2018 um 15:18 schrieb CrestChristopher:
I hope this helps; 
https://github.com/imageworks/OpenShadingLanguage/pull/824 ?



On 8/1/2018 5:20 PM, Volker Enderlein wrote:

Am 31.07.2018 um 06:17 schrieb CrestChristopher:
Hi, I'm a beginner to CMake and for weeks I've been trying to 
compile a CMake file which I found on a github repository.  All I 
can say is I have a CMakeLists.txt file but I don't know how to 
compile and I hope someone can help ?


Christopher

You may want to include information about the name and the link to 
the project repository from Github to get the best possible 
responses. Without that it's just shooting in the dark.


Cheers Volker











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Re: [CMake] Can't find boost libs on VS2017 CMake 3.12

2018-08-03 Thread Søren

Thanks

Debug output shows
* that it already searchs in the right folders.
* It appears to search for the right patterns e.g. 
"boost_chrono-vc141-mt-x64-1_67" (file is there 
"libboost_chrono-vc141-mt-x64-1_67.lib")

* It also states  "Boost_FOUND = 1"

But still that error. So far I can't see from the debug output why it 
fails.

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Re: [CMake] $ is not empty even if configuration has no PDB

2018-08-03 Thread Nils Gladitz
On Fri, Aug 3, 2018 at 11:31 AM Louis-Paul CORDIER 
wrote:

> How can I detect using generator expression if a file exists?
>

Since there is no first class CMake feature controlling if PDB files are
generated and since CMake does not try to interpret custom compiler flags
projects or users might be setting it doesn't necessarily know which
configurations may or may not generate PDBs.
I.e. a project might add the required compiler flags to generate PDBs in
Release configurations as well.

If you know for your use case that PDBs are generated for all
configurations except Release you could guard expansion of
$ with something like
$<$>:$> (untested) or
alternatively and perhaps cleaner and more flexible you could replace your
direct command invocation with a cmake script wrapper that checks for
existence of files before invoking the actual tool. That way it would also
work when users directly manipulated PDB specific compiler flags.

Nils
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[CMake] $ is not empty even if configuration has no PDB

2018-08-03 Thread Louis-Paul CORDIER

Hi everybody,

I am currently trying to add reproducible MSVC build to my project using 
ducible tool.


ducible can take in optional parameter, a pdb file.

I am using the following command:

  set(DUCIBLE_BINARY "${CMAKE_CURRENT_LIST_DIR}/bin/ducible.exe")
  add_custom_command(TARGET ${MYTARGET}
 POST_BUILD
 COMMAND ${DUCIBLE_BINARY} 
\"$\" \"$\"

 COMMENT "Patching for reproducible build.")

However even if the current configuration is not generating a PDB (for 
Release for instance), this generator expression is providing a path, 
making the ducible tool to fail because the pdb file does not exists. Is 
it a bug? How can I detect using generator expression if a file exists? 
I tried to check all _PDB_ properties of the target but they are all 
empty by default.


Thank you very much for your help,

Louis-Paul CORDIER
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Re: [CMake] setting FIXTURES_* and RESOURCE_LOCK caused permission denied for dependent test?

2018-08-03 Thread Craig Scott
On Fri, Aug 3, 2018 at 12:56 PM, Quang Ha  wrote:

> Hi all,
>
> I am facing the issue of FIXTURES for setting up dependent test. Using
> RESOURCE_LOCK. Currently, it looks something like this:
>
> ===
> set_test_properties(run_simulation PROPERTIES FIXTURES_SETUP
> ${simulation_name})
> set_test_properties(compare_results PROPERTIES FIXTURES_REQUIRED
> ${simulation_name})
>
> [...]
>
> set_test_properties(run_simulation compare_results PROPERTIES
> RESOURCE_LOCK data_${simulation_name})
> ===
>
> If I include the line of RESOURCE_LOCK, the compare_results test will
> failed with permission denied. Removing it will make it run fine. I don't
> think I'm doing anything wrong though - why such behaviour is observed?
>

There doesn't seem to be anything wrong with your example code above, but
the problem might be in the other things that you have omitted. Does
anything else use the same resource lock name? If so, those are most likely
the cause. The code above on its own should not be able to lead to the
behavior you have described, since the use of RESOURCE_LOCK only has the
effect of preventing tests with the same named resource from running
concurrently. It doesn't touch any files directly, only your tests
themselves would be doing that. The other thing I would check is the
specific reason why the compare_results test is complaining with the
message "permission denied". Maybe add more debug logging to the test case
to check what you expect to exist (or not exist) at the start of the test.
You can also make ctest show more output by adding the -V option which will
show all the commands and test output.

-- 
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Melbourne, Australia
https://crascit.com

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Re: [CMake] Beginning to compiling CMake file

2018-08-03 Thread Volker Enderlein

If you go to https://github.com/imageworks/OpenShadingLanguage

i.e. the top level directory of the github project, you'll se an 
appveyor.yml file entry. That is the information for the continuous 
integration tool (CI, AppVeyor) they are using to build the project from 
scratch. If you look into it, you'll find a before_build and a 
build_script section. Both contain calls to CMake either to build the 
dependencies (before_build) or the project itself (build_script). This 
is a starting point for you how to formulate your CMake call.


Cheers Volker

Am 03/08/2018 um 02:40 schrieb CrestChristopher:
Sorry, what is this information for; and how can it be used within the 
`build_script` section in the appveyor.yml file ?



On 8/2/2018 9:30 AM, Volker Enderlein wrote:
Please have a look into the appveyor.yml file under section 
build_script: you see the typical invocation of cmake for this github 
project.


Cheers Volker

Am 02/08/2018 um 15:18 schrieb CrestChristopher:
I hope this helps; 
https://github.com/imageworks/OpenShadingLanguage/pull/824 ?



On 8/1/2018 5:20 PM, Volker Enderlein wrote:

Am 31.07.2018 um 06:17 schrieb CrestChristopher:
Hi, I'm a beginner to CMake and for weeks I've been trying to 
compile a CMake file which I found on a github repository.  All I 
can say is I have a CMakeLists.txt file but I don't know how to 
compile and I hope someone can help ?


Christopher

You may want to include information about the name and the link to 
the project repository from Github to get the best possible 
responses. Without that it's just shooting in the dark.


Cheers Volker









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