very minor cmake adjustments

This commit is contained in:
Wenzel Jakob 2016-05-29 12:35:16 +02:00
parent 1503d2fb50
commit 67a6392987
2 changed files with 21 additions and 19 deletions

View File

@ -13,10 +13,10 @@ project(pybind11)
set(PYBIND11_MASTER_PROJECT OFF)
if (CMAKE_CURRENT_SOURCE_DIR STREQUAL CMAKE_SOURCE_DIR)
set(PYBIND11_MASTER_PROJECT ON)
endif ()
endif()
option(PYBIND11_INSTALL "Install pybind11 header files?" ${PYBIND11_MASTER_PROJECT})
option(PYBIND11_TEST "Build tests?" ${PYBIND11_MASTER_PROJECT})
option(PYBIND11_TEST "Build pybind11 test suite?" ${PYBIND11_MASTER_PROJECT})
# Add a CMake parameter for choosing a desired Python version
set(PYBIND11_PYTHON_VERSION "" CACHE STRING "Python version to use for compiling the example application")
@ -61,23 +61,24 @@ function(pybind11_add_module target_name)
set_target_properties(${target_name} PROPERTIES PREFIX "${PYTHON_MODULE_PREFIX}")
set_target_properties(${target_name} PROPERTIES SUFFIX "${PYTHON_MODULE_EXTENSION}")
# It's quite common to have multiple copies of the same Python version
# installed on one's system. E.g.: one copy from the OS and another copy
# that's statically linked into an application like Blender or Maya.
# If we link our plugin library against the OS Python here and import it
# into Blender or Maya later on, this will cause segfaults when multiple
# conflicting Python instances are active at the same time (even when they
# are of the same version).
# Windows is not affected by this issue since it handles DLL imports
# differently. The solution for Linux and Mac OS is simple: we just don't
# link against the Python library. The resulting shared library will have
# missing symbols, but that's perfectly fine -- they will be resolved at
# import time.
if(MSVC)
if(WIN32)
# Link against the Python shared library on Windows
target_link_libraries(${target_name} PRIVATE ${PYTHON_LIBRARIES})
elseif(APPLE)
# Make sure OS X does not have any issues with missing symbols
# It's quite common to have multiple copies of the same Python version
# installed on one's system. E.g.: one copy from the OS and another copy
# that's statically linked into an application like Blender or Maya.
# If we link our plugin library against the OS Python here and import it
# into Blender or Maya later on, this will cause segfaults when multiple
# conflicting Python instances are active at the same time (even when they
# are of the same version).
# Windows is not affected by this issue since it handles DLL imports
# differently. The solution for Linux and Mac OS is simple: we just don't
# link against the Python library. The resulting shared library will have
# missing symbols, but that's perfectly fine -- they will be resolved at
# import time.
target_link_libraries(${target_name} PRIVATE "-undefined dynamic_lookup")
endif()
@ -124,6 +125,7 @@ function(pybind11_add_module target_name)
# Enforce link time code generation on MSVC, except in debug mode
target_compile_options(${target_name} PRIVATE $<$<NOT:$<CONFIG:Debug>>:/GL>)
# Fancy generator expressions don't work with linker flags, for reasons unknown
set_property(TARGET ${target_name} APPEND_STRING PROPERTY LINK_FLAGS_RELEASE /LTCG)
set_property(TARGET ${target_name} APPEND_STRING PROPERTY LINK_FLAGS_MINSIZEREL /LTCG)
@ -132,7 +134,7 @@ function(pybind11_add_module target_name)
endfunction()
# Compile with compiler warnings turned on
function(pybind11_turn_on_warnings target_name)
function(pybind11_enable_warnings target_name)
if(MSVC)
target_compile_options(${target_name} PRIVATE /W4)
else()

View File

@ -39,7 +39,7 @@ endif()
# Create the binding library
pybind11_add_module(example example.cpp ${PYBIND11_EXAMPLES})
pybind11_turn_on_warnings(example)
pybind11_enable_warnings(example)
if(EIGEN3_FOUND)
target_include_directories(example PRIVATE ${EIGEN3_INCLUDE_DIR})