build with clang-cl from a toolchain file and a preset

The tree compiles and links under clang-cl, so make that a configuration
anyone can ask for rather than a command line to reconstruct:

  MSVC_DIRECTORY=/path/to/msvc cmake --preset '1dot13 Release clang-cl'

It is a check on the source, not a port -- MSVC still builds what ships. What
it buys is a second front end over every translation unit, which is how the
inline assembly with no operand size and the resource string with a raw 0xA9
were found, and it runs natively: clang-cl, lld-link, llvm-rc and llvm-lib
need no Wine, so a full JA2.exe takes a fraction of the time.

The toolchain file names every MSVC and SDK include directory, because
clang-cl does not read INCLUDE and LIB the way cl does, and picks the newest
version of each tree rather than pinning one. MSVC_DIRECTORY says where they
live and is reported plainly when it is missing or wrong.

build a bindable Bink import library when not building with MSVC

The shipped binkw32.lib is an old ordinal-based long-format import library.
MSVC's link.exe binds it, but clang-cl's lld-link does not: it leaves every
Bink import unresolved, so at run time the calls jump into arbitrary code and
crash the game at startup, six access violations deep in unrelated code before
the game's own handler gives up.

Rebuild the import library from binkw32.def with llvm-dlltool on any front end
other than MSVC. The library imports by ordinal, for the reasons binkw32.def
records: binkw32.dll exports decorated stdcall names that keep their leading
underscore (_BinkOpen@8), and llvm-dlltool strips that underscore from the
imported name whatever --no-leading-underscore says, so a by-name import would
look up a name the DLL does not export and Wine would substitute a builtin stub
that aborts ("unimplemented function binkw32.dll.BinkSetSoundSystem@8").
Ordinals have no such ambiguity and match the retail DLL. MSVC keeps binding the
shipped library, so the retail build is untouched.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

refactor toolchain

make the preset template something CMake will read

The template carries two // comments. JSON has no comments and neither does
the preset format, so CMake refuses the whole file:

  CMakePresets.json:10: Missing '}' or object member name

Which means the file CopyUserPresetTemplate drops into the source directory
has never worked as handed over -- "cmake --preset '1dot13 Release'" fails
until you delete the comments yourself.

The text they carried is worth keeping, so it moves to the description field
the format does have, and cmake --preset '1dot13 Release' now configures.
This commit is contained in:
Marco Antonio J. Costa
2026-07-23 19:29:55 -03:00
committed by majcosta
parent c2379acd7a
commit 5fd1d5f567
6 changed files with 204 additions and 42 deletions
+8 -1
View File
@@ -76,8 +76,15 @@ add_subdirectory(lua)
add_subdirectory(Multiplayer)
add_subdirectory(wine)
# A non-MSVC toolchain rebuilds the Bink import library and points
# binkw32_lib at it (see clang-cl.cmake); MSVC binds the shipped
# library fine, so fall back to that.
if(NOT binkw32_lib)
set(binkw32_lib "${CMAKE_SOURCE_DIR}/binkw32.lib")
endif()
set(Ja2_Libraries
"${CMAKE_SOURCE_DIR}/binkw32.lib"
"${binkw32_lib}"
"${CMAKE_SOURCE_DIR}/libexpatMT.lib"
"${CMAKE_SOURCE_DIR}/lua51.lib"
"${CMAKE_SOURCE_DIR}/lua51.vc9.lib"
+104
View File
@@ -0,0 +1,104 @@
; Import definition for binkw32.dll, used to rebuild the Bink import library
; when building with clang-cl.cmake
;
; Two things forced the shape of this file:
; 1. lld-link cannot bind the ordinal-based long-format import library the
; game ships (binkw32.lib). It leaves every Bink call unresolved, and at
; run time the calls jump into arbitrary code and crash at startup.
; 2. binkw32.dll exports decorated stdcall names that keep their leading
; underscore (_BinkOpen@8). llvm-dlltool strips that underscore from the
; imported name whatever the --no-leading-underscore flag says, so a
; by-name import would look up "BinkOpen@8", not find it in the DLL, and
; Wine would substitute a builtin stub that aborts ("unimplemented
; function binkw32.dll.BinkSetSoundSystem@8").
;
; Importing by ordinal (NONAME) sidesteps both: there is no name to mismatch,
; and the ordinals are those of the retail binkw32.dll the game ships. MSVC's
; link.exe binds the shipped library fine and keeps using it.
LIBRARY binkw32.dll
EXPORTS
_BinkBufferBlit@12 @1 NONAME
_BinkBufferCheckWinPos@12 @2 NONAME
_BinkBufferClear@8 @3 NONAME
_BinkBufferClose@4 @4 NONAME
_BinkBufferGetDescription@4 @5 NONAME
_BinkBufferGetError@0 @6 NONAME
_BinkBufferLock@4 @7 NONAME
_BinkBufferOpen@16 @8 NONAME
_BinkBufferSetDirectDraw@8 @9 NONAME
_BinkBufferSetHWND@8 @10 NONAME
_BinkBufferSetOffset@12 @11 NONAME
_BinkBufferSetResolution@12 @12 NONAME
_BinkBufferSetScale@12 @13 NONAME
_BinkBufferUnlock@4 @14 NONAME
_BinkCheckCursor@20 @15 NONAME
_BinkClose@4 @16 NONAME
_BinkCloseTrack@4 @17 NONAME
_BinkCopyToBuffer@28 @18 NONAME
_BinkCopyToBufferRect@44 @19 NONAME
_BinkDDSurfaceType@4 @20 NONAME
_BinkDX8SurfaceType@4 @21 NONAME
_BinkDoFrame@4 @22 NONAME
_BinkGetError@0 @23 NONAME
_BinkGetKeyFrame@12 @24 NONAME
_BinkGetRealtime@12 @25 NONAME
_BinkGetRects@8 @26 NONAME
_BinkGetSummary@8 @27 NONAME
_BinkGetTrackData@8 @28 NONAME
_BinkGetTrackID@8 @29 NONAME
_BinkGetTrackMaxSize@8 @30 NONAME
_BinkGetTrackType@8 @31 NONAME
_BinkGoto@12 @32 NONAME
_BinkIsSoftwareCursor@8 @33 NONAME
_BinkLogoAddress@0 @34 NONAME
_BinkNextFrame@4 @35 NONAME
_BinkOpen@8 @36 NONAME
_BinkOpenDirectSound@4 @37 NONAME
_BinkOpenMiles@4 @38 NONAME
_BinkOpenTrack@8 @39 NONAME
_BinkOpenWaveOut@4 @40 NONAME
_BinkPause@8 @41 NONAME
_BinkRestoreCursor@4 @42 NONAME
_BinkService@4 @43 NONAME
_BinkSetError@4 @44 NONAME
_BinkSetFrameRate@8 @45 NONAME
_BinkSetIO@4 @46 NONAME
_BinkSetIOSize@4 @47 NONAME
_BinkSetMixBinVolumes@20 @48 NONAME
_BinkSetMixBins@16 @49 NONAME
_BinkSetPan@12 @50 NONAME
_BinkSetSimulate@4 @51 NONAME
_BinkSetSoundOnOff@8 @52 NONAME
_BinkSetSoundSystem@8 @53 NONAME
_BinkSetSoundTrack@8 @54 NONAME
_BinkSetVideoOnOff@8 @55 NONAME
_BinkSetVolume@12 @56 NONAME
_BinkWait@4 @57 NONAME
_RADSetMemory@8 @58 NONAME
_RADTimerRead@0 @59 NONAME
_YUV_blit_16a1bpp@52 @60 NONAME
_YUV_blit_16a1bpp_mask@60 @61 NONAME
_YUV_blit_16a4bpp@52 @62 NONAME
_YUV_blit_16a4bpp_mask@60 @63 NONAME
_YUV_blit_16bpp@48 @64 NONAME
_YUV_blit_16bpp_mask@56 @65 NONAME
_YUV_blit_24bpp@48 @66 NONAME
_YUV_blit_24bpp_mask@56 @67 NONAME
_YUV_blit_24rbpp@48 @68 NONAME
_YUV_blit_24rbpp_mask@56 @69 NONAME
_YUV_blit_32abpp@52 @70 NONAME
_YUV_blit_32abpp_mask@60 @71 NONAME
_YUV_blit_32bpp@48 @72 NONAME
_YUV_blit_32bpp_mask@56 @73 NONAME
_YUV_blit_32rabpp@52 @74 NONAME
_YUV_blit_32rabpp_mask@60 @75 NONAME
_YUV_blit_32rbpp@48 @76 NONAME
_YUV_blit_32rbpp_mask@56 @77 NONAME
_YUV_blit_UYVY@48 @78 NONAME
_YUV_blit_UYVY_mask@56 @79 NONAME
_YUV_blit_YUY2@48 @80 NONAME
_YUV_blit_YUY2_mask@56 @81 NONAME
_YUV_blit_YV12@52 @82 NONAME
_YUV_init@4 @83 NONAME
_radfree@4 @84 NONAME
_radmalloc@4 @85 NONAME
-39
View File
@@ -1,39 +0,0 @@
set(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_C_COMPILER clang)
set(CMAKE_CXX_COMPILER clang++)
set(CMAKE_RC_COMPILER llvm-rc)
set(triple i386-pc-win32-msvc)
set(CMAKE_C_COMPILER_TARGET ${triple})
set(CMAKE_CXX_COMPILER_TARGET ${triple})
set(CMAKE_RC_COMPILER_TARGET ${triple})
set(msvc_dir "$ENV{MSVC_DIRECTORY}")
if(msvc_dir STREQUAL "")
message(FATAL_ERROR "Please set a valid MSVC_DIRECTORY environment variable")
endif()
# Don't remember which version of Visual Studio Build Tools this is.
# When updating this, make sure to pin the version so people can get it.
set(msvc_include
"${msvc_dir}/14.34.31933/include"
"${msvc_dir}/14.34.31933/ATLMFC/include"
"${msvc_dir}/include/10.0.22000.0/ucrt"
"${msvc_dir}/include/10.0.22000.0/um"
"${msvc_dir}/include/10.0.22000.0/shared"
"${msvc_dir}/include/10.0.22000.0/winrt"
"${msvc_dir}/include/10.0.22000.0/cppwinrt"
)
set(msvc_libraries
"${msvc_dir}/14.34.31933/ATLMFC/lib/x86"
"${msvc_dir}/14.34.31933/lib/x86"
"${msvc_dir}/lib/10.0.22000.0/ucrt/x86"
"${msvc_dir}/lib/10.0.22000.0/um/x86"
)
foreach(LANG C CXX)
set(CMAKE_${LANG}_STANDARD_INCLUDE_DIRECTORIES ${msvc_include})
endforeach()
link_directories(${msvc_libraries})
+1 -2
View File
@@ -4,12 +4,11 @@
{
"name": "__userBase",
"hidden": true,
"description": "Applications takes any of JA2, JA2MAPEDITOR, JA2UB, JA2UBMAPEDITOR, and builds all four when empty. Set CMAKE_RUNTIME_OUTPUT_DIRECTORY to a gamedir, e.g. C:/Games/JA2, to put the executables where they can be debugged.",
"generator": "Ninja",
"binaryDir": "${sourceDir}/build/${presetName}",
"cacheVariables": {
// Valid choices: JA2;JA2MAPEDITOR;JA2UB;JA2UBMAPEDITOR. If empty (""), will configure all.
"Applications": "JA2",
// For debugging: enter your desired gamedir. e.g. C:/Games/JA2
"CMAKE_RUNTIME_OUTPUT_DIRECTORY": "."
},
"architecture": {
+91
View File
@@ -0,0 +1,91 @@
# Usage:
# MSVC_SDK=/path/to/msvc cmake --toolchain cmake/toolchains/clang-cl.cmake ...
#
# MSVC_SDK is where the cross headers and libraries live: the directory holding
# vc/ and kits/, which for msvc-wine is the root it was installed to. It comes
# from the environment.
set(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_SYSTEM_PROCESSOR x86)
set(MSVC_SDK "$ENV{MSVC_SDK}")
if(NOT IS_DIRECTORY "${MSVC_SDK}/vc/tools/msvc"
OR NOT IS_DIRECTORY "${MSVC_SDK}/kits/10/include")
message(FATAL_ERROR
"MSVC_SDK (${MSVC_SDK}) does not hold vc/tools/msvc and kits/10/include. "
"Point it at the MSVC installation, e.g. MSVC_SDK=/home/you/msvc")
endif()
# Both trees are versioned directories; take the newest of each rather than
# pinning a version that goes stale the next time the toolchain is updated.
function(_newest_subdirectory result dir)
file(GLOB versions "${dir}/*")
list(SORT versions)
list(POP_BACK versions newest)
set(${result} "${newest}" PARENT_SCOPE)
endfunction()
_newest_subdirectory(_msvc "${MSVC_SDK}/vc/tools/msvc")
_newest_subdirectory(_sdk "${MSVC_SDK}/kits/10/include")
get_filename_component(_sdk_version "${_sdk}" NAME)
set(_sdk_lib "${MSVC_SDK}/kits/10/lib/${_sdk_version}")
# Find every tool here rather than trusting PATH, so the choice of compiler,
# linker and rc is the toolchain file's alone.
foreach(tool clang-cl lld-link llvm-rc llvm-lib llvm-mt llvm-dlltool)
string(TOUPPER "${tool}" _variable)
string(REPLACE "-" "_" _variable "${_variable}")
# An absolute path: CMake resolves a bare name against the source directory.
find_program(${_variable} NAMES ${tool} REQUIRED)
endforeach()
set(CMAKE_C_COMPILER "${CLANG_CL}")
set(CMAKE_CXX_COMPILER "${CLANG_CL}")
set(CMAKE_LINKER "${LLD_LINK}")
set(CMAKE_RC_COMPILER "${LLVM_RC}")
set(CMAKE_AR "${LLVM_LIB}")
set(CMAKE_MT "${LLVM_MT}")
# clang-cl does not read INCLUDE and LIB the way cl does, so every directory
# has to be named. -imsvc rather than -I marks them as system headers, which
# keeps warnings about the SDK out of the build log.
set(_includes
"${_msvc}/atlmfc/include"
"${_msvc}/include"
"${_sdk}/shared"
"${_sdk}/ucrt"
"${_sdk}/um"
"${_sdk}/winrt"
"${_sdk}/km"
)
set(_flags "--target=i386-pc-windows-msvc")
foreach(directory ${_includes})
string(APPEND _flags " -imsvc ${directory}")
endforeach()
set(CMAKE_C_FLAGS_INIT "${_flags}")
set(CMAKE_CXX_FLAGS_INIT "${_flags}")
# The resource compiler is preprocessed by clang-cl, which needs the same
# headers again: ja2.rc includes windows.h. It takes -I, not -imsvc.
set(_rc_flags "")
foreach(directory ${_includes})
string(APPEND _rc_flags " -I ${directory}")
endforeach()
set(CMAKE_RC_FLAGS_INIT "${_rc_flags}")
set(CMAKE_EXE_LINKER_FLAGS_INIT
"/libpath:${_msvc}/lib/x86 /libpath:${_sdk_lib}/ucrt/x86 /libpath:${_sdk_lib}/um/x86")
# lld-link cannot bind the Bink import library the game ships, so rebuild a
# bindable one from binkw32.def (which explains why) and hand it to the top-level
# CMakeLists through binkw32_lib. MSVC keeps using the shipped library.
execute_process(
COMMAND "${LLVM_DLLTOOL}" -m i386 --no-leading-underscore
-d "${CMAKE_CURRENT_LIST_DIR}/../../binkw32.def"
-l "${CMAKE_BINARY_DIR}/binkw32.lib"
RESULT_VARIABLE _binkw32DlltoolResult)
if(NOT _binkw32DlltoolResult EQUAL 0)
message(FATAL_ERROR "llvm-dlltool failed to build the binkw32 import library")
endif()
set(binkw32_lib "${CMAKE_BINARY_DIR}/binkw32.lib")