FetchContent¶
New in version 3.11.
Overview¶
This module enables populating content at configure time via any method
supported by the ExternalProject
module. Whereas
ExternalProject_Add()
downloads at build time, the
FetchContent
module makes content available immediately, allowing the
configure step to use the content in commands like add_subdirectory()
,
include()
or file()
operations.
Content population details would normally be defined separately from the command that performs the actual population. This separation ensures that all of the dependency details are defined before anything may try to use those details to populate content. This is particularly important in more complex project hierarchies where dependencies may be shared between multiple projects.
The following shows a typical example of declaring content details:
FetchContent_Declare(
googletest
GIT_REPOSITORY https://github.com/google/googletest.git
GIT_TAG release-1.8.0
)
For most typical cases, populating the content can then be done with a single command like so:
FetchContent_MakeAvailable(googletest)
The above command not only populates the content, it also adds it to the main build (if possible) so that the main build can use the populated project’s targets, etc. In some cases, the main project may need to have more precise control over the population or may be required to explicitly define the population steps (e.g. if CMake versions earlier than 3.14 need to be supported). The typical pattern of such custom steps looks like this:
FetchContent_GetProperties(googletest)
if(NOT googletest_POPULATED)
FetchContent_Populate(googletest)
add_subdirectory(${googletest_SOURCE_DIR} ${googletest_BINARY_DIR})
endif()
Regardless of which population method is used, when using the declare-populate pattern with a hierarchical project arrangement, projects at higher levels in the hierarchy are able to override the population details of content specified anywhere lower in the project hierarchy. The ability to detect whether content has already been populated ensures that even if multiple child projects want certain content to be available, the first one to populate it wins. The other child project can simply make use of the already available content instead of repeating the population for itself. See the Examples section which demonstrates this scenario.
The FetchContent
module also supports defining and populating
content in a single call, with no check for whether the content has been
populated elsewhere in the project already. This is a more low level
operation and would not normally be the way the module is used, but it is
sometimes useful as part of implementing some higher level feature or to
populate some content in CMake’s script mode.
Commands¶
Declaring Content Details¶
- FetchContent_Declare¶
FetchContent_Declare(<name> <contentOptions>...)
The
FetchContent_Declare()
function records the options that describe how to populate the specified content, but if such details have already been recorded earlier in this project (regardless of where in the project hierarchy), this and all later calls for the same content<name>
are ignored. This “first to record, wins” approach is what allows hierarchical projects to have parent projects override content details of child projects.The content
<name>
can be any string without spaces, but good practice would be to use only letters, numbers and underscores. The name will be treated case-insensitively and it should be obvious for the content it represents, often being the name of the child project or the value given to its top levelproject()
command (if it is a CMake project). For well-known public projects, the name should generally be the official name of the project. Choosing an unusual name makes it unlikely that other projects needing that same content will use the same name, leading to the content being populated multiple times.The
<contentOptions>
can be any of the download or update/patch options that theExternalProject_Add()
command understands. The configure, build, install and test steps are explicitly disabled and therefore options related to them will be ignored. TheSOURCE_SUBDIR
option is an exception, seeFetchContent_MakeAvailable()
for details on how that affects behavior.In most cases,
<contentOptions>
will just be a couple of options defining the download method and method-specific details like a commit tag or archive hash. For example:FetchContent_Declare( googletest GIT_REPOSITORY https://github.com/google/googletest.git GIT_TAG release-1.8.0 ) FetchContent_Declare( myCompanyIcons URL https://intranet.mycompany.com/assets/iconset_1.12.tar.gz URL_HASH 5588a7b18261c20068beabfb4f530b87 ) FetchContent_Declare( myCompanyCertificates SVN_REPOSITORY svn+ssh://svn.mycompany.com/srv/svn/trunk/certs SVN_REVISION -r12345 )
Populating The Content¶
For most common scenarios, population means making content available to the
main build according to previously declared details for that dependency.
There are two main patterns for populating content, one based on calling
FetchContent_GetProperties()
and
FetchContent_Populate()
for more precise control and the other on
calling FetchContent_MakeAvailable()
for a simpler, more automated
approach. The former generally follows this canonical pattern:
# Check if population has already been performed
FetchContent_GetProperties(<name>)
string(TOLOWER "<name>" lcName)
if(NOT ${lcName}_POPULATED)
# Fetch the content using previously declared details
FetchContent_Populate(<name>)
# Set custom variables, policies, etc.
# ...
# Bring the populated content into the build
add_subdirectory(${${lcName}_SOURCE_DIR} ${${lcName}_BINARY_DIR})
endif()
The above is such a common pattern that, where no custom steps are needed
between the calls to FetchContent_Populate()
and
add_subdirectory()
, equivalent logic can be obtained by calling
FetchContent_MakeAvailable()
instead. Where it meets the needs of
the project, FetchContent_MakeAvailable()
should be preferred, as it
is simpler and provides additional features over the pattern above.
- FetchContent_Populate¶
FetchContent_Populate( <name> )
In most cases, the only argument given to
FetchContent_Populate()
is the<name>
. When used this way, the command assumes the content details have been recorded by an earlier call toFetchContent_Declare()
. The details are stored in a global property, so they are unaffected by things like variable or directory scope. Therefore, it doesn’t matter where in the project the details were previously declared, as long as they have been declared before the call toFetchContent_Populate()
. Those saved details are then used to construct a call toExternalProject_Add()
in a private sub-build to perform the content population immediately. The implementation ofExternalProject_Add()
ensures that if the content has already been populated in a previous CMake run, that content will be reused rather than repopulating them again. For the common case where population involves downloading content, the cost of the download is only paid once.An internal global property records when a particular content population request has been processed. If
FetchContent_Populate()
is called more than once for the same content name within a configure run, the second call will halt with an error. Projects can and should check whether content population has already been processed with theFetchContent_GetProperties()
command before callingFetchContent_Populate()
.FetchContent_Populate()
will set three variables in the scope of the caller;<lcName>_POPULATED
,<lcName>_SOURCE_DIR
and<lcName>_BINARY_DIR
, where<lcName>
is the lowercased<name>
.<lcName>_POPULATED
will always be set toTrue
by the call.<lcName>_SOURCE_DIR
is the location where the content can be found upon return (it will have already been populated), while<lcName>_BINARY_DIR
is a directory intended for use as a corresponding build directory. The main use case for the two directory variables is to calladd_subdirectory()
immediately after population, i.e.:FetchContent_Populate(FooBar ...) add_subdirectory(${foobar_SOURCE_DIR} ${foobar_BINARY_DIR})
The values of the three variables can also be retrieved from anywhere in the project hierarchy using the
FetchContent_GetProperties()
command.A number of cache variables influence the behavior of all content population performed using details saved from a
FetchContent_Declare()
call:FETCHCONTENT_BASE_DIR
In most cases, the saved details do not specify any options relating to the directories to use for the internal sub-build, final source and build areas. It is generally best to leave these decisions up to the
FetchContent
module to handle on the project’s behalf. TheFETCHCONTENT_BASE_DIR
cache variable controls the point under which all content population directories are collected, but in most cases developers would not need to change this. The default location is${CMAKE_BINARY_DIR}/_deps
, but if developers change this value, they should aim to keep the path short and just below the top level of the build tree to avoid running into path length problems on Windows.FETCHCONTENT_QUIET
The logging output during population can be quite verbose, making the configure stage quite noisy. This cache option (
ON
by default) hides all population output unless an error is encountered. If experiencing problems with hung downloads, temporarily switching this option off may help diagnose which content population is causing the issue.FETCHCONTENT_FULLY_DISCONNECTED
When this option is enabled, no attempt is made to download or update any content. It is assumed that all content has already been populated in a previous run or the source directories have been pointed at existing contents the developer has provided manually (using options described further below). When the developer knows that no changes have been made to any content details, turning this option
ON
can significantly speed up the configure stage. It isOFF
by default.FETCHCONTENT_UPDATES_DISCONNECTED
This is a less severe download/update control compared to
FETCHCONTENT_FULLY_DISCONNECTED
. Instead of bypassing all download and update logic, theFETCHCONTENT_UPDATES_DISCONNECTED
only disables the update stage. Therefore, if content has not been downloaded previously, it will still be downloaded when this option is enabled. This can speed up the configure stage, but not as much asFETCHCONTENT_FULLY_DISCONNECTED
. It isOFF
by default.
In addition to the above cache variables, the following cache variables are also defined for each content name (
<ucName>
is the uppercased value of<name>
):FETCHCONTENT_SOURCE_DIR_<ucName>
If this is set, no download or update steps are performed for the specified content and the
<lcName>_SOURCE_DIR
variable returned to the caller is pointed at this location. This gives developers a way to have a separate checkout of the content that they can modify freely without interference from the build. The build simply uses that existing source, but it still defines<lcName>_BINARY_DIR
to point inside its own build area. Developers are strongly encouraged to use this mechanism rather than editing the sources populated in the default location, as changes to sources in the default location can be lost when content population details are changed by the project.FETCHCONTENT_UPDATES_DISCONNECTED_<ucName>
This is the per-content equivalent of
FETCHCONTENT_UPDATES_DISCONNECTED
. If the global option or this option isON
, then updates will be disabled for the named content. Disabling updates for individual content can be useful for content whose details rarely change, while still leaving other frequently changing content with updates enabled.
The
FetchContent_Populate()
command also supports a syntax allowing the content details to be specified directly rather than using any saved details. This is more low-level and use of this form is generally to be avoided in favour of using saved content details as outlined above. Nevertheless, in certain situations it can be useful to invoke the content population as an isolated operation (typically as part of implementing some other higher level feature or when using CMake in script mode):FetchContent_Populate( <name> [QUIET] [SUBBUILD_DIR <subBuildDir>] [SOURCE_DIR <srcDir>] [BINARY_DIR <binDir>] ... )
This form has a number of key differences to that where only
<name>
is provided:All required population details are assumed to have been provided directly in the call to
FetchContent_Populate()
. Any saved details for<name>
are ignored.No check is made for whether content for
<name>
has already been populated.No global property is set to record that the population has occurred.
No global properties record the source or binary directories used for the populated content.
The
FETCHCONTENT_FULLY_DISCONNECTED
andFETCHCONTENT_UPDATES_DISCONNECTED
cache variables are ignored.
The
<lcName>_SOURCE_DIR
and<lcName>_BINARY_DIR
variables are still returned to the caller, but since these locations are not stored as global properties when this form is used, they are only available to the calling scope and below rather than the entire project hierarchy. No<lcName>_POPULATED
variable is set in the caller’s scope with this form.The supported options for
FetchContent_Populate()
are the same as those forFetchContent_Declare()
. Those few options shown just above are either specific toFetchContent_Populate()
or their behavior is slightly modified from howExternalProject_Add()
treats them.QUIET
The
QUIET
option can be given to hide the output associated with populating the specified content. If the population fails, the output will be shown regardless of whether this option was given or not so that the cause of the failure can be diagnosed. The globalFETCHCONTENT_QUIET
cache variable has no effect onFetchContent_Populate()
calls where the content details are provided directly.SUBBUILD_DIR
The
SUBBUILD_DIR
argument can be provided to change the location of the sub-build created to perform the population. The default value is${CMAKE_CURRENT_BINARY_DIR}/<lcName>-subbuild
and it would be unusual to need to override this default. If a relative path is specified, it will be interpreted as relative toCMAKE_CURRENT_BINARY_DIR
. This option should not be confused with theSOURCE_SUBDIR
option which only affects theFetchContent_MakeAvailable()
command.SOURCE_DIR
,BINARY_DIR
The
SOURCE_DIR
andBINARY_DIR
arguments are supported byExternalProject_Add()
, but different default values are used byFetchContent_Populate()
.SOURCE_DIR
defaults to${CMAKE_CURRENT_BINARY_DIR}/<lcName>-src
andBINARY_DIR
defaults to${CMAKE_CURRENT_BINARY_DIR}/<lcName>-build
. If a relative path is specified, it will be interpreted as relative toCMAKE_CURRENT_BINARY_DIR
.
In addition to the above explicit options, any other unrecognized options are passed through unmodified to
ExternalProject_Add()
to perform the download, patch and update steps. The following options are explicitly prohibited (they are disabled by theFetchContent_Populate()
command):CONFIGURE_COMMAND
BUILD_COMMAND
INSTALL_COMMAND
TEST_COMMAND
If using
FetchContent_Populate()
within CMake’s script mode, be aware that the implementation sets up a sub-build which therefore requires a CMake generator and build tool to be available. If these cannot be found by default, then theCMAKE_GENERATOR
and/orCMAKE_MAKE_PROGRAM
variables will need to be set appropriately on the command line invoking the script.
- FetchContent_GetProperties¶
When using saved content details, a call to
FetchContent_Populate()
records information in global properties which can be queried at any time. This information includes the source and binary directories associated with the content and also whether or not the content population has been processed during the current configure run.FetchContent_GetProperties( <name> [SOURCE_DIR <srcDirVar>] [BINARY_DIR <binDirVar>] [POPULATED <doneVar>] )
The
SOURCE_DIR
,BINARY_DIR
andPOPULATED
options can be used to specify which properties should be retrieved. Each option accepts a value which is the name of the variable in which to store that property. Most of the time though, only<name>
is given, in which case the call will then set the same variables as a call toFetchContent_Populate(name)
. This allows the following canonical pattern to be used, which ensures that the relevant variables will always be defined regardless of whether or not the population has been performed elsewhere in the project already:FetchContent_GetProperties(foobar) if(NOT foobar_POPULATED) FetchContent_Populate(foobar) ... endif()
The above pattern allows other parts of the overall project hierarchy to re-use the same content and ensure that it is only populated once.
- FetchContent_MakeAvailable¶
FetchContent_MakeAvailable( <name1> [<name2>...] )
This command implements the common pattern typically needed for most dependencies. It iterates over each of the named dependencies in turn and for each one it loosely follows the canonical pattern as presented at the beginning of this section. An important difference is that
add_subdirectory()
will only be called on the populated content if there is aCMakeLists.txt
file in its top level source directory. This allows the command to be used for dependencies that make downloaded content available at a known location but which do not need or support being added directly to the build.The
SOURCE_SUBDIR
option can be given in the declared details to instructFetchContent_MakeAvailable()
to look for aCMakeLists.txt
file in a subdirectory below the top level (i.e. the same way thatSOURCE_SUBDIR
is used by theExternalProject_Add()
command).SOURCE_SUBDIR
must always be a relative path. See the next section for an example of this option.
Examples¶
This first fairly straightforward example ensures that some popular testing frameworks are available to the main build:
include(FetchContent)
FetchContent_Declare(
googletest
GIT_REPOSITORY https://github.com/google/googletest.git
GIT_TAG release-1.8.0
)
FetchContent_Declare(
Catch2
GIT_REPOSITORY https://github.com/catchorg/Catch2.git
GIT_TAG v2.5.0
)
# After the following call, the CMake targets defined by googletest and
# Catch2 will be defined and available to the rest of the build
FetchContent_MakeAvailable(googletest Catch2)
If the sub-project’s CMakeLists.txt
file is not at the top level of its
source tree, the SOURCE_SUBDIR
option can be used to tell FetchContent
where to find it. The following example shows how to use that option and
it also sets a variable which is meaningful to the subproject before pulling
it into the main build:
include(FetchContent)
FetchContent_Declare(
protobuf
GIT_REPOSITORY https://github.com/protocolbuffers/protobuf.git
GIT_TAG v3.12.0
SOURCE_SUBDIR cmake
)
set(protobuf_BUILD_TESTS OFF)
FetchContent_MakeAvailable(protobuf)
In more complex project hierarchies, the dependency relationships can be more
complicated. Consider a hierarchy where projA
is the top level project and
it depends directly on projects projB
and projC
. Both projB
and
projC
can be built standalone and they also both depend on another project
projD
. projB
additionally depends on projE
. This example assumes
that all five projects are available on a company git server. The
CMakeLists.txt
of each project might have sections like the following:
projA:
include(FetchContent)
FetchContent_Declare(
projB
GIT_REPOSITORY git@mycompany.com:git/projB.git
GIT_TAG 4a89dc7e24ff212a7b5167bef7ab079d
)
FetchContent_Declare(
projC
GIT_REPOSITORY git@mycompany.com:git/projC.git
GIT_TAG 4ad4016bd1d8d5412d135cf8ceea1bb9
)
FetchContent_Declare(
projD
GIT_REPOSITORY git@mycompany.com:git/projD.git
GIT_TAG origin/integrationBranch
)
FetchContent_Declare(
projE
GIT_REPOSITORY git@mycompany.com:git/projE.git
GIT_TAG origin/release/2.3-rc1
)
# Order is important, see notes in the discussion further below
FetchContent_MakeAvailable(projD projB projC)
projB:
include(FetchContent)
FetchContent_Declare(
projD
GIT_REPOSITORY git@mycompany.com:git/projD.git
GIT_TAG 20b415f9034bbd2a2e8216e9a5c9e632
)
FetchContent_Declare(
projE
GIT_REPOSITORY git@mycompany.com:git/projE.git
GIT_TAG 68e20f674a48be38d60e129f600faf7d
)
FetchContent_MakeAvailable(projD projE)
projC:
include(FetchContent)
FetchContent_Declare(
projD
GIT_REPOSITORY git@mycompany.com:git/projD.git
GIT_TAG 7d9a17ad2c962aa13e2fbb8043fb6b8a
)
# This particular version of projD requires workarounds
FetchContent_GetProperties(projD)
if(NOT projd_POPULATED)
FetchContent_Populate(projD)
# Copy an additional/replacement file into the populated source
file(COPY someFile.c DESTINATION ${projd_SOURCE_DIR}/src)
add_subdirectory(${projd_SOURCE_DIR} ${projd_BINARY_DIR})
endif()
A few key points should be noted in the above:
projB
andprojC
define different content details forprojD
, butprojA
also defines a set of content details forprojD
. BecauseprojA
will define them first, the details fromprojB
andprojC
will not be used. The override details defined byprojA
are not required to match either of those fromprojB
orprojC
, but it is up to the higher level project to ensure that the details it does define still make sense for the child projects.In the
projA
call toFetchContent_MakeAvailable()
,projD
is listed ahead ofprojB
andprojC
to ensure thatprojA
is in control of howprojD
is populated.While
projA
defines content details forprojE
, it does not need to explicitly callFetchContent_MakeAvailable(projE)
orFetchContent_Populate(projD)
itself. Instead, it leaves that to the childprojB
. For higher level projects, it is often enough to just define the override content details and leave the actual population to the child projects. This saves repeating the same thing at each level of the project hierarchy unnecessarily.
Projects don’t always need to add the populated content to the build. Sometimes the project just wants to make the downloaded content available at a predictable location. The next example ensures that a set of standard company toolchain files (and potentially even the toolchain binaries themselves) is available early enough to be used for that same build.
cmake_minimum_required(VERSION 3.14)
include(FetchContent)
FetchContent_Declare(
mycom_toolchains
URL https://intranet.mycompany.com//toolchains_1.3.2.tar.gz
)
FetchContent_MakeAvailable(mycom_toolchains)
project(CrossCompileExample)
The project could be configured to use one of the downloaded toolchains like so:
cmake -DCMAKE_TOOLCHAIN_FILE=_deps/mycom_toolchains-src/toolchain_arm.cmake /path/to/src
When CMake processes the CMakeLists.txt
file, it will download and unpack
the tarball into _deps/mycompany_toolchains-src
relative to the build
directory. The CMAKE_TOOLCHAIN_FILE
variable is not used until
the project()
command is reached, at which point CMake looks for the
named toolchain file relative to the build directory. Because the tarball has
already been downloaded and unpacked by then, the toolchain file will be in
place, even the very first time that cmake
is run in the build directory.
Lastly, the following example demonstrates how one might download and unpack a
firmware tarball using CMake’s script mode
. The call to
FetchContent_Populate()
specifies all the content details and the
unpacked firmware will be placed in a firmware
directory below the
current working directory.
getFirmware.cmake:
# NOTE: Intended to be run in script mode with cmake -P
include(FetchContent)
FetchContent_Populate(
firmware
URL https://mycompany.com/assets/firmware-1.23-arm.tar.gz
URL_HASH MD5=68247684da89b608d466253762b0ff11
SOURCE_DIR firmware
)