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prism/cmake/BuildShaders.cmake
redstrate 87f15b2007 Completely redo the CMake shader compilation system
* Now shader recompilation happens only when it needs to. Hurray for faster compiles!
* Changes to constructors for ShaderSource to make it more explicit.
* The version of SPIRV-Cross is updated, and now the glslang version pulled correctly matches what SPIRV-Cross needs. This fixes the annoying "cannot parse built-ins" bug.
2021-05-09 19:10:23 -04:00

56 lines
2.1 KiB
CMake
Executable file

# add custom command to output compiled shader
function(add_shader_command)
cmake_parse_arguments(ARGS "" "FILENAME;OUT" "" ${ARGN})
cmake_path(REMOVE_EXTENSION ARGS_FILENAME LAST_ONLY OUTPUT_VARIABLE FILENAME_WITHOUT_EXT)
set(SHADER_COMPILER_COMMAND $<TARGET_FILE:ShaderCompilerTool>)
set(EXTRA_PLATFORM_ARG "0")
# if targeting ios, we want to use the host's shader compiler
if(ENABLE_IOS)
set(SHADER_COMPILER_COMMAND "${CMAKE_CURRENT_SOURCE_DIR}/../build/bin/Debug/ShaderCompilerTool")
set(EXTRA_PLATFORM_ARG "1")
endif()
set(SRC_FILENAME ${CMAKE_CURRENT_SOURCE_DIR}/${ARGS_FILENAME})
set(OUTPUT_FILENAME ${CMAKE_BINARY_DIR}/${FILENAME_WITHOUT_EXT})
# we want to remove the .nocompile extension just like the tool does, if it exists
cmake_path(GET FILENAME_WITHOUT_EXT EXTENSION LAST_ONLY LAST_EXT)
if(LAST_EXT STREQUAL ".nocompile")
cmake_path(REPLACE_EXTENSION OUTPUT_FILENAME LAST_ONLY glsl)
endif()
add_custom_command(
OUTPUT ${OUTPUT_FILENAME}
COMMAND ${SHADER_COMPILER_COMMAND} ${SRC_FILENAME} ${OUTPUT_FILENAME} ${EXTRA_PLATFORM_ARG}
DEPENDS ${SRC_FILENAME}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
# return the actual filename
set(${ARGS_OUT} ${OUTPUT_FILENAME} PARENT_SCOPE)
endfunction()
# add shaders to target
function(add_shaders)
if(NOT ENABLE_IOS)
cmake_parse_arguments(ARGS "" "TARGET" "SHADERS" ${ARGN})
foreach(SHADER_FILENAME ${ARGS_SHADERS})
cmake_path(REMOVE_EXTENSION SHADER_FILENAME LAST_ONLY OUTPUT_VARIABLE FILENAME_WITHOUT_EXT)
add_shader_command(FILENAME ${SHADER_FILENAME} OUT DST_FILENAME)
list(APPEND SRC_FILES ${CMAKE_CURRENT_SOURCE_DIR}/${SHADER_FILENAME})
list(APPEND DST_FILES ${DST_FILENAME})
endforeach()
add_custom_target(BuildShaders DEPENDS ShaderCompilerTool ${DST_FILES})
add_dependencies(${ARGS_TARGET} BuildShaders)
endif()
endfunction()
# make the shader directory if it doesnt exist already
file(MAKE_DIRECTORY ${CMAKE_BINARY_DIR}/shaders)