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