yuzu/src/video_core/host_shaders/CMakeLists.txt

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CMake
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set(SHADER_FILES
block_linear_unswizzle_2d.comp
block_linear_unswizzle_3d.comp
convert_depth_to_float.frag
convert_float_to_depth.frag
full_screen_triangle.vert
opengl_copy_bc4.comp
opengl_present.frag
opengl_present.vert
pitch_unswizzle.comp
vulkan_blit_color_float.frag
vulkan_blit_depth_stencil.frag
vulkan_present.frag
vulkan_present.vert
vulkan_quad_array.comp
vulkan_quad_indexed.comp
vulkan_uint8.comp
)
find_program(GLSLANGVALIDATOR "glslangValidator" REQUIRED)
set(GLSL_FLAGS "")
set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include)
set(SHADER_DIR ${SHADER_INCLUDE}/video_core/host_shaders)
set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
set(INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/source_shader.h.in)
set(HEADER_GENERATOR ${CMAKE_CURRENT_SOURCE_DIR}/StringShaderHeader.cmake)
foreach(FILENAME IN ITEMS ${SHADER_FILES})
string(REPLACE "." "_" SHADER_NAME ${FILENAME})
set(SOURCE_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${FILENAME})
# Skip generating source headers on Vulkan exclusive files
if (NOT ${FILENAME} MATCHES "vulkan.*")
set(SOURCE_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h)
add_custom_command(
OUTPUT
${SOURCE_HEADER_FILE}
COMMAND
${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${SOURCE_HEADER_FILE} ${INPUT_FILE}
MAIN_DEPENDENCY
${SOURCE_FILE}
DEPENDS
${INPUT_FILE}
# HEADER_GENERATOR should be included here but msbuild seems to assume it's always modified
)
set(SHADER_HEADERS ${SHADER_HEADERS} ${SOURCE_HEADER_FILE})
endif()
# Skip compiling to SPIR-V OpenGL exclusive files
if (NOT ${FILENAME} MATCHES "opengl.*")
string(TOUPPER ${SHADER_NAME}_SPV SPIRV_VARIABLE_NAME)
set(SPIRV_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}_spv.h)
add_custom_command(
OUTPUT
${SPIRV_HEADER_FILE}
COMMAND
${GLSLANGVALIDATOR} -V --quiet ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE}
MAIN_DEPENDENCY
${SOURCE_FILE}
)
set(SHADER_HEADERS ${SHADER_HEADERS} ${SPIRV_HEADER_FILE})
endif()
endforeach()
add_custom_target(host_shaders
DEPENDS
${SHADER_HEADERS}
SOURCES
${SHADER_FILES}
)