yuzu/src/video_core/host_shaders/CMakeLists.txt

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chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-05-15 02:06:02 +02:00
# SPDX-FileCopyrightText: 2018 yuzu Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
set(FIDELITYFX_INCLUDE_DIR ${CMAKE_SOURCE_DIR}/externals/FidelityFX-FSR/ffx-fsr)
set(FIDELITYFX_FILES
${FIDELITYFX_INCLUDE_DIR}/ffx_a.h
${FIDELITYFX_INCLUDE_DIR}/ffx_fsr1.h
)
set(GLSL_INCLUDES
fidelityfx_fsr.comp
${FIDELITYFX_FILES}
)
set(SHADER_FILES
astc_decoder.comp
blit_color_float.frag
block_linear_unswizzle_2d.comp
block_linear_unswizzle_3d.comp
convert_abgr8_to_d24s8.frag
convert_d24s8_to_abgr8.frag
convert_depth_to_float.frag
convert_float_to_depth.frag
2022-03-16 23:00:42 +01:00
convert_s8d24_to_abgr8.frag
full_screen_triangle.vert
2021-10-21 01:36:06 +02:00
fxaa.frag
fxaa.vert
2022-04-06 04:05:23 +02:00
opengl_convert_s8d24.comp
opengl_copy_bc4.comp
opengl_fidelityfx_fsr.frag
opengl_fidelityfx_fsr_easu.frag
opengl_fidelityfx_fsr_rcas.frag
opengl_present.frag
opengl_present.vert
opengl_present_scaleforce.frag
opengl_smaa.glsl
pitch_unswizzle.comp
present_bicubic.frag
2021-10-21 01:27:54 +02:00
present_gaussian.frag
smaa_edge_detection.vert
smaa_edge_detection.frag
smaa_blending_weight_calculation.vert
smaa_blending_weight_calculation.frag
smaa_neighborhood_blending.vert
smaa_neighborhood_blending.frag
vulkan_blit_depth_stencil.frag
vulkan_color_clear.frag
vulkan_color_clear.vert
vulkan_fidelityfx_fsr_easu_fp16.comp
vulkan_fidelityfx_fsr_easu_fp32.comp
vulkan_fidelityfx_fsr_rcas_fp16.comp
vulkan_fidelityfx_fsr_rcas_fp32.comp
vulkan_present.frag
vulkan_present.vert
vulkan_present_scaleforce_fp16.frag
vulkan_present_scaleforce_fp32.frag
vulkan_quad_indexed.comp
vulkan_turbo_mode.comp
vulkan_uint8.comp
)
find_program(GLSLANGVALIDATOR "glslangValidator")
if ("${GLSLANGVALIDATOR}" STREQUAL "GLSLANGVALIDATOR-NOTFOUND")
message(FATAL_ERROR "Required program `glslangValidator` not found.")
endif()
set(GLSL_FLAGS "")
set(QUIET_FLAG "--quiet")
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)
# Check if `--quiet` is available on host's glslangValidator version
# glslangValidator prints to STDERR iff an unrecognized flag is passed to it
execute_process(
COMMAND
${GLSLANGVALIDATOR} ${QUIET_FLAG}
ERROR_VARIABLE
GLSLANG_ERROR
# STDOUT variable defined to silence unnecessary output during CMake configuration
OUTPUT_VARIABLE
GLSLANG_OUTPUT
)
if (NOT GLSLANG_ERROR STREQUAL "")
message(WARNING "Refusing to use unavailable flag `${QUIET_FLAG}` on `${GLSLANGVALIDATOR}`")
set(QUIET_FLAG "")
endif()
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 ${QUIET_FLAG} -I"${FIDELITYFX_INCLUDE_DIR}" ${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()
foreach(FILEPATH IN ITEMS ${FIDELITYFX_FILES})
get_filename_component(FILENAME ${FILEPATH} NAME)
string(REPLACE "." "_" HEADER_NAME ${FILENAME})
set(SOURCE_FILE ${FILEPATH})
set(SOURCE_HEADER_FILE ${SHADER_DIR}/${HEADER_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})
endforeach()
set(SHADER_SOURCES ${SHADER_FILES})
list(APPEND SHADER_SOURCES ${GLSL_INCLUDES})
add_custom_target(host_shaders
DEPENDS
${SHADER_HEADERS}
SOURCES
${SHADER_SOURCES}
)