mirror of https://github.com/axmolengine/axmol.git
[CMAKE] Add shader compile function: ax_add_shader [skip ci]
- ax_add_shader(${FILE}): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs.bin - ax_add_shader(${FILE} CUSTOM): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs.bin - ax_add_shader(${FILE} CVAR): the shader will compiled to c hex header for embed include by C/C++ use
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@ -588,3 +588,84 @@ macro(ax_config_pred target_name pred)
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target_compile_definitions(${target_name} PUBLIC ${pred}=1)
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endif()
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endmacro()
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# glslcc
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find_program(GLSLCC_EXE NAMES glslcc
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PATHS ${_AX_ROOT_PATH}/tools/external/glslcc
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)
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if (NOT GLSLCC_EXE)
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message("glslcc not found.")
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message(FATAL_ERROR "Please run setup.ps1 again to download glslcc, and run CMake again.")
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endif()
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# This function allow make shader files (.frag, .vert) compiled with glslcc
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# usage:
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# - ax_add_shader(${FILE}): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs.bin
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# - ax_add_shader(${FILE} CUSTOM): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs.bin
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# - ax_add_shader(${FILE} CVAR): the shader will compiled to c hex header for embed include by C/C++ use
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function (ax_add_shader FILE)
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set(options CUSTOM CVAR)
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cmake_parse_arguments(opt "${options}" "" "" ${ARGN})
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get_filename_component(FILE_EXT ${FILE} LAST_EXT)
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get_filename_component(FILE_NAME ${FILE} NAME_WE)
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string(TOLOWER "${FILE_EXT}" FILE_EXT)
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# silent when compile shader success
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set(SC_FLAGS "--silent")
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# shader lang
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if(NOT opt_CUSTOM)
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set(SHADER_CATALOG "runtime")
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else()
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set(SHADER_CATALOG "custom")
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endif()
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if(ANDROID OR WINRT OR AX_USE_ANGLE)
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# version 300 es
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set(OUT_DIR "${CMAKE_BINARY_DIR}/${SHADER_CATALOG}/shaders/essl")
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set(OUT_LANG "ESSL")
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list(APPEND SC_FLAGS "--lang=gles" "--profile=300")
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elseif (WIN32 OR LINUX)
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# version 330
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set(OUT_DIR "${CMAKE_BINARY_DIR}/${SHADER_CATALOG}/shaders/glsl")
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set(OUT_LANG "GLSL")
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list(APPEND SC_FLAGS "--lang=glsl" "--profile=330")
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elseif (APPLE)
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set(OUT_DIR "${CMAKE_BINARY_DIR}/${SHADER_CATALOG}/shaders/msl")
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set(OUT_LANG "MSL")
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list(APPEND SC_FLAGS "--lang=msl" "--defines=METAL")
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endif()
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# input
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if (FILE_EXT STREQUAL ".frag")
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list(APPEND SC_FLAGS "--frag=${FILE}")
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set(TYPE "fs")
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elseif(FILE_EXT STREQUAL ".vert")
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set(TYPE "vs")
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list(APPEND SC_FLAGS "--vert=${FILE}")
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else()
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message(FATAL_ERROR "Invalid shader source, the file extesion must be one of .frag;.vert")
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endif()
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# output
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file(MAKE_DIRECTORY ${OUT_DIR})
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if (NOT opt_CVAR)
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list(APPEND SC_FLAGS "--output=${OUT_DIR}/${FILE_NAME}.bin" )
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# glscc will auto insert ${FILE_NAME}_vs.bin or ${FILE_NAME}_fs.bin
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# so we set OUTPUT to match with it, otherwise will cause cause incremental build to work incorrectly.
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set(OUTPUT_FILE "${OUT_DIR}/${FILE_NAME}_${TYPE}.bin")
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else()
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set(OUTPUT_FILE "${OUT_DIR}/${FILE_NAME}_${TYPE}.bin.h")
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list(APPEND SC_FLAGS "${OUT_FILE}" "--cvar=shader_rt_${FILE_NAME}" "--output=${OUTPUT_FILE}")
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endif()
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# "Compiling ${SHADER_CATALOG} shader ${FILE} for ${OUT_LANG} ..."
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set(compileCmdLine ${GLSLCC_EXE} ${SC_FLAGS})
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string(REPLACE ";" " " SC_COMMENT "${compileCmdLine} ...")
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add_custom_command(
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MAIN_DEPENDENCY ${FILE} OUTPUT ${OUTPUT_FILE} COMMAND ${compileCmdLine}
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COMMENT "${SC_COMMENT}"
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)
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endfunction()
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