diff --git a/cmake/Modules/AXBuildHelpers.cmake b/cmake/Modules/AXBuildHelpers.cmake index 7e7323b4dd..de4814561f 100644 --- a/cmake/Modules/AXBuildHelpers.cmake +++ b/cmake/Modules/AXBuildHelpers.cmake @@ -25,7 +25,7 @@ function(ax_sync_target_res ax_target) #get_filename_component(link_folder ${opt_LINK_TO} DIRECTORY) get_filename_component(link_folder_abs ${opt_LINK_TO} ABSOLUTE) add_custom_command(TARGET ${sync_target_name} POST_BUILD - COMMAND ${CMAKE_COMMAND} -E echo " Syncing to ${link_folder_abs}" + COMMAND ${CMAKE_COMMAND} -E echo " Syncing ${cc_folder} to ${link_folder_abs}" COMMAND ${PYTHON_COMMAND} ARGS ${_AX_ROOT}/cmake/scripts/sync_folder.py -s ${cc_folder} -d ${link_folder_abs} -l ${opt_SYM_LINK} ) diff --git a/cmake/Modules/AXGLSLCC.cmake b/cmake/Modules/AXGLSLCC.cmake index 69a9f2ead6..2d0c5c0289 100644 --- a/cmake/Modules/AXGLSLCC.cmake +++ b/cmake/Modules/AXGLSLCC.cmake @@ -14,6 +14,7 @@ endif() set(GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS .frag;.fsh) set(GLSLCC_VERT_SOURCE_FILE_EXTENSIONS .vert;.vsh) +set(GLSLCC_OUT_SUFFIX "") # PROPERTY: output directory (optional) define_property(SOURCE PROPERTY GLSLCC_OUTPUT_DIRECTORY @@ -50,8 +51,8 @@ endfunction() # This function allow make shader files (.frag, .vert) compiled with glslcc # usage: -# - ax_target_compile_shaders(axmol FILES source_files): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs.bin -# - ax_target_compile_shaders(axmol FILES source_files CUSTOM): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs.bin +# - ax_target_compile_shaders(axmol FILES source_files): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs +# - ax_target_compile_shaders(axmol FILES source_files CUSTOM): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs # - ax_target_compile_shaders(axmol FILES source_files CVAR): the shader will compiled to c hex header for embed include by C/C++ use # Use global variable to control shader file extension: # - GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS: default is .frag;.fsh @@ -71,11 +72,6 @@ function (ax_target_compile_shaders target_name) set(SC_FLAGS "--silent" "--err-format=msvc") # shader lang - if(opt_RUNTIME) - set(SHADER_CATALOG "runtime") - else() - set(SHADER_CATALOG "custom") - endif() set(SC_PROFILE "") if(ANDROID OR WINRT OR AX_USE_ANGLE) # version 300 es @@ -114,25 +110,25 @@ function (ax_target_compile_shaders target_name) # output get_source_file_property(OUT_DIR ${SC_FILE} GLSLCC_OUTPUT_DIRECTORY) if (OUT_DIR STREQUAL "NOTFOUND") - set(OUT_DIR "${CMAKE_BINARY_DIR}/shaders/${SHADER_CATALOG}") + set(OUT_DIR "${CMAKE_BINARY_DIR}/shaders") endif() file(MAKE_DIRECTORY ${OUT_DIR}) if (NOT opt_CVAR) - list(APPEND SC_FLAGS "--output=${OUT_DIR}/${FILE_NAME}.bin" ) + list(APPEND SC_FLAGS "--output=${OUT_DIR}/${FILE_NAME}${GLSLCC_OUT_SUFFIX}" ) # glscc will auto insert ${FILE_NAME}_vs.bin or ${FILE_NAME}_fs.bin # so we set OUTPUT to match with it, otherwise will cause cause incremental build to work incorrectly. - set(SC_OUTPUT "${OUT_DIR}/${FILE_NAME}_${TYPE}.bin") + set(SC_OUTPUT "${OUT_DIR}/${FILE_NAME}_${TYPE}${GLSLCC_OUT_SUFFIX}") else() - set(SC_OUTPUT "${OUT_DIR}/${FILE_NAME}_${TYPE}.bin.h") + set(SC_OUTPUT "${OUT_DIR}/${FILE_NAME}_${TYPE}${GLSLCC_OUT_SUFFIX}.h") list(APPEND SC_FLAGS "${OUT_FILE}" "--cvar=shader_rt_${FILE_NAME}" "--output=${SC_OUTPUT}") endif() - set(SC_COMMENT "Compiling ${SHADER_CATALOG} shader ${SC_FILE} for ${OUT_LANG}${SC_PROFILE} to ${SC_OUTPUT} ...") - # string(REPLACE ";" " " FULL_COMMAND_LINE "${GLSLCC_EXE};${SC_FLAGS} ...") + set(SC_COMMENT "Compiling shader ${SC_FILE} for ${OUT_LANG}${SC_PROFILE} to ${SC_OUTPUT} ...") + string(REPLACE ";" " " FULL_COMMAND_LINE "${GLSLCC_EXE};${SC_FLAGS} ...") add_custom_command( MAIN_DEPENDENCY ${SC_FILE} OUTPUT ${SC_OUTPUT} COMMAND ${GLSLCC_EXE} ${SC_FLAGS} - COMMENT "${SC_COMMENT}" + COMMENT "${FULL_COMMAND_LINE}" ) endforeach() target_sources(${target_name} PRIVATE ${opt_FILES})