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