axmol/cmake/Modules/AXGLSLCC.cmake

248 lines
11 KiB
CMake

cmake_policy(PUSH)
cmake_policy(SET CMP0057 NEW)
##############################################################
## enable shader lang by shader compiler: glslcc
macro(glslcc_option variable value)
if(NOT DEFINED ${variable})
set(${variable} ${value} CACHE STATIC "" FORCE)
endif()
endmacro()
glslcc_option(GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS ".frag;.fsh")
glslcc_option(GLSLCC_VERT_SOURCE_FILE_EXTENSIONS ".vert;.vsh")
glslcc_option(GLSLCC_OUT_DIR ${CMAKE_BINARY_DIR}/runtime/axslc)
glslcc_option(GLSLCC_FIND_PROG_ROOT "")
find_program(GLSLCC_EXE NAMES glslcc
PATHS ${GLSLCC_FIND_PROG_ROOT}
)
if (NOT GLSLCC_EXE)
message(STATUS, "glslcc not found.")
message(FATAL_ERROR "Please run setup.ps1 again to download glslcc, and run CMake again.")
endif()
message(STATUS "GLSLCC_OUT_DIR=${GLSLCC_OUT_DIR}")
message(STATUS "GLSLCC_FIND_PROG_ROOT=${GLSLCC_FIND_PROG_ROOT}")
message(STATUS "GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS=${GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS}")
message(STATUS "GLSLCC_VERT_SOURCE_FILE_EXTENSIONS=${GLSLCC_VERT_SOURCE_FILE_EXTENSIONS}")
# PROPERTY: include direcotries (optional)
define_property(SOURCE PROPERTY GLSLCC_INCLUDE_DIRS
BRIEF_DOCS "Compiled shader include directories"
FULL_DOCS "Compiled shader include directories, seperated with comma")
# PROPERTY: defines (optional) TODO: rename to PREPROCESSOR_LIST
define_property(SOURCE PROPERTY GLSLCC_DEFINES
BRIEF_DOCS "Compiled shader defines"
FULL_DOCS "Compiled shader defines, seperated with comma")
# PROPERTY: output1 (optional) TODO: rename to PREPROCESSOR_LIST
define_property(SOURCE PROPERTY GLSLCC_OUTPUT1
BRIEF_DOCS "Compiled shader output1 additional defines"
FULL_DOCS "Compiled shader output1 additional defines, seperated with comma")
# PROPERTY: glscc output (optional)
define_property(SOURCE PROPERTY GLSLCC_OUTPUT
BRIEF_DOCS "The compiled sources shader output path list"
FULL_DOCS "The compiled shaders output list, seperated with comma")
# Find shader sources in specified directory
# syntax: ax_find_shaders(dir shader_sources [RECURSE])
# examples:
# - ax_find_shaders("${CMAKE_CURRENT_LIST_DIR}/core/renderer/shaders" runtime_shader_sources)
# - ax_find_shaders("${CMAKE_CURRENT_LIST_DIR}/Source" custom_shader_sources RECURSE)
function (ax_find_shaders dir varName)
set(options RECURSE)
cmake_parse_arguments(opt "${options}" "" "" ${ARGN})
set(SC_FILTERS "")
foreach(fileext ${GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS})
list(APPEND SC_FILTERS "${dir}/*${fileext}")
endforeach()
foreach(fileext ${GLSLCC_VERT_SOURCE_FILE_EXTENSIONS})
list(APPEND SC_FILTERS "${dir}/*${fileext}")
endforeach()
if (opt_RECURSE)
file(GLOB_RECURSE out_files ${SC_FILTERS})
else()
file(GLOB out_files ${SC_FILTERS})
endif()
set(${varName} ${out_files} PARENT_SCOPE)
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/axslc/xxx_fs
# - ax_target_compile_shaders(axmol FILES source_files CUSTOM): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/axslc/custom/xxx_fs
# - ax_target_compile_shaders(axmol FILES source_files CVAR): the shader will compiled to c hex header for embed include by C/C++ use
# Use global variable to control shader file extension:
# - GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS: default is .frag;.fsh
# - GLSLCC_VERT_SOURCE_FILE_EXTENSIONS: default is .vert;.vsh
#
function (ax_target_compile_shaders target_name)
set(options RUNTIME CVAR CUSTOM)
set(multiValueArgs FILES)
cmake_parse_arguments(opt "${options}" "" "${multiValueArgs}" ${ARGN})
foreach(SC_FILE ${opt_FILES})
get_filename_component(FILE_EXT ${SC_FILE} LAST_EXT)
get_filename_component(FILE_NAME ${SC_FILE} NAME_WE)
string(TOLOWER "${FILE_EXT}" FILE_EXT)
set(SC_DEFINES "")
# silent when compile shader success
set(SC_FLAGS "--silent" "--err-format=msvc")
# shader lang
set(SC_PROFILE "")
if(AX_GLES_PROFILE)
# version 300 es
if (AX_GLES_PROFILE EQUAL 300)
set(OUT_LANG "ESSL")
set(SC_PROFILE "300")
else()
# GLSL2 use glsl100 syntax es profile alka essl100
set(OUT_LANG "ESSL")
set(SC_PROFILE "100")
set(SC_DEFINES "GLES2")
endif()
list(APPEND SC_FLAGS "--lang=gles" "--profile=${SC_PROFILE}")
elseif (AX_USE_GL)
# version 330
set(OUT_LANG "GLSL")
set(SC_PROFILE "330")
list(APPEND SC_FLAGS "--lang=glsl" "--profile=${SC_PROFILE}")
elseif (AX_USE_METAL)
set(OUT_LANG "MSL")
list(APPEND SC_FLAGS "--lang=msl")
set(SC_DEFINES "METAL")
endif()
# automap, no-suffix since 1.18.1 released by axmolengine
list(APPEND SC_FLAGS "--automap" "--no-suffix")
# defines
get_source_file_property(SOURCE_SC_DEFINES ${SC_FILE} GLSLCC_DEFINES)
if (NOT (SOURCE_SC_DEFINES STREQUAL "NOTFOUND"))
set(SC_DEFINES "${SC_DEFINES},${SOURCE_SC_DEFINES}")
endif()
if (SC_DEFINES)
list(APPEND SC_FLAGS "\"--defines=${SC_DEFINES}\"")
endif()
# includes
get_source_file_property(INC_DIRS ${SC_FILE} GLSLCC_INCLUDE_DIRS)
if (INC_DIRS STREQUAL "NOTFOUND")
set(INC_DIRS "")
endif()
list(APPEND INC_DIRS "${_AX_ROOT}/core/renderer/shaders")
list(APPEND SC_FLAGS "--include-dirs=${INC_DIRS}")
if (opt_CVAR)
list(APPEND SC_FLAGS "--cvar=shader_rt_${FILE_NAME}")
endif()
# sgs, because Apple Metal lack of shader uniform reflect so use --sgs --refelect
if (AX_USE_METAL)
list(APPEND SC_FLAGS "--sgs" "--reflect")
endif()
# input
if (${FILE_EXT} IN_LIST GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS)
list(APPEND SC_FLAGS "--frag=${SC_FILE}")
set(SC_TYPE "fs")
elseif(${FILE_EXT} IN_LIST GLSLCC_VERT_SOURCE_FILE_EXTENSIONS)
set(SC_TYPE "vs")
list(APPEND SC_FLAGS "--vert=${SC_FILE}")
else()
message(FATAL_ERROR "Invalid shader source, the file extesion must be one of .frag;.vert")
endif()
# output
set(OUT_DIR ${GLSLCC_OUT_DIR})
if(opt_CUSTOM)
set(OUT_DIR "${OUT_DIR}/custom")
endif()
if (NOT (IS_DIRECTORY ${OUT_DIR}))
file(MAKE_DIRECTORY ${OUT_DIR})
endif()
set(SC_OUTPUT "${OUT_DIR}/${FILE_NAME}_${SC_TYPE}")
set(SC_COMMENT "Compiling shader ${SC_FILE} for ${OUT_LANG}${SC_PROFILE} ...")
get_source_file_property(SOURCE_SC_OUTPUT1 ${SC_FILE} GLSLCC_OUTPUT1)
string(REPLACE ";" " " FULL_COMMAND_LINE "${GLSLCC_EXE};${SC_FLAGS} ...")
if(SOURCE_SC_OUTPUT1 STREQUAL "NOTFOUND") # single output
list(APPEND SC_FLAGS "--output=${SC_OUTPUT}")
set_source_files_properties(${SC_FILE} DIRECTORY ${CMAKE_BINARY_DIR} PROPERTIES GLSLCC_OUTPUT ${SC_OUTPUT})
add_custom_command(
MAIN_DEPENDENCY ${SC_FILE} OUTPUT ${SC_OUTPUT} COMMAND ${GLSLCC_EXE} ${SC_FLAGS}
COMMENT "${SC_COMMENT}"
)
else() # dual outputs
set(SC_DEFINES1 "${SC_DEFINES},${SOURCE_SC_OUTPUT1}")
set(SC_FLAGS1 ${SC_FLAGS})
list(REMOVE_ITEM SC_FLAGS1 "\"--defines=${SC_DEFINES}\"")
list(APPEND SC_FLAGS1 "\"--defines=${SC_DEFINES1}\"")
list(APPEND SC_FLAGS "--output=${SC_OUTPUT}")
set(SC_OUTPUT1 "${SC_OUTPUT}_1")
list(APPEND SC_FLAGS1 "--output=${SC_OUTPUT1}")
string(REPLACE ";" " " FULL_COMMAND_LINE1 "${GLSLCC_EXE};${SC_FLAGS1} ...")
set_source_files_properties(${SC_FILE} DIRECTORY ${CMAKE_BINARY_DIR} PROPERTIES GLSLCC_OUTPUT "${SC_OUTPUT};${SC_OUTPUT1}")
add_custom_command(
MAIN_DEPENDENCY ${SC_FILE}
OUTPUT ${SC_OUTPUT} ${SC_OUTPUT1}
COMMAND ${GLSLCC_EXE} ${SC_FLAGS}
COMMAND ${GLSLCC_EXE} ${SC_FLAGS1}
COMMENT "${SC_COMMENT}"
)
endif()
endforeach()
target_sources(${target_name} PRIVATE ${opt_FILES})
endfunction()
function(ax_target_embed_compiled_shaders target_name rc_output)
set(multiValueArgs FILES)
cmake_parse_arguments(opt "" "" "${multiValueArgs}" ${ARGN})
set(app_all_shaders_json "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n")
set(app_all_shaders_json "${app_all_shaders_json}<Project DefaultTargets=\"Build\" ToolsVersion=\"12.0\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">\n")
set(app_all_shaders_json "${app_all_shaders_json} <ItemGroup Label=\"axslc\">\n")
foreach(shader ${opt_FILES})
get_source_file_property(compiled_shaders ${shader} DIRECTORY ${CMAKE_BINARY_DIR} GLSLCC_OUTPUT)
if(compiled_shaders STREQUAL "NOTFOUND")
message(FATAL_ERROR "Not found property GLSLCC_OUTPUT of file: ${shader}")
endif()
foreach(compiled_shader ${compiled_shaders})
file(RELATIVE_PATH compiled_shader_rp ${GLSLCC_OUT_DIR} ${compiled_shader})
file(TO_NATIVE_PATH "Content/axslc/${compiled_shader_rp}" compiled_shader_target_dir)
set(app_all_shaders_json "${app_all_shaders_json} <None Include=\"${compiled_shader}\">\n")
# set(app_all_shaders_json "${app_all_shaders_json} <Link>Content\\axslc\\%(FileName)%(Extension)</Link>\n")
set(app_all_shaders_json "${app_all_shaders_json} <Link>${compiled_shader_target_dir}</Link>\n")
set(app_all_shaders_json "${app_all_shaders_json} <DeploymentContent Condition=\"'\$(Configuration)|\$(Platform)'=='Debug|x64'\">true</DeploymentContent>\n")
set(app_all_shaders_json "${app_all_shaders_json} <DeploymentContent Condition=\"'\$(Configuration)|\$(Platform)'=='Release|x64'\">true</DeploymentContent>\n")
set(app_all_shaders_json "${app_all_shaders_json} <DeploymentContent Condition=\"'\$(Configuration)|\$(Platform)'=='MinSizeRel|x64'\">true</DeploymentContent>\n")
set(app_all_shaders_json "${app_all_shaders_json} <DeploymentContent Condition=\"'\$(Configuration)|\$(Platform)'=='RelWithDebInfo|x64'\">true</DeploymentContent>\n")
set(app_all_shaders_json "${app_all_shaders_json} </None>\n")
endforeach()
endforeach()
set(app_all_shaders_json "${app_all_shaders_json} </ItemGroup>\n</Project>\n")
set(props_file "${rt_output}/axslc.props")
write_file("${props_file}" "${app_all_shaders_json}")
set_target_properties(${target_name} PROPERTIES VS_USER_PROPS "${props_file}")
endfunction()
cmake_policy(POP)