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doom3-bfg/neo/compileshaders.cmake

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CMake

#
# Copyright (c) 2014-2020, NVIDIA CORPORATION. All rights reserved.
#
# Permission is hereby granted, free of charge, to any person obtaining a
# copy of this software and associated documentation files (the "Software"),
# to deal in the Software without restriction, including without limitation
# the rights to use, copy, modify, merge, publish, distribute, sublicense,
# and/or sell copies of the Software, and to permit persons to whom the
# Software is furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
# THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
# DEALINGS IN THE SOFTWARE.
# generates a build target that will compile shaders for a given config file
#
# usage: compile_shaders(TARGET <generated build target name>
# CONFIG <shader-config-file>
# [DXIL <dxil-output-path>]
# [DXBC <dxbc-output-path>]
# [SPIRV_DXC <spirv-output-path>])
function(compile_shaders)
set(options "")
set(oneValueArgs TARGET CONFIG FOLDER DXIL DXBC SPIRV_DXC CFLAGS SHADER_INCLUDE_DIR)
set(multiValueArgs SOURCES)
cmake_parse_arguments(params "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
if (NOT params_TARGET)
message(FATAL_ERROR "compile_shaders: TARGET argument missing")
endif()
if (NOT params_CONFIG)
message(FATAL_ERROR "compile_shaders: CONFIG argument missing")
endif()
if (NOT params_SHADER_INCLUDE_DIR)
set(SHADER_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR})
else()
set(SHADER_INCLUDE_DIR ${params_SHADER_INCLUDE_DIR})
endif()
message( STATUS "Shader include path ${SHADER_INCLUDE_DIR}" )
# just add the source files to the project as documents, they are built by the script
set_source_files_properties(${params_SOURCES} PROPERTIES VS_TOOL_OVERRIDE "None")
add_custom_target(${params_TARGET}
DEPENDS ShaderMake
SOURCES ${params_SOURCES})
if (params_DXIL AND (USE_DX12 AND USE_DXIL_ON_DX12))
if (NOT DXC_PATH)
message(FATAL_ERROR "compile_shaders: DXC not found --- please set DXC_PATH to the full path to the DXC binary")
endif()
if (NOT params_CFLAGS)
set(CFLAGS $<IF:$<CONFIG:Debug>,--embedPDB,--stripReflection> --shaderModel=6_0 -O3 --WX --matrixRowMajor)
else()
set(CFLAGS ${params_CFLAGS})
endif()
add_custom_command(TARGET ${params_TARGET} PRE_BUILD
COMMAND ShaderMake
--config=${params_CONFIG}
--out=${params_DXIL}
--platform=DXIL
--binaryBlob
--outputExt=.bin
-I ${SHADER_INCLUDE_DIR}
${CFLAGS}
--compiler=${DXC_PATH})
endif()
if (params_DXBC AND (USE_DX11 OR (USE_DX12 AND NOT USE_DXIL_ON_DX12)))
if (NOT FXC_PATH)
message(FATAL_ERROR "compile_shaders: FXC not found --- please set FXC_PATH to the full path to the FXC binary")
endif()
if (NOT params_CFLAGS)
set(CFLAGS $<IF:$<CONFIG:Debug>,--PDB,--stripReflection> --shaderModel=6_0 -O3 --WX --matrixRowMajor)
else()
set(CFLAGS ${params_CFLAGS})
endif()
add_custom_command(TARGET ${params_TARGET} PRE_BUILD
COMMAND ShaderMake
--config=${params_CONFIG}
--out=${params_DXBC}
--platform=DXBC
--binaryBlob
--outputExt=.bin
-I ${SHADER_INCLUDE_DIR}
${CFLAGS}
--compiler=${FXC_PATH})
endif()
if (params_SPIRV_DXC AND USE_VULKAN)
if (NOT DXC_SPIRV_PATH)
message(FATAL_ERROR "compile_shaders: DXC for SPIR-V not found --- please set DXC_SPIRV_PATH to the full path to the DXC binary")
endif()
if (NOT params_CFLAGS)
set(CFLAGS $<IF:$<CONFIG:Debug>,--PDB,> --vulkanVersion=1.2 --shaderModel=6_0 -O3 --WX --matrixRowMajor --tRegShift=0 --sRegShift=128 --bRegShift=256 --uRegShift=384)
else()
set(CFLAGS ${params_CFLAGS})
endif()
add_custom_command(TARGET ${params_TARGET} PRE_BUILD
COMMAND ShaderMake
--config=${params_CONFIG}
--out=${params_SPIRV_DXC}
--platform=SPIRV
--binaryBlob
--outputExt=.bin
-I ${SHADER_INCLUDE_DIR}
-D SPIRV
${CFLAGS}
--compiler=${DXC_SPIRV_PATH})
endif()
if(params_FOLDER)
set_target_properties(${params_TARGET} PROPERTIES FOLDER ${params_FOLDER})
endif()
endfunction()
# Generates a build target that will compile shaders for a given config file for all enabled Donut platforms.
#
# The shaders will be placed into subdirectories of ${OUTPUT_BASE}, with names compatible with
# the FindDirectoryWithShaderBin framework function.
function(compile_shaders_all_platforms)
set(options "")
set(oneValueArgs TARGET CONFIG FOLDER OUTPUT_BASE CFLAGS)
set(multiValueArgs SOURCES)
cmake_parse_arguments(params "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
if (NOT params_TARGET)
message(FATAL_ERROR "compile_shaders_all_platforms: TARGET argument missing")
endif()
if (NOT params_CONFIG)
message(FATAL_ERROR "compile_shaders_all_platforms: CONFIG argument missing")
endif()
if (NOT params_OUTPUT_BASE)
message(FATAL_ERROR "compile_shaders_all_platforms: OUTPUT_BASE argument missing")
endif()
compile_shaders(TARGET ${params_TARGET}
CONFIG ${params_CONFIG}
FOLDER ${params_FOLDER}
CFLAGS ${params_CFLAGS}
DXBC ${params_OUTPUT_BASE}/dxbc
DXIL ${params_OUTPUT_BASE}/dxil
SPIRV_DXC ${params_OUTPUT_BASE}/spirv
SOURCES ${params_SOURCES})
endfunction()