mirror of
https://github.com/nzp-team/glquake.git
synced 2024-11-25 13:30:58 +00:00
253 lines
7.7 KiB
Makefile
253 lines
7.7 KiB
Makefile
#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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TOPDIR ?= $(CURDIR)
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include $(DEVKITARM)/3ds_rules
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TARGET := nzportable
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BUILD := build
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SOURCES := source
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DATA := data
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INCLUDES := include
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ICON := icon.png
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#ROMFS := romfs
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APP_AUTHOR := NZP Team
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APP_TITLE := Nazi Zombies Portable
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APP_DESCRIPTION := WiP Call of Duty Zombies demake powered by ctrQuake
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
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CFLAGS := -g -Wall -O3 -mword-relocations \
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-fomit-frame-pointer -ffunction-sections \
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$(ARCH)
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CFLAGS += $(INCLUDE) -DARM11 -D_3DS -DGLQUAKE
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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LIBS := -lpicaGL -lctru -lm
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(CTRULIB) $(DEVKITPRO)/picaGL
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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COMMON_OBJS = chase.c \
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cl_hud.c \
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cl_demo.c \
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cl_input.c \
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cl_main.c \
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cl_parse.c \
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cl_tent.c \
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bsp_strlcpy.c \
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cmd.c \
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common.c \
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console.c \
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crc.c \
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cvar.c \
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host.c \
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host_cmd.c \
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keys.c \
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mathlib.c \
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menu.c \
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net_dgrm.c \
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net_udpctr.c \
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net_loop.c \
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net_bsd.c \
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net_main.c \
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net_vcr.c \
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pr_cmds.c \
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pr_edict.c \
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pr_exec.c \
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sbar.c \
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sv_main.c \
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sv_move.c \
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sv_phys.c \
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sv_user.c \
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view.c \
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wad.c \
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world.c \
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zone.c \
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sys_ctr.c \
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snd_dma.c \
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snd_mix.c \
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snd_mem.c \
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snd_ctr.c \
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in_null.c \
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cd_null.c \
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gl_qmb.c \
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gl_decal.c \
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gl_draw.c \
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gl_fog.c \
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gl_mesh.c \
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gl_model.c \
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gl_refrag.c \
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gl_rlight.c \
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gl_rmain.c \
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gl_rmisc.c \
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gl_rsurf.c \
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gl_screen.c \
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gl_warp.c \
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gl_vidctr.c \
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r_part.c \
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touch_ctr.c
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CFILES := $(COMMON_OBJS)
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CPPFILES :=
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SFILES :=
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PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
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SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \
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$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o)
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export OFILES := $(OFILES_BIN) $(OFILES_SOURCES)
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export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.png)
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ifneq (,$(findstring $(TARGET).png,$(icons)))
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export APP_ICON := $(TOPDIR)/$(TARGET).png
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else
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ifneq (,$(findstring icon.png,$(icons)))
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export APP_ICON := $(TOPDIR)/icon.png
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endif
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endif
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else
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export APP_ICON := $(TOPDIR)/$(ICON)
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endif
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ifeq ($(strip $(NO_SMDH)),)
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export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh
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endif
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ifneq ($(ROMFS),)
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export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
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endif
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.PHONY: $(BUILD) clean all
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#---------------------------------------------------------------------------------
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all: $(BUILD)
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$(BUILD):
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@[ -d $@ ] || mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf
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#---------------------------------------------------------------------------------
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else
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DEPENDS := $(OFILES:.o=.d)
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(NO_SMDH)),)
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$(OUTPUT).3dsx : $(OUTPUT).elf $(OUTPUT).smdh
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else
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$(OUTPUT).3dsx : $(OUTPUT).elf
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endif
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$(OFILES_SOURCES) : $(HFILES)
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$(OUTPUT).elf : $(OFILES)
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#---------------------------------------------------------------------------------
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# you need a rule like this for each extension you use as binary data
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#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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# rules for assembling GPU shaders
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#---------------------------------------------------------------------------------
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define shader-as
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$(eval CURBIN := $*.shbin)
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$(eval DEPSFILE := $(DEPSDIR)/$*.shbin.d)
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echo "$(CURBIN).o: $< $1" > $(DEPSFILE)
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echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h
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echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h
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echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h
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picasso -o $(CURBIN) $1
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bin2s $(CURBIN) | $(AS) -o $*.shbin.o
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endef
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%.shbin.o %_shbin.h : %.v.pica %.g.pica
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@echo $(notdir $^)
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@$(call shader-as,$^)
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%.shbin.o %_shbin.h : %.v.pica
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@echo $(notdir $<)
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@$(call shader-as,$<)
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%.shbin.o %_shbin.h : %.shlist
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@echo $(notdir $<)
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@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)$(file)))
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-include $(DEPENDS)
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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