quakeforge/config.d/vulkan.m4
Bill Currie 7fb335a215 [vulkan] Add support for building and loading shaders
Shaders can be built as spv files and installed into
$libdir/quakeforge/shaders or as spvc files and compiled into the
engine. Loading supports $builtin/name to access builtin shaders,
$shader/path to access external standard shaders and quake filesystem
access for all other paths.
2020-12-23 14:32:29 +09:00

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dnl Check for vulkan support
AC_ARG_ENABLE(vulkan,
[ --disable-vulkan do not use Vulkan],
HAVE_VULKAN=$enable_vulkan, HAVE_VULKAN=auto)
if test "x$HAVE_VULKAN" != xno; then
save_CPPFLAGS="$CPPFLAGS"
AS_IF([test x"$VULKAN_SDK" != x], [
CPPFLAGS="$CPPFLAGS -I$VULKAN_SDK/include"
LDFLAGS="$LDFLAGS -L$VULKAN_SDK/lib"
glslangvalidator="$VULKAN_SDK/bin/glslangValidator"
], [glslangvalidator="glslangValidator"])
AC_CHECK_HEADER([vulkan/vulkan.h], [HAVE_VULKAN=yes], [HAVE_VULKAN=no])
CPPFLAGS="$save_CPPFLAGS"
fi
if test "x$HAVE_VULKAN" = xyes; then
AC_DEFINE([HAVE_VULKAN], [1], [Define if yhou have the Vulkan libs])
fi
AC_SUBST(VULKAN_LIBS)
AC_SUBST(GLSLANGVALIDATOR, [$glslangvalidator])
AM_CONDITIONAL(X11_VULKAN, test "x$HAVE_VULKAN" = "xyes")