mirror of
https://git.code.sf.net/p/quake/quakeforge
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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, $shader/path to access external standard shaders and quake filesystem access for all other paths.
21 lines
771 B
Text
21 lines
771 B
Text
dnl Check for vulkan support
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AC_ARG_ENABLE(vulkan,
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[ --disable-vulkan do not use Vulkan],
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HAVE_VULKAN=$enable_vulkan, HAVE_VULKAN=auto)
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if test "x$HAVE_VULKAN" != xno; then
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save_CPPFLAGS="$CPPFLAGS"
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AS_IF([test x"$VULKAN_SDK" != x], [
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CPPFLAGS="$CPPFLAGS -I$VULKAN_SDK/include"
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LDFLAGS="$LDFLAGS -L$VULKAN_SDK/lib"
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glslangvalidator="$VULKAN_SDK/bin/glslangValidator"
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], [glslangvalidator="glslangValidator"])
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AC_CHECK_HEADER([vulkan/vulkan.h], [HAVE_VULKAN=yes], [HAVE_VULKAN=no])
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CPPFLAGS="$save_CPPFLAGS"
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fi
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if test "x$HAVE_VULKAN" = xyes; then
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AC_DEFINE([HAVE_VULKAN], [1], [Define if yhou have the Vulkan libs])
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fi
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AC_SUBST(VULKAN_LIBS)
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AC_SUBST(GLSLANGVALIDATOR, [$glslangvalidator])
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AM_CONDITIONAL(X11_VULKAN, test "x$HAVE_VULKAN" = "xyes")
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