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Diffstat (limited to 'cmake/CompileShaders.cmake')
| -rw-r--r-- | cmake/CompileShaders.cmake | 142 |
1 files changed, 142 insertions, 0 deletions
diff --git a/cmake/CompileShaders.cmake b/cmake/CompileShaders.cmake new file mode 100644 index 0000000..75ee602 --- /dev/null +++ b/cmake/CompileShaders.cmake @@ -0,0 +1,142 @@ +# Tuxanci 2 - A first person shooter +# Copyright (C) 2007-2011 Tuxánci Development Team +# Copyright (C) 2025-2026 Connor Thomson +# +# This program is free software: you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation, either version 3 of the License, or +# (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program. If not, see <https://www.gnu.org/licenses/>. + +set(SHADER_SLANG_PROFILE "spirv_1_5") +set(SHADER_SLANG_TARGET "spirv") + +find_program(SLANGC_EXECUTABLE slangc) + +if(NOT SLANGC_EXECUTABLE) + message(FATAL_ERROR "slangc is not found. Download it from https://github.com/shader-slang/slang and make sure it is in your PATH.") +endif() + +find_program(XXD_EXECUTABLE NAMES xxd) +if(NOT XXD_EXECUTABLE) + message(FATAL_ERROR "xxd is not found. Make sure it is in your PATH.") +endif() + +set(SHADER_EMBED_SCRIPT "${CMAKE_CURRENT_LIST_DIR}/EmbedFile.cmake") + +function(target_compile_shaders TARGET_NAME) + cmake_parse_arguments(PARSE_ARGV 1 ARG "" "PROFILE;ENTRY" "SHADERS") + + if(NOT ARG_PROFILE) + set(ARG_PROFILE "${SHADER_SLANG_PROFILE}") + endif() + if(NOT ARG_ENTRY) + set(ARG_ENTRY "main") + endif() + + set(SPIRV_OUTPUTS "") + + foreach(SHADER ${ARG_SHADERS}) + get_filename_component(SHADER_ABS "${SHADER}" ABSOLUTE) + get_filename_component(SHADER_NAME "${SHADER}" NAME) + + set(_stage "") + if(SHADER_NAME MATCHES "\\.vert\\.slang$") + set(_stage "vertex") + elseif(SHADER_NAME MATCHES "\\.frag\\.slang$") + set(_stage "fragment") + elseif(SHADER_NAME MATCHES "\\.comp\\.slang$") + set(_stage "compute") + elseif(SHADER_NAME MATCHES "\\.geom\\.slang$") + set(_stage "geometry") + elseif(SHADER_NAME MATCHES "\\.tesc\\.slang$") + set(_stage "hull") + elseif(SHADER_NAME MATCHES "\\.tese\\.slang$") + set(_stage "domain") + elseif(SHADER_NAME MATCHES "\\.rgen\\.slang$") + set(_stage "raygeneration") + elseif(SHADER_NAME MATCHES "\\.rchit\\.slang$") + set(_stage "closesthit") + elseif(SHADER_NAME MATCHES "\\.rmiss\\.slang$") + set(_stage "miss") + else() + message(FATAL_ERROR "'${SHADER_NAME}' must end with .<vert|frag|comp|geom|tesc|tese|rgen|rchit|rmiss>.slang") + endif() + + set(SPIRV_OUT "${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.spv") + set(SPIRV_EMBED_C_OUT "${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.xxd.c") + + string(REGEX REPLACE "[^A-Za-z0-9]" "_" SHADER_SYMBASE "${SHADER_NAME}.spv") + set(SHADER_SYMBASE "file_${SHADER_SYMBASE}") + + add_custom_command( + OUTPUT ${SPIRV_OUT} + COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_CURRENT_BINARY_DIR}/shaders" + COMMAND "${SLANGC_EXECUTABLE}" "${SHADER_ABS}" + -target ${SHADER_SLANG_TARGET} + -profile ${ARG_PROFILE} + -entry ${ARG_ENTRY} + -stage ${_stage} + -o ${SPIRV_OUT} + MAIN_DEPENDENCY "${SHADER_ABS}" + COMMENT "Building SPIR-V ${SHADER_NAME}.spv" + VERBATIM + ) + + add_custom_command( + OUTPUT ${SPIRV_EMBED_C_OUT} + COMMAND ${CMAKE_COMMAND} + -D IN_FILE=${SPIRV_OUT} + -D OUT_C=${SPIRV_EMBED_C_OUT} + -D SYMBASE=${SHADER_SYMBASE} + -D XXD_EXE=${XXD_EXECUTABLE} + -P "${SHADER_EMBED_SCRIPT}" + DEPENDS ${SPIRV_OUT} "${SHADER_EMBED_SCRIPT}" + COMMENT "Building C object ${SHADER_NAME}.spv.o" + VERBATIM + ) + + list(APPEND SPIRV_OUTPUTS ${SPIRV_EMBED_C_OUT}) + endforeach() + + target_sources(${TARGET_NAME} PRIVATE ${SPIRV_OUTPUTS}) +endfunction() + +function(target_embed_files TARGET_NAME) + cmake_parse_arguments(PARSE_ARGV 1 ARG "" "" "FILES") + + set(EMBEDDED_OUTPUTS "") + foreach(ASSET ${ARG_FILES}) + get_filename_component(ASSET_ABS "${ASSET}" ABSOLUTE) + file(RELATIVE_PATH ASSET_RELATIVE "${CMAKE_SOURCE_DIR}" "${ASSET_ABS}") + string(REGEX REPLACE "[^A-Za-z0-9]" "_" ASSET_SYMBASE "${ASSET_RELATIVE}") + set(ASSET_SYMBASE "file_${ASSET_SYMBASE}") + get_filename_component(ASSET_NAME "${ASSET_RELATIVE}" NAME) + set(ASSET_EMBED_C_OUT "${CMAKE_CURRENT_BINARY_DIR}/data/${ASSET_NAME}.xxd.c") + + add_custom_command( + OUTPUT ${ASSET_EMBED_C_OUT} + COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_CURRENT_BINARY_DIR}/data" + COMMAND ${CMAKE_COMMAND} + -D IN_FILE=${ASSET_ABS} + -D OUT_C=${ASSET_EMBED_C_OUT} + -D SYMBASE=${ASSET_SYMBASE} + -D XXD_EXE=${XXD_EXECUTABLE} + -P "${SHADER_EMBED_SCRIPT}" + DEPENDS "${ASSET_ABS}" "${SHADER_EMBED_SCRIPT}" + COMMENT "Building C object ${ASSET_RELATIVE}.o" + VERBATIM + ) + + list(APPEND EMBEDDED_OUTPUTS ${ASSET_EMBED_C_OUT}) + endforeach() + + target_sources(${TARGET_NAME} PRIVATE ${EMBEDDED_OUTPUTS}) +endfunction()
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