video_core/host_shaders: Add support for prebuilt SPIR-V shaders
Add support for building SPIR-V shaders from GLSL and generating headers to include the text of those same GLSL shaders to consume from OpenGL.
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@ -1,8 +1,12 @@
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set(SHADER_SOURCES
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set(SHADER_FILES
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opengl_present.frag
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opengl_present.vert
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)
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find_program(GLSLANGVALIDATOR "glslangValidator" REQUIRED)
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set(GLSL_FLAGS "")
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set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include)
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set(SHADER_DIR ${SHADER_INCLUDE}/video_core/host_shaders)
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set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
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@ -10,27 +14,44 @@ set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
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set(INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/source_shader.h.in)
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set(HEADER_GENERATOR ${CMAKE_CURRENT_SOURCE_DIR}/StringShaderHeader.cmake)
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foreach(FILENAME IN ITEMS ${SHADER_SOURCES})
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foreach(FILENAME IN ITEMS ${SHADER_FILES})
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string(REPLACE "." "_" SHADER_NAME ${FILENAME})
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set(SOURCE_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${FILENAME})
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set(HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h)
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# Skip generating source headers on Vulkan exclusive files
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if (NOT ${FILENAME} MATCHES "vulkan.*")
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set(SOURCE_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h)
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add_custom_command(
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OUTPUT
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${HEADER_FILE}
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${SOURCE_HEADER_FILE}
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COMMAND
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${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${HEADER_FILE} ${INPUT_FILE}
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${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${SOURCE_HEADER_FILE} ${INPUT_FILE}
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MAIN_DEPENDENCY
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${SOURCE_FILE}
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DEPENDS
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${INPUT_FILE}
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# HEADER_GENERATOR should be included here but msbuild seems to assume it's always modified
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)
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set(SHADER_HEADERS ${SHADER_HEADERS} ${HEADER_FILE})
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set(SHADER_HEADERS ${SHADER_HEADERS} ${SOURCE_HEADER_FILE})
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endif()
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# Skip compiling to SPIR-V OpenGL exclusive files
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if (NOT ${FILENAME} MATCHES "opengl.*")
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string(TOUPPER ${SHADER_NAME}_SPV SPIRV_VARIABLE_NAME)
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set(SPIRV_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}_spv.h)
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add_custom_command(
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OUTPUT
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${SPIRV_HEADER_FILE}
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COMMAND
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${GLSLANGVALIDATOR} -V ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE}
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MAIN_DEPENDENCY
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${SOURCE_FILE}
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)
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set(SHADER_HEADERS ${SHADER_HEADERS} ${SPIRV_HEADER_FILE})
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endif()
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endforeach()
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add_custom_target(host_shaders
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DEPENDS
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${SHADER_HEADERS}
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SOURCES
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${SHADER_SOURCES}
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${SHADER_FILES}
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)
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