# # AutoScribeShader.cmake # # Created by Sam Gateau on 12/17/14. # Copyright 2014 High Fidelity, Inc. # # Distributed under the Apache License, Version 2.0. # See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html # # FIXME use the built tools macro(AUTOSCRIBE_APPEND_QRC) string(CONCAT SHADER_QRC "${SHADER_QRC}" "${ARGV1}\n") endmacro() macro(AUTOSCRIBE_PLATFORM_SHADER) set(AUTOSCRIBE_PLATFORM_PATH "${ARGV0}") string(REGEX MATCH "([0-9]+(es)?)(/stereo)?" PLATFORM_PATH_REGEX ${AUTOSCRIBE_PLATFORM_PATH}) set(AUTOSCRIBE_DIALECT "${CMAKE_MATCH_1}") if (CMAKE_MATCH_3) set(AUTOSCRIBE_VARIANT "stereo") else() set(AUTOSCRIBE_VARIANT "mono") endif() string(REGEX REPLACE "/" "\\\\" SOURCE_GROUP_PATH ${AUTOSCRIBE_PLATFORM_PATH}) set(SOURCE_GROUP_PATH "${SHADER_LIB}\\${SOURCE_GROUP_PATH}") set(AUTOSCRIBE_DIALECT_HEADER "${AUTOSCRIBE_HEADER_DIR}/${AUTOSCRIBE_DIALECT}/header.glsl") set(AUTOSCRIBE_VARIANT_HEADER "${AUTOSCRIBE_HEADER_DIR}/${AUTOSCRIBE_VARIANT}.glsl") set(AUTOSCRIBE_OUTPUT_FILE "${SHADERS_DIR}/${SHADER_LIB}/${AUTOSCRIBE_PLATFORM_PATH}/${SHADER_NAME}.${SHADER_TYPE}") AUTOSCRIBE_APPEND_QRC("${SHADER_COUNT}/${AUTOSCRIBE_PLATFORM_PATH}/scribe" "${AUTOSCRIBE_OUTPUT_FILE}") source_group(${SOURCE_GROUP_PATH} FILES ${AUTOSCRIBE_OUTPUT_FILE}) set_property(SOURCE ${AUTOSCRIBE_OUTPUT_FILE} PROPERTY SKIP_AUTOMOC ON) list(APPEND SCRIBED_SHADERS ${AUTOSCRIBE_OUTPUT_FILE}) set(AUTOSCRIBE_SPIRV_FILE "${AUTOSCRIBE_OUTPUT_FILE}.spv") # don't add unoptimized spirv to the QRC #AUTOSCRIBE_APPEND_QRC("${SHADER_COUNT}/${AUTOSCRIBE_PLATFORM_PATH}/spirv_unopt" "${AUTOSCRIBE_SPIRV_FILE}") source_group(${SOURCE_GROUP_PATH} FILES ${AUTOSCRIBE_SPIRV_FILE}) set_property(SOURCE ${AUTOSCRIBE_SPIRV_FILE} PROPERTY SKIP_AUTOMOC ON) list(APPEND SPIRV_SHADERS ${AUTOSCRIBE_SPIRV_FILE}) set(AUTOSCRIBE_SPIRV_OPT_FILE "${AUTOSCRIBE_OUTPUT_FILE}.opt.spv") AUTOSCRIBE_APPEND_QRC("${SHADER_COUNT}/${AUTOSCRIBE_PLATFORM_PATH}/spirv" "${AUTOSCRIBE_SPIRV_OPT_FILE}") source_group(${SOURCE_GROUP_PATH} FILES ${AUTOSCRIBE_SPIRV_OPT_FILE}) set_property(SOURCE ${AUTOSCRIBE_SPIRV_OPT_FILE} PROPERTY SKIP_AUTOMOC ON) list(APPEND SPIRV_SHADERS ${AUTOSCRIBE_SPIRV_OPT_FILE}) set(AUTOSCRIBE_SPIRV_GLSL_FILE "${AUTOSCRIBE_OUTPUT_FILE}.glsl") AUTOSCRIBE_APPEND_QRC("${SHADER_COUNT}/${AUTOSCRIBE_PLATFORM_PATH}/glsl" "${AUTOSCRIBE_SPIRV_GLSL_FILE}") source_group(${SOURCE_GROUP_PATH} FILES ${AUTOSCRIBE_SPIRV_GLSL_FILE}) set_property(SOURCE ${AUTOSCRIBE_SPIRV_GLSL_FILE} PROPERTY SKIP_AUTOMOC ON) list(APPEND SPIRV_SHADERS ${AUTOSCRIBE_SPIRV_GLSL_FILE}) set(AUTOSCRIBE_SPIRV_JSON_FILE "${AUTOSCRIBE_OUTPUT_FILE}.json") AUTOSCRIBE_APPEND_QRC("${SHADER_COUNT}/${AUTOSCRIBE_PLATFORM_PATH}/json" "${AUTOSCRIBE_SPIRV_JSON_FILE}") source_group(${SOURCE_GROUP_PATH} FILES ${AUTOSCRIBE_SPIRV_JSON_FILE}) set_property(SOURCE ${AUTOSCRIBE_SPIRV_JSON_FILE} PROPERTY SKIP_AUTOMOC ON) list(APPEND REFLECTED_SHADERS ${AUTOSCRIBE_SPIRV_JSON_FILE}) unset(SHADER_GEN_LINE) list(APPEND SHADER_GEN_LINE ${AUTOSCRIBE_DIALECT}) list(APPEND SHADER_GEN_LINE ${AUTOSCRIBE_VARIANT}) file(RELATIVE_PATH TEMP_PATH ${CMAKE_SOURCE_DIR} ${SHADER_FILE}) list(APPEND SHADER_GEN_LINE ${TEMP_PATH}) file(RELATIVE_PATH TEMP_PATH ${CMAKE_SOURCE_DIR} ${AUTOSCRIBE_OUTPUT_FILE}) list(APPEND SHADER_GEN_LINE ${TEMP_PATH}) if (NOT("${DEFINES}" STREQUAL "")) list(APPEND SHADER_GEN_LINE "defines:${DEFINES}") endif() list(APPEND SHADER_GEN_LINE ${AUTOSCRIBE_SHADER_SEEN_LIBS}) string(CONCAT AUTOSCRIBE_SHADERGEN_COMMANDS "${AUTOSCRIBE_SHADERGEN_COMMANDS}" "${SHADER_GEN_LINE}\n") endmacro() macro(AUTOSCRIBE_SHADER) # # Set the include paths # # FIXME base the include paths off of output from the scribe tool, # instead of treating every previously seen shader as a possible header unset(SHADER_INCLUDE_FILES) foreach(includeFile ${ARGN}) list(APPEND SHADER_INCLUDE_FILES ${includeFile}) endforeach() foreach(SHADER_INCLUDE ${SHADER_INCLUDE_FILES}) get_filename_component(INCLUDE_DIR ${SHADER_INCLUDE} PATH) list(APPEND SHADER_INCLUDES_PATHS ${INCLUDE_DIR}) endforeach() set(INCLUDES ${HIFI_LIBRARIES_SHADER_INCLUDE_FILES}) foreach(EXTRA_SHADER_INCLUDE ${INCLUDES}) list(APPEND SHADER_INCLUDES_PATHS ${EXTRA_SHADER_INCLUDE}) endforeach() list(REMOVE_DUPLICATES SHADER_INCLUDES_PATHS) unset(SCRIBE_INCLUDES) foreach(INCLUDE_PATH ${SHADER_INCLUDES_PATHS}) set(SCRIBE_INCLUDES ${SCRIBE_INCLUDES} -I ${INCLUDE_PATH}/) endforeach() # # Figure out the various output names # # Define the final name of the generated shader file get_filename_component(SHADER_NAME ${SHADER_FILE} NAME_WE) get_filename_component(SHADER_EXT ${SHADER_FILE} EXT) if(SHADER_EXT STREQUAL .slv) set(SHADER_TYPE vert) elseif(${SHADER_EXT} STREQUAL .slf) set(SHADER_TYPE frag) elseif(${SHADER_EXT} STREQUAL .slg) set(SHADER_TYPE geom) endif() if (NOT("${DEFINES}" STREQUAL "")) string(CONCAT SHADER_NAME "${SHADER_NAME}" "_${DEFINES}") endif() set(SCRIBE_ARGS -D GLPROFILE ${GLPROFILE} -T ${SHADER_TYPE} ${SCRIBE_INCLUDES} ) # SHADER_SCRIBED -> the output of scribe set(SHADER_SCRIBED "${SHADERS_DIR}/${SHADER_LIB}/${SHADER_NAME}.${SHADER_TYPE}") # SHADER_NAME_FILE -> a file containing the shader name and extension (useful for debugging and for # determining the type of shader from the filename) set(SHADER_NAME_FILE "${SHADER_SCRIBED}.name") file(TO_CMAKE_PATH "${SHADER_SCRIBED}" SHADER_SCRIBED) file(WRITE "${SHADER_SCRIBED}.name" "${SHADER_NAME}.${SHADER_TYPE}") AUTOSCRIBE_APPEND_QRC("${SHADER_COUNT}/name" "${SHADER_NAME_FILE}") if (USE_GLES) set(SPIRV_CROSS_ARGS --version 310es) AUTOSCRIBE_PLATFORM_SHADER("310es") AUTOSCRIBE_PLATFORM_SHADER("310es/stereo") else() set(SPIRV_CROSS_ARGS --version 410 --no-420pack-extension) AUTOSCRIBE_PLATFORM_SHADER("410") AUTOSCRIBE_PLATFORM_SHADER("410/stereo") if (NOT APPLE) set(SPIRV_CROSS_ARGS --version 450) AUTOSCRIBE_PLATFORM_SHADER("450") AUTOSCRIBE_PLATFORM_SHADER("450/stereo") endif() endif() string(CONCAT SHADER_LIST "${SHADER_LIST}" "${SHADER_NAME} = ${SHADER_COUNT},\n") string(CONCAT SHADER_SHADERS_ARRAY "${SHADER_SHADERS_ARRAY}" "${SHADER_COUNT},\n") MATH(EXPR SHADER_COUNT "${SHADER_COUNT}+1") endmacro() # This function takes in the list of defines, which would look like: # (normalmap;translucent:f)/shadow;deformed:v # and handles parentheses and slashes, producing the semicolon-separated final list of all combinations, which in that case will look like: # normalmap;translucent:f;normalmap_translucent:f;shadow;normalmap_deformed:v;translucent:f_deformed:v;normalmap_translucent:f_deformed:v;shadow_deformed:v function(GENERATE_DEFINES_LIST_HELPER INPUT_LIST RETURN_LIST) # This while loop handles parentheses, looking for matching ( and ) and then calling GENERATE_DEFINES_LIST_HELPER recursively on the text in between string(LENGTH "${INPUT_LIST}" STR_LENGTH) set(OPEN_INDEX -1) set(STR_INDEX 0) set(NESTED_DEPTH 0) while ("${STR_INDEX}" LESS "${STR_LENGTH}") string(SUBSTRING "${INPUT_LIST}" ${STR_INDEX} 1 CURRENT_CHAR) if (("${CURRENT_CHAR}" STREQUAL "(") AND (OPEN_INDEX EQUAL -1)) set(OPEN_INDEX ${STR_INDEX}) MATH(EXPR STR_INDEX "${STR_INDEX}+1") continue() elseif (("${CURRENT_CHAR}" STREQUAL "(") AND NOT(OPEN_INDEX EQUAL -1)) MATH(EXPR NESTED_DEPTH "${NESTED_DEPTH}+1") MATH(EXPR STR_INDEX "${STR_INDEX}+1") continue() elseif (("${CURRENT_CHAR}" STREQUAL ")") AND NOT(OPEN_INDEX EQUAL -1) AND (NESTED_DEPTH GREATER 0)) MATH(EXPR NESTED_DEPTH "${NESTED_DEPTH}-1") MATH(EXPR STR_INDEX "${STR_INDEX}+1") continue() elseif (("${CURRENT_CHAR}" STREQUAL ")") AND NOT(OPEN_INDEX EQUAL -1) AND (NESTED_DEPTH EQUAL 0)) MATH(EXPR OPEN_INDEX "${OPEN_INDEX}+1") MATH(EXPR SUBSTR_LENGTH "${STR_INDEX}-${OPEN_INDEX}") string(SUBSTRING "${INPUT_LIST}" ${OPEN_INDEX} ${SUBSTR_LENGTH} GROUP_STR) GENERATE_DEFINES_LIST_HELPER("${GROUP_STR}" EXPANDED_GROUP_LIST) string(REPLACE ";" "/" EXPANDED_GROUP_LIST "${EXPANDED_GROUP_LIST}") string(REPLACE "(${GROUP_STR})" "${EXPANDED_GROUP_LIST}" INPUT_LIST "${INPUT_LIST}") MATH(EXPR STR_INDEX "${OPEN_INDEX}-1") set(OPEN_INDEX -1) string(LENGTH "${INPUT_LIST}" STR_LENGTH) continue() endif() MATH(EXPR STR_INDEX "${STR_INDEX}+1") endwhile() # Here we handle the base case, the recursive case, and slashes list(LENGTH INPUT_LIST NUM_DEFINES) if (NUM_DEFINES EQUAL 1) string(REPLACE "/" ";" INPUT_LIST "${INPUT_LIST}") set(${RETURN_LIST} ${INPUT_LIST} PARENT_SCOPE) elseif (NUM_DEFINES GREATER 1) list(GET INPUT_LIST 0 CURRENT_DEFINES) string(REPLACE "/" ";" CURRENT_DEFINES "${CURRENT_DEFINES}") list(REMOVE_AT INPUT_LIST 0) GENERATE_DEFINES_LIST_HELPER("${INPUT_LIST}" REMAINING_DEFINES_LIST) set(TO_RETURN_LIST "${CURRENT_DEFINES}") foreach(REMAINING_DEFINES ${REMAINING_DEFINES_LIST}) list(APPEND TO_RETURN_LIST "${REMAINING_DEFINES}") foreach(CURRENT_DEFINE ${CURRENT_DEFINES}) list(APPEND TO_RETURN_LIST "${CURRENT_DEFINE}_${REMAINING_DEFINES}") endforeach() endforeach() set(${RETURN_LIST} ${TO_RETURN_LIST} PARENT_SCOPE) endif() endfunction() macro(GENERATE_DEFINES_LIST) set(DEFINES_LIST "") GENERATE_DEFINES_LIST_HELPER("${ARGV0}" DEFINES_LIST) endmacro() macro(AUTOSCRIBE_SHADER_LIB) if (NOT ("${TARGET_NAME}" STREQUAL "shaders")) message(FATAL_ERROR "AUTOSCRIBE_SHADER_LIB can only be used by the shaders library") endif() file(MAKE_DIRECTORY "${SHADERS_DIR}/${SHADER_LIB}") list(APPEND HIFI_LIBRARIES_SHADER_INCLUDE_FILES "${CMAKE_SOURCE_DIR}/libraries/${SHADER_LIB}/src") string(REGEX REPLACE "[-]" "_" SHADER_NAMESPACE ${SHADER_LIB}) string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "namespace ${SHADER_NAMESPACE} {\n") set(SRC_FOLDER "${CMAKE_SOURCE_DIR}/libraries/${ARGN}/src") # Process the scribe headers file(GLOB_RECURSE SHADER_INCLUDE_FILES ${SRC_FOLDER}/*.slh) if(SHADER_INCLUDE_FILES) source_group("${SHADER_LIB}/Headers" FILES ${SHADER_INCLUDE_FILES}) list(APPEND ALL_SHADER_HEADERS ${SHADER_INCLUDE_FILES}) list(APPEND ALL_SCRIBE_SHADERS ${SHADER_INCLUDE_FILES}) endif() file(GLOB_RECURSE SHADER_VERTEX_FILES ${SRC_FOLDER}/*.slv) if (SHADER_VERTEX_FILES) source_group("${SHADER_LIB}/Vertex" FILES ${SHADER_VERTEX_FILES}) list(APPEND ALL_SCRIBE_SHADERS ${SHADER_VERTEX_FILES}) set(SHADER_LIST "namespace vertex { enum {\n") foreach(SHADER_FILE ${SHADER_VERTEX_FILES}) AUTOSCRIBE_SHADER(${ALL_SHADER_HEADERS}) endforeach() set(VERTEX_ENUMS "${SHADER_LIST}") endif() file(GLOB_RECURSE SHADER_FRAGMENT_FILES ${SRC_FOLDER}/*.slf) if (SHADER_FRAGMENT_FILES) source_group("${SHADER_LIB}/Fragment" FILES ${SHADER_FRAGMENT_FILES}) list(APPEND ALL_SCRIBE_SHADERS ${SHADER_FRAGMENT_FILES}) set(SHADER_LIST "namespace fragment { enum {\n") foreach(SHADER_FILE ${SHADER_FRAGMENT_FILES}) AUTOSCRIBE_SHADER(${ALL_SHADER_HEADERS}) endforeach() set(FRAGMENT_ENUMS "${SHADER_LIST}") endif() # FIXME add support for geometry, compute and tesselation shaders #file(GLOB_RECURSE SHADER_GEOMETRY_FILES ${SRC_FOLDER}/*.slg) #file(GLOB_RECURSE SHADER_COMPUTE_FILES ${SRC_FOLDER}/*.slc) # the programs file(GLOB_RECURSE SHADER_PROGRAM_FILES ${SRC_FOLDER}/*.slp) if (SHADER_PROGRAM_FILES) source_group("${SHADER_LIB}/Program" FILES ${SHADER_PROGRAM_FILES}) list(APPEND ALL_SCRIBE_SHADERS ${SHADER_PROGRAM_FILES}) set(PROGRAM_ENUMS "namespace program { enum {\n") foreach(PROGRAM_FILE ${SHADER_PROGRAM_FILES}) get_filename_component(PROGRAM_NAME ${PROGRAM_FILE} NAME_WE) get_filename_component(PROGRAM_FOLDER ${PROGRAM_FILE} DIRECTORY) file(READ ${PROGRAM_FILE} PROGRAM_CONFIG) set(AUTOSCRIBE_PROGRAM_VERTEX ${PROGRAM_NAME}) set(AUTOSCRIBE_PROGRAM_FRAGMENT ${PROGRAM_NAME}) set(AUTOSCRIBE_PROGRAM_DEFINES "") if (NOT("${PROGRAM_CONFIG}" STREQUAL "")) string(REGEX MATCH ".*VERTEX +([_\\:A-Z0-9a-z]+)" MVERT ${PROGRAM_CONFIG}) if (CMAKE_MATCH_1) set(AUTOSCRIBE_PROGRAM_VERTEX ${CMAKE_MATCH_1}) endif() string(REGEX MATCH ".*FRAGMENT +([_:A-Z0-9a-z]+)" MFRAG ${PROGRAM_CONFIG}) if (CMAKE_MATCH_1) set(AUTOSCRIBE_PROGRAM_FRAGMENT ${CMAKE_MATCH_1}) endif() string(REGEX MATCH ".*DEFINES +([a-zA-Z\(\)/: ]+)" MDEF ${PROGRAM_CONFIG}) if (CMAKE_MATCH_1) set(AUTOSCRIBE_PROGRAM_DEFINES ${CMAKE_MATCH_1}) string(TOLOWER AUTOSCRIBE_PROGRAM_DEFINES "${AUTOSCRIBE_PROGRAM_DEFINES}") string(REGEX REPLACE " +" ";" AUTOSCRIBE_PROGRAM_DEFINES "${AUTOSCRIBE_PROGRAM_DEFINES}") endif() endif() if (NOT (${AUTOSCRIBE_PROGRAM_VERTEX} MATCHES ".*::.*")) set(AUTOSCRIBE_PROGRAM_VERTEX "vertex::${AUTOSCRIBE_PROGRAM_VERTEX}") endif() if (NOT (${AUTOSCRIBE_PROGRAM_FRAGMENT} MATCHES ".*::.*")) set(AUTOSCRIBE_PROGRAM_FRAGMENT "fragment::${AUTOSCRIBE_PROGRAM_FRAGMENT}") endif() string(REGEX REPLACE ".*::" "" VERTEX_NAME "${AUTOSCRIBE_PROGRAM_VERTEX}") string(REGEX REPLACE ".*::" "" FRAGMENT_NAME "${AUTOSCRIBE_PROGRAM_FRAGMENT}") GENERATE_DEFINES_LIST("${AUTOSCRIBE_PROGRAM_DEFINES}") string(CONCAT PROGRAM_ENUMS "${PROGRAM_ENUMS}" "${PROGRAM_NAME} = (${AUTOSCRIBE_PROGRAM_VERTEX} << 16) | ${AUTOSCRIBE_PROGRAM_FRAGMENT},\n") string(CONCAT SHADER_PROGRAMS_ARRAY "${SHADER_PROGRAMS_ARRAY} ${SHADER_NAMESPACE}::program::${PROGRAM_NAME},\n") foreach(DEFINES ${DEFINES_LIST}) set(ORIG_DEFINES "${DEFINES}") # Below here we handle :v and :f. The program name includes both, but the vertex and fragment names # remove the elements with :f and :v respectively, and only have to call AUTOSCRIBE_SHADER if they don't have those # (because the shaders without them will have already been generated) string(REPLACE ":v" "" VERTEX_DEFINES "${ORIG_DEFINES}") string(FIND "${ORIG_DEFINES}" ":f" HAS_FRAGMENT) if (HAS_FRAGMENT EQUAL -1) set(DEFINES "${VERTEX_DEFINES}") set(SHADER_LIST "") set(SHADER_FILE "${PROGRAM_FOLDER}/${VERTEX_NAME}.slv") if (NOT EXISTS "${SHADER_FILE}") set(SHADER_FILE "${PROGRAM_FOLDER}/../${VERTEX_NAME}.slv") endif() find_file(SHADER_FILE "" PATHS "${PROGRAM_FOLDER}" PATH_SUFFIXES ".." NO_DEFAULT_PATH) AUTOSCRIBE_SHADER(${ALL_SHADER_HEADERS}) string(CONCAT VERTEX_ENUMS "${VERTEX_ENUMS}" "${SHADER_LIST}") else() string(REGEX REPLACE "_*[^_]*:f" "" VERTEX_DEFINES "${VERTEX_DEFINES}") endif() if (NOT("${VERTEX_DEFINES}" STREQUAL "") AND NOT("${VERTEX_DEFINES}" MATCHES "^_.*")) set(VERTEX_DEFINES "_${VERTEX_DEFINES}") endif() string(REPLACE ":f" "" FRAGMENT_DEFINES "${ORIG_DEFINES}") string(FIND "${ORIG_DEFINES}" ":v" HAS_VERTEX) if (HAS_VERTEX EQUAL -1) set(DEFINES "${FRAGMENT_DEFINES}") set(SHADER_LIST "") set(SHADER_FILE "${PROGRAM_FOLDER}/${FRAGMENT_NAME}.slf") if (NOT EXISTS "${SHADER_FILE}") set(SHADER_FILE "${PROGRAM_FOLDER}/../${FRAGMENT_NAME}.slf") endif() AUTOSCRIBE_SHADER(${ALL_SHADER_HEADERS}) string(CONCAT FRAGMENT_ENUMS "${FRAGMENT_ENUMS}" "${SHADER_LIST}") else() string(REGEX REPLACE "_*[^_]*:v" "" FRAGMENT_DEFINES "${FRAGMENT_DEFINES}") endif() if (NOT("${FRAGMENT_DEFINES}" STREQUAL "") AND NOT("${FRAGMENT_DEFINES}" MATCHES "^_.*")) set(FRAGMENT_DEFINES "_${FRAGMENT_DEFINES}") endif() string(REGEX REPLACE ":(f|v)" "" PROGRAM_DEFINES "${ORIG_DEFINES}") if (NOT("${PROGRAM_DEFINES}" STREQUAL "")) string(CONCAT PROGRAM_ENUMS "${PROGRAM_ENUMS}" "${PROGRAM_NAME}_${PROGRAM_DEFINES} = (${AUTOSCRIBE_PROGRAM_VERTEX}${VERTEX_DEFINES} << 16) | ${AUTOSCRIBE_PROGRAM_FRAGMENT}${FRAGMENT_DEFINES},\n") string(CONCAT SHADER_PROGRAMS_ARRAY "${SHADER_PROGRAMS_ARRAY} ${SHADER_NAMESPACE}::program::${PROGRAM_NAME}_${PROGRAM_DEFINES},\n") endif() endforeach() endforeach() endif() if (SHADER_VERTEX_FILES) string(CONCAT VERTEX_ENUMS "${VERTEX_ENUMS}" "}; } // vertex \n") string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "${VERTEX_ENUMS}") endif() if (SHADER_FRAGMENT_FILES) string(CONCAT FRAGMENT_ENUMS "${FRAGMENT_ENUMS}" "}; } // fragment \n") string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "${FRAGMENT_ENUMS}") endif() if (SHADER_PROGRAM_FILES) string(CONCAT PROGRAM_ENUMS "${PROGRAM_ENUMS}" "}; } // program \n") string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "${PROGRAM_ENUMS}") endif() # Finish the shader enums string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "} // namespace ${SHADER_NAMESPACE}\n") endmacro() macro(AUTOSCRIBE_SHADER_LIBS) message(STATUS "Shader processing start") set(AUTOSCRIBE_HEADER_DIR ${CMAKE_CURRENT_SOURCE_DIR}/headers) # Start the shader IDs set(SHADERS_DIR "${CMAKE_CURRENT_BINARY_DIR}/shaders") file(MAKE_DIRECTORY ${SHADERS_DIR}) set(SHADER_ENUMS "") set(SHADER_COUNT 1) # # Scribe generation & program defintiion # foreach(SHADER_LIB ${ARGN}) list(APPEND AUTOSCRIBE_SHADER_SEEN_LIBS ${SHADER_LIB}) AUTOSCRIBE_SHADER_LIB(${SHADER_LIB}) endforeach() # Generate the library files configure_file( ShaderEnums.cpp.in ${CMAKE_CURRENT_BINARY_DIR}/ShaderEnums.cpp) configure_file( ShaderEnums.h.in ${CMAKE_CURRENT_BINARY_DIR}/ShaderEnums.h) configure_file(shaders.qrc.in ${CMAKE_CURRENT_BINARY_DIR}/shaders.qrc) list(APPEND QT_RESOURCES_FILE ${CMAKE_CURRENT_BINARY_DIR}/shaders.qrc) list(APPEND AUTOSCRIBE_SHADER_HEADERS ${AUTOSCRIBE_HEADER_DIR}/mono.glsl ${AUTOSCRIBE_HEADER_DIR}/stereo.glsl) list(APPEND AUTOSCRIBE_SHADER_HEADERS ${AUTOSCRIBE_HEADER_DIR}/450/header.glsl ${AUTOSCRIBE_HEADER_DIR}/410/header.glsl ${AUTOSCRIBE_HEADER_DIR}/310es/header.glsl) source_group("Shader Headers" FILES ${AUTOSCRIBE_HEADER_DIR}/mono.glsl ${AUTOSCRIBE_HEADER_DIR}/stereo.glsl) source_group("Shader Headers\\450" FILES ${AUTOSCRIBE_HEADER_DIR}/450/header.glsl) source_group("Shader Headers\\410" FILES ${AUTOSCRIBE_HEADER_DIR}/410/header.glsl) source_group("Shader Headers\\310es" FILES ${AUTOSCRIBE_HEADER_DIR}/310es/header.glsl) list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${AUTOSCRIBE_SHADER_HEADERS}) list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${CMAKE_CURRENT_BINARY_DIR}/ShaderEnums.h ${CMAKE_CURRENT_BINARY_DIR}/ShaderEnums.cpp) # Write the shadergen command list set(AUTOSCRIBE_SHADERGEN_COMMANDS_FILE ${CMAKE_CURRENT_BINARY_DIR}/shadergen.txt) file(WRITE ${AUTOSCRIBE_SHADERGEN_COMMANDS_FILE} "${AUTOSCRIBE_SHADERGEN_COMMANDS}") if (HIFI_ANDROID) if ( (${HIFI_ANDROID_APP} STREQUAL "questInterface") OR (${HIFI_ANDROID_APP} STREQUAL "questFramePlayer") OR (${HIFI_ANDROID_APP} STREQUAL "framePlayer") ) set(EXTRA_SHADERGEN_ARGS --extensions EXT_clip_cull_distance) endif() endif() # A custom python script which will generate all our shader artifacts add_custom_command( OUTPUT ${SCRIBED_SHADERS} ${SPIRV_SHADERS} ${REFLECTED_SHADERS} COMMENT "Generating/updating shaders" COMMAND ${HIFI_PYTHON_EXEC} ${CMAKE_SOURCE_DIR}/tools/shadergen.py --commands ${AUTOSCRIBE_SHADERGEN_COMMANDS_FILE} --tools-dir ${VCPKG_TOOLS_DIR} --build-dir ${CMAKE_CURRENT_BINARY_DIR} --source-dir ${CMAKE_SOURCE_DIR} ${EXTRA_SHADERGEN_ARGS} DEPENDS ${AUTOSCRIBE_SHADER_HEADERS} ${CMAKE_SOURCE_DIR}/tools/shadergen.py ${ALL_SCRIBE_SHADERS}) add_custom_target(shadergen DEPENDS ${SCRIBED_SHADERS} ${SPIRV_SHADERS} ${REFLECTED_SHADERS}) set_target_properties(shadergen PROPERTIES FOLDER "Shaders") # Custom targets required to force generation of the shaders via scribe add_custom_target(scribe_shaders SOURCES ${ALL_SCRIBE_SHADERS} ${AUTOSCRIBE_SHADER_HEADERS}) set_target_properties(scribe_shaders PROPERTIES FOLDER "Shaders") add_custom_target(scribed_shaders SOURCES ${SCRIBED_SHADERS}) set_target_properties(scribed_shaders PROPERTIES FOLDER "Shaders") add_dependencies(scribed_shaders shadergen) add_custom_target(spirv_shaders SOURCES ${SPIRV_SHADERS}) set_target_properties(spirv_shaders PROPERTIES FOLDER "Shaders") add_dependencies(spirv_shaders shadergen) add_custom_target(reflected_shaders SOURCES ${REFLECTED_SHADERS}) set_target_properties(reflected_shaders PROPERTIES FOLDER "Shaders") add_dependencies(reflected_shaders shadergen) message(STATUS "Shader processing end") endmacro()