From e6fb2a9e15a4454aaf9716d0918a1a3207e9858d Mon Sep 17 00:00:00 2001 From: Brad Davis Date: Fri, 3 Aug 2018 21:57:53 -0700 Subject: [PATCH] Add scribe source files to project --- cmake/macros/AutoScribeShader.cmake | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) diff --git a/cmake/macros/AutoScribeShader.cmake b/cmake/macros/AutoScribeShader.cmake index 03eaa2842f..fec51fefc7 100755 --- a/cmake/macros/AutoScribeShader.cmake +++ b/cmake/macros/AutoScribeShader.cmake @@ -200,14 +200,17 @@ macro(AUTOSCRIBE_SHADER_FINISH) endforeach() if (DEFINED SHADER_HEADERS) - source_group("Shaders/${SHADER_LIB}/Headers" FILES ${SHADER_HEADERS}) + list(REMOVE_DUPLICATES SHADER_HEADERS) + source_group("${SHADER_LIB}/Headers" FILES ${SHADER_HEADERS}) list(APPEND ALL_SHADER_HEADERS ${SHADER_HEADERS}) + list(APPEND ALL_SCRIBE_SHADERS ${SHADER_HEADERS}) endif() string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "namespace ${SHADER_NAMESPACE} {\n") if (DEFINED VERTEX_SHADERS) list(REMOVE_DUPLICATES VERTEX_SHADERS) - source_group("Shaders/${SHADER_LIB}/Vertex" FILES ${VERTEX_SHADERS}) + source_group("${SHADER_LIB}/Vertex" FILES ${VERTEX_SHADERS}) + list(APPEND ALL_SCRIBE_SHADERS ${VERTEX_SHADERS}) string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "namespace vertex { enum {\n") foreach(SHADER ${VERTEX_SHADERS}) process_shader_file() @@ -217,7 +220,8 @@ macro(AUTOSCRIBE_SHADER_FINISH) if (DEFINED FRAGMENT_SHADERS) list(REMOVE_DUPLICATES FRAGMENT_SHADERS) - source_group("Shaders/${SHADER_LIB}/Fragment" FILES ${FRAGMENT_SHADERS}) + source_group("${SHADER_LIB}/Fragment" FILES ${FRAGMENT_SHADERS}) + list(APPEND ALL_SCRIBE_SHADERS ${FRAGMENT_SHADERS}) string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "namespace fragment { enum {\n") foreach(SHADER ${FRAGMENT_SHADERS}) process_shader_file() @@ -266,8 +270,10 @@ macro(AUTOSCRIBE_SHADER_FINISH) endforeach() # Custom targets required to force generation of the shaders via scribe + add_custom_target(scribe_shaders SOURCES ${ALL_SCRIBE_SHADERS}) add_custom_target(compiled_shaders SOURCES ${COMPILED_SHADERS}) add_custom_target(reflected_shaders SOURCES ${COMPILED_SHADER_REFLECTIONS}) + set_target_properties(scribe_shaders PROPERTIES FOLDER "Shaders") set_target_properties(compiled_shaders PROPERTIES FOLDER "Shaders") set_target_properties(reflected_shaders PROPERTIES FOLDER "Shaders")