CMake updated to use BINARY dir instead of SOURCE dir for generated shaders (#250)

This commit is contained in:
Chuck Walbourn
2021-10-06 23:14:26 -07:00
committed by GitHub
parent fd45216373
commit 800aa853e8
13 changed files with 113 additions and 19 deletions

View File

@@ -24,6 +24,8 @@ option(BC_USE_OPENMP "Build with OpenMP support" ON)
option(ENABLE_CODE_ANALYSIS "Use Static Code Analysis on build" OFF)
option(USE_PREBUILT_SHADERS "Use externally built HLSL shaders" OFF)
# Includes the functions for loading/saving OpenEXR files at runtime
# NOTE requires adding DirectXTexEXR.h/.cpp source files (vcpkg does this automatically)
option(ENABLE_OPENEXR_SUPPORT "Build with OpenEXR support" OFF)
@@ -97,21 +99,36 @@ if(ENABLE_OPENEXR_SUPPORT)
endif()
if(BUILD_DX11 AND WIN32)
set(LIBRARY_SOURCES ${LIBRARY_SOURCES}
DirectXTex/Shaders/Compiled/BC6HEncode_EncodeBlockCS.inc)
if (NOT COMPILED_SHADERS)
if (USE_PREBUILT_SHADERS)
message(FATAL_ERROR "ERROR: Using prebuilt shaders requires the COMPILED_SHADERS variable is set")
endif()
set(COMPILED_SHADERS ${CMAKE_CURRENT_BINARY_DIR}/Shaders/Compiled)
file(MAKE_DIRECTORY ${COMPILED_SHADERS})
endif()
add_custom_command(
OUTPUT "${PROJECT_SOURCE_DIR}/DirectXTex/Shaders/Compiled/BC6HEncode_EncodeBlockCS.inc"
MAIN_DEPENDENCY "${PROJECT_SOURCE_DIR}/DirectXTex/Shaders/CompileShaders.cmd"
DEPENDS ${SHADER_SOURCES}
COMMENT "Generating HLSL shaders..."
COMMAND "CompileShaders.cmd"
WORKING_DIRECTORY "${PROJECT_SOURCE_DIR}/DirectXTex/Shaders"
USES_TERMINAL)
set(LIBRARY_SOURCES ${LIBRARY_SOURCES}
${COMPILED_SHADERS}/BC6HEncode_EncodeBlockCS.inc)
if (NOT USE_PREBUILT_SHADERS)
add_custom_command(
OUTPUT "${COMPILED_SHADERS}/BC6HEncode_EncodeBlockCS.inc"
MAIN_DEPENDENCY "${PROJECT_SOURCE_DIR}/DirectXTex/Shaders/CompileShaders.cmd"
DEPENDS ${SHADER_SOURCES}
COMMENT "Generating HLSL shaders..."
COMMAND set CompileShadersOutput=${COMPILED_SHADERS}
COMMAND CompileShaders.cmd
WORKING_DIRECTORY "${PROJECT_SOURCE_DIR}/DirectXTex/Shaders"
USES_TERMINAL)
endif()
endif()
add_library(${PROJECT_NAME} STATIC ${LIBRARY_SOURCES} ${LIBRARY_HEADERS})
if(BUILD_DX11 AND WIN32)
target_include_directories(${PROJECT_NAME} PRIVATE ${COMPILED_SHADERS})
endif()
source_group(${PROJECT_NAME} REGULAR_EXPRESSION DirectXTex/*.*)
target_include_directories(${PROJECT_NAME} PUBLIC