# This file is part of the FidelityFX SDK. # # Copyright (C) 2024 Advanced Micro Devices, Inc. # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files(the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and /or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions : # # The above copyright notice and this permission notice shall be included in # all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN # THE SOFTWARE. set(BRIXELIZER_BASE_ARGS -reflection -deps=gcc -DFFX_GPU=1) set(BRIXELIZER_INCLUDE_ARGS "${FFX_GPU_PATH}" "${FFX_GPU_PATH}/brixelizer") if (NOT BRIXELIZER_SHADER_EXT) set(BRIXELIZER_SHADER_EXT *) endif() file(GLOB BRIXELIZER_SHADERS "shaders/brixelizer/ffx_brixelizer_cascade_ops_build_tree_aabb_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_clear_brick_storage_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_clear_build_counters_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_clear_job_counter_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_clear_ref_counters_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_coarse_culling_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_compact_references_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_compress_brick_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_emit_sdf_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_free_cascade_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_initialize_cascade_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_invalidate_job_areas_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_mark_cascade_uninitialized_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_reset_cascade_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_scan_jobs_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_scan_references_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_scroll_cascade_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_cascade_ops_voxelize_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_context_ops_clear_brick_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_context_ops_clear_counters_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_context_ops_collect_clear_bricks_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_context_ops_collect_dirty_bricks_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_context_ops_eikonal_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_context_ops_merge_bricks_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_context_ops_merge_cascades_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_context_ops_prepare_clear_bricks_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_context_ops_prepare_eikonal_args_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_context_ops_prepare_merge_bricks_args_pass.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_debug_draw_aabb_tree.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_debug_draw_instance_aabbs.${BRIXELIZER_SHADER_EXT}" "shaders/brixelizer/ffx_brixelizer_debug_visualization_pass.${BRIXELIZER_SHADER_EXT}") # compile all the shaders compile_shaders_with_depfile( "${FFX_SC_EXECUTABLE}" "${BRIXELIZER_BASE_ARGS}" "${BRIXELIZER_API_BASE_ARGS}" "" "${BRIXELIZER_INCLUDE_ARGS}" "${BRIXELIZER_SHADERS}" "${FFX_PASS_SHADER_OUTPUT_PATH}" BRIXELIZER_PERMUTATION_OUTPUTS) # add the header files they generate to the main list of dependencies add_shader_output("${BRIXELIZER_PERMUTATION_OUTPUTS}")