# 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. # Function to compile a set of shaders using the FidelityFX shader compiler driver. # # EXECUTABLE Path to the FidelityFX SC tool executable. # BASE_ARGS The base arguments for the compiler. # API_BASE_ARGS API (DX12 or Vulkan) specific base args. # PERMUTATION_ARGS Permutation set to compile for. # SHADER_FILES A list of shader files to compile using the permutation matrix expanded from SC_PERMUTATION_ARGS. # OUTPUT_PATH Path to store compiled shader output. # # Returns # A list of header files generated by the FidelityFX Shader Compiler driver. function(compile_shaders_with_depfile EXECUTABLE BASE_ARGS API_BASE_ARGS PERMUTATION_ARGS INCLUDES_ARGS SHADER_FILES OUTPUT_PATH PERMUTATION_OUTPUTS) #message(STATUS "OUTPUT_PATH=${OUTPUT_PATH}") #message(STATUS "EXE=${EXECUTABLE}") #message(STATUS "BASE=${BASE_ARGS}") #message(STATUS "API=${API_BASE_ARGS}") #message(STATUS "PERMS=${PERMUTATION_ARGS}") #message(STATUS "INCLUDES=${INCLUDES_ARGS}") #message(STATUS "SHADER_FILES=${SHADER_FILES}") # Figure out if this HLSL or GLSL list(GET SHADER_FILES 0 FIRST_SHADER_FILE) get_filename_component(SHADER_EXT "${FIRST_SHADER_FILE}" LAST_EXT) string(TOUPPER "${SHADER_EXT}" SHADER_EXT) set(INCLUDE_SPACE ) set(HLSL_WAVE64_ARGS ) set(HLSL_WAVE32_ARGS ) set(HLSL_16BIT_ARGS ) if (SHADER_EXT STREQUAL ".HLSL") set(INCLUDE_SPACE " ") set(HLSL_WAVE64_ARGS "-DFFX_PREFER_WAVE64=\"[WaveSize(64)]\"" "-DFFX_HLSL_SM=66" -T cs_6_6) set(HLSL_WAVE32_ARGS "-DFFX_HLSL_SM=62" -T cs_6_2) set(HLSL_16BIT_ARGS "-enable-16bit-types") endif() # GLSL requires no spaces: -I -I etc. # HLSL requires spaces: -I -I etc. set(COMPILE_INCLUDE_ARGS ) foreach(INC ${INCLUDES_ARGS}) list(APPEND COMPILE_INCLUDE_ARGS "-I${INCLUDE_SPACE}${INC}") endforeach(INC) if (FFX_API_BACKEND STREQUAL GDK_DESKTOP_X64) set(FFX_GDK_OPTION -compiler=gdk.desktop.x64) elseif (FFX_API_BACKEND STREQUAL GDK_SCARLETT_X64) set(FFX_GDK_OPTION -compiler=gdk.scarlett.x64) else() set(FFX_GDK_OPTION ) endif() foreach(PASS_SHADER ${SHADER_FILES}) get_filename_component(PASS_SHADER_FILENAME ${PASS_SHADER} NAME_WE) get_filename_component(PASS_SHADER_TARGET ${PASS_SHADER} NAME_WLE) set(WAVE32_PERMUTATION_HEADER ${OUTPUT_PATH}/${PASS_SHADER_TARGET}_permutations.h) set(WAVE64_PERMUTATION_HEADER ${OUTPUT_PATH}/${PASS_SHADER_TARGET}_wave64_permutations.h) set(WAVE32_16BIT_PERMUTATION_HEADER ${OUTPUT_PATH}/${PASS_SHADER_TARGET}_16bit_permutations.h) set(WAVE64_16BIT_PERMUTATION_HEADER ${OUTPUT_PATH}/${PASS_SHADER_TARGET}_wave64_16bit_permutations.h) # combine base and permutation args set(SC_ARGS ${BASE_ARGS} ${API_BASE_ARGS} ${PERMUTATION_ARGS}) # Wave32 add_custom_command( OUTPUT ${WAVE32_PERMUTATION_HEADER} COMMAND ${EXECUTABLE} ${FFX_GDK_OPTION} ${SC_ARGS} -name=${PASS_SHADER_FILENAME} -DFFX_HALF=0 ${HLSL_WAVE32_ARGS} ${COMPILE_INCLUDE_ARGS} -output=${OUTPUT_PATH} ${PASS_SHADER} WORKING_DIRECTORY ${CMAKE_BINARY_DIR} DEPENDS ${PASS_SHADER} DEPFILE ${WAVE32_PERMUTATION_HEADER}.d ) list(APPEND PERMUTATION_OUTPUTS ${WAVE32_PERMUTATION_HEADER}) # Wave64 add_custom_command( OUTPUT ${WAVE64_PERMUTATION_HEADER} COMMAND ${EXECUTABLE} ${FFX_GDK_OPTION} ${SC_ARGS} -name=${PASS_SHADER_FILENAME}_wave64 -DFFX_HALF=0 ${HLSL_WAVE64_ARGS} ${COMPILE_INCLUDE_ARGS} -output=${OUTPUT_PATH} ${PASS_SHADER} WORKING_DIRECTORY ${CMAKE_BINARY_DIR} DEPENDS ${PASS_SHADER} DEPFILE ${WAVE64_PERMUTATION_HEADER}.d ) list(APPEND PERMUTATION_OUTPUTS ${WAVE64_PERMUTATION_HEADER}) # Wave32 16-bit add_custom_command( OUTPUT ${WAVE32_16BIT_PERMUTATION_HEADER} COMMAND ${EXECUTABLE} ${FFX_GDK_OPTION} ${SC_ARGS} -name=${PASS_SHADER_FILENAME}_16bit -DFFX_HALF=1 ${HLSL_16BIT_ARGS} ${HLSL_WAVE32_ARGS} ${COMPILE_INCLUDE_ARGS} -output=${OUTPUT_PATH} ${PASS_SHADER} WORKING_DIRECTORY ${CMAKE_BINARY_DIR} DEPENDS ${PASS_SHADER} DEPFILE ${WAVE32_16BIT_PERMUTATION_HEADER}.d ) list(APPEND PERMUTATION_OUTPUTS ${WAVE32_16BIT_PERMUTATION_HEADER}) # Wave64 16-bit add_custom_command( OUTPUT ${WAVE64_16BIT_PERMUTATION_HEADER} COMMAND ${EXECUTABLE} ${FFX_GDK_OPTION} ${SC_ARGS} -name=${PASS_SHADER_FILENAME}_wave64_16bit -DFFX_HALF=1 ${HLSL_16BIT_ARGS} ${HLSL_WAVE64_ARGS} ${COMPILE_INCLUDE_ARGS} -output=${OUTPUT_PATH} ${PASS_SHADER} WORKING_DIRECTORY ${CMAKE_BINARY_DIR} DEPENDS ${PASS_SHADER} DEPFILE ${WAVE64_16BIT_PERMUTATION_HEADER}.d ) list(APPEND PERMUTATION_OUTPUTS ${WAVE64_16BIT_PERMUTATION_HEADER}) endforeach(PASS_SHADER) set(${PERMUTATION_OUTPUTS} ${PERMUTATION_OUTPUTS} PARENT_SCOPE) endfunction() # macro to add shader output files to a list for dependencies macro (add_shader_output) foreach (_SHADER_SRC ${ARGN}) #message (STATUS ${_SHADER_SRC}) list (APPEND FFX_SC_PERMUTATION_OUTPUTS "${_SHADER_SRC}") endforeach() set (FFX_SC_PERMUTATION_OUTPUTS ${FFX_SC_PERMUTATION_OUTPUTS} PARENT_SCOPE) endmacro()