# This file is part of the FidelityFX SDK. # # Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. # # 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. if(NOT ${FFX_FSR2_API_VK}) return() endif() set(FFX_SC_VK_BASE_ARGS -compiler=glslang -e main --target-env vulkan1.1 -S comp -Os -DFFX_GLSL=1) file(GLOB SHADERS "${CMAKE_CURRENT_SOURCE_DIR}/../shaders/*.h" "${CMAKE_CURRENT_SOURCE_DIR}/../shaders/*.glsl") set(PASS_SHADERS ${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_tcr_autogen_pass.glsl ${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_autogen_reactive_pass.glsl ${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_accumulate_pass.glsl ${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_compute_luminance_pyramid_pass.glsl ${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_depth_clip_pass.glsl ${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_lock_pass.glsl ${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_reconstruct_previous_depth_pass.glsl ${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_rcas_pass.glsl) file(GLOB_RECURSE VK "${CMAKE_CURRENT_SOURCE_DIR}/../ffx_assert.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/*.h" "${CMAKE_CURRENT_SOURCE_DIR}/*.cpp") if (FSR2_BUILD_AS_DLL) add_library(ffx_fsr2_api_vk_${FSR2_PLATFORM_NAME} SHARED ${VK}) target_link_libraries(ffx_fsr2_api_vk_${FSR2_PLATFORM_NAME} LINK_PUBLIC Vulkan::Vulkan) else() add_library(ffx_fsr2_api_vk_${FSR2_PLATFORM_NAME} STATIC ${VK}) endif() find_package(Vulkan REQUIRED) target_include_directories(ffx_fsr2_api_vk_${FSR2_PLATFORM_NAME} PUBLIC ${CMAKE_CURRENT_BINARY_DIR}/../shaders/vk) target_include_directories(ffx_fsr2_api_vk_${FSR2_PLATFORM_NAME} PUBLIC ${Vulkan_INCLUDE_DIR}) file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/../shaders/vk) if (FSR2_AUTO_COMPILE_SHADERS) set(FFX_SC_DEPENDENT_TARGET ffx_fsr2_api_vk_${FSR2_PLATFORM_NAME}) else() set(FFX_SC_DEPENDENT_TARGET ffx_fsr2_api_vk_shaders_${FSR2_PLATFORM_NAME}) add_custom_target(${FFX_SC_DEPENDENT_TARGET}) endif() if(${CMAKE_VERSION} VERSION_GREATER_EQUAL "3.20.0") cmake_policy(SET CMP0116 OLD) endif() get_filename_component(PASS_SHADER_OUTPUT_PATH ${CMAKE_CURRENT_BINARY_DIR}/../shaders/vk ABSOLUTE) foreach(PASS_SHADER ${PASS_SHADERS}) get_filename_component(PASS_SHADER_FILENAME ${PASS_SHADER} NAME_WE) get_filename_component(PASS_SHADER_TARGET ${PASS_SHADER} NAME_WLE) set(PERMUTATION_HEADER ${PASS_SHADER_OUTPUT_PATH}/${PASS_SHADER_TARGET}_permutations.h) # combine base and permutation args if (${PASS_SHADER_FILENAME} STREQUAL "ffx_fsr2_compute_luminance_pyramid_pass") # skip 16-bit permutations for the compute luminance pyramid pass set(FFX_SC_ARGS ${FFX_SC_BASE_ARGS} ${FFX_SC_VK_BASE_ARGS} ${FFX_SC_PERMUTATION_ARGS} -DFFX_HALF=0) else() set(FFX_SC_ARGS ${FFX_SC_BASE_ARGS} ${FFX_SC_VK_BASE_ARGS} ${FFX_SC_PERMUTATION_ARGS} -DFFX_HALF={0,1}) endif() if(USE_DEPFILE) add_custom_command( OUTPUT ${PERMUTATION_HEADER} COMMAND ${FFX_SC_EXECUTABLE} ${FFX_SC_ARGS} -name=${PASS_SHADER_FILENAME} -I${CMAKE_CURRENT_SOURCE_DIR}/shaders -output=${PASS_SHADER_OUTPUT_PATH} ${PASS_SHADER} WORKING_DIRECTORY ${CMAKE_BINARY_DIR} DEPENDS ${PASS_SHADER} DEPFILE ${PERMUTATION_HEADER}.d ) list(APPEND PERMUTATION_OUTPUTS ${PERMUTATION_HEADER}) else() add_custom_command( OUTPUT ${PERMUTATION_HEADER} COMMAND ${FFX_SC_EXECUTABLE} ${FFX_SC_ARGS} -name=${PASS_SHADER_FILENAME} -I${CMAKE_CURRENT_SOURCE_DIR}/shaders -output=${PASS_SHADER_OUTPUT_PATH} ${PASS_SHADER} WORKING_DIRECTORY ${CMAKE_BINARY_DIR} DEPENDS ${PASS_SHADER} ) list(APPEND PERMUTATION_OUTPUTS ${PERMUTATION_HEADER}) endif() endforeach(PASS_SHADER) add_custom_target(shader_permutations_vk DEPENDS ${PERMUTATION_OUTPUTS}) add_dependencies(${FFX_SC_DEPENDENT_TARGET} shader_permutations_vk) source_group("source" FILES ${VK}) source_group("shaders" FILES ${SHADERS})