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141 lines
6.0 KiB
Plaintext
141 lines
6.0 KiB
Plaintext
# This file is part of the FidelityFX SDK.
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#
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# Copyright (C) 2024 Advanced Micro Devices, Inc.
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files(the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions :
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#
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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# THE SOFTWARE.
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# Function to compile a set of shaders using the FidelityFX shader compiler driver.
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#
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# EXECUTABLE Path to the FidelityFX SC tool executable.
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# BASE_ARGS The base arguments for the compiler.
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# API_BASE_ARGS API (DX12 or Vulkan) specific base args.
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# PERMUTATION_ARGS Permutation set to compile for.
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# SHADER_FILES A list of shader files to compile using the permutation matrix expanded from SC_PERMUTATION_ARGS.
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# OUTPUT_PATH Path to store compiled shader output.
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#
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# Returns
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# A list of header files generated by the FidelityFX Shader Compiler driver.
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function(compile_shaders_with_depfile
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EXECUTABLE BASE_ARGS API_BASE_ARGS
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PERMUTATION_ARGS INCLUDES_ARGS
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SHADER_FILES OUTPUT_PATH
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PERMUTATION_OUTPUTS)
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#message(STATUS "OUTPUT_PATH=${OUTPUT_PATH}")
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#message(STATUS "EXE=${EXECUTABLE}")
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#message(STATUS "BASE=${BASE_ARGS}")
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#message(STATUS "API=${API_BASE_ARGS}")
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#message(STATUS "PERMS=${PERMUTATION_ARGS}")
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#message(STATUS "INCLUDES=${INCLUDES_ARGS}")
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#message(STATUS "SHADER_FILES=${SHADER_FILES}")
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# Figure out if this HLSL or GLSL
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list(GET SHADER_FILES 0 FIRST_SHADER_FILE)
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get_filename_component(SHADER_EXT "${FIRST_SHADER_FILE}" LAST_EXT)
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string(TOUPPER "${SHADER_EXT}" SHADER_EXT)
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set(INCLUDE_SPACE )
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set(HLSL_WAVE64_ARGS )
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set(HLSL_WAVE32_ARGS )
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set(HLSL_16BIT_ARGS )
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if (SHADER_EXT STREQUAL ".HLSL")
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set(INCLUDE_SPACE " ")
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set(HLSL_WAVE64_ARGS "-DFFX_PREFER_WAVE64=\"[WaveSize(64)]\"" "-DFFX_HLSL_SM=66" -T cs_6_6)
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set(HLSL_WAVE32_ARGS "-DFFX_HLSL_SM=62" -T cs_6_2)
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set(HLSL_16BIT_ARGS "-enable-16bit-types")
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endif()
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# GLSL requires no spaces: -I<include0> -I<include1> etc.
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# HLSL requires spaces: -I <include0> -I <include1> etc.
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set(COMPILE_INCLUDE_ARGS )
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foreach(INC ${INCLUDES_ARGS})
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list(APPEND COMPILE_INCLUDE_ARGS "-I${INCLUDE_SPACE}${INC}")
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endforeach(INC)
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if (FFX_API_BACKEND STREQUAL GDK_DESKTOP_X64)
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set(FFX_GDK_OPTION -compiler=gdk.desktop.x64)
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elseif (FFX_API_BACKEND STREQUAL GDK_SCARLETT_X64)
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set(FFX_GDK_OPTION -compiler=gdk.scarlett.x64)
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else()
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set(FFX_GDK_OPTION )
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endif()
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foreach(PASS_SHADER ${SHADER_FILES})
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get_filename_component(PASS_SHADER_FILENAME ${PASS_SHADER} NAME_WE)
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get_filename_component(PASS_SHADER_TARGET ${PASS_SHADER} NAME_WLE)
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set(WAVE32_PERMUTATION_HEADER ${OUTPUT_PATH}/${PASS_SHADER_TARGET}_permutations.h)
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set(WAVE64_PERMUTATION_HEADER ${OUTPUT_PATH}/${PASS_SHADER_TARGET}_wave64_permutations.h)
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set(WAVE32_16BIT_PERMUTATION_HEADER ${OUTPUT_PATH}/${PASS_SHADER_TARGET}_16bit_permutations.h)
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set(WAVE64_16BIT_PERMUTATION_HEADER ${OUTPUT_PATH}/${PASS_SHADER_TARGET}_wave64_16bit_permutations.h)
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# combine base and permutation args
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set(SC_ARGS ${BASE_ARGS} ${API_BASE_ARGS} ${PERMUTATION_ARGS})
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# Wave32
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add_custom_command(
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OUTPUT ${WAVE32_PERMUTATION_HEADER}
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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}
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WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
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DEPENDS ${PASS_SHADER}
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DEPFILE ${WAVE32_PERMUTATION_HEADER}.d
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)
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list(APPEND PERMUTATION_OUTPUTS ${WAVE32_PERMUTATION_HEADER})
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# Wave64
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add_custom_command(
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OUTPUT ${WAVE64_PERMUTATION_HEADER}
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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}
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WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
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DEPENDS ${PASS_SHADER}
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DEPFILE ${WAVE64_PERMUTATION_HEADER}.d
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)
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list(APPEND PERMUTATION_OUTPUTS ${WAVE64_PERMUTATION_HEADER})
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# Wave32 16-bit
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add_custom_command(
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OUTPUT ${WAVE32_16BIT_PERMUTATION_HEADER}
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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}
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WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
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DEPENDS ${PASS_SHADER}
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DEPFILE ${WAVE32_16BIT_PERMUTATION_HEADER}.d
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)
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list(APPEND PERMUTATION_OUTPUTS ${WAVE32_16BIT_PERMUTATION_HEADER})
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# Wave64 16-bit
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add_custom_command(
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OUTPUT ${WAVE64_16BIT_PERMUTATION_HEADER}
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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}
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WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
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DEPENDS ${PASS_SHADER}
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DEPFILE ${WAVE64_16BIT_PERMUTATION_HEADER}.d
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)
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list(APPEND PERMUTATION_OUTPUTS ${WAVE64_16BIT_PERMUTATION_HEADER})
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endforeach(PASS_SHADER)
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set(${PERMUTATION_OUTPUTS} ${PERMUTATION_OUTPUTS} PARENT_SCOPE)
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endfunction()
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# macro to add shader output files to a list for dependencies
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macro (add_shader_output)
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foreach (_SHADER_SRC ${ARGN})
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#message (STATUS ${_SHADER_SRC})
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list (APPEND FFX_SC_PERMUTATION_OUTPUTS "${_SHADER_SRC}")
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endforeach()
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set (FFX_SC_PERMUTATION_OUTPUTS ${FFX_SC_PERMUTATION_OUTPUTS} PARENT_SCOPE)
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endmacro() |