mirror of
https://github.com/MaSzyna-EU07/maszyna.git
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74 lines
4.6 KiB
Plaintext
74 lines
4.6 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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set(BRIXELIZER_BASE_ARGS
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-reflection -deps=gcc -DFFX_GPU=1)
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set(BRIXELIZER_INCLUDE_ARGS
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"${FFX_GPU_PATH}"
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"${FFX_GPU_PATH}/brixelizer")
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if (NOT BRIXELIZER_SHADER_EXT)
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set(BRIXELIZER_SHADER_EXT *)
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endif()
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file(GLOB BRIXELIZER_SHADERS
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_build_tree_aabb_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_clear_brick_storage_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_clear_build_counters_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_clear_job_counter_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_clear_ref_counters_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_coarse_culling_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_compact_references_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_compress_brick_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_emit_sdf_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_free_cascade_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_initialize_cascade_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_invalidate_job_areas_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_mark_cascade_uninitialized_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_reset_cascade_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_scan_jobs_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_scan_references_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_scroll_cascade_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_cascade_ops_voxelize_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_context_ops_clear_brick_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_context_ops_clear_counters_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_context_ops_collect_clear_bricks_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_context_ops_collect_dirty_bricks_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_context_ops_eikonal_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_context_ops_merge_bricks_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_context_ops_merge_cascades_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_context_ops_prepare_clear_bricks_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_context_ops_prepare_eikonal_args_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_context_ops_prepare_merge_bricks_args_pass.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_debug_draw_aabb_tree.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_debug_draw_instance_aabbs.${BRIXELIZER_SHADER_EXT}"
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"shaders/brixelizer/ffx_brixelizer_debug_visualization_pass.${BRIXELIZER_SHADER_EXT}")
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# compile all the shaders
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compile_shaders_with_depfile(
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"${FFX_SC_EXECUTABLE}"
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"${BRIXELIZER_BASE_ARGS}" "${BRIXELIZER_API_BASE_ARGS}" "" "${BRIXELIZER_INCLUDE_ARGS}"
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"${BRIXELIZER_SHADERS}" "${FFX_PASS_SHADER_OUTPUT_PATH}" BRIXELIZER_PERMUTATION_OUTPUTS)
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# add the header files they generate to the main list of dependencies
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add_shader_output("${BRIXELIZER_PERMUTATION_OUTPUTS}") |