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maszyna/betterRenderer/thirdparty/fsr2/include/FidelityFX/gpu/sssr/CMakeCompileSSSRShaders.txt
2025-04-15 01:32:56 +02:00

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# 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(SSSR_BASE_ARGS
-reflection -deps=gcc -DFFX_GPU=1)
set(SSSR_PERMUTATION_ARGS
-DFFX_SSSR_OPTION_INVERTED_DEPTH={0,1})
set(SSSR_INCLUDE_ARGS
"${FFX_GPU_PATH}"
"${FFX_GPU_PATH}/sssr")
if (NOT SSSR_SHADER_EXT)
set(SSSR_SHADER_EXT *)
endif()
file(GLOB SSSR_SHADERS
"shaders/sssr/ffx_sssr_classify_tiles_pass.${SSSR_SHADER_EXT}"
"shaders/sssr/ffx_sssr_depth_downsample_pass.${SSSR_SHADER_EXT}"
"shaders/sssr/ffx_sssr_intersect_pass.${SSSR_SHADER_EXT}"
"shaders/sssr/ffx_sssr_prepare_blue_noise_texture_pass.${SSSR_SHADER_EXT}"
"shaders/sssr/ffx_sssr_prepare_indirect_args_pass.${SSSR_SHADER_EXT}")
compile_shaders_with_depfile(
"${FFX_SC_EXECUTABLE}"
"${SSSR_BASE_ARGS}" "${SSSR_API_BASE_ARGS}" "${SSSR_PERMUTATION_ARGS}" "${SSSR_INCLUDE_ARGS}"
"${SSSR_SHADERS}" "${FFX_PASS_SHADER_OUTPUT_PATH}" SSSR_PERMUTATION_OUTPUTS)
add_shader_output("${SSSR_PERMUTATION_OUTPUTS}")