protot/3rdparty/bgfx/scripts/shader.mk

144 lines
3.9 KiB
Makefile

#
# Copyright 2011-2016 Branimir Karadzic. All rights reserved.
# License: http://www.opensource.org/licenses/BSD-2-Clause
#
THISDIR:=$(dir $(lastword $(MAKEFILE_LIST)))
include $(THISDIR)/tools.mk
# Define SHADERS_DIR if your shader files are in a different dir than the makefile including this.
# Notice: If defined, SHADERS_DIR should end with dir slash '/'.
# Example:
# SHADERS_DIR=shader_files/
ifndef TARGET
.PHONY: all
all:
@echo Usage: make TARGET=# [clean, all, rebuild]
@echo " TARGET=0 (hlsl - dx9)"
@echo " TARGET=1 (hlsl - dx11)"
@echo " TARGET=2 (glsl - nacl)"
@echo " TARGET=3 (glsl - android)"
@echo " TARGET=4 (glsl - linux)"
@echo " TARGET=5 (metal - OSX/iOS)"
@echo " VERBOSE=1 show build commands."
else
ifeq ($(TARGET), 0)
VS_FLAGS=--platform windows -p vs_3_0 -O 3
FS_FLAGS=--platform windows -p ps_3_0 -O 3
SHADER_PATH=shaders/dx9
else
ifeq ($(TARGET), 1)
VS_FLAGS=--platform windows -p vs_4_0 -O 3
FS_FLAGS=--platform windows -p ps_4_0 -O 3
CS_FLAGS=--platform windows -p cs_5_0 -O 1
SHADER_PATH=shaders/dx11
else
ifeq ($(TARGET), 2)
VS_FLAGS=--platform nacl
FS_FLAGS=--platform nacl
SHADER_PATH=shaders/gles
else
ifeq ($(TARGET), 3)
VS_FLAGS=--platform android
FS_FLAGS=--platform android
CS_FLAGS=--platform android
SHADER_PATH=shaders/gles
else
ifeq ($(TARGET), 4)
VS_FLAGS=--platform linux -p 120
FS_FLAGS=--platform linux -p 120
CS_FLAGS=--platform linux -p 430
SHADER_PATH=shaders/glsl
else
ifeq ($(TARGET), 5)
VS_FLAGS=--platform osx -p metal
FS_FLAGS=--platform osx -p metal
CS_FLAGS=--platform osx -p metal
SHADER_PATH=shaders/metal
endif
endif
endif
endif
endif
endif
THISDIR := $(dir $(lastword $(MAKEFILE_LIST)))
VS_FLAGS+=-i $(THISDIR)../src/
FS_FLAGS+=-i $(THISDIR)../src/
CS_FLAGS+=-i $(THISDIR)../src/
BUILD_OUTPUT_DIR=$(addprefix ./, $(RUNTIME_DIR)/$(SHADER_PATH))
BUILD_INTERMEDIATE_DIR=$(addprefix $(BUILD_DIR)/, $(SHADER_PATH))
VS_SOURCES=$(notdir $(wildcard $(addprefix $(SHADERS_DIR), vs_*.sc)))
VS_DEPS=$(addprefix $(BUILD_INTERMEDIATE_DIR)/,$(addsuffix .bin.d, $(basename $(notdir $(VS_SOURCES)))))
FS_SOURCES=$(notdir $(wildcard $(addprefix $(SHADERS_DIR), fs_*.sc)))
FS_DEPS=$(addprefix $(BUILD_INTERMEDIATE_DIR)/,$(addsuffix .bin.d, $(basename $(notdir $(FS_SOURCES)))))
CS_SOURCES=$(notdir $(wildcard $(addprefix $(SHADERS_DIR), cs_*.sc)))
CS_DEPS=$(addprefix $(BUILD_INTERMEDIATE_DIR)/,$(addsuffix .bin.d, $(basename $(notdir $(CS_SOURCES)))))
VS_BIN = $(addprefix $(BUILD_INTERMEDIATE_DIR)/, $(addsuffix .bin, $(basename $(notdir $(VS_SOURCES)))))
FS_BIN = $(addprefix $(BUILD_INTERMEDIATE_DIR)/, $(addsuffix .bin, $(basename $(notdir $(FS_SOURCES)))))
CS_BIN = $(addprefix $(BUILD_INTERMEDIATE_DIR)/, $(addsuffix .bin, $(basename $(notdir $(CS_SOURCES)))))
BIN = $(VS_BIN) $(FS_BIN)
ASM = $(VS_ASM) $(FS_ASM)
ifeq ($(TARGET), 1)
BIN += $(CS_BIN)
ASM += $(CS_ASM)
else
ifeq ($(TARGET), 3)
BIN += $(CS_BIN)
ASM += $(CS_ASM)
else
ifeq ($(TARGET), 4)
BIN += $(CS_BIN)
ASM += $(CS_ASM)
endif
endif
endif
$(BUILD_INTERMEDIATE_DIR)/vs_%.bin : $(SHADERS_DIR)vs_%.sc
@echo [$(<)]
$(SILENT) $(SHADERC) $(VS_FLAGS) --type vertex --depends -o $(@) -f $(<) --disasm
$(SILENT) cp $(@) $(BUILD_OUTPUT_DIR)/$(@F)
$(BUILD_INTERMEDIATE_DIR)/fs_%.bin : $(SHADERS_DIR)fs_%.sc
@echo [$(<)]
$(SILENT) $(SHADERC) $(FS_FLAGS) --type fragment --depends -o $(@) -f $(<) --disasm
$(SILENT) cp $(@) $(BUILD_OUTPUT_DIR)/$(@F)
$(BUILD_INTERMEDIATE_DIR)/cs_%.bin : $(SHADERS_DIR)cs_%.sc
@echo [$(<)]
$(SILENT) $(SHADERC) $(CS_FLAGS) --type compute --depends -o $(@) -f $(<) --disasm
$(SILENT) cp $(@) $(BUILD_OUTPUT_DIR)/$(@F)
.PHONY: all
all: dirs $(BIN)
@echo Target $(SHADER_PATH)
.PHONY: clean
clean:
@echo Cleaning...
@-rm -vf $(BIN)
@-$(call CMD_RMDIR,$(BUILD_INTERMEDIATE_DIR))
.PHONY: dirs
dirs:
@-$(call CMD_MKDIR,$(BUILD_INTERMEDIATE_DIR))
@-$(call CMD_MKDIR,$(BUILD_OUTPUT_DIR))
.PHONY: rebuild
rebuild: clean all
endif # TARGET
-include $(VS_DEPS)
-include $(FS_DEPS)
-include $(CS_DEPS)