bgfx/scripts/shader.mk

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#
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# Copyright 2011-2024 Branimir Karadzic. All rights reserved.
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# License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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#
THISDIR:=$(dir $(lastword $(MAKEFILE_LIST)))
include $(THISDIR)/tools.mk
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# Define SHADERS_DIR if your shader files are in a different dir than the makefile including this.
# Notice: If defined, SHADERS_DIR should end with dir slash '/'.
# Example:
# SHADERS_DIR=shader_files/
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ifndef TARGET
.PHONY: all
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all:
@echo Usage: make TARGET=# [clean, all, rebuild]
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@echo " TARGET=0 (hlsl - d3d11 / Windows only!)"
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@echo " TARGET=1 (hlsl - d3d11 / Windows only!)"
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@echo " TARGET=3 (essl - android)"
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@echo " TARGET=4 (glsl)"
@echo " TARGET=5 (metal)"
@echo " TARGET=6 (pssl)"
@echo " TARGET=7 (spirv)"
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.PHONY: build
build:
ifeq ($(OS), windows)
@make -s --no-print-directory TARGET=0 all
@make -s --no-print-directory TARGET=1 all
endif
@make -s --no-print-directory TARGET=3 all
@make -s --no-print-directory TARGET=4 all
@make -s --no-print-directory TARGET=5 all
@make -s --no-print-directory TARGET=7 all
.PHONY: clean
clean:
ifeq ($(OS), windows)
@make -s --no-print-directory TARGET=0 clean
@make -s --no-print-directory TARGET=1 clean
endif
@make -s --no-print-directory TARGET=3 clean
@make -s --no-print-directory TARGET=4 clean
@make -s --no-print-directory TARGET=5 clean
@make -s --no-print-directory TARGET=7 clean
.PHONY: rebuild
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rebuild: clean build
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else
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ADDITIONAL_INCLUDES?=
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ifeq ($(TARGET), $(filter $(TARGET), 0 1))
VS_FLAGS=--platform windows -p s_5_0 -O 3
FS_FLAGS=--platform windows -p s_5_0 -O 3
CS_FLAGS=--platform windows -p s_5_0 -O 1
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SHADER_PATH=shaders/dx11
else
ifeq ($(TARGET), $(filter $(TARGET), 2 3))
VS_FLAGS=--platform android -p 100_es
FS_FLAGS=--platform android -p 100_es
CS_FLAGS=--platform android -p 300_es
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SHADER_PATH=shaders/essl
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else
ifeq ($(TARGET), 4)
VS_FLAGS=--platform linux -p 120
FS_FLAGS=--platform linux -p 120
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CS_FLAGS=--platform linux -p 430
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SHADER_PATH=shaders/glsl
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else
ifeq ($(TARGET), 5)
VS_FLAGS=--platform osx -p metal
FS_FLAGS=--platform osx -p metal
CS_FLAGS=--platform osx -p metal
SHADER_PATH=shaders/metal
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else
ifeq ($(TARGET), 6)
VS_FLAGS=--platform orbis -p pssl
FS_FLAGS=--platform orbis -p pssl
CS_FLAGS=--platform orbis -p pssl
SHADER_PATH=shaders/pssl
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else
ifeq ($(TARGET), 7)
VS_FLAGS=--platform linux -p spirv
FS_FLAGS=--platform linux -p spirv
CS_FLAGS=--platform linux -p spirv
SHADER_PATH=shaders/spirv
endif
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endif
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endif
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endif
endif
endif
THISDIR := $(dir $(lastword $(MAKEFILE_LIST)))
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VS_FLAGS+=-i $(THISDIR)../src/ $(ADDITIONAL_INCLUDES)
FS_FLAGS+=-i $(THISDIR)../src/ $(ADDITIONAL_INCLUDES)
CS_FLAGS+=-i $(THISDIR)../src/ $(ADDITIONAL_INCLUDES)
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BUILD_OUTPUT_DIR=$(addprefix ./, $(RUNTIME_DIR)/$(SHADER_PATH))
BUILD_INTERMEDIATE_DIR=$(addprefix $(BUILD_DIR)/, $(SHADER_PATH))
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VS_SOURCES=$(notdir $(wildcard $(addprefix $(SHADERS_DIR), vs_*.sc)))
VS_DEPS=$(addprefix $(BUILD_INTERMEDIATE_DIR)/,$(addsuffix .bin.d, $(basename $(notdir $(VS_SOURCES)))))
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FS_SOURCES=$(notdir $(wildcard $(addprefix $(SHADERS_DIR), fs_*.sc)))
FS_DEPS=$(addprefix $(BUILD_INTERMEDIATE_DIR)/,$(addsuffix .bin.d, $(basename $(notdir $(FS_SOURCES)))))
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CS_SOURCES=$(notdir $(wildcard $(addprefix $(SHADERS_DIR), cs_*.sc)))
CS_DEPS=$(addprefix $(BUILD_INTERMEDIATE_DIR)/,$(addsuffix .bin.d, $(basename $(notdir $(CS_SOURCES)))))
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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)))))
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BIN = $(VS_BIN) $(FS_BIN) $(CS_BIN)
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ASM = $(VS_ASM) $(FS_ASM)
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ifeq ($(TARGET), $(filter $(TARGET),1 3 4 5 6 7))
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BIN += $(CS_BIN)
ASM += $(CS_ASM)
endif
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$(BUILD_INTERMEDIATE_DIR)/vs_%.bin: $(SHADERS_DIR)vs_%.sc
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@echo [$(<)]
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$(SILENT) $(SHADERC) $(VS_FLAGS) --type vertex --depends -o $(@) -f $(<) --disasm
$(SILENT) cp $(@) $(BUILD_OUTPUT_DIR)/$(@F)
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$(BUILD_INTERMEDIATE_DIR)/fs_%.bin: $(SHADERS_DIR)fs_%.sc
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@echo [$(<)]
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$(SILENT) $(SHADERC) $(FS_FLAGS) --type fragment --depends -o $(@) -f $(<) --disasm
$(SILENT) cp $(@) $(BUILD_OUTPUT_DIR)/$(@F)
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$(BUILD_INTERMEDIATE_DIR)/cs_%.bin: $(SHADERS_DIR)cs_%.sc
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@echo [$(<)]
$(SILENT) $(SHADERC) $(CS_FLAGS) --type compute --depends -o $(@) -f $(<) --disasm
$(SILENT) cp $(@) $(BUILD_OUTPUT_DIR)/$(@F)
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.PHONY: all
all: dirs $(BIN)
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@echo Target $(notdir $(CURDIR)) / $(SHADER_PATH)
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.PHONY: clean
clean:
@echo Cleaning...
@-rm -vf $(BIN)
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.PHONY: cleanall
cleanall:
@echo Cleaning...
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@-$(call CMD_RMDIR,$(BUILD_INTERMEDIATE_DIR))
.PHONY: dirs
dirs:
@-$(call CMD_MKDIR,$(BUILD_INTERMEDIATE_DIR))
@-$(call CMD_MKDIR,$(BUILD_OUTPUT_DIR))
.PHONY: rebuild
rebuild: clean all
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$(BIN) : | $(BUILD_INTERMEDIATE_DIR)
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endif # TARGET
-include $(VS_DEPS)
-include $(FS_DEPS)
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-include $(CS_DEPS)