116 lines
5.2 KiB
CMake
116 lines
5.2 KiB
CMake
# This file is part of the FidelityFX SDK.
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#
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# Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
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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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# 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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if(NOT ${FFX_FSR2_API_VK})
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return()
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endif()
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set(FFX_SC_VK_BASE_ARGS
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-compiler=glslang -e main --target-env vulkan1.1 -S comp -Os -DFFX_GLSL=1)
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file(GLOB SHADERS
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"${CMAKE_CURRENT_SOURCE_DIR}/../shaders/*.h"
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"${CMAKE_CURRENT_SOURCE_DIR}/../shaders/*.glsl")
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set(PASS_SHADERS
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${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_tcr_autogen_pass.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_autogen_reactive_pass.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_accumulate_pass.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_compute_luminance_pyramid_pass.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_depth_clip_pass.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_lock_pass.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_reconstruct_previous_depth_pass.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/../shaders/ffx_fsr2_rcas_pass.glsl)
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file(GLOB_RECURSE VK
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"${CMAKE_CURRENT_SOURCE_DIR}/../ffx_assert.cpp"
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"${CMAKE_CURRENT_SOURCE_DIR}/*.h"
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"${CMAKE_CURRENT_SOURCE_DIR}/*.cpp")
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if (FSR2_BUILD_AS_DLL)
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add_library(ffx_fsr2_api_vk_${FSR2_PLATFORM_NAME} SHARED ${VK})
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target_link_libraries(ffx_fsr2_api_vk_${FSR2_PLATFORM_NAME} LINK_PUBLIC Vulkan::Vulkan)
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else()
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add_library(ffx_fsr2_api_vk_${FSR2_PLATFORM_NAME} STATIC ${VK})
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endif()
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find_package(Vulkan REQUIRED)
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target_include_directories(ffx_fsr2_api_vk_${FSR2_PLATFORM_NAME} PUBLIC ${CMAKE_CURRENT_BINARY_DIR}/../shaders/vk)
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target_include_directories(ffx_fsr2_api_vk_${FSR2_PLATFORM_NAME} PUBLIC ${Vulkan_INCLUDE_DIR})
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file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/../shaders/vk)
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if (FSR2_AUTO_COMPILE_SHADERS)
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set(FFX_SC_DEPENDENT_TARGET ffx_fsr2_api_vk_${FSR2_PLATFORM_NAME})
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else()
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set(FFX_SC_DEPENDENT_TARGET ffx_fsr2_api_vk_shaders_${FSR2_PLATFORM_NAME})
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add_custom_target(${FFX_SC_DEPENDENT_TARGET})
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endif()
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if(${CMAKE_VERSION} VERSION_GREATER_EQUAL "3.20.0")
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cmake_policy(SET CMP0116 OLD)
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endif()
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get_filename_component(PASS_SHADER_OUTPUT_PATH ${CMAKE_CURRENT_BINARY_DIR}/../shaders/vk ABSOLUTE)
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foreach(PASS_SHADER ${PASS_SHADERS})
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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(PERMUTATION_HEADER ${PASS_SHADER_OUTPUT_PATH}/${PASS_SHADER_TARGET}_permutations.h)
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# combine base and permutation args
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if (${PASS_SHADER_FILENAME} STREQUAL "ffx_fsr2_compute_luminance_pyramid_pass")
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# skip 16-bit permutations for the compute luminance pyramid pass
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set(FFX_SC_ARGS ${FFX_SC_BASE_ARGS} ${FFX_SC_VK_BASE_ARGS} ${FFX_SC_PERMUTATION_ARGS} -DFFX_HALF=0)
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else()
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if (WIN32)
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set(FFX_SC_ARGS ${FFX_SC_BASE_ARGS} ${FFX_SC_VK_BASE_ARGS} ${FFX_SC_PERMUTATION_ARGS} -DFFX_HALF={0,1})
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else()
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# Fix bash curly braces replacement
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set(FFX_SC_ARGS ${FFX_SC_BASE_ARGS} ${FFX_SC_VK_BASE_ARGS} ${FFX_SC_PERMUTATION_ARGS} '-DFFX_HALF={0,1}')
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endif()
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endif()
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if(USE_DEPFILE)
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add_custom_command(
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OUTPUT ${PERMUTATION_HEADER}
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COMMAND ${FFX_SC_EXECUTABLE} ${FFX_SC_ARGS} -name=${PASS_SHADER_FILENAME} -I${CMAKE_CURRENT_SOURCE_DIR}/shaders -output=${PASS_SHADER_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 ${PERMUTATION_HEADER}.d
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)
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list(APPEND PERMUTATION_OUTPUTS ${PERMUTATION_HEADER})
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else()
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add_custom_command(
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OUTPUT ${PERMUTATION_HEADER}
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COMMAND ${FFX_SC_EXECUTABLE} ${FFX_SC_ARGS} -name=${PASS_SHADER_FILENAME} -I${CMAKE_CURRENT_SOURCE_DIR}/shaders -output=${PASS_SHADER_OUTPUT_PATH} ${PASS_SHADER}
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WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
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DEPENDS ${PASS_SHADER}
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)
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list(APPEND PERMUTATION_OUTPUTS ${PERMUTATION_HEADER})
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endif()
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endforeach(PASS_SHADER)
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add_custom_target(shader_permutations_vk DEPENDS ${PERMUTATION_OUTPUTS})
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add_dependencies(${FFX_SC_DEPENDENT_TARGET} shader_permutations_vk)
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source_group("source" FILES ${VK})
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source_group("shaders" FILES ${SHADERS})
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