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https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
synced 2024-12-28 11:41:04 +00:00
Add CMake support
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12
CMakeLists.txt
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12
CMakeLists.txt
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cmake_minimum_required(VERSION 3.9)
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project(VulkanMemoryAllocator)
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set(CMAKE_DISABLE_IN_SOURCE_BUILD ON)
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find_package(Vulkan REQUIRED)
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# Put binaries into bin folder
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/bin)
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add_subdirectory(src)
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112
src/CMakeLists.txt
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112
src/CMakeLists.txt
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add_subdirectory(Shaders)
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add_subdirectory(VmaReplay)
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set(VMA_LIBRARY_SOURCE_FILES
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VmaUsage.cpp
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)
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# Use folder structure as filters in project map
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foreach(FILE ${VMA_LIBRARY_SOURCE_FILES})
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get_filename_component(PARENT_DIR "${FILE}" PATH)
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string(REPLACE "/" "\\" GROUP "${PARENT_DIR}")
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if("${FILE}" MATCHES ".*\\.cpp")
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set(GROUP "Source Files\\${GROUP}")
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elseif("${FILE}" MATCHES ".*\\.hpp")
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set(GROUP "Header Files\\${GROUP}")
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endif()
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source_group("${GROUP}" FILES "${FILE}")
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endforeach()
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add_library(VmaLibrary ${VMA_LIBRARY_SOURCE_FILES})
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set_target_properties(
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VmaLibrary PROPERTIES
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CXX_EXTENSIONS OFF
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# Use C++14
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CXX_STANDARD 14
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CXX_STANDARD_REQUIRED ON
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)
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target_include_directories(
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VmaLibrary
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PUBLIC
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${PROJECT_SOURCE_DIR}/include
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)
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target_link_libraries(
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VmaLibrary
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PUBLIC
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Vulkan::Vulkan
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)
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set(VMA_EXAMPLE_SOURCE_FILES
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Common.cpp
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SparseBindingTest.cpp
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Tests.cpp
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VulkanSample.cpp
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)
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# Use folder structure as filters in project map
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foreach(FILE ${VMA_EXAMPLE_SOURCE_FILES})
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get_filename_component(PARENT_DIR "${FILE}" PATH)
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string(REPLACE "/" "\\" GROUP "${PARENT_DIR}")
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if("${FILE}" MATCHES ".*\\.cpp")
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set(GROUP "Source Files\\${GROUP}")
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elseif("${FILE}" MATCHES ".*\\.hpp")
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set(GROUP "Header Files\\${GROUP}")
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endif()
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source_group("${GROUP}" FILES "${FILE}")
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endforeach()
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IF (WIN32)
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add_executable(VmaExample ${VMA_EXAMPLE_SOURCE_FILES})
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# Make sure to compile shaders when compiling the example
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add_dependencies(VmaExample VmaShaders)
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# Visual Studio specific settings
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if(${CMAKE_GENERATOR} MATCHES "Visual Studio.*")
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# Use Unicode instead of multibyte set
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add_definitions(-DUNICODE -D_UNICODE)
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# Set VmaExample as startup project
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set_property(DIRECTORY ${PROJECT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT "VmaExample")
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# Enable multithreaded compiling
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target_compile_options(VmaExample PRIVATE "/MP")
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# Set working directory for Visual Studio debugger
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set_target_properties(
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VmaExample
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PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${PROJECT_SOURCE_DIR}/bin"
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)
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endif()
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set_target_properties(
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VmaExample PROPERTIES
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CXX_EXTENSIONS OFF
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# Use C++14
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CXX_STANDARD 14
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CXX_STANDARD_REQUIRED ON
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)
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target_link_libraries(
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VmaExample
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PRIVATE
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VmaLibrary
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)
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ELSE()
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message(STATUS "VmaExample application is not supported to Linux")
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ENDIF()
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30
src/Shaders/CMakeLists.txt
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30
src/Shaders/CMakeLists.txt
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@ -0,0 +1,30 @@
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find_program(GLSL_VALIDATOR glslangValidator REQUIRED)
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if(NOT GLSL_VALIDATOR)
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message(FATAL_ERROR "glslangValidator not found!")
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endif()
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set(SHADERS
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Shader.vert
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Shader.frag
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SparseBindingTest.comp
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)
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# Compile each shader using glslangValidator
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foreach(SHADER ${SHADERS})
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get_filename_component(FILE_NAME ${SHADER} NAME)
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# Put the .spv files into the bin folder
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set(SPIRV ${PROJECT_SOURCE_DIR}/bin/${FILE_NAME}.spv)
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add_custom_command(
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OUTPUT ${SPIRV}
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# Use the same file name and append .spv to the compiled shader
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COMMAND ${GLSL_VALIDATOR} -V ${CMAKE_CURRENT_SOURCE_DIR}/${SHADER} -o ${SPIRV}
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DEPENDS ${SHADER}
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)
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list(APPEND SPIRV_FILES ${SPIRV})
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endforeach()
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add_custom_target(VmaShaders DEPENDS ${SPIRV_FILES})
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19
src/VmaReplay/CMakeLists.txt
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19
src/VmaReplay/CMakeLists.txt
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@ -0,0 +1,19 @@
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IF (WIN32)
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set(VMA_REPLAY_SOURCE_FILES
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Common.cpp
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Constants.cpp
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VmaReplay.cpp
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VmaUsage.cpp
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)
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add_executable(VmaReplay ${VMA_REPLAY_SOURCE_FILES})
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target_link_libraries(
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VmaReplay
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PRIVATE
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Vulkan::Vulkan
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)
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ELSE()
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message(STATUS "VmaReplay is not supported on Linux")
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ENDIF()
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