build: Move Vulkan shader handling to its own directory

Spooky action at a distance is not really allowed in Meson, so the rules
to generate the SPV files should go in their own directory.

Tested by: Rico Tzschichholz <ricotz@ubuntu.com>
This commit is contained in:
Emmanuele Bassi 2017-08-15 16:17:05 +01:00
parent 0a85a76419
commit 4904491b77
2 changed files with 57 additions and 55 deletions

View File

@ -68,61 +68,7 @@ if have_vulkan
'gskvulkanshader.c',
])
# FIXME: what's up with these?
# gsk_private_vulkan_include_shaders = [
# 'resources/vulkan/clip.frag.glsl',
# 'resources/vulkan/clip.vert.glsl',
# 'resources/vulkan/constants.glsl',
# 'resources/vulkan/rounded-rect.glsl',
# ]
gsk_private_vulkan_fragment_shaders = [
'resources/vulkan/blend.frag',
'resources/vulkan/border.frag',
'resources/vulkan/color.frag',
'resources/vulkan/color-matrix.frag',
'resources/vulkan/inset-shadow.frag',
'resources/vulkan/linear.frag',
'resources/vulkan/outset-shadow.frag',
]
gsk_private_vulkan_vertex_shaders = [
'resources/vulkan/blend.vert',
'resources/vulkan/border.vert',
'resources/vulkan/color.vert',
'resources/vulkan/color-matrix.vert',
'resources/vulkan/inset-shadow.vert',
'resources/vulkan/linear.vert',
'resources/vulkan/outset-shadow.vert',
]
gsk_private_vulkan_shaders += gsk_private_vulkan_fragment_shaders
gsk_private_vulkan_shaders += gsk_private_vulkan_vertex_shaders
glslc = find_program('glslc', required: false)
foreach shader: gsk_private_vulkan_shaders
basefn = shader.split('.').get(0)
suffix = shader.split('.').get(1)
stage_arg = suffix == 'frag' ? '-fshader-stage=fragment' : '-fshader-stage=vertex'
spv_shader = '@0@.@1@.spv'.format(basefn, suffix)
if glslc.found()
compiled_shader = custom_target(spv_shader,
input: shader,
output: spv_shader,
command: [
glslc,
stage_arg,
'-DCLIP_NONE',
'-o', '@OUTPUT@'
])
endif
gsk_private_vulkan_compiled_shaders += spv_shader
gsk_private_vulkan_compiled_shaders += '@0@-clip.@1@.spv'.format(basefn, suffix)
gsk_private_vulkan_compiled_shaders += '@0@-clip-rounded.@1@.spv'.format(basefn, suffix)
endforeach
subdir('resources/vulkan')
endif # have_vulkan
gsk_resources_xml = configure_file(output: 'gsk.resources.xml',

View File

@ -0,0 +1,56 @@
# FIXME: what's up with these?
#gsk_private_vulkan_include_shaders = [
# 'clip.frag.glsl',
# 'clip.vert.glsl',
# 'constants.glsl',
# 'rounded-rect.glsl',
#]
gsk_private_vulkan_fragment_shaders = [
'blend.frag',
'border.frag',
'color.frag',
'color-matrix.frag',
'inset-shadow.frag',
'linear.frag',
'outset-shadow.frag',
]
gsk_private_vulkan_vertex_shaders = [
'blend.vert',
'border.vert',
'color.vert',
'color-matrix.vert',
'inset-shadow.vert',
'linear.vert',
'outset-shadow.vert',
]
gsk_private_vulkan_shaders += gsk_private_vulkan_fragment_shaders
gsk_private_vulkan_shaders += gsk_private_vulkan_vertex_shaders
glslc = find_program('glslc', required: false)
foreach shader: gsk_private_vulkan_shaders
basefn = shader.split('.').get(0)
suffix = shader.split('.').get(1)
stage_arg = suffix == 'frag' ? '-fshader-stage=fragment' : '-fshader-stage=vertex'
spv_shader = '@0@.@1@.spv'.format(basefn, suffix)
if glslc.found()
compiled_shader = custom_target(spv_shader,
input: shader,
output: spv_shader,
build_by_default: true,
command: [
glslc,
stage_arg,
'-DCLIP_NONE',
'@INPUT@',
'-o', '@OUTPUT@'
])
endif
gsk_private_vulkan_compiled_shaders += files(spv_shader)
gsk_private_vulkan_compiled_shaders += '@0@-clip.@1@.spv'.format(basefn, suffix)
gsk_private_vulkan_compiled_shaders += '@0@-clip-rounded.@1@.spv'.format(basefn, suffix)
endforeach