Targeting Vulkan 1.2 and Spir-V 1.5 for the glsl shaders

This commit is contained in:
mklefrancois 2020-06-10 12:06:46 +02:00
parent 500d10f295
commit 68164eafbf
11 changed files with 22 additions and 0 deletions

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@ -24,6 +24,8 @@ include_directories("../common")
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES) # more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main()) # the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>) #_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES) UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT) UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl") file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")

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@ -25,6 +25,8 @@ include_directories("../common")
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES) # more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main()) # the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>) #_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES) UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT) UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl") file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")

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@ -25,6 +25,8 @@ include_directories("../common")
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES) # more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main()) # the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>) #_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES) UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT) UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl") file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")

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@ -25,6 +25,8 @@ include_directories("../common")
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES) # more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main()) # the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>) #_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES) UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT) UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl") file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")

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@ -25,6 +25,8 @@ include_directories("../common")
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES) # more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main()) # the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>) #_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES) UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT) UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl") file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")

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@ -25,6 +25,8 @@ include_directories("../common")
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES) # more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main()) # the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>) #_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES) UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT) UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl") file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")

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@ -25,6 +25,8 @@ include_directories("../common")
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES) # more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main()) # the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>) #_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES) UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT) UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl") file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")

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@ -25,6 +25,8 @@ include_directories("../common")
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES) # more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main()) # the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>) #_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES) UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT) UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl") file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")

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@ -25,6 +25,8 @@ include_directories("../common")
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES) # more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main()) # the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>) #_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES) UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT) UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl") file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")

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@ -25,6 +25,8 @@ include_directories("../common")
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES) # more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main()) # the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>) #_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES) UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT) UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl") file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")

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@ -25,6 +25,8 @@ include_directories("../common")
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES) # more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main()) # the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>) #_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES) UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT) UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl") file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")