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Update compile shaders example
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35
README.md
35
README.md
@@ -86,35 +86,38 @@ bgfx_compile_texture(
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)
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```
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### `bgfx_compile_shader_to_header`
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### `bgfx_compile_shaders`
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Add a build rule for a `*.sc` shader to the generated build system using shaderc.
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```cmake
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bgfx_compile_shader_to_header(
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bgfx_compile_shaders(
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TYPE VERTEX|FRAGMENT|COMPUTE
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SHADERS filenames
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VARYING_DEF filename
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OUTPUT_DIR directory
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[AS_HEADER]
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)
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```
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This defines a shaderc command to generate headers for a number of `TYPE` shaders with `SHADERS` files and `VARYING_DEF` file in the `OUTPUT_DIR` directory. There will be one generated shader for each supported rendering API on this current platform according to the `BGFX_EMBEDDED_SHADER` macro in `bgfx/embedded_shader.h`.
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This defines a shaderc command to generate binaries or headers for a number of `TYPE` shaders with `SHADERS` files and `VARYING_DEF` file in the `OUTPUT_DIR` directory. There will be one generated shader for each supported rendering API on this current platform according to the `BGFX_EMBEDDED_SHADER` macro in `bgfx/embedded_shader.h` for headers and in the directory expected by `load_shader` in `bgfx_utils.h`.
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The generated headers will have names in the format of `${SHADERS}.${RENDERING_API}.bin.h` where `RENDERING_API` can be `glsl`, `essl`, `spv`, `dx9`, `dx11` and `mtl` depending on the availability of the platform.
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The generated headers will have names in the format of `${RENDERING_API}/${SHADERS}.bin[.h]` where `RENDERING_API` can be `glsl`, `essl`, `spv`, `dx11` and `mtl` depending on the availability of the platform.
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Adding these `SHADERS` as source files to a target will run `shaderc` at build time and they will rebuild if either the contents of the `SHADERS` or the `VARYING_DEF` change.
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#### Examples: Generating shaders as headers
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```cmake
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bgfx_compile_shader_to_header(
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bgfx_compile_shaders(
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TYPE VERTEX
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SHADERS vs.sc
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VARYING_DEF varying.def.sc
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OUTPUT_DIR ${CMAKE_BINARY_DIR}/include/generated/shaders
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AS_HEADER
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)
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bgfx_compile_shader_to_header(
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TYPE FRAGMENT
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SHADERS fs.sc
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VARYING_DEF ${CMAKE_SOURCE_DIR}/varying.def.sc
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OUTPUT_DIR ${CMAKE_BINARY_DIR}/include/generated/shaders
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AS_HEADER
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)
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add_library(myLib main.cpp vs.sc fs.sc)
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@@ -123,21 +126,19 @@ target_include_directories(myLib ${CMAKE_BINARY_DIR}/include/generated/shaders)
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```cpp
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// main.cpp
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#include <vs.sc.glsl.bin.h>
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#include <vs.sc.essl.bin.h>
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#include <vs.sc.spv.bin.h>
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#include <fs.sc.glsl.bin.h>
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#include <fs.sc.essl.bin.h>
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#include <fs.sc.spv.bin.h>
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#include <glsl/vs.sc.bin.h>
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#include <essl/vs.sc.bin.h>
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#include <spv/vs.sc.bin.h>
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#include <glsl/fs.sc.bin.h>
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#include <essl/fs.sc.bin.h>
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#include <spv/fs.sc.bin.h>
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#if defined(_WIN32)
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#include <vs.sc.dx9.bin.h>
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#include <vs.sc.dx11.bin.h>
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#include <fs.sc.dx9.bin.h>
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#include <fs.sc.dx11.bin.h>
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#include <dx11/vs.sc.bin.h>
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#include <dx11/fs.sc.bin.h>
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#endif // defined(_WIN32)
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#if __APPLE__
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#include <vs.sc.mtl.bin.h>
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#include <fs.sc.mtl.bin.h>
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#include <mtl/vs.sc.bin.h>
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#include <mtl/fs.sc.bin.h>
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#endif // __APPLE__
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const bgfx::EmbeddedShader k_vs = BGFX_EMBEDDED_SHADER(vs);
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