# Compiles src/shaders/scene.hlsl into a C header of SPIR-V, DXIL and MSL blobs with # SDL_shadercross. Run by the build as # cmake -DSHADERCROSS= -DSOURCE= -DOUTPUT= -P shaderHeader.cmake # so the header is generated into the build tree like the icon and the other embedded files. set(entries vertexStatic:vertex vertexSkinned:vertex fragmentMain:fragment depthMain:fragment particleVertex:vertex particleFragment:fragment) set(formats SPIRV DXIL MSL) get_filename_component(sourceDir ${SOURCE} DIRECTORY) get_filename_component(outputDir ${OUTPUT} DIRECTORY) set(work ${outputDir}/work) file(MAKE_DIRECTORY ${work}) set(header "// Generated from scene.hlsl by cmake/shaderHeader.cmake with SDL_shadercross; do not edit.\n") string(APPEND header "// SPIR-V for Vulkan, DXIL for Direct3D 12, MSL for Metal, one set per entry point.\n\n") string(APPEND header "#ifndef SCENE_SHADERS_H\n#define SCENE_SHADERS_H\n\n#include \n\n") string(APPEND header "typedef struct SceneShaderS {\n\tconst char *entryPoint;\n\tconst unsigned char *spirv;\n\tsize_t spirvSize;\n\tconst unsigned char *dxil;\n\tsize_t dxilSize;\n\tconst unsigned char *msl;\n\tsize_t mslSize;\n} SceneShaderT;\n\n") foreach(entry IN LISTS entries) string(REPLACE ":" ";" parts ${entry}) list(GET parts 0 name) list(GET parts 1 stage) foreach(format IN LISTS formats) string(TOLOWER ${format} extension) set(blob ${work}/${name}.${extension}) execute_process(COMMAND ${SHADERCROSS} ${SOURCE} -s HLSL -d ${format} -t ${stage} -e ${name} -o ${blob} RESULT_VARIABLE code OUTPUT_VARIABLE out ERROR_VARIABLE err) if(NOT code EQUAL 0) message(FATAL_ERROR "Shader ${name} (${format}) failed to compile:\n${out}\n${err}") endif() file(READ ${blob} hex HEX) string(REGEX REPLACE "([0-9a-f][0-9a-f])" "0x\\1," bytes "${hex}") string(APPEND header "static const unsigned char _${name}${format}[] = {\n\t${bytes}\n};\n\n") endforeach() string(SUBSTRING ${name} 0 1 initial) string(SUBSTRING ${name} 1 -1 rest) string(TOUPPER ${initial} initial) string(APPEND header "static const SceneShaderT sceneShader${initial}${rest} = { \"${name}\", _${name}SPIRV, sizeof(_${name}SPIRV), _${name}DXIL, sizeof(_${name}DXIL), _${name}MSL, sizeof(_${name}MSL) };\n\n") endforeach() string(APPEND header "#endif\n") file(WRITE ${OUTPUT} "${header}")