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vulkan/shaders: change glslc compilation args based on configurations
Add depfile support so that modifying an #included glsl snippet rebuilds all the dependant shaders.
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1 changed files with 21 additions and 2 deletions
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@ -8,6 +8,23 @@ gst_vulkan_shader_sources = [
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bin2array = find_program('bin2array.py')
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# FIXME: meson compiler class instead?
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glslc_build_options = []
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optimization = get_option('optimization')
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buildtype = get_option('buildtype')
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if get_option('debug') or optimization == 'g' or ['debug', 'debugoptimized'].contains(buildtype)
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glslc_build_options += ['-g']
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endif
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if get_option('werror')
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glslc_build_options += ['-Werror']
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endif
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if buildtype == 'minsize' or optimization == 's'
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glslc_build_options += ['-Os']
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endif
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if ['release', 'debugoptimized'].contains(buildtype) or ['1', '2', '3'].contains(optimization)
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glslc_build_options += ['-O']
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endif
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vulkan_compiled_shader_sources = []
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foreach shader: gst_vulkan_shader_sources
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basefn = shader.split('.').get(0)
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@ -22,9 +39,11 @@ foreach shader: gst_vulkan_shader_sources
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compiled_shader = custom_target(spv_shader,
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input: shader,
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output: spv_shader,
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command: [
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glslc,
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depfile: '@PLAINNAME@.d',
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command: [glslc] + glslc_build_options + [
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stage_arg,
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'--target-env=vulkan1.0',
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'-MD', '-MF', '@DEPFILE@',
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'@INPUT@',
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'-o', '@OUTPUT@'
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])
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