[英]CMake : softlink resource ( such as GLSL shaders ) or copy each complilation
[英]CMake compile glsl shaders
每當我構建程序時,我都會調整 Sascha Willems 的Vulkan Samples來編譯着色器。 我知道這個問題已經被問了很多,但我發現沒有一個解決方案對我有用。
這是我的代碼:
cmake_minimum_required(VERSION 3.19)
project(Test)
set( ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
set(SHADER_DIR ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
file(GLOB SHADERS ${SHADER_DIR}/*.vert ${SHADER_DIR}/*.frag ${SHADER_DIR}/*.comp ${SHADER_DIR}/*.geom ${SHADER_DIR}/*.tesc ${SHADER_DIR}/*.tese ${SHADER_DIR}/*.mesh ${SHADER_DIR}/*.task ${SHADER_DIR}/*.rgen ${SHADER_DIR}/*.rchit ${SHADER_DIR}/*.rmiss)
file(GLOB SPV_SHADERS ${SHADER_DIR}/*.spv)
find_package(Vulkan)
foreach(SHADER IN LISTS SHADERS)
get_filename_component(FILENAME ${SHADER} NAME)
add_custom_command(OUTPUT ${SHADER_DIR}/shaders/${FILENAME}.spv
COMMAND ${Vulkan_GLSLC_EXECUTABLE} ${SHADER} -o ${SHADER_DIR}/shaders/${FILENAME}.spv
DEPENDS ${SHADER}
COMMENT "Compiling ${FILENAME}")
endForeach()
add_custom_target(shaders ALL DEPENDS ${SPV_SHADERS})
add_executable(Test main.cpp ${SHADERS})
add_dependencies(Test shaders)
[編輯]:CMake 似乎跳過了 foreach 循環我是否正確使用它?
[Edit2]:現在循環工作,但着色器仍未編譯
經過一番搜索,我刪除了file(GLOB SPV_SHADERS ${SHADER_DIR}/*.spv)
並將其替換為list(APPEND SPV_SHADERS ${ASSETS_DIR}/shaders/${FILENAME}.spv)
它看起來像這樣:
cmake_minimum_required(VERSION 3.19)
project(Test)
set( ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
set(SHADER_DIR ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
file(GLOB SHADERS ${SHADER_DIR}/*.vert ${SHADER_DIR}/*.frag ${SHADER_DIR}/*.comp ${SHADER_DIR}/*.geom ${SHADER_DIR}/*.tesc ${SHADER_DIR}/*.tese ${SHADER_DIR}/*.mesh ${SHADER_DIR}/*.task ${SHADER_DIR}/*.rgen ${SHADER_DIR}/*.rchit ${SHADER_DIR}/*.rmiss)
find_package(Vulkan)
foreach(SHADER IN LISTS SHADERS)
get_filename_component(FILENAME ${SHADER} NAME)
add_custom_command(OUTPUT ${SHADER_DIR}/shaders/${FILENAME}.spv
COMMAND ${Vulkan_GLSLC_EXECUTABLE} ${SHADER} -o ${SHADER_DIR}/shaders/${FILENAME}.spv
DEPENDS ${SHADER}
COMMENT "Compiling ${FILENAME}")
list(APPENDS SPV_SHADERS ${SHADER_DIR}/shaders/${FILENAME}.spv)
endForeach()
add_custom_target(shaders ALL DEPENDS ${SPV_SHADERS})
add_executable(Test main.cpp ${SHADERS})
add_dependencies(Test shaders)
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