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reference_CMakeLists_w_shaders.txt
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88 lines (80 loc) · 2.24 KB
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# set cmake version
# set cmake cXX version
# set project name
cmake_minimum_required(VERSION 3.8)
set(CMAKE_CXX_STANDARD 20)
project(vulkan_rote_memory_test)
# find packages
find_package(Vulkan REQUIRED)
find_package(glfw3 3.4 REQUIRED)
find_package(glm)
find_program(GLSL_VALIDATOR glslangValidator REQUIRED
HINTS
/usr/bin
/usr/local/bin
$ENV{VULKAN_SDK}/Bin/
$ENV{VULKAN_SDK}/Bin32/
)
# list global includes dirs
# list global link dirs
include_directories(
${CMAKE_CURRENT_SOURCE_DIR}
${Vulkan_INCLUDE_DIRS}
"/opt/homebrew/include"
)
link_libraries(
Vulkan::Vulkan
"/opt/homebrew/lib/libglfw.3.4.dylib"
)
## find all the shader files under the shaders folder
file(GLOB_RECURSE GLSL_SOURCE_FILES
"${PROJECT_SOURCE_DIR}/shaders/*.frag"
"${PROJECT_SOURCE_DIR}/shaders/*.vert"
"${PROJECT_SOURCE_DIR}/shaders/*.comp"
"${PROJECT_SOURCE_DIR}/shaders/**/*.frag"
"${PROJECT_SOURCE_DIR}/shaders/**/*.vert"
"${PROJECT_SOURCE_DIR}/shaders/**/*.comp"
)
## iterate each shader
foreach(GLSL ${GLSL_SOURCE_FILES})
message(STATUS "BUILDING SHADER")
get_filename_component(FILE_NAME ${GLSL} NAME)
set(SPIRV "${PROJECT_SOURCE_DIR}/shaders/${FILE_NAME}.spv")
message(STATUS ${GLSL})
## execute glslang command to compile that specific shader
add_custom_command(
OUTPUT ${SPIRV}
COMMAND ${GLSL_VALIDATOR} -V ${GLSL} -o ${SPIRV}
DEPENDS ${GLSL})
list(APPEND SPIRV_BINARY_FILES ${SPIRV})
endforeach(GLSL)
add_custom_target(
Shaders
DEPENDS ${SPIRV_BINARY_FILES}
)
# add primary executables
add_executable(main main.cpp)
add_executable(test test.cpp)
# programmatically add example executables
foreach (NAME
1_window
2_instance
3_validation_layers
4_physical_device
5_device
)
add_executable(
"1_setup_${NAME}"
"${CMAKE_CURRENT_SOURCE_DIR}/src/examples/1_setup/${NAME}/run.cpp"
)
endforeach ()
foreach (NAME
1_window_surface
2_swapchain
3_image_views
)
add_executable(
"2_present_${NAME}"
"${CMAKE_CURRENT_SOURCE_DIR}/src/examples/2_presentation/${NAME}/run.cpp"
)
endforeach ()