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Add COMPILE_OPTIONS option to shader targets. #78

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Aug 21, 2022
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1 change: 1 addition & 0 deletions docs/release-logs/0.3.1.md
Original file line number Diff line number Diff line change
Expand Up @@ -20,4 +20,5 @@
- Support for unbounded descriptor arrays has been added.
- Allow samples to toggle full-screen mode by pressing `F8`. ([See PR #77](https://github.com/crud89/LiteFX/pull/77))
- Add handler to samples for exit when pressing `ESC`. ([See PR #77](https://github.com/crud89/LiteFX/pull/77))
- Build 🛠: Shader targets can now receive additional compiler arguments using the `COMPILE_OPTIONS` parameter. ([See PR #78](https://github.com/crud89/LiteFX/pull/78))
- Vulkan 🌋: If the DX12 backend is available, the Vulkan uses an interop swap chain to support flip-model swap effects for lower latencies. ([See PR #66](https://github.com/crud89/LiteFX/pull/66))
40 changes: 23 additions & 17 deletions src/cmake/Shaders.cmake
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ SET(DXIL_DEFAULT_SUFFIX ".dxi" CACHE STRING "Default file extension for DXIL sha
SET(SPIRV_DEFAULT_SUFFIX ".spv" CACHE STRING "Default file extension for SPIR-V shaders.")


FUNCTION(TARGET_HLSL_SHADERS target_name shader_source shader_model compile_as compile_with shader_type)
FUNCTION(TARGET_HLSL_SHADERS target_name shader_source shader_model compile_as compile_with shader_type compile_options)
GET_FILENAME_COMPONENT(out_name ${shader_source} NAME_WE)

SET(SHADER_SOURCES ${shader_source})
Expand Down Expand Up @@ -111,7 +111,8 @@ FUNCTION(TARGET_HLSL_SHADERS target_name shader_source shader_model compile_as c
SET(OUTPUT_DIR ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/${SHADER_DEFAULT_SUBDIR})
ENDIF(NOT DEFINED CMAKE_RUNTIME_OUTPUT_DIRECTORY)

SET(compiler_options "")
SET(compiler_options ${compile_options})
SEPARATE_ARGUMENTS(compiler_options)

IF(${shader_type} STREQUAL "VERTEX" OR ${shader_type} STREQUAL "GEOMETRY" OR ${shader_type} STREQUAL "DOMAIN" OR ${shader_type} STREQUAL "TESSELATION_EVALUATION")
LIST(APPEND compiler_options -finvert-y)
Expand Down Expand Up @@ -162,16 +163,17 @@ FUNCTION(TARGET_HLSL_SHADERS target_name shader_source shader_model compile_as c
ELSE()
SET(OUTPUT_DIR ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/${SHADER_DEFAULT_SUBDIR})
ENDIF(NOT DEFINED CMAKE_RUNTIME_OUTPUT_DIRECTORY)

SET(compiler_options "")

SET(compiler_options ${compile_options})
SEPARATE_ARGUMENTS(compiler_options)

IF(${compile_as} STREQUAL "SPIRV")
LIST(APPEND compiler_options -D SPIRV)

IF(${shader_type} STREQUAL "VERTEX" OR ${shader_type} STREQUAL "GEOMETRY" OR ${shader_type} STREQUAL "DOMAIN" OR ${shader_type} STREQUAL "TESSELATION_EVALUATION")
LIST(APPEND compiler_options -fvk-invert-y)
ENDIF(${shader_type} STREQUAL "VERTEX" OR ${shader_type} STREQUAL "GEOMETRY" OR ${shader_type} STREQUAL "DOMAIN" OR ${shader_type} STREQUAL "TESSELATION_EVALUATION")

ADD_CUSTOM_TARGET(${target_name}
COMMAND ${CMAKE_COMMAND} -E make_directory ${OUTPUT_DIR}
COMMENT "dxc: compiling hlsl shader '${shader_source}' (profile: ${SHADER_PROFILE}) to SPIR-V..."
Expand All @@ -198,7 +200,7 @@ FUNCTION(TARGET_HLSL_SHADERS target_name shader_source shader_model compile_as c
COMMENT "dxc: compiling hlsl shader '${shader_source}' (profile: ${SHADER_PROFILE}) to DXIL..."
DEPENDS ${SHADER_SOURCES}
)

ADD_CUSTOM_COMMAND(TARGET ${target_name}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMAND ${BUILD_DXC_COMPILER} -T ${SHADER_PROFILE} -E main -Fo "${OUTPUT_DIR}/${out_name}${DXIL_DEFAULT_SUFFIX}" $<$<CONFIG:Debug,RelWithDebInfo>:-Zi> $<IF:$<CONFIG:Debug,RelWithDebInfo>,-Qembed_debug,-Qstrip_debug> ${compiler_options} ${shader_source}
Expand All @@ -217,10 +219,10 @@ FUNCTION(TARGET_HLSL_SHADERS target_name shader_source shader_model compile_as c
ELSE()
MESSAGE(SEND_ERROR "Unrecognized compiler: ${compile_with}. Only DXC and GLSLC are allowed.")
ENDIF(${compile_with} STREQUAL "GLSLC")
ENDFUNCTION(TARGET_HLSL_SHADERS target_name shader_source shader_model compile_as compile_with shader_type)
ENDFUNCTION(TARGET_HLSL_SHADERS target_name shader_source shader_model compile_as compile_with shader_type compile_options)


FUNCTION(TARGET_GLSL_SHADERS target_name shader_source compile_as compile_with shader_type)
FUNCTION(TARGET_GLSL_SHADERS target_name shader_source compile_as compile_with shader_type compile_options)
GET_FILENAME_COMPONENT(out_name ${shader_source} NAME_WE)

SET(SHADER_SOURCES ${shader_source})
Expand Down Expand Up @@ -258,14 +260,14 @@ FUNCTION(TARGET_GLSL_SHADERS target_name shader_source compile_as compile_with s
ELSE()
SET(OUTPUT_DIR ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/${SHADER_DEFAULT_SUBDIR})
ENDIF(NOT DEFINED CMAKE_RUNTIME_OUTPUT_DIRECTORY)

SET(compiler_options "")

SET(compiler_options ${compile_options})
SEPARATE_ARGUMENTS(compiler_options)

IF(${shader_type} STREQUAL "VERTEX" OR ${shader_type} STREQUAL "GEOMETRY" OR ${shader_type} STREQUAL "DOMAIN" OR ${shader_type} STREQUAL "TESSELATION_EVALUATION")
LIST(APPEND compiler_options -finvert-y)
ENDIF(${shader_type} STREQUAL "VERTEX" OR ${shader_type} STREQUAL "GEOMETRY" OR ${shader_type} STREQUAL "DOMAIN" OR ${shader_type} STREQUAL "TESSELATION_EVALUATION")



# TODO: Check if we can use a generator expression to build the output directory and file names, so it is possible to set the target properties to control the result file name.
ADD_CUSTOM_TARGET(${target_name}
COMMENT "glslc: compiling glsl shader '${shader_source}'..."
Expand All @@ -286,19 +288,23 @@ FUNCTION(TARGET_GLSL_SHADERS target_name shader_source compile_as compile_with s
RUNTIME_OUTPUT_DIRECTORY ${OUTPUT_DIR}
)
ENDIF(NOT ${compile_with} STREQUAL "GLSLC")
ENDFUNCTION(TARGET_GLSL_SHADERS target_name shader_source compile_to shader_type)
ENDFUNCTION(TARGET_GLSL_SHADERS target_name shader_source compile_as compile_with shader_type compile_options)


FUNCTION(ADD_SHADER_MODULE module_name)
CMAKE_PARSE_ARGUMENTS(SHADER "" "SOURCE;LANGUAGE;COMPILE_AS;SHADER_MODEL;TYPE;COMPILER;LIBRARY" "INCLUDES" ${ARGN})

CMAKE_PARSE_ARGUMENTS(SHADER "" "SOURCE;LANGUAGE;COMPILE_AS;SHADER_MODEL;TYPE;COMPILER;LIBRARY;COMPILE_OPTIONS" "INCLUDES" ${ARGN})

IF(NOT SHADER_COMPILE_OPTIONS)
SET(SHADER_COMPILE_OPTIONS " ") # This must be set to some valie, since all variable arguments are reserved for shader includes. A whitespace does not hurt.
ENDIF(NOT SHADER_COMPILE_OPTIONS)

# TODO: There's also the shader type ms (mesh shader) and as (amplification shader; used as a second ms stage) since shader model 6.5.
# see: https://microsoft.github.io/DirectX-Specs/d3d/HLSL_ShaderModel6_5.html

IF(${SHADER_LANGUAGE} STREQUAL "GLSL")
TARGET_GLSL_SHADER(${module_name} ${SHADER_SOURCE} ${SHADER_COMPILE_AS} ${SHADER_COMPILER} ${SHADER_TYPE} ${SHADER_INCLUDES})
TARGET_GLSL_SHADER(${module_name} ${SHADER_SOURCE} ${SHADER_COMPILE_AS} ${SHADER_COMPILER} ${SHADER_TYPE} ${SHADER_COMPILE_OPTIONS} ${SHADER_INCLUDES})
ELSEIF(${SHADER_LANGUAGE} STREQUAL "HLSL")
TARGET_HLSL_SHADERS(${module_name} ${SHADER_SOURCE} ${SHADER_SHADER_MODEL} ${SHADER_COMPILE_AS} ${SHADER_COMPILER} ${SHADER_TYPE} ${SHADER_INCLUDES})
TARGET_HLSL_SHADERS(${module_name} ${SHADER_SOURCE} ${SHADER_SHADER_MODEL} ${SHADER_COMPILE_AS} ${SHADER_COMPILER} ${SHADER_TYPE} ${SHADER_COMPILE_OPTIONS} ${SHADER_INCLUDES})
ELSE()
MESSAGE(SEND_ERROR "Unsupported shader language: ${SHADER_LANGUAGE}.")
ENDIF(${SHADER_LANGUAGE} STREQUAL "GLSL")
Expand Down