TARGET_DIR?=../resources/shaders EMPTY= SHADERS=\ blit.fs.glsl \ blit.vs.glsl \ clear.fs.glsl \ clear.vs.glsl \ debug_solid.fs.glsl \ debug_solid.vs.glsl \ debug_texture.fs.glsl \ debug_texture.vs.glsl \ demo_ground.fs.glsl \ demo_ground.vs.glsl \ fill.fs.glsl \ fill.vs.glsl \ reproject.fs.glsl \ reproject.vs.glsl \ stencil.fs.glsl \ stencil.vs.glsl \ tile.fs.glsl \ tile.vs.glsl \ tile_clip.fs.glsl \ tile_clip.vs.glsl \ tile_copy.fs.glsl \ tile_copy.vs.glsl \ $(EMPTY) COMPUTE_SHADERS=\ fill.cs.glsl \ $(EMPTY) INCLUDES=\ fill.inc.glsl \ $(EMPTY) OUT=\ $(SHADERS:%=$(TARGET_DIR)/gl3/%) \ $(SHADERS:%=$(TARGET_DIR)/gl4/%) \ $(SHADERS:%.glsl=$(TARGET_DIR)/metal/%.metal) \ $(SHADERS:%.glsl=build/metal/%.spv) \ $(COMPUTE_SHADERS:%=$(TARGET_DIR)/gl4/%) \ $(COMPUTE_SHADERS:%.glsl=$(TARGET_DIR)/metal/%.metal) \ $(COMPUTE_SHADERS:%.glsl=build/metal/%.spv) \ $(EMPTY) GLSL_3_VERSION=330 GLSL_4_VERSION=430 GLSLANGFLAGS=--auto-map-locations -I. GLSLANGFLAGS_METAL=$(GLSLANGFLAGS) -DPF_ORIGIN_UPPER_LEFT=1 SPIRVCROSS?=spirv-cross SPIRVCROSSFLAGS=--msl --msl-version 020100 GLSL_VERSION_HEADER="\#version {{version}}" HEADER="// Automatically generated from files in pathfinder/shaders/. Do not edit!" GLSL_SED_ARGS=-e "s/\#version .*//" -e "s/\#line.*$$//" all: $(OUT) .PHONY: clean clean: rm -f $(OUT) build/metal/%.fs.spv: %.fs.glsl $(INCLUDES) mkdir -p build/metal && glslangValidator $(GLSLANGFLAGS_METAL) -G$(GLSL_VERSION) -S frag -o $@ $< $(TARGET_DIR)/gl3/%.fs.glsl: %.fs.glsl $(INCLUDES) mkdir -p $(TARGET_DIR)/gl3 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S frag -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 ) $(TARGET_DIR)/gl4/%.fs.glsl: %.fs.glsl $(INCLUDES) mkdir -p $(TARGET_DIR)/gl4 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S frag -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 ) build/metal/%.vs.spv: %.vs.glsl $(INCLUDES) mkdir -p build/metal && glslangValidator $(GLSLANGFLAGS_METAL) -G$(GLSL_VERSION) -S vert -o $@ $< $(TARGET_DIR)/gl3/%.vs.glsl: %.vs.glsl $(INCLUDES) mkdir -p $(TARGET_DIR)/gl3 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S vert -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 ) $(TARGET_DIR)/gl4/%.vs.glsl: %.vs.glsl $(INCLUDES) mkdir -p $(TARGET_DIR)/gl3 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S vert -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 ) build/metal/%.cs.spv: %.cs.glsl $(INCLUDES) mkdir -p build/metal && glslangValidator $(GLSLANGFLAGS_METAL) -G$(GLSL_COMPUTE_VERSION) -S comp -o $@ $< $(TARGET_DIR)/gl4/%.cs.glsl: %.cs.glsl $(INCLUDES) mkdir -p $(TARGET_DIR)/gl4 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S vert -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 ) $(TARGET_DIR)/metal/%.metal: build/metal/%.spv mkdir -p $(TARGET_DIR)/metal && echo $(HEADER) > $@ && ( $(SPIRVCROSS) $(SPIRVCROSSFLAGS) $< >> $@ ) || ( rm $@ && exit 1 )