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|
-- premake5.lua
-- This file describes the build configuration for Slang so
-- that premake can generate platform-specific build files
-- using Premake 5 (https://premake.github.io/).
--
-- To update the build files that are checked in to the Slang repository,
-- run a `premake5` binary and specify the appropriate action, e.g.:
--
-- premake5.exe --os=windows vs2015
--
-- If you are trying to build Slang on another platform, then you
-- can try invoking `premake5` for your desired OS and build format
-- and see what happens.
--
-- If you are going to modify this file to change/customize the Slang
-- buidl, then you may need to read up on Premake's approach and
-- how it uses/abuses Lua syntax. A few important things to note:
--
-- * Everything that *looks* like a declarative (e.g., `kind "SharedLib"`)
-- is actually a Lua function call (e.g., `kind("SharedLib")`) that
-- modifies the behind-the-scenes state that describes the build.
--
-- * Many of these function calls are "sticky" and affect subsequent
-- calls, so ordering matters a *lot*. This file uses indentation to
-- represent some of the flow of state, but it is important to recognize
-- that the indentation is not semantically significant.
--
-- * Because the configuration logic is just executable Lua code, we
-- can capture and re-use bits of configuration logic in ordinary
-- Lua subroutines.
--
-- Now let's move on to the actual build:
-- The "workspace" represents the overall build (the "solution" in
-- Visual Studio terms). It sets up basic build settings that will
-- apply across all projects.
--
-- To output linux will output to linux
-- % premake5 --os=linux gmake --build-location="build.linux"
--
-- % cd build.linux
-- % make config=release_x64
-- or
-- % make config=debug_x64
--
-- From in the build directory you can use
-- % premake5 --file=../premake5.lua --os=linux gmake
newoption {
trigger = "override-module",
description = "(Optional) Specify a lua file that can override functions",
value = "path"
}
newoption {
trigger = "build-location",
description = "(Optional) Specifiy the location to place solution on root Makefile",
value = "path"
}
newoption {
trigger = "execute-binary",
description = "(Optional) If true binaries used in build will be executed (disable on cross compilation)",
value = "bool",
default = "true",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "target-detail",
description = "(Optional) More specific target information",
value = "string",
allowed = { {"cygwin"}, {"mingw"} }
}
buildLocation = _OPTIONS["build-location"]
executeBinary = (_OPTIONS["execute-binary"] == "true")
targetDetail = _OPTIONS["target-detail"]
-- Is true when the target is really windows (ie not something on top of windows like cygwin)
local isTargetWindows = (os.target() == "windows") and not (targetDetail == "mingw" or targetDetail == "cygwin")
overrideModule = {}
local overrideModulePath = _OPTIONS["override-module"]
if overrideModulePath then
overrideModule = require(overrideModulePath)
end
targetName = "%{cfg.system}-%{cfg.platform:lower()}"
if not (targetDetail == nil) then
targetName = targetDetail .. "-%{cfg.platform:lower()}"
end
-- This is needed for gcc, for the 'fileno' functions on cygwin
-- _GNU_SOURCE makes realpath available in gcc
if targetDetail == "cygwin" then
buildoptions { "-D_POSIX_SOURCE" }
filter { "toolset:gcc*" }
buildoptions { "-D_GNU_SOURCE" }
end
workspace "slang"
-- We will support debug/release configuration and x86/x64 builds.
configurations { "Debug", "Release" }
platforms { "x86", "x64"}
if os.target() == "linux" then
platforms {"aarch64" }
end
if buildLocation then
location(buildLocation)
end
-- The output binary directory will be derived from the OS
-- and configuration options, e.g. `bin/windows-x64/debug/`
targetdir("bin/" .. targetName .. "/%{cfg.buildcfg:lower()}")
-- Statically link to the C/C++ runtime rather than create a DLL dependency.
flags { "StaticRuntime" }
-- Once we've set up the common settings, we will make some tweaks
-- that only apply in a subset of cases. Each call to `filter()`
-- changes the "active" filter for subsequent commands. In
-- effect, those commands iwll be ignored when the conditions of
-- the filter aren't satisfied.
-- Our `x64` platform should (obviously) target the x64
-- architecture and similarly for x86.
filter { "platforms:x64" }
architecture "x64"
filter { "platforms:x86" }
architecture "x86"
filter { "platforms:aarch64"}
architecture "ARM"
filter { "toolset:clang or gcc*" }
buildoptions { "-Wno-unused-parameter", "-Wno-type-limits", "-Wno-sign-compare", "-Wno-unused-variable", "-Wno-reorder", "-Wno-switch", "-Wno-return-type", "-Wno-unused-local-typedefs", "-Wno-parentheses", "-std=c++11", "-fvisibility=hidden" , "-Wno-ignored-optimization-argument", "-Wno-unknown-warning-option"}
filter { "toolset:gcc*"}
buildoptions { "-Wno-unused-but-set-variable", "-Wno-implicit-fallthrough" }
filter { "toolset:clang" }
buildoptions { "-Wno-deprecated-register", "-Wno-tautological-compare", "-Wno-missing-braces", "-Wno-undefined-var-template", "-Wno-unused-function"}
-- When compiling the debug configuration, we want to turn
-- optimization off, make sure debug symbols are output,
-- and add the same preprocessor definition that VS
-- would add by default.
filter { "configurations:debug" }
optimize "Off"
symbols "On"
defines { "_DEBUG" }
-- For the release configuration we will turn optimizations on
-- (we do not yet micro-manage the optimization settings)
-- and set the preprocessor definition that VS would add by default.
filter { "configurations:release" }
optimize "On"
defines { "NDEBUG" }
filter { "system:linux" }
linkoptions{ "-Wl,-rpath,'$$ORIGIN',--no-as-needed", "-ldl"}
function dump(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
function dumpTable(o)
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. tostring(v) .. ',\n'
end
return s .. '} '
end
--
-- We are now going to start defining the projects, where
-- each project builds some binary artifact (an executable,
-- library, etc.).
--
-- All of our projects follow a common structure, so rather
-- than reiterate a bunch of build settings, we define
-- some subroutines that make the configuration as concise
-- as possible.
--
-- First, we will define a helper routine for adding all
-- the relevant files from a given directory path:
--
function addSourceDir(path)
files
{
path .. "/*.cpp", -- C++ source files
path .. "/*.slang", -- Slang files (for our stdlib)
path .. "/*.h", -- Header files
path .. "/*.hpp", -- C++ style headers (for glslang)
path .. "/*.natvis", -- Visual Studio debugger visualization files
}
end
--
-- Next we will define a helper routine that all of our
-- projects will bottleneck through. Here `name` is
-- the name for the project (and the base name for
-- whatever output file it produces), while `sourceDir`
-- is the directory that holds the source.
--
-- E.g., for the `slangc` project, the source code
-- is nested in `source/`, so we'd (indirectly) call:
--
-- baseSlangProject("slangc", "source/slangc")
--
function baseSlangProject(name, sourceDir)
-- Start a new project in premake. This switches
-- the "current" project over to the newly created
-- one, so that subsequent commands affect this project.
--
project(name)
-- We need every project to have a stable UUID for
-- output formats (like Visual Studio and XCode projects)
-- that use UUIDs rather than names to uniquely identify
-- projects. If we don't have a stable UUID, then the
-- output files might have spurious diffs whenever we
-- re-run premake generation.
uuid(os.uuid(name .. '|' .. sourceDir))
-- Set the location where the project file will be placed.
-- We set the project files to reside in their source
-- directory, because in Visual Studio the default
-- working directory when launching a project in the
-- debugger is its project directory. This ensures that
-- examples will work as expected for VS users.
--
-- TODO: consider only setting this for examples, since
-- it is less relevant to other projects.
--
location(sourceDir)
if os.target() == "windows" then
else
location "intermediate/project/%{prj.name}"
end
-- The intermediate ("object") directory will use a similar
-- naming scheme to the output directory, but will also use
-- the project name to avoid cases where multiple projects
-- have source files with the same name.
objdir("intermediate/" .. targetName .. "/%{cfg.buildcfg:lower()}/%{prj.name}")
-- All of our projects are written in C++.
--
language "C++"
-- Since we know the project directory, we can go ahead
-- and add any source files locate there.
--
-- Note that we do *not* recurse into subdirectories,
-- so projects that spread their source over multiple
-- directories will need to take more steps.
--
addSourceDir(sourceDir)
-- By default, Premake generates VS project files that
-- reflect the directory structure of the source code.
-- While this is nice in principle, it creates messy
-- results in practice for our projects.
--
-- Instead, we will use the `vpaths` feature to imitate
-- the default VS behavior of grouping files into
-- virtual subdirectories (VS calls them "filters") for
-- header and source files respectively.
--
-- Note: We are setting `vpaths` using a list of key/value
-- tables instead of just a key/value table, since this
-- appears to be an (undocumented) way to fix the order
-- in which the filters are tested. Otherwise we have
-- issues where premake will nondeterministically decide
-- the check something against the `**.cpp` filter first,
-- and decide that a `foo.cpp.h` file should go into
-- the `"Source Files"` vpath. That behavior seems buggy,
-- but at least we appear to have a workaround.
--
vpaths {
{ ["Header Files"] = { "**.h", "**.hpp"} },
{ ["Source Files"] = { "**.cpp", "**.slang", "**.natvis" } },
}
-- Override default options for a project if necessary
if overrideModule.addBaseProjectOptions then
overrideModule.addBaseProjectOptions()
end
end
-- We can now use the `baseSlangProject()` subroutine to
-- define helpers for the different categories of project
-- in our source tree.
--
-- For example, the Slang project has several tools that
-- are used during building/testing, but don't need to
-- be distributed. These always have their source code in
-- `tools/<project-name>/`.
--
function tool(name)
-- We use the `group` command here to specify that the
-- next project we create shold be placed into a group
-- named "tools" in a generated IDE solution/workspace.
--
-- This is used in the generated Visual Studio solution
-- to group all the tools projects together in a logical
-- sub-directory of the solution.
--
group "tools"
-- Now we invoke our shared project configuration logic,
-- specifying that the project lives under the `tools/` path.
--
baseSlangProject(name, "tools/" .. name)
-- Finally, we set the project "kind" to produce a console
-- application. This is a reasonable default for tools,
-- and it can be overriden because Premake is stateful,
-- and a subsequent call to `kind()` would overwrite this
-- default.
--
kind "ConsoleApp"
end
-- "Standard" projects will be those that go to make the binary
-- packages for slang: the shared libraries and executables.
--
function standardProject(name)
-- Because Premake is stateful, any `group()` call by another
-- project would still be in effect when we create a project
-- here (e.g., if somebody had called `tool()` before
-- `standardProject()`), so we are careful here to set the
-- group to an emptry string, which Premake treats as "no group."
--
group ""
-- A standard project has its code under `source/`
--
baseSlangProject(name, "source/" .. name)
end
function toolSharedLibrary(name)
group "test-tool"
-- specifying that the project lives under the `tools/` path.
--
baseSlangProject(name .. "-tool", "tools/" .. name)
defines { "SLANG_SHARED_LIBRARY_TOOL" }
kind "SharedLib"
end
-- Finally we have the example programs that show how to use Slang.
--
function example(name)
-- Example programs go into an "example" group
group "examples"
-- They have their source code under `examples/<project-name>/`
baseSlangProject(name, "examples/" .. name)
-- By default, all of our examples are GUI applications. One some
-- platforms there is no meaningful distinction between GUI and
-- command-line applications, but it is significant on Windows and MacOS
--
kind "WindowedApp"
-- Every example needs to be able to include the `slang.h` header
-- if it is going to use Slang, so we might as well set up a suitable
-- include path here rather than make each example do it.
--
-- Most of the examples also need the `gfx` library,
-- which lives under `tools/`, so we will add that to the path as well.
--
includedirs { ".", "tools" }
-- The examples also need to link against the slang library,
-- and the `gfx` abstraction layer (which in turn
-- depends on the `core` library). We specify all of that here,
-- rather than in each example.
links { "slang", "core", "gfx" }
end
if isTargetWindows then
--
-- With all of these helper routines defined, we can now define the
-- actual projects quite simply. For example, here is the entire
-- declaration of the "Hello, World" example project:
--
example "hello-world"
--
-- Note how we are calling our custom `example()` subroutine with
-- the same syntax sugar that Premake usually advocates for their
-- `project()` function. This allows us to treat `example` as
-- a kind of specialized "subclass" of `project`
--
-- Let's go ahead and set up the projects for our other example now.
example "model-viewer"
end
-- Most of the other projects have more interesting configuration going
-- on, so let's walk through them in order of increasing complexity.
--
-- The `core` project is a static library that has all the basic types
-- and routines that get shared across both the Slang compiler/runtime
-- and the various tool projects. It's build is pretty simple:
--
standardProject "core"
uuid "F9BE7957-8399-899E-0C49-E714FDDD4B65"
kind "StaticLib"
-- For our core implementation, we want to use the most
-- aggressive warning level supported by the target, and
-- to treat every warning as an error to make sure we
-- keep our code free of warnings.
--
warnings "Extra"
flags { "FatalWarnings" }
if isTargetWindows then
addSourceDir "source/core/windows"
else
addSourceDir "source/core/unix"
end
-- We need the core library to be relocatable to be able to link with slang.so
filter { "system:linux" }
buildoptions{"-fPIC"}
--
-- `slang-generate` is a tool we use for source code generation on
-- the compiler. It depends on the `core` library, so we need to
-- declare that:
--
tool "slang-generate"
uuid "66174227-8541-41FC-A6DF-4764FC66F78E"
links { "core" }
--
-- The `slang-test` test driver also uses the `core` library, and it
-- currently relies on include paths being set up so that it can find
-- the core headers:
--
tool "slang-test"
uuid "0C768A18-1D25-4000-9F37-DA5FE99E3B64"
includedirs { "." }
links { "core", "slang" }
--
-- The reflection test harness `slang-reflection-test` is pretty
-- simple, in that it only needs to link against the slang library
-- to do its job:
--
toolSharedLibrary "slang-reflection-test"
uuid "C5ACCA6E-C04D-4B36-8516-3752B3C13C2F"
includedirs { "." }
kind "SharedLib"
links { "core", "slang" }
--
-- The most complex testing tool we have is `render-test`, but from
-- a build perspective the most interesting thing about it is that for
-- our Windows build it requires a Windows 10 SDK.
--
-- TODO: Try to make the build not require a fixed version of the Windows SDK.
-- Ideally we should just specify a *minimum* version.
--
-- This test also requires Vulkan headers which we've placed in the
-- `external/` directory, and it also includes files from the `core`
-- library in ways that require us to set up `source/` as an include path.
--
-- TODO: Fix that requirement.
--
if isTargetWindows then
toolSharedLibrary "render-test"
uuid "61F7EB00-7281-4BF3-9470-7C2EA92620C3"
includedirs { ".", "external", "source", "tools/gfx" }
links { "core", "slang", "gfx" }
systemversion "10.0.14393.0"
-- For Windows targets, we want to copy d3dcompiler_47.dll,
-- dxcompiler.dll, and dxil.dll from the Windows SDK redistributable
-- directory into the output directory.
postbuildcommands { '"$(SolutionDir)tools\\copy-hlsl-libs.bat" "$(WindowsSdkDir)Redist/D3D/%{cfg.platform:lower()}/" "%{cfg.targetdir}/"'}
end
--
-- `gfx` is a utility library for doing GPU rendering
-- and compute, which is used by both our testing and exmaples.
-- It depends on teh `core` library, so we need to declare that:
--
tool "gfx"
uuid "222F7498-B40C-4F3F-A704-DDEB91A4484A"
-- Unlike most of the code under `tools/`, this is a library
-- rather than a stand-alone executable.
kind "StaticLib"
includedirs { ".", "external", "source", "external/imgui" }
-- To special case that we may be building using cygwin on windows. If 'true windows' we build for dx12/vk and run the script
-- If not we assume it's a cygwin/mingw type situation and remove files that aren't appropriate
if isTargetWindows then
systemversion "10.0.14393.0"
-- For Windows targets, we want to copy d3dcompiler_47.dll,
-- dxcompiler.dll, and dxil.dll from the Windows SDK redistributable
-- directory into the output directory.
postbuildcommands { '"$(SolutionDir)tools\\copy-hlsl-libs.bat" "$(WindowsSdkDir)Redist/D3D/%{cfg.platform:lower()}/" "%{cfg.targetdir}/"'}
else
removefiles { "tools/gfx/circular-resource-heap-d3d12.cpp", "tools/gfx/d3d-util.cpp", "tools/gfx/descriptor-heap-d3d12.cpp", "tools/gfx/render-d3d11.cpp", "tools/gfx/render-d3d12.cpp", "tools/gfx/render-gl.cpp", "tools/gfx/resource-d3d12.cpp", "tools/gfx/render-vk.cpp", "tools/gfx/vk-swap-chain.cpp", "tools/gfx/window.cpp" }
end
-- Remove VK from OSX gfx build
if os.target() == "macosx" then
removefiles { "tools/gfx/render-vk.cpp", "tools/gfx/vk-device-queue.cpp", "tools/gfx/vk-api.cpp", "tools/gfx/vk-module.cpp", "tools/gfx/vk-swap-chain.cpp", "tools/gfx/vk-util.cpp" }
end
--
-- The `slangc` command-line application is just a very thin wrapper
-- around the Slang dynamic library, so its build is extermely simple.
-- One windows `slangc` uses the the `core` library for some UTF-16
-- to UTF-8 string conversion before calling into `slang.dll`, so
-- it also depends on `core`:
--
standardProject "slangc"
uuid "D56CBCEB-1EB5-4CA8-AEC4-48EA35ED61C7"
kind "ConsoleApp"
links { "core", "slang" }
--
-- TODO: Slang's current `Makefile` build does some careful incantations
-- to make sure that the binaries it generates use a "relative `RPATH`"
-- for loading shared libraries, so that Slang is not dependent on
-- being installed to a fixed path on end-user machines. Before we
-- can use Premake for the Linux build (or eventually MacOS) we would
-- need to figure out how to replicate this incantation in premake.
--
--
-- Now that we've gotten all the simple projects out of the way, it is time
-- to get into the more serious build steps.
--
-- First up is the `slang` dynamic library project:
--
standardProject "slang"
uuid "DB00DA62-0533-4AFD-B59F-A67D5B3A0808"
kind "SharedLib"
links { "core" }
warnings "Extra"
flags { "FatalWarnings" }
-- The way that we currently configure things through `slang.h`,
-- we need to set a preprocessor definitions to ensure that
-- we declare the Slang API functions for *export* and not *import*.
--
defines { "SLANG_DYNAMIC_EXPORT" }
-- The `standardProject` operation already added all the code in
-- `source/slang/*`, but we also want to incldue the umbrella
-- `slang.h` header in this prject, so we do that manually here.
files { "slang.h" }
-- The most challenging part of building `slang` is that we need
-- to invoke the `slang-generate` tool to generate the version
-- of the Slang standard library that we embed into the compiler.
--
-- First, we need to ensure that `slang-generate` gets built
-- before `slang`, so we declare a non-linking dependency between
-- the projects here:
--
dependson { "slang-generate" }
filter { "system:linux" }
-- might be able to do pic(true)
buildoptions{"-fPIC"}
-- Next, we want to add a custom build rule for each of the
-- files that makes up the standard library. Those are
-- always named `*.meta.slang`, so we can select for them
-- using a `filter` and then use Premake's support for
-- defining custom build commands:
--
if executeBinary then
filter "files:**.meta.slang"
-- Specify the "friendly" message that should print to the build log for the action
buildmessage "slang-generate %{file.relpath}"
-- Specify the actual command to run for this action.
--
-- Note that we use a single-quoted Lua string and wrap the path
-- to the `slang-generate` command in double quotes to avoid
-- confusing the Windows shell. It seems that Premake outputs that
-- path with forward slashes, which confused the shell if we don't
-- quote the executable path.
--
buildcommands { '"%{cfg.targetdir}/slang-generate" %{file.relpath}' }
-- Given `foo.meta.slang` we woutput `foo.meta.slang.h`.
-- This needs to be specified because the custom action will only
-- run when this file needs to be generated.
--
buildoutputs { "%{file.relpath}.h" }
-- We will specify an additional build input dependency on the `slang-generate`
-- tool itself, so that changes to the code for the tool cause the generation
-- step to be re-run.
--
-- In order to get the file name right, we need to know the executable suffix
-- that the target platform will use. Premake might have a built-in way to
-- query this, but I couldn't find it, so I am just winging it for now:
--
local executableSuffix = "";
if(os.target() == "windows") then
executableSuffix = ".exe";
end
--
buildinputs { "%{cfg.targetdir}/slang-generate" .. executableSuffix }
end
--
-- The single most complicated part of our build is our custom version of glslang.
-- Is not really set up to produce a shared library with a usable API, so we have
-- our own custom shim API around it to invoke GLSL->SPIRV compilation.
--
-- Glslang normally relies on a CMake-based build process, and its code is spread
-- across multiple directories with implicit dependencies on certain command-line
-- definitions.
--
-- The following is a tailored build of glslang that pulls in the pieces we care
-- about whle trying to leave out the rest:
--
standardProject "slang-glslang"
uuid "C495878A-832C-485B-B347-0998A90CC936"
kind "SharedLib"
includedirs { "external/glslang" }
defines
{
-- `ENABLE_OPT` must be defined (to either zero or one) for glslang to compile at all
"ENABLE_OPT=0",
-- We want to build a version of glslang that supports every feature possible,
-- so we will enable all of the supported vendor-specific extensions so
-- that they can be used in Slang-generated GLSL code when required.
--
"AMD_EXTENSIONS",
"NV_EXTENSIONS",
}
-- We will add source code from every directory that is required to get a
-- minimal GLSL->SPIR-V compilation path working.
addSourceDir("external/glslang/glslang/GenericCodeGen")
addSourceDir("external/glslang/glslang/MachineIndependent")
addSourceDir("external/glslang/glslang/MachineIndependent/preprocessor")
addSourceDir("external/glslang/glslang/OSDependent")
addSourceDir("external/glslang/OGLCompilersDLL")
addSourceDir("external/glslang/SPIRV")
addSourceDir("external/glslang/StandAlone")
-- Unfortunately, blindly adding files like that also pulled in a declaration
-- of a main entry point that we do *not* want, so we will specifically
-- exclude that file from our build.
removefiles { "external/glslang/StandAlone/StandAlone.cpp" }
-- Glslang includes some platform-specific code around DLL setup/teardown
-- and handling of thread-local storage for its multi-threaded mode. We
-- don't really care about *any* of that, but we can't remove it from the
-- build so we need to include the appropriate platform-specific sources.
filter { "system:windows" }
-- On Windows we need to add the platform-specific sources and then
-- remove the `main.cpp` file since it tries to define a `DllMain`
-- and we don't want the default glslang one.
addSourceDir( "external/glslang/glslang/OSDependent/Windows" )
removefiles { "external/glslang/glslang/OSDependent/Windows/main.cpp" }
filter { "system:linux or macosx" }
links { "dl", "pthread" }
addSourceDir("external/glslang/glslang/OSDependent/Unix")
buildoptions{"-fPIC", "-pthread"}
--
-- With glslang's build out of the way, we've now covered everything we have
-- to build to get Slang and its tools/examples built.
--
-- What is not included in this file yet is support for any custom `make`
-- targets for:
--
-- * Invoking the test runner
-- * Packaging up binaries
-- * "Installing" Slang on a user's machine
--
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