# # Copyright (c) 2017-2025 Advanced Micro Devices, Inc. All rights reserved. # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in # all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN # THE SOFTWARE. # # This file will only be executed if VMA_BUILD_SAMPLE_SHADERS is set to ON find_program(GLSL_VALIDATOR glslangValidator REQUIRED) if(NOT GLSL_VALIDATOR) message(FATAL_ERROR "glslangValidator not found!") endif() set(SHADERS Shader.vert Shader.frag SparseBindingTest.comp ) # Compile each shader using glslangValidator foreach(SHADER ${SHADERS}) get_filename_component(FILE_NAME ${SHADER} NAME) # Put the .spv files into the bin folder set(SPIRV_BIN ${CMAKE_CURRENT_BINARY_DIR}/${FILE_NAME}.spv) set(SPIRV ${PROJECT_SOURCE_DIR}/bin/${FILE_NAME}.spv) add_custom_command( OUTPUT ${SPIRV} # Use the same file name and append .spv to the compiled shader COMMAND ${GLSL_VALIDATOR} -V ${CMAKE_CURRENT_SOURCE_DIR}/${SHADER} -o ${SPIRV} DEPENDS ${SHADER} ) add_custom_command( OUTPUT ${SPIRV_BIN} # Use the same file name and append .spv to the compiled shader COMMAND ${GLSL_VALIDATOR} -V ${CMAKE_CURRENT_SOURCE_DIR}/${SHADER} -o ${SPIRV_BIN} DEPENDS ${SHADER} ) list(APPEND SPIRV_FILES ${SPIRV} ${SPIRV_BIN}) endforeach() add_custom_target(VmaSampleShaders ALL DEPENDS ${SPIRV_FILES})