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vulkan: Choose where Shaders are generated (#2114)
- generate shader files in VULKAN_TEST_RESOURCES directory - allows for outside CMakeLists to specify arbitrary destination Co-authored-by: dcrawley <dcrawley@qti.qualcomm.com>
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@@ -18,6 +18,10 @@ else()
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file(READ ${IMAGE2D_SHADER_IN_FILE} IMAGE2D_SHADER_UNFORMAT_CONTENT)
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file(STRINGS ${IMAGE2D_FORMATS_LIST_IN_FILE} IMAGE2D_FORMATS_LIST)
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if(NOT DEFINED VULKAN_TEST_RESOURCES)
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set(VULKAN_TEST_RESOURCES ${CMAKE_CURRENT_BINARY_DIR})
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endif()
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foreach(IMAGE2D_FORMAT ${IMAGE2D_FORMATS_LIST})
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list(GET IMAGE2D_FORMAT 1 GLSL_FORMAT)
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list(GET IMAGE2D_FORMAT 2 GLSL_TYPE_PREFIX)
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@@ -25,7 +29,7 @@ else()
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string(REPLACE "GLSL_TYPE_PREFIX" "${GLSL_TYPE_PREFIX}" IMAGE2D_SHADER_CONTENT "${IMAGE2D_SHADER_CONTENT}")
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file(WRITE ${IMAGE2D_SHADER_TMP_OUT_FILE} "${IMAGE2D_SHADER_CONTENT}")
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execute_process(
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COMMAND ${Vulkan_glslang_binary} --target-env vulkan1.0 -o ${CMAKE_CURRENT_BINARY_DIR}/image2D_${GLSL_FORMAT}.spv ${IMAGE2D_SHADER_TMP_OUT_FILE}
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COMMAND ${Vulkan_glslang_binary} --target-env vulkan1.0 -o ${VULKAN_TEST_RESOURCES}/image2D_${GLSL_FORMAT}.spv ${IMAGE2D_SHADER_TMP_OUT_FILE}
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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RESULT_VARIABLE commandStatus
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OUTPUT_QUIET)
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@@ -34,7 +38,7 @@ else()
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endif()
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endforeach(IMAGE2D_FORMAT)
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execute_process(
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COMMAND ${Vulkan_glslang_binary} --target-env vulkan1.0 -o ${CMAKE_CURRENT_BINARY_DIR}/${BUFFER_SHADER_IN_FILE}.spv ${BUFFER_SHADER_IN_FILE}.comp
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COMMAND ${Vulkan_glslang_binary} --target-env vulkan1.0 -o ${VULKAN_TEST_RESOURCES}/${BUFFER_SHADER_IN_FILE}.spv ${BUFFER_SHADER_IN_FILE}.comp
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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RESULT_VARIABLE commandStatus
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OUTPUT_QUIET)
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