每当我构建程序时,我都会调整 Sascha Willems 的 Vulkan Samples 来编译着色器。我知道这个问题已经被问了很多,但我找到的解决方案都不适合我。
这是我的代码:
cmake_minimum_required(VERSION 3.19)
project(Test)
set( ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
set(SHADER_DIR ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
file(GLOB SHADERS ${SHADER_DIR}/*.vert ${SHADER_DIR}/*.frag ${SHADER_DIR}/*.comp ${SHADER_DIR}/*.geom ${SHADER_DIR}/*.tesc ${SHADER_DIR}/*.tese ${SHADER_DIR}/*.mesh ${SHADER_DIR}/*.task ${SHADER_DIR}/*.rgen ${SHADER_DIR}/*.rchit ${SHADER_DIR}/*.rmiss)
file(GLOB SPV_SHADERS ${SHADER_DIR}/*.spv)
find_package(Vulkan)
foreach(SHADER IN LISTS SHADERS)
get_filename_component(FILENAME ${SHADER} NAME)
add_custom_command(OUTPUT ${SHADER_DIR}/shaders/${FILENAME}.spv
COMMAND ${Vulkan_GLSLC_EXECUTABLE} ${SHADER} -o ${SHADER_DIR}/shaders/${FILENAME}.spv
DEPENDS ${SHADER}
COMMENT "Compiling ${FILENAME}")
endForeach()
add_custom_target(shaders ALL DEPENDS ${SPV_SHADERS})
add_executable(Test main.cpp ${SHADERS})
add_dependencies(Test shaders)
[编辑]:CMake 似乎跳过了 foreach 循环,我是否正确使用它?
[Edit2]:现在循环有效,但着色器仍未编译
答案 0 :(得分:0)
搜索了一下,我删除了 file(GLOB SPV_SHADERS ${SHADER_DIR}/*.spv)
并替换为 list(APPEND SPV_SHADERS ${ASSETS_DIR}/shaders/${FILENAME}.spv)
它看起来像这样:
cmake_minimum_required(VERSION 3.19)
project(Test)
set( ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
set(SHADER_DIR ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
file(GLOB SHADERS ${SHADER_DIR}/*.vert ${SHADER_DIR}/*.frag ${SHADER_DIR}/*.comp ${SHADER_DIR}/*.geom ${SHADER_DIR}/*.tesc ${SHADER_DIR}/*.tese ${SHADER_DIR}/*.mesh ${SHADER_DIR}/*.task ${SHADER_DIR}/*.rgen ${SHADER_DIR}/*.rchit ${SHADER_DIR}/*.rmiss)
find_package(Vulkan)
foreach(SHADER IN LISTS SHADERS)
get_filename_component(FILENAME ${SHADER} NAME)
add_custom_command(OUTPUT ${SHADER_DIR}/shaders/${FILENAME}.spv
COMMAND ${Vulkan_GLSLC_EXECUTABLE} ${SHADER} -o ${SHADER_DIR}/shaders/${FILENAME}.spv
DEPENDS ${SHADER}
COMMENT "Compiling ${FILENAME}")
list(APPENDS SPV_SHADERS ${SHADER_DIR}/shaders/${FILENAME}.spv)
endForeach()
add_custom_target(shaders ALL DEPENDS ${SPV_SHADERS})
add_executable(Test main.cpp ${SHADERS})
add_dependencies(Test shaders)