duckstation/CMakeModules/AddMetalSources.cmake

47 lines
2.1 KiB
CMake

# Borrowed from PCSX2.
if(APPLE)
function(add_metal_sources target sources)
if(CMAKE_GENERATOR MATCHES "Xcode")
# If we're generating an xcode project, you can just add the shaders to the main pcsx2 target and xcode will deal with them properly
# This will make sure xcode supplies code completion, etc (if you use a custom command, it won't)
set_target_properties(${target} PROPERTIES
XCODE_ATTRIBUTE_MTL_ENABLE_DEBUG_INFO INCLUDE_SOURCE
)
foreach(shader IN LISTS sources)
target_sources(${target} PRIVATE ${shader})
set_source_files_properties(${shader} PROPERTIES LANGUAGE METAL)
endforeach()
else()
function(generateMetallib std triple outputName)
set(MetalShaderOut)
set(flags
-ffast-math
$<$<NOT:$<CONFIG:Release,MinSizeRel>>:-gline-tables-only>
$<$<NOT:$<CONFIG:Release,MinSizeRel>>:-MO>
)
foreach(shader IN LISTS sources)
file(RELATIVE_PATH relativeShader "${CMAKE_SOURCE_DIR}" "${shader}")
set(shaderOut ${CMAKE_CURRENT_BINARY_DIR}/${outputName}/${relativeShader}.air)
list(APPEND MetalShaderOut ${shaderOut})
get_filename_component(shaderDir ${shaderOut} DIRECTORY)
add_custom_command(OUTPUT ${shaderOut}
COMMAND ${CMAKE_COMMAND} -E make_directory ${shaderDir}
COMMAND xcrun metal ${flags} -std=${std} -target ${triple} -o ${shaderOut} -c ${shader}
DEPENDS ${shader}
)
set(metallib ${CMAKE_CURRENT_BINARY_DIR}/${outputName}.metallib)
endforeach()
add_custom_command(OUTPUT ${metallib}
COMMAND xcrun metallib -o ${metallib} ${MetalShaderOut}
DEPENDS ${MetalShaderOut}
)
target_sources(${target} PRIVATE ${metallib})
set_source_files_properties(${metallib} PROPERTIES MACOSX_PACKAGE_LOCATION Resources)
endfunction()
generateMetallib(macos-metal2.0 air64-apple-macos10.13 default)
generateMetallib(macos-metal2.2 air64-apple-macos10.15 Metal22)
generateMetallib(macos-metal2.3 air64-apple-macos11.0 Metal23)
endif()
endfunction()
endif()