VS: Add source file property to set extra hlsl shader flags

Create a VS_SHADER_FLAGS source file property so that we can set all
other Visual Studio .hlsl shader file compilation flags.
This commit is contained in:
Robert Goulet 2015-01-26 14:16:42 -05:00 committed by Brad King
parent a47b904db2
commit 4775c90145
7 changed files with 33 additions and 0 deletions

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@ -294,6 +294,7 @@ Properties on Source Files
/prop_sf/VS_DEPLOYMENT_CONTENT
/prop_sf/VS_DEPLOYMENT_LOCATION
/prop_sf/VS_SHADER_ENTRYPOINT
/prop_sf/VS_SHADER_FLAGS
/prop_sf/VS_SHADER_MODEL
/prop_sf/VS_SHADER_TYPE
/prop_sf/WRAP_EXCLUDE

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@ -0,0 +1,4 @@
VS_SHADER_FLAGS
---------------
Set additional VS shader flags of a ``.hlsl`` source file.

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@ -0,0 +1,5 @@
vs-shader-flags
---------------
* A :prop_sf:`VS_SHADER_FLAGS` source file property was added to specify
additional shader flags to ``.hlsl`` files, for the Visual Studio generators.

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@ -1211,6 +1211,7 @@ void cmVisualStudio10TargetGenerator::WriteExtraSource(cmSourceFile const* sf)
std::string shaderType;
std::string shaderEntryPoint;
std::string shaderModel;
std::string shaderAdditionalFlags;
std::string ext = cmSystemTools::LowerCase(sf->GetExtension());
if(ext == "hlsl")
{
@ -1233,6 +1234,12 @@ void cmVisualStudio10TargetGenerator::WriteExtraSource(cmSourceFile const* sf)
shaderModel = sm;
toolHasSettings = true;
}
// Figure out if there's any additional flags to use
if (const char* saf = sf->GetProperty("VS_SHADER_FLAGS"))
{
shaderAdditionalFlags = saf;
toolHasSettings = true;
}
}
else if(ext == "jpg" ||
ext == "png")
@ -1342,6 +1349,12 @@ void cmVisualStudio10TargetGenerator::WriteExtraSource(cmSourceFile const* sf)
(*this->BuildFileStream) << cmVS10EscapeXML(shaderModel)
<< "</ShaderModel>\n";
}
if(!shaderAdditionalFlags.empty())
{
this->WriteString("<AdditionalOptions>", 3);
(*this->BuildFileStream) << cmVS10EscapeXML(shaderAdditionalFlags)
<< "</AdditionalOptions>\n";
}
this->WriteString("</", 2);
(*this->BuildFileStream) << tool << ">\n";
}

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@ -110,10 +110,12 @@ set_property(SOURCE ${RELEASE_CONTENT_FILES} PROPERTY
set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_TYPE Pixel)
set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_ENTRYPOINT mainPS)
set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_MODEL 4.0_level_9_3)
set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_FLAGS "/DFLAGS_ADDED /Fh \"$(OutDir)%(Filename).h\"")
set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_TYPE Vertex)
set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_ENTRYPOINT mainVS)
set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_MODEL 4.0_level_9_3)
set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_FLAGS "/DFLAGS_ADDED /Fh \"$(OutDir)%(Filename).h\"")
source_group("Source Files" FILES ${SOURCE_FILES})

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@ -1,3 +1,7 @@
#if !defined(FLAGS_ADDED)
# error FLAGS_ADDED not defined
#endif
struct PixelShaderInput
{
float4 pos : SV_POSITION;

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@ -1,3 +1,7 @@
#if !defined(FLAGS_ADDED)
# error FLAGS_ADDED not defined
#endif
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;