Merge topic 'vs-hlsl-settings'

2a224b4c VS: Add source file properties to set the hlsl shader entry point and model
This commit is contained in:
Brad King 2014-12-03 10:01:49 -05:00 committed by CMake Topic Stage
commit b9eac05fb6
8 changed files with 50 additions and 5 deletions

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@ -291,6 +291,8 @@ Properties on Source Files
/prop_sf/OBJECT_OUTPUTS /prop_sf/OBJECT_OUTPUTS
/prop_sf/SYMBOLIC /prop_sf/SYMBOLIC
/prop_sf/VS_DEPLOYMENT_CONTENT /prop_sf/VS_DEPLOYMENT_CONTENT
/prop_sf/VS_SHADER_ENTRYPOINT
/prop_sf/VS_SHADER_MODEL
/prop_sf/VS_SHADER_TYPE /prop_sf/VS_SHADER_TYPE
/prop_sf/WRAP_EXCLUDE /prop_sf/WRAP_EXCLUDE
/prop_sf/XCODE_EXPLICIT_FILE_TYPE /prop_sf/XCODE_EXPLICIT_FILE_TYPE

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@ -0,0 +1,5 @@
VS_SHADER_ENTRYPOINT
--------------------
Specifies the name of the entry point for the shader of a ``.hlsl`` source
file.

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@ -0,0 +1,5 @@
VS_SHADER_MODEL
---------------
Specifies the shader model of a ``.hlsl`` source file. Some shader types can
only be used with recent shader models

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@ -313,8 +313,10 @@ Other
* The Visual Studio generators learned to treat ``.hlsl`` source * The Visual Studio generators learned to treat ``.hlsl`` source
files as High Level Shading Language sources (using ``FXCompile`` files as High Level Shading Language sources (using ``FXCompile``
in ``.vcxproj`` files). A :prop_sf:`VS_SHADER_TYPE` source file in ``.vcxproj`` files). Source file properties
property was added to specify the Shader Type. :prop_sf:`VS_SHADER_TYPE`, :prop_sf:`VS_SHADER_MODEL`, and
:prop_sf:`VS_SHADER_ENTRYPOINT` were added added to specify the
shader type, model, and entry point name.
New Diagnostics New Diagnostics
=============== ===============

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@ -1203,6 +1203,8 @@ void cmVisualStudio10TargetGenerator::WriteExtraSource(cmSourceFile const* sf)
bool toolHasSettings = false; bool toolHasSettings = false;
std::string tool = "None"; std::string tool = "None";
std::string shaderType; std::string shaderType;
std::string shaderEntryPoint;
std::string shaderModel;
std::string ext = cmSystemTools::LowerCase(sf->GetExtension()); std::string ext = cmSystemTools::LowerCase(sf->GetExtension());
if(ext == "hlsl") if(ext == "hlsl")
{ {
@ -1213,6 +1215,18 @@ void cmVisualStudio10TargetGenerator::WriteExtraSource(cmSourceFile const* sf)
shaderType = st; shaderType = st;
toolHasSettings = true; toolHasSettings = true;
} }
// Figure out which entry point to use if any
if (const char* se = sf->GetProperty("VS_SHADER_ENTRYPOINT"))
{
shaderEntryPoint = se;
toolHasSettings = true;
}
// Figure out which entry point to use if any
if (const char* sm = sf->GetProperty("VS_SHADER_MODEL"))
{
shaderModel = sm;
toolHasSettings = true;
}
} }
else if(ext == "jpg" || else if(ext == "jpg" ||
ext == "png") ext == "png")
@ -1295,7 +1309,18 @@ void cmVisualStudio10TargetGenerator::WriteExtraSource(cmSourceFile const* sf)
(*this->BuildFileStream) << cmVS10EscapeXML(shaderType) (*this->BuildFileStream) << cmVS10EscapeXML(shaderType)
<< "</ShaderType>\n"; << "</ShaderType>\n";
} }
if(!shaderEntryPoint.empty())
{
this->WriteString("<EntryPointName>", 3);
(*this->BuildFileStream) << cmVS10EscapeXML(shaderEntryPoint)
<< "</EntryPointName>\n";
}
if(!shaderModel.empty())
{
this->WriteString("<ShaderModel>", 3);
(*this->BuildFileStream) << cmVS10EscapeXML(shaderModel)
<< "</ShaderModel>\n";
}
this->WriteString("</", 2); this->WriteString("</", 2);
(*this->BuildFileStream) << tool << ">\n"; (*this->BuildFileStream) << tool << ">\n";
} }

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@ -103,7 +103,13 @@ set_property(SOURCE ${RELEASE_CONTENT_FILES} PROPERTY
VS_DEPLOYMENT_CONTENT $<OR:$<CONFIG:Release>,$<CONFIG:RelWithDebInfo>,$<CONFIG:MinSizeRel>>) VS_DEPLOYMENT_CONTENT $<OR:$<CONFIG:Release>,$<CONFIG:RelWithDebInfo>,$<CONFIG:MinSizeRel>>)
set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_TYPE Pixel) 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 ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_TYPE Vertex) 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)
source_group("Source Files" FILES ${SOURCE_FILES}) source_group("Source Files" FILES ${SOURCE_FILES})
source_group("Header Files" FILES ${HEADER_FILES}) source_group("Header Files" FILES ${HEADER_FILES})

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@ -4,7 +4,7 @@ struct PixelShaderInput
float3 color : COLOR0; float3 color : COLOR0;
}; };
float4 main(PixelShaderInput input) : SV_TARGET float4 mainPS(PixelShaderInput input) : SV_TARGET
{ {
return float4(input.color,1.0f); return float4(input.color,1.0f);
} }

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@ -17,7 +17,7 @@ struct VertexShaderOutput
float3 color : COLOR0; float3 color : COLOR0;
}; };
VertexShaderOutput main(VertexShaderInput input) VertexShaderOutput mainVS(VertexShaderInput input)
{ {
VertexShaderOutput output; VertexShaderOutput output;
float4 pos = float4(input.pos, 1.0f); float4 pos = float4(input.pos, 1.0f);