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This document outlines the setup and configuration for the FidelityFX Variable Rate Shading (VRS) project. It includes licensing information, project declarations, source file management, and linking of libraries. Additionally, it specifies the output configurations and organizes source files into groups for better management within the solution.

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alonzohaynes128
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0% found this document useful (0 votes)
14 views2 pages

CMake Lists

This document outlines the setup and configuration for the FidelityFX Variable Rate Shading (VRS) project. It includes licensing information, project declarations, source file management, and linking of libraries. Additionally, it specifies the output configurations and organizes source files into groups for better management within the solution.

Uploaded by

alonzohaynes128
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

# This file is part of the FidelityFX SDK.

#
# Copyright (C) 2024 Advanced Micro Devices, Inc.
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files(the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions :
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.

# Declare project
project(FFX_VRS)

# ---------------------------------------------
# Fidelity FX render module
# ---------------------------------------------

# Import SDK libs


add_library(ffx_vrs_native STATIC IMPORTED)
set_target_properties(ffx_vrs_native PROPERTIES
IMPORTED_CONFIGURATIONS
"DebugDX12;DebugVK;RelWithDebInfoDX12;RelWithDebInfoVK;ReleaseDX12;ReleaseVK"
IMPORTED_LOCATION_DEBUGDX12
"${SDK_ROOT}/bin/ffx_sdk/ffx_vrs_${CMAKE_GENERATOR_PLATFORM}d.lib"
IMPORTED_LOCATION_DEBUGVK
"${SDK_ROOT}/bin/ffx_sdk/ffx_vrs_${CMAKE_GENERATOR_PLATFORM}d.lib"
IMPORTED_LOCATION_RELEASEDX12
"${SDK_ROOT}/bin/ffx_sdk/ffx_vrs_${CMAKE_GENERATOR_PLATFORM}.lib"
IMPORTED_LOCATION_RELEASEVK
"${SDK_ROOT}/bin/ffx_sdk/ffx_vrs_${CMAKE_GENERATOR_PLATFORM}.lib"
IMPORTED_LOCATION_RELWITHDEBINFODX12
"${SDK_ROOT}/bin/ffx_sdk/ffx_vrs_${CMAKE_GENERATOR_PLATFORM}drel.lib"
IMPORTED_LOCATION_RELWITHDEBINFOVK
"${SDK_ROOT}/bin/ffx_sdk/ffx_vrs_${CMAKE_GENERATOR_PLATFORM}drel.lib")

# VRS
file(GLOB vrs_src
${CMAKE_CURRENT_SOURCE_DIR}/*rendermodule.h
${CMAKE_CURRENT_SOURCE_DIR}/*rendermodule.cpp)
file(GLOB vrs_shaders
${CMAKE_CURRENT_SOURCE_DIR}/shaders/*.h
${CMAKE_CURRENT_SOURCE_DIR}/shaders/*.hlsl)

set_source_files_properties(${vrs_shaders} PROPERTIES VS_TOOL_OVERRIDE "Text")


copyCommand("${vrs_shaders}" ${SHADER_OUTPUT})

# Add config file


set(config_file ${CMAKE_CURRENT_SOURCE_DIR}/config/vrsconfig.json)
copyCommand("${config_file}" ${CONFIG_OUTPUT})

# Add the sample to the solution


add_executable(${PROJECT_NAME} WIN32 ${default_icon_src} ${default_entry_point} $
{default_sample_files} ${config_file} ${vrs_src} ${vrs_shaders})

# Setup the correct exe based on backend name


set(EXE_OUT_NAME ${PROJECT_NAME}_)

# Link everything (including the compiler for now)


target_link_libraries(${PROJECT_NAME} LINK_PUBLIC Framework RenderModules
d3dcompiler ffx_vrs_native backend_interface)
set_target_properties(${PROJECT_NAME} PROPERTIES
OUTPUT_NAME_DEBUGDX12 "${EXE_OUT_NAME}DX12D"
OUTPUT_NAME_DEBUGVK "${EXE_OUT_NAME}VKD"
OUTPUT_NAME_RELEASEDX12 "${EXE_OUT_NAME}DX12"
OUTPUT_NAME_RELEASEVK "${EXE_OUT_NAME}VK"
OUTPUT_NAME_RELWITHDEBINFODX12 "${EXE_OUT_NAME}drelDX12"
OUTPUT_NAME_RELWITHDEBINFOVK "${EXE_OUT_NAME}drelVK"
VS_DEBUGGER_WORKING_DIRECTORY "${BIN_OUTPUT}")

# Add compile definitions to identify the sample


target_compile_definitions(${PROJECT_NAME} PRIVATE SampleName=L"FidelityFX Variable
Shading v2.1"

ConfigFileName=L"configs/vrsconfig.json"

ConfigSampleName="FidelityFX VRS"
#Add RenderModuleClass definition only if this sample will use a custom
rendermodule
#This will translate to <RenderModuleName>RenderModule as a class name / include
file name

RenderModuleName=VRS
#Add RenderModuleConfig (path to config file) only if this sample uses a custom
rendermodule requiring a config file

#RenderModuleConfig=L"${CMAKE_CURRENT_SOURCE_DIR}/config/config.json"
)

# Add manifest info


addManifest(${PROJECT_NAME})

# And solution layout definitions


source_group("" FILES ${default_entry_point})
source_group("Sample" FILES ${default_sample_files})
source_group("Icon" FILES ${default_icon_src})
source_group("Config" FILES ${config_file})
source_group("RenderModule" FILES ${vrs_src})
source_group("RenderModule\\Shaders" FILES ${vrs_shaders})

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