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premake5.lua
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premake5.lua
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-- premake5.lua
-- This file describes the build configuration for Slang so
-- that premake can generate platform-specific build files
-- using Premake 5 (https://premake.github.io/).
--
-- To update the build files that are checked in to the Slang repository,
-- run a `premake5` binary and specify the appropriate action, e.g.:
--
-- premake5.exe --os=windows vs2015
--
-- If you are trying to build Slang on another platform, then you
-- can try invoking `premake5` for your desired OS and build format
-- and see what happens.
--
-- If you are going to modify this file to change/customize the Slang
-- build, then you may need to read up on Premake's approach and
-- how it uses/abuses Lua syntax. A few important things to note:
--
-- * Everything that *looks* like a declarative (e.g., `kind "SharedLib"`)
-- is actually a Lua function call (e.g., `kind("SharedLib")`) that
-- modifies the behind-the-scenes state that describes the build.
--
-- * Many of these function calls are "sticky" and affect subsequent
-- calls, so ordering matters a *lot*. This file uses indentation to
-- represent some of the flow of state, but it is important to recognize
-- that the indentation is not semantically significant.
--
-- * Because the configuration logic is just executable Lua code, we
-- can capture and re-use bits of configuration logic in ordinary
-- Lua subroutines.
--
-- Now let's move on to the actual build:
-- The "workspace" represents the overall build (the "solution" in
-- Visual Studio terms). It sets up basic build settings that will
-- apply across all projects.
--
-- To output linux will output to linux
-- % premake5 --os=linux gmake2 --build-location="build.linux"
--
-- % cd build.linux
-- % make config=release_x64
-- or
-- % make config=debug_x64
--
-- From in the build directory you can use
-- % premake5 --file=../premake5.lua --os=linux gmake2
-- Fail if we try to use the deprecated 'gmake' generator
if _ACTION == "gmake" then
premake.error "Please use the 'gmake2' generator instead of 'gmake'"
end
--
-- Add the package path for slang-pack/slang-util
-- The question mark is there the name of the module is inserted.
---
local modulePath = "external/slang-binaries/lua-modules/?.lua"
package.path = package.path .. ";" .. modulePath
-- Load the slack package manager module
slangPack = require("slang-pack")
slangUtil = require("slang-util")
-- Load the dependencies from the json file
deps = slangPack.loadDependencies("deps/target-deps.json")
newoption {
trigger = "override-module",
description = "(Optional) Specify a lua file that can override functions",
value = "path"
}
newoption {
trigger = "build-location",
description = "(Optional) Specifiy the location to place solution on root Makefile",
value = "path"
}
newoption {
trigger = "execute-binary",
description = "(Optional) If true binaries used in build will be executed (disable on cross compilation)",
value = "bool",
default = "true",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "build-glslang",
description = "(Optional) If true glslang and spirv-opt will be built",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-cuda",
description = "(Optional) If true will enable cuda tests, if CUDA is found via CUDA_PATH",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-nvapi",
description = "(Optional) If true will enable NVAPI, if NVAPI is found via external/nvapi",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "cuda-sdk-path",
description = "(Optional) Path to the root of CUDA SDK. If set will enable CUDA in build (ie in effect sets enable-cuda=true too)",
value = "path"
}
newoption {
trigger = "enable-optix",
description = "(Optional) If true will enable OptiX build/ tests (also implicitly enables CUDA)",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "optix-sdk-path",
description = "(Optional) Path to the root of OptiX SDK. (Implicitly enabled OptiX and CUDA)",
value = "path"
}
newoption {
trigger = "enable-profile",
description = "(Optional) If true will enable slang-profile tool - suitable for gprof usage on linux",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-embed-stdlib",
description = "(Optional) If true build slang with an embedded version of the stdlib",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-xlib",
description = "(Optional) If true build `gfx` and `platform` with xlib to support windowed apps on linux.",
value = "bool",
default = "true",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-experimental-projects",
description = "(Optional) If true include experimental projects in build.",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "disable-stdlib-source",
description = "(Optional) If true stdlib source will not be included in binary.",
value = "bool",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "skip-source-generation",
description = "(Optional) If true will skip source generation steps.",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "deploy-slang-llvm",
description = "(Optional) If true will copy slang-llvm to output directory.",
value = "bool",
default = "true",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "deploy-slang-glslang",
description = "(Optional) If true will copy slang-glslang to output directory.",
value = "bool",
default = "true",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "full-debug-validation",
description = "(Optional) If true will enable full IR validation in debug build. (SLOW!)",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-asan",
description = "(Optional) If true will enable ASAN (address santizier).",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "dx-on-vk",
description = "(Optional) If true will use dxvk and vkd3d-proton for DirectX support",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-aftermath",
description = "(Optional) Enable aftermath in GFX, and add aftermath crash example to project",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "default-spirv-direct",
description = "(Optional) Development flag to make the default SPIR-V path generate directly rather than via GLSL",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
buildLocation = _OPTIONS["build-location"]
executeBinary = (_OPTIONS["execute-binary"] == "true")
buildGlslang = (_OPTIONS["build-glslang"] == "true")
enableCuda = not not (_OPTIONS["enable-cuda"] == "true" or _OPTIONS["cuda-sdk-path"])
enableProfile = (_OPTIONS["enable-profile"] == "true")
optixPath = _OPTIONS["optix-sdk-path"]
enableOptix = not not (_OPTIONS["enable-optix"] == "true" or optixPath)
enableProfile = (_OPTIONS["enable-profile"] == "true")
enableEmbedStdLib = (_OPTIONS["enable-embed-stdlib"] == "true")
enableXlib = (_OPTIONS["enable-xlib"] == "true")
skipSourceGeneration = (_OPTIONS["skip-source-generation"] == "true")
deployLLVM = (_OPTIONS["deploy-slang-llvm"] == "true")
deployGLSLang = (_OPTIONS["deploy-slang-glslang"] == "true")
fullDebugValidation = (_OPTIONS["full-debug-validation"] == "true")
enableAsan = (_OPTIONS["enable-asan"] == "true")
dxOnVk = (_OPTIONS["dx-on-vk"] == "true")
enableAftermath = (_OPTIONS["enable-aftermath"] == "true")
defaultSPIRVDirect = (_OPTIONS["default-spirv-direct"] == "true")
-- If stdlib embedding is enabled, disable stdlib source embedding by default
disableStdlibSource = enableEmbedStdLib
-- If embedding is enabled, and the setting `disable-stdlib-source` setting is set, use it's value
if enableEmbedStdLib and _OPTIONS["disable-stdlib-source"] ~= nil then
disableStdlibSource = (_OPTIONS["disable-stdlib-source"] == "true")
end
if enableAftermath then
aftermathPath = "external/nv-aftermath"
if not os.isfile(path.join(aftermathPath, "nsight-aftermath-usage-guidelines.txt")) then
print("external/nv-aftermath directory must hold aftermath SDK")
os.exit(0)
end
printf("Enabled aftermath")
end
-- Determine the target info
targetInfo = slangUtil.getTargetInfo()
--
-- Update the dependencies for the target
--
deps:update(targetInfo.name)
-- Get the target name that can be used as paths that generate for different configurations (ie contains premake Tokens)
targetName = targetInfo.tokenName
-- This is the path where nvapi is expected to be found
nvapiPath = "external/nvapi"
if enableOptix then
optixPath = optixPath or "C:/ProgramData/NVIDIA Corporation/OptiX SDK 7.0.0/"
enableCuda = true
end
-- cudaPath is only set if cuda is enabled, and CUDA_PATH enviromental variable is set
cudaPath = nil
if enableCuda then
-- Get the CUDA path. Use the value set on cuda-sdk-path by default, if not set use the environment variable.
cudaPath = (_OPTIONS["cuda-sdk-path"] or os.getenv("CUDA_PATH"))
end
-- TODO(JS): What's the point in the enable-xlib command line option if it's just overridden here?
if targetInfo.isWindows or os.target() == "macosx" then
enableXlib = false
end
-- Even if we have the nvapi path, we only want to currently enable on windows targets
enableNvapi = not not (os.isdir(nvapiPath) and targetInfo.isWindows and _OPTIONS["enable-nvapi"] == "true")
if enableNvapi then
printf("Enabled NVAPI")
end
overrideModule = {}
local overrideModulePath = _OPTIONS["override-module"]
if overrideModulePath then
overrideModule = require(overrideModulePath)
end
-- This is needed for gcc, for the 'fileno' functions on cygwin
-- _GNU_SOURCE makes realpath available in gcc
if targetInfo.os == "cygwin" then
buildoptions { "-D_POSIX_SOURCE" }
filter { "toolset:gcc*" }
buildoptions { "-D_GNU_SOURCE" }
end
function getPlatforms(targetInfo)
return { "x86", "x64", "aarch64" }
end
workspace "slang"
-- We will support debug/release configuration and x86/x64 builds.
configurations { "Debug", "Release" }
platforms(getPlatforms(targetInfo))
if buildLocation then
location(buildLocation)
end
flags "MultiProcessorCompile"
--
-- Make slang-test the startup project.
--
-- https://premake.github.io/docs/startproject
startproject "slang-test"
-- The output binary directory will be derived from the OS
-- and configuration options, e.g. `bin/windows-x64/debug/`
targetdir("bin/" .. targetName .. "/%{cfg.buildcfg:lower()}")
cppdialect "C++17"
-- Statically link to the C/C++ runtime rather than create a DLL dependency.
staticruntime "On"
-- Turn off edit and continue for all projects. This is needed to avoid
-- linking warnings.
editandcontinue "Off"
-- Once we've set up the common settings, we will make some tweaks
-- that only apply in a subset of cases. Each call to `filter()`
-- changes the "active" filter for subsequent commands. In
-- effect, those commands iwll be ignored when the conditions of
-- the filter aren't satisfied.
-- Our `x64` platform should (obviously) target the x64
-- architecture and similarly for x86.
--
-- https://premake.github.io/docs/architecture/
--
filter { "platforms:x64" }
architecture "x64"
filter { "platforms:x86" }
architecture "x86"
filter { "platforms:aarch64" }
architecture "ARM64"
filter { "platforms:aarch64", "toolset:clang" }
buildoptions { "-arch arm64" }
linkoptions { "-arch arm64" }
filter { "toolset:clang or gcc*" }
-- Makes all symbols hidden by default unless explicitly 'exported'
buildoptions { "-fvisibility=hidden" }
filter { "toolset:clang or gcc*", "files:source/compiler-core/slang-dxc-compiler.cpp" }
-- For the DXC headers
buildoptions { "-fms-extensions" }
-- Disable some warnings
filter { "toolset:clang or gcc*" }
buildoptions {
"-Wno-switch",
"-Wno-parentheses",
"-Wno-unused-local-typedefs",
}
filter { "toolset:gcc*", "language:C++" }
buildoptions { "-Wno-class-memaccess" }
filter { "toolset:clang", "language:C++" }
buildoptions { "-Wno-assume" }
filter { "toolset:clang or gcc*", "language:C++" }
buildoptions { "-Wno-reorder", "-Wno-invalid-offsetof" }
-- Enable some warnings on clang/gcc which are on by default in MSVC
filter { "toolset:clang or gcc*", "language:C++" }
buildoptions { "-Wnarrowing" }
-- When compiling the debug configuration, we want to turn
-- optimization off, make sure debug symbols are output,
-- and add the same preprocessor definition that VS
-- would add by default.
filter { "configurations:debug" }
optimize "Off"
symbols "On"
defines { "_DEBUG" }
-- staticruntime "Off"
-- For the release configuration we will turn optimizations on
-- (we do not yet micro-manage the optimization settings)
-- and set the preprocessor definition that VS would add by default.
filter { "configurations:release" }
optimize "On"
defines { "NDEBUG" }
filter { "system:linux" }
links { "dl" }
--
-- `--no-undefined` - by default if a symbol is not found in a link it will assume it will be resolved at runtime (!)
-- this option ensures that all the referenced symbols exist
--
linkoptions{ "-Wl,-rpath,'$$ORIGIN',--no-as-needed,--no-undefined" }
-- allow libraries to be listed in any order (do not require dependency order)
linkgroups "On"
filter {}
-- For including windows.h in a way that minimized namespace pollution.
-- Although we define these here, we still set them manually in any header
-- files which may be included by another project
defines { "WIN32_LEAN_AND_MEAN", "VC_EXTRALEAN", "NOMINMAX", "_ITERATOR_DEBUG_LEVEL=0" }
if dxOnVk then
defines { "SLANG_CONFIG_DX_ON_VK" }
end
if defaultSPIRVDirect then
defines { "SLANG_CONFIG_DEFAULT_SPIRV_DIRECT" }
end
function dump(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
function dumpTable(o)
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. tostring(v) .. ',\n'
end
return s .. '} '
end
function getExecutableSuffix()
if(os.target() == "windows") then
return ".exe"
end
return ""
end
--
-- We are now going to start defining the projects, where
-- each project builds some binary artifact (an executable,
-- library, etc.).
--
-- All of our projects follow a common structure, so rather
-- than reiterate a bunch of build settings, we define
-- some subroutines that make the configuration as concise
-- as possible.
--
-- First, we will define a helper routine for adding all
-- the relevant files from a given directory path:
--
-- Note that this does not work recursively
-- so projects that spread their source over multiple
-- directories will need to take more steps.
function addSourceDir(path)
files
{
path .. "/*.cpp", -- C++ source files
path .. "/*.slang", -- Slang files (for our stdlib)
path .. "/*.h", -- Header files
path .. "/*.hpp", -- C++ style headers (for glslang)
path .. "/*.natvis", -- Visual Studio debugger visualization files
path .. "/*.natstepfilter", -- Visual Studio debugger step filter files
path .. "/*.natjmc", -- Visual Studio debugger step filter files
}
removefiles
{
"**/*.meta.slang.h",
"**/slang-*generated*.h",
"**/gfx-unit-test/test-tmp*"
}
end
-- Adds CUDA dependency to a project
function addCUDAIfEnabled()
if type(cudaPath) == "string" and targetInfo.isWindows then
filter {}
includedirs { cudaPath .. "/include" }
includedirs { cudaPath .. "/include", cudaPath .. "/common/inc" }
links { "cuda", "cudart" }
if optixPath then
defines { "RENDER_TEST_OPTIX" }
includedirs { optixPath .. "include/" }
end
filter { "platforms:x86" }
libdirs { cudaPath .. "/lib/Win32/" }
filter { "platforms:x64" }
libdirs { cudaPath .. "/lib/x64/" }
filter {}
return true
elseif enableCuda then
filter {}
if type(cudaPath) == "string" then
includedirs { cudaPath .. "/include" }
includedirs { cudaPath .. "/include" }
if optixPath then
defines { "GFX_OPTIX" }
includedirs { optixPath .. "include/" }
end
filter { "platforms:x86" }
libdirs { cudaPath .. "/lib32/" }
filter { "platforms:x64" }
libdirs { cudaPath .. "/lib64/" }
filter {}
links { "cuda", "cudart" }
else
print "Error: CUDA is enabled but --cuda-sdk-path is not specified."
end
return true
end
return false
end
--
-- Next we will define a helper routine that all of our
-- projects will bottleneck through. Here `name` is
-- the name for the project (and the base name for
-- whatever output file it produces), while `sourceDir`
-- is the directory that holds the source.
--
-- E.g., for the `slangc` project, the source code
-- is nested in `source/`, so we'd (indirectly) call:
--
-- baseSlangProject("slangc", "source/slangc")
--
-- NOTE! This function will add any source from the sourceDir, *if* it's specified.
-- Pass nil if adding files is not wanted.
function baseSlangProject(name, sourceDir)
-- Start a new project in premake. This switches
-- the "current" project over to the newly created
-- one, so that subsequent commands affect this project.
--
project(name)
-- We need every project to have a stable UUID for
-- output formats (like Visual Studio and XCode projects)
-- that use UUIDs rather than names to uniquely identify
-- projects. If we don't have a stable UUID, then the
-- output files might have spurious diffs whenever we
-- re-run premake generation.
if sourceDir then
uuid(os.uuid(name .. '|' .. sourceDir))
else
-- If we don't have a sourceDir, the name will have to be enough
uuid(os.uuid(name))
end
-- Location could do with a better name than 'other' - but it seems as if %{cfg.buildcfg:lower()} and similar variables
-- is not available for location to expand.
location("build/" .. slangUtil.getBuildLocationName(targetInfo) .. "/" .. name)
-- The intermediate ("object") directory will use a similar
-- naming scheme to the output directory, but will also use
-- the project name to avoid cases where multiple projects
-- have source files with the same name.
--
objdir("intermediate/" .. targetName .. "/%{cfg.buildcfg:lower()}/%{prj.name}")
-- Treat C++ as the default language, projects in other languages can
-- override this later
--
language "C++"
-- By default, Premake generates VS project files that
-- reflect the directory structure of the source code.
-- While this is nice in principle, it creates messy
-- results in practice for our projects.
--
-- Instead, we will use the `vpaths` feature to imitate
-- the default VS behavior of grouping files into
-- virtual subdirectories (VS calls them "filters") for
-- header and source files respectively.
--
-- Note: We are setting `vpaths` using a list of key/value
-- tables instead of just a key/value table, since this
-- appears to be an (undocumented) way to fix the order
-- in which the filters are tested. Otherwise we have
-- issues where premake will nondeterministically decide
-- the check something against the `**.cpp` filter first,
-- and decide that a `foo.cpp.h` file should go into
-- the `"Source Files"` vpath. That behavior seems buggy,
-- but at least we appear to have a workaround.
--
vpaths {
{ ["Header Files"] = { "**.h", "**.hpp"} },
{ ["Source Files"] = { "**.cpp", "**.slang", "**.natvis", "**.natjmc" } },
}
-- Override default options for a project if necessary
if overrideModule.addBaseProjectOptions then
overrideModule.addBaseProjectOptions()
end
--
-- Add the files in the sourceDir
-- NOTE! This doesn't recursively add files in subdirectories
--
if not not sourceDir then
addSourceDir(sourceDir)
end
--
-- Enable ASAN (address sanitizer) if requested.
--
if enableAsan then
if (targetInfo.isWindows) then
buildoptions { "/fsanitize=address" }
flags { "NoIncrementalLink" }
end
end
end
-- We can now use the `baseSlangProject()` subroutine to
-- define helpers for the different categories of project
-- in our source tree.
--
-- For example, the Slang project has several tools that
-- are used during building/testing, but don't need to
-- be distributed. These always have their source code in
-- `tools/<project-name>/`.
--
function tool(name)
-- We use the `group` command here to specify that the
-- next project we create shold be placed into a group
-- named "tools" in a generated IDE solution/workspace.
--
-- This is used in the generated Visual Studio solution
-- to group all the tools projects together in a logical
-- sub-directory of the solution.
--
group "tools"
-- Now we invoke our shared project configuration logic,
-- specifying that the project lives under the `tools/` path.
--
baseSlangProject(name, "tools/" .. name)
-- Finally, we set the project "kind" to produce a console
-- application. This is a reasonable default for tools,
-- and it can be overriden because Premake is stateful,
-- and a subsequent call to `kind()` would overwrite this
-- default.
--
kind "ConsoleApp"
end
-- "Standard" projects will be those that go to make the binary
-- packages for slang: the shared libraries and executables.
--
function standardProject(name, sourceDir)
-- Because Premake is stateful, any `group()` call by another
-- project would still be in effect when we create a project
-- here (e.g., if somebody had called `tool()` before
-- `standardProject()`), so we are careful here to set the
-- group to an emptry string, which Premake treats as "no group."
--
group ""
baseSlangProject(name, sourceDir)
end
function toolSharedLibrary(name)
group "test-tool"
-- specifying that the project lives under the `tools/` path.
--
baseSlangProject(name .. "-tool", "tools/" .. name)
defines { "SLANG_SHARED_LIBRARY_TOOL" }
kind "SharedLib"
end
function exampleLibrary(name)
group "examples"
baseSlangProject(name, "examples/"..name)
kind "StaticLib"
includedirs { ".", "tools" }
links { "gfx", "slang", "platform", "gfx-util", "core"}
addCUDAIfEnabled();
end
exampleLibrary "example-base"
-- Finally we have the example programs that show how to use Slang.
--
function example(name)
-- Example programs go into an "example" group
group "examples"
-- They have their source code under `examples/<project-name>/`
baseSlangProject(name, "examples/" .. name)
-- Set up working directory to be the source directory
debugdir("examples/" .. name)
-- By default, all of our examples are GUI applications. One some
-- platforms there is no meaningful distinction between GUI and
-- command-line applications, but it is significant on Windows and MacOS
--
kind "WindowedApp"
-- Every example needs to be able to include the `slang.h` header
-- if it is going to use Slang, so we might as well set up a suitable
-- include path here rather than make each example do it.
--
-- Most of the examples also need the `gfx` library,
-- which lives under `tools/`, so we will add that to the path as well.
--
includedirs { ".", "tools" }
-- The examples also need to link against the slang library,
-- and the `gfx` abstraction layer (which in turn
-- depends on the `core` library). We specify all of that here,
-- rather than in each example.
links { "example-base", "slang", "gfx", "gfx-util", "platform", "core" }
if targetInfo.isWindows then
else
if enableXlib then
defines { "SLANG_ENABLE_XLIB" }
libdirs { "/usr/X11/lib" }
links {"X11"}
end
end
addCUDAIfEnabled();
end
--
-- Create a project that is used as a build step, typically to
-- build items needed for other dependencies
---
function generatorProject(name, sourcePath, projectKind)
-- We use the `group` command here to specify that the
-- next project we create shold be placed into a group
-- named "generator" in a generated IDE solution/workspace.
--
-- This is used in the generated Visual Studio solution
-- to group all the tools projects together in a logical
-- sub-directory of the solution.
--
group "generator"
-- Set up the project, but do NOT add any source files.
baseSlangProject(name, sourcePath)
-- By default the generator projects run a custom tool and don't
-- require any premake machinery to compile a binary for them.
if projectKind == nil then
kind "Utility"
else
kind (projectKind)
end
end
--
-- With all of these helper routines defined, we can now define the
-- actual projects quite simply. For example, here is the entire
-- declaration of the "Hello, World" example project:
--
example "hello-world"
kind "ConsoleApp"
includedirs {"external/vulkan/include"}
--
-- Note how we are calling our custom `example()` subroutine with
-- the same syntax sugar that Premake usually advocates for their
-- `project()` function. This allows us to treat `example` as
-- a kind of specialized "subclass" of `project`
--
-- Let's go ahead and set up the projects for our other example now.
example "triangle"
example "ray-tracing"
example "ray-tracing-pipeline"
example "autodiff-texture"
example "gpu-printing"
kind "ConsoleApp"
example "shader-toy"
example "model-viewer"
example "shader-object"
kind "ConsoleApp"
example "cpu-com-example"
kind "ConsoleApp"
example "cpu-hello-world"
kind "ConsoleApp"
if enableAftermath then
example "nv-aftermath-example"
filter {}
local aftermathIncludePath = path.join(aftermathPath, "include")
local aftermathLibPath = path.join(aftermathPath, "lib")
-- Add the aftermath includes
includedirs { aftermathIncludePath }
-- Add the libs directory.
-- Additionally we need to copy dlls that are needed for aftermath usage such that they
-- are available from the executable.
filter { "platforms:x86" }
local libPath = path.join(aftermathLibPath, "x86")
libdirs { libPath }
links { "GFSDK_Aftermath_Lib.x86" }
postbuildcommands {
'{COPY} "$(SolutionDir)"' .. libPath .. '/*.* "%{cfg.targetdir}"'
}
filter { "platforms:x64" }
local libPath = path.join(aftermathLibPath, "x64")
libdirs { libPath }
links { "GFSDK_Aftermath_Lib.x64" }
postbuildcommands {
'{COPY} "$(SolutionDir)"' .. libPath .. '/*.* "%{cfg.targetdir}"'
}
end
-- Most of the other projects have more interesting configuration going
-- on, so let's walk through them in order of increasing complexity.
--
-- The `core` project is a static library that has all the basic types
-- and routines that get shared across both the Slang compiler/runtime
-- and the various tool projects. It's build is pretty simple:
--
standardProject("core", "source/core")
uuid "F9BE7957-8399-899E-0C49-E714FDDD4B65"
kind "StaticLib"
-- We need the core library to be relocatable to be able to link with slang.so
pic "On"
-- For our core implementation, we want to use the most
-- aggressive warning level supported by the target, and
-- to treat every warning as an error to make sure we
-- keep our code free of warnings.
--
warnings "Extra"
if targetInfo.isWindows then
addSourceDir "source/core/windows"
else
addSourceDir "source/core/unix"
end
standardProject("compiler-core", "source/compiler-core")
uuid "12C1E89D-F5D0-41D3-8E8D-FB3F358F8126"
kind "StaticLib"
-- We need the compiler-core library to be relocatable to be able to link with slang.so
pic "On"
links { "core" }
-- For our core implementation, we want to use the most
-- aggressive warning level supported by the target, and
-- to treat every warning as an error to make sure we
-- keep our code free of warnings.
--
warnings "Extra"
if targetInfo.isWindows then
addSourceDir "source/compiler-core/windows"
else
addSourceDir "source/compiler-core/unix"
end
standardProject("slang-rt", "source/slang-rt")
uuid "DFC79D72-91DE-434C-871B-B3943B488BEB"
kind "SharedLib"
pic "On"
warnings "Extra"
links {"miniz", "lz4"}
defines { "SLANG_RT_DYNAMIC", "SLANG_RT_DYNAMIC_EXPORT" }
addSourceDir "source/core"
if targetInfo.isWindows then
addSourceDir "source/core/windows"
else
addSourceDir "source/core/unix"
end
--
-- The cpp extractor is a tool that scans C++ header files to extract
-- reflection like information, and generate files to handle
-- RTTI fast/simply
---
tool "slang-cpp-extractor"
uuid "CA8A30D1-8FA9-4330-B7F7-84709246D8DC"
includedirs { "." }
links { "compiler-core", "core" }
tool "slang-spirv-embed-generator"
uuid "8da787cc-0e04-450f-8e29-88eac5ebe9bb"
includedirs { "." }
links { "compiler-core", "core" }
tool "slang-lookup-generator"
uuid "3242baa7-fc4c-4f76-83bc-e4403099dc1d"
includedirs { "." }
links { "compiler-core", "core" }
tool "test-process"
uuid "BE412850-4BB9-429A-877C-BFBC4B34186C"
includedirs { "." }
links { "compiler-core", "core" }
tool "test-server"
uuid "23149706-C12F-4329-B6AA-8266407C32D3"
includedirs { "." }
links { "compiler-core", "core", "slang" }
tool "slangd"
uuid "B2D63B45-92B0-40F7-B242-CCA4DFD64341"
includedirs { "." }
links { "compiler-core", "core", "slang" }
--
-- `slang-generate` is a tool we use for source code generation on
-- the compiler. It depends on the `core` library, so we need to
-- declare that:
--
tool "slang-generate"
uuid "66174227-8541-41FC-A6DF-4764FC66F78E"
links { "core" }
tool "slang-embed"