Using interface libs for shader only libs
Signed-off-by: Fabian Sauter <sauter.fabian@mailbox.org>
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5 changed files with 13 additions and 16 deletions
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@ -26,7 +26,7 @@ endif()
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include(FetchContent)
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FetchContent_Declare(kompute GIT_REPOSITORY https://github.com/COM8/kompute.git
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GIT_TAG 01a0485f461e3d080b277aeb43c06a3ede8bd75d) # The commit hash for a dev version before v0.9.0. Replace with the latest from: https://github.com/KomputeProject/kompute/releases
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GIT_TAG f4d72e2aa7b23ffe05d5ea3191bf72ad00def0ec) # The commit hash for a dev version before v0.9.0. Replace with the latest from: https://github.com/KomputeProject/kompute/releases
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FetchContent_MakeAvailable(kompute)
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include_directories(${kompute_SOURCE_DIR}/src/include)
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@ -12,9 +12,8 @@ vulkan_compile_shader(INFILE my_shader.comp
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# RELATIVE_PATH "${kompute_SOURCE_DIR}/cmake")
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# Then add it to the library, so you can access it later in your code
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add_library(shader "${CMAKE_CURRENT_BINARY_DIR}/my_shader.hpp"
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# "${CMAKE_CURRENT_BINARY_DIR}/my_shader2.hpp"
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add_library(shader INTERFACE "${CMAKE_CURRENT_BINARY_DIR}/my_shader.hpp"
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# "${CMAKE_CURRENT_BINARY_DIR}/my_shader2.hpp"
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)
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set_target_properties(shader PROPERTIES LINKER_LANGUAGE CXX)
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target_include_directories(shader PUBLIC $<BUILD_INTERFACE:${CMAKE_CURRENT_BINARY_DIR}>)
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target_include_directories(shader INTERFACE $<BUILD_INTERFACE:${CMAKE_CURRENT_BINARY_DIR}>)
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@ -26,7 +26,7 @@ endif()
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include(FetchContent)
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FetchContent_Declare(kompute GIT_REPOSITORY https://github.com/COM8/kompute.git
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GIT_TAG 528e80515918b314d51a8082220572d27e20d94d) # The commit hash for a dev version before v0.9.0. Replace with the latest from: https://github.com/KomputeProject/kompute/releases
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GIT_TAG f4d72e2aa7b23ffe05d5ea3191bf72ad00def0ec) # The commit hash for a dev version before v0.9.0. Replace with the latest from: https://github.com/KomputeProject/kompute/releases
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FetchContent_MakeAvailable(kompute)
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include_directories(${kompute_SOURCE_DIR}/src/include)
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@ -12,9 +12,8 @@ vulkan_compile_shader(INFILE my_shader.comp
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# RELATIVE_PATH "${kompute_SOURCE_DIR}/cmake")
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# Then add it to the library, so you can access it later in your code
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add_library(shader "${CMAKE_CURRENT_BINARY_DIR}/my_shader.hpp"
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# "${CMAKE_CURRENT_BINARY_DIR}/my_shader2.hpp"
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add_library(shader INTERFACE "${CMAKE_CURRENT_BINARY_DIR}/my_shader.hpp"
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# "${CMAKE_CURRENT_BINARY_DIR}/my_shader2.hpp"
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)
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set_target_properties(shader PROPERTIES LINKER_LANGUAGE CXX)
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target_include_directories(shader PUBLIC $<BUILD_INTERFACE:${CMAKE_CURRENT_BINARY_DIR}>)
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target_include_directories(shader INTERFACE $<BUILD_INTERFACE:${CMAKE_CURRENT_BINARY_DIR}>)
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@ -18,10 +18,9 @@ vulkan_compile_shader(INFILE test_shader.comp
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OUTFILE test_shader.hpp
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NAMESPACE "kp")
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add_library(test_shaders_glsl "${CMAKE_CURRENT_BINARY_DIR}/test_logistic_regression_shader.hpp"
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"${CMAKE_CURRENT_BINARY_DIR}/test_op_custom_shader.hpp"
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"${CMAKE_CURRENT_BINARY_DIR}/test_workgroup_shader.hpp"
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"${CMAKE_CURRENT_BINARY_DIR}/test_shader.hpp")
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add_library(test_shaders_glsl INTERFACE "${CMAKE_CURRENT_BINARY_DIR}/test_logistic_regression_shader.hpp"
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"${CMAKE_CURRENT_BINARY_DIR}/test_op_custom_shader.hpp"
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"${CMAKE_CURRENT_BINARY_DIR}/test_workgroup_shader.hpp"
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"${CMAKE_CURRENT_BINARY_DIR}/test_shader.hpp")
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set_target_properties(test_shaders_glsl PROPERTIES LINKER_LANGUAGE CXX)
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target_include_directories(test_shaders_glsl PUBLIC $<BUILD_INTERFACE:${CMAKE_CURRENT_BINARY_DIR}>)
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target_include_directories(test_shaders_glsl INTERFACE $<BUILD_INTERFACE:${CMAKE_CURRENT_BINARY_DIR}>)
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