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-rw-r--r--src/SConscript2
-rw-r--r--src/glsl/apps/SConscript3
-rw-r--r--src/mesa/SConscript4
-rw-r--r--src/mesa/shader/slang/library/SConscript44
4 files changed, 50 insertions, 3 deletions
diff --git a/src/SConscript b/src/SConscript
index 0fe0798b395..f7fac33790b 100644
--- a/src/SConscript
+++ b/src/SConscript
@@ -1,9 +1,9 @@
Import('*')
-SConscript('gallium/SConscript')
SConscript('glsl/pp/SConscript')
SConscript('glsl/cl/SConscript')
SConscript('glsl/apps/SConscript')
+SConscript('gallium/SConscript')
if 'mesa' in env['statetrackers']:
SConscript('mesa/SConscript')
diff --git a/src/glsl/apps/SConscript b/src/glsl/apps/SConscript
index 4a89e3f1dfe..4c81b3be956 100644
--- a/src/glsl/apps/SConscript
+++ b/src/glsl/apps/SConscript
@@ -29,7 +29,8 @@ env.Program(
source = ['process.c'],
)
-env.Program(
+glsl_compile = env.Program(
target = 'compile',
source = ['compile.c'],
)
+Export('glsl_compile')
diff --git a/src/mesa/SConscript b/src/mesa/SConscript
index dde9bb08a99..d5a9031f402 100644
--- a/src/mesa/SConscript
+++ b/src/mesa/SConscript
@@ -335,7 +335,9 @@ if env['platform'] != 'winddk':
# Add the dir containing the generated header (somewhere inside the
# build dir) to the include path
env.Append(CPPPATH = [matypes[0].dir])
-
+
+ SConscript('shader/slang/library/SConscript')
+
#
# Libraries
#
diff --git a/src/mesa/shader/slang/library/SConscript b/src/mesa/shader/slang/library/SConscript
new file mode 100644
index 00000000000..8b3fd03b6bc
--- /dev/null
+++ b/src/mesa/shader/slang/library/SConscript
@@ -0,0 +1,44 @@
+#######################################################################
+# SConscript for GLSL builtin library
+
+Import('*')
+
+env = env.Clone()
+
+bld_frag = Builder(
+ action = glsl_compile[0].abspath + ' fragment $SOURCE $TARGET',
+ suffix = '.gc',
+ src_suffix = '_gc.h')
+
+bld_vert = Builder(
+ action = glsl_compile[0].abspath + ' vertex $SOURCE $TARGET',
+ suffix = '.gc',
+ src_suffix = '_gc.h')
+
+env['BUILDERS']['bld_frag'] = bld_frag
+env['BUILDERS']['bld_vert'] = bld_vert
+
+# Generate GLSL builtin library binaries
+env.bld_frag(
+ '#src/mesa/shader/slang/library/slang_core_gc.h',
+ '#src/mesa/shader/slang/library/slang_core.gc')
+env.bld_frag(
+ '#src/mesa/shader/slang/library/slang_common_builtin_gc.h',
+ '#src/mesa/shader/slang/library/slang_common_builtin.gc')
+env.bld_frag(
+ '#src/mesa/shader/slang/library/slang_fragment_builtin_gc.h',
+ '#src/mesa/shader/slang/library/slang_fragment_builtin.gc')
+env.bld_vert(
+ '#src/mesa/shader/slang/library/slang_vertex_builtin_gc.h',
+ '#src/mesa/shader/slang/library/slang_vertex_builtin.gc')
+
+# Generate GLSL 1.20 builtin library binaries
+env.bld_frag(
+ '#src/mesa/shader/slang/library/slang_120_core_gc.h',
+ '#src/mesa/shader/slang/library/slang_120_core.gc')
+env.bld_frag(
+ '#src/mesa/shader/slang/library/slang_builtin_120_common_gc.h',
+ '#src/mesa/shader/slang/library/slang_builtin_120_common.gc')
+env.bld_frag(
+ '#src/mesa/shader/slang/library/slang_builtin_120_fragment_gc.h',
+ '#src/mesa/shader/slang/library/slang_builtin_120_fragment.gc')