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24ff292999
Mainly: - Make `max_descriptors_per_pool` project setting Vulkan-specific. - Use a common, render driver agnostic magic FourCC for shader binary data. - Downgrade spirv_reflect to Vulkan-only dependency. - Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
40 lines
818 B
Python
40 lines
818 B
Python
#!/usr/bin/env python
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Import("env")
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env.drivers_sources = []
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# OS drivers
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SConscript("unix/SCsub")
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SConscript("windows/SCsub")
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# Sounds drivers
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SConscript("alsa/SCsub")
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SConscript("coreaudio/SCsub")
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SConscript("pulseaudio/SCsub")
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if env["platform"] == "windows":
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SConscript("wasapi/SCsub")
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if env["xaudio2"]:
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SConscript("xaudio2/SCsub")
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# Midi drivers
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SConscript("alsamidi/SCsub")
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SConscript("coremidi/SCsub")
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SConscript("winmidi/SCsub")
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# Graphics drivers
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if env["vulkan"]:
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SConscript("spirv-reflect/SCsub")
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SConscript("vulkan/SCsub")
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if env["opengl3"]:
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SConscript("gl_context/SCsub")
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SConscript("gles3/SCsub")
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# Core dependencies
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SConscript("png/SCsub")
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env.add_source_files(env.drivers_sources, "*.cpp")
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lib = env.add_library("drivers", env.drivers_sources)
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env.Prepend(LIBS=[lib])
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