forked from hertog/godot-module-template
		
	
		
			
				
	
	
		
			38 lines
		
	
	
		
			1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
		
			1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| #!/usr/bin/env python
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| from misc.utility.scons_hints import *
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| 
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| Import("env")
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| 
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| env_effects = env.Clone()
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| 
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| # Thirdparty source files
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| 
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| thirdparty_obj = []
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| 
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| thirdparty_dir = "#thirdparty/amd-fsr2/"
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| thirdparty_sources = ["ffx_assert.cpp", "ffx_fsr2.cpp"]
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| thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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| 
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| env_effects.Prepend(CPPPATH=[thirdparty_dir])
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| 
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| # This flag doesn't actually control anything GCC specific in FSR2. It determines
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| # if symbols should be exported, which is not required for Godot.
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| env_effects.Append(CPPDEFINES=["FFX_GCC"])
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| 
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| env_thirdparty = env_effects.Clone()
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| env_thirdparty.disable_warnings()
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| env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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| env.servers_sources += thirdparty_obj
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| 
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| # Godot source files
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| 
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| module_obj = []
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| 
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| env_effects.add_source_files(module_obj, "*.cpp")
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| if env["metal"]:
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|     env_effects.add_source_files(module_obj, "metal_fx.mm")
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| env.servers_sources += module_obj
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| 
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| # Needed to force rebuilding the module files when the thirdparty library is updated.
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| env.Depends(module_obj, thirdparty_obj)
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