| # Copyright 2017 Google Inc. All Rights Reserved. |
| # |
| # Licensed under the Apache License, Version 2.0 (the "License"); |
| # you may not use this file except in compliance with the License. |
| # You may obtain a copy of the License at |
| # |
| # http://www.apache.org/licenses/LICENSE-2.0 |
| # |
| # Unless required by applicable law or agreed to in writing, software |
| # distributed under the License is distributed on an "AS IS" BASIS, |
| # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| # See the License for the specific language governing permissions and |
| # limitations under the License. |
| |
| { |
| 'variables': { |
| 'output_dir': '<(SHARED_INTERMEDIATE_DIR)/egl', |
| 'shader_impl_header': '<(output_dir)/generated_shader_impl.h', |
| 'shader_impl_source': '<(output_dir)/generated_shader_impl.cc', |
| 'generate_class_script': '<(DEPTH)/cobalt/renderer/rasterizer/egl/shaders/generate_shader_impl.py', |
| 'shader_sources': [ |
| '<(DEPTH)/cobalt/renderer/rasterizer/egl/shaders/fragment_texcoord.glsl', |
| '<(DEPTH)/cobalt/renderer/rasterizer/egl/shaders/fragment_color.glsl', |
| '<(DEPTH)/cobalt/renderer/rasterizer/egl/shaders/fragment_color_blur.glsl', |
| '<(DEPTH)/cobalt/renderer/rasterizer/egl/shaders/fragment_color_include.glsl', |
| '<(DEPTH)/cobalt/renderer/rasterizer/egl/shaders/fragment_color_texcoord.glsl', |
| '<(DEPTH)/cobalt/renderer/rasterizer/egl/shaders/vertex_texcoord.glsl', |
| '<(DEPTH)/cobalt/renderer/rasterizer/egl/shaders/vertex_color.glsl', |
| '<(DEPTH)/cobalt/renderer/rasterizer/egl/shaders/vertex_color_offset.glsl', |
| '<(DEPTH)/cobalt/renderer/rasterizer/egl/shaders/vertex_color_texcoord.glsl', |
| ], |
| }, |
| |
| 'targets': [ |
| { |
| 'target_name': 'generate_shader_impl', |
| 'type': 'none', |
| # Because we generate a header, we must set the hard_dependency flag. |
| 'hard_dependency': 1, |
| 'variables': { |
| 'input_shader_files_file': '<|(generate_shader_impl_inputs.tmp <@(shader_sources))', |
| }, |
| |
| 'actions': [ |
| { |
| # Parse shader files to create a header and source file which contain |
| # classes encapsulating the shader attributes, uniforms, and source. |
| 'action_name': 'create_shader_classes', |
| 'inputs': [ |
| '<(generate_class_script)', |
| '<(input_shader_files_file)', |
| '<@(shader_sources)', |
| ], |
| 'outputs': [ |
| '<(shader_impl_header)', |
| '<(shader_impl_source)', |
| ], |
| 'action': [ |
| 'python', |
| '<(generate_class_script)', |
| '<(shader_impl_header)', |
| '<(shader_impl_source)', |
| '<(input_shader_files_file)', |
| ], |
| 'message': 'Generating <(shader_impl_header) and <(shader_impl_source)', |
| }, |
| ], |
| }, |
| { |
| 'target_name': 'shaders', |
| 'type': 'static_library', |
| # We're depending on a target which generates a header file, so make sure other |
| # targets which need the header file know this. |
| 'hard_dependency': 1, |
| |
| 'sources' : [ |
| '<(shader_impl_header)', |
| '<(shader_impl_source)', |
| ], |
| |
| 'dependencies': [ |
| 'generate_shader_impl', |
| '<(DEPTH)/starboard/egl_and_gles/egl_and_gles.gyp:egl_and_gles', |
| ], |
| |
| 'direct_dependent_settings': { |
| 'include_dirs': [ |
| '<(SHARED_INTERMEDIATE_DIR)', |
| ], |
| }, |
| }, |
| ], |
| } |