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shadermake's Issues

Compile failure with Apple clang due to stdc++fs reference

ShaderMake fails to compile with Apple clang due to an unneeded and invalid reference to stdc++fs on macOS. Apple SDKs have included the <filesystem> library since Xcode 11 (which is old, we're at Xcode 15 now).

Also, ShaderMake threading using popen()/pclose() works on macOS just like linux, but there seems to be a resource limitation on the number of parallel command shell invocations, which is hard to determine from Apple docs. This results in occasional pipe failures with compilation aborts on macOS when compiling 100s of shader combinations using threading. Theoretically this could occur on any linux-like platform, it's just that current ShaderMake error handling does not recover from this.

I will submit a proposed fix for both issues.

Compile failed in old windows SDK

Information:
Win10 Version: 22H2
Win10 SDK: 10.0.19041.0

Problem:
ShaderMake searches DXC in windows sdk directories, but the dxc in sdk is rather old.
The old dxcapi.h has no definitions about:

  • Macros such as D3DCOMPILE_OPTIMIZATION_LEVEL3
  • Interfaces such as IDxcCompiler3

I have a newer version of DXC bundled with LunarG Vulkan SDK.
To avoid build failures, I have to write lines of hardcoded code about target_link_libraries/target_include_directories in cmake files, and copy/paste dxcompiler.dll into the binary folder.

Desired Behavoir:

  • ShaderMake searches headers and libraries, links from ${ENV:DXC_ROOT} if exists, instead from windows SDK

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