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License: MIT License
Shader Compilation Tool
License: MIT License
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.
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:
D3DCOMPILE_OPTIMIZATION_LEVEL3
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}
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