godot/drivers/vulkan/SCsub
Rémi Verschelde 554312a3b2
Android: Use volk instead of NDK Vulkan headers
We no longer build the Vulkan loader, and volk lets us load it dynamically.
Roblox uses volk on Android so it should work well for us too.
2021-08-12 23:39:30 +02:00

55 lines
1.7 KiB
Python

#!/usr/bin/env python
Import("env")
thirdparty_obj = []
thirdparty_dir = "#thirdparty/vulkan"
thirdparty_volk_dir = "#thirdparty/volk"
# Use bundled Vulkan headers
env.Prepend(CPPPATH=[thirdparty_dir, thirdparty_dir + "/include"])
if env["use_volk"]:
env.AppendUnique(CPPDEFINES=["USE_VOLK"])
env.Prepend(CPPPATH=[thirdparty_volk_dir])
if env["platform"] == "android":
env.AppendUnique(CPPDEFINES=["VK_USE_PLATFORM_ANDROID_KHR"])
elif env["platform"] == "iphone":
env.AppendUnique(CPPDEFINES=["VK_USE_PLATFORM_IOS_MVK"])
elif env["platform"] == "linuxbsd":
env.AppendUnique(CPPDEFINES=["VK_USE_PLATFORM_XLIB_KHR"])
elif env["platform"] == "osx":
env.AppendUnique(CPPDEFINES=["VK_USE_PLATFORM_MACOS_MVK"])
elif env["platform"] == "windows":
env.AppendUnique(CPPDEFINES=["VK_USE_PLATFORM_WIN32_KHR"])
# Build Vulkan memory allocator and volk
env_thirdparty_vma = env.Clone()
env_thirdparty_vma.disable_warnings()
thirdparty_sources_vma = [thirdparty_dir + "/vk_mem_alloc.cpp"]
if env["use_volk"]:
env_thirdparty_vma.AppendUnique(CPPDEFINES=["VMA_STATIC_VULKAN_FUNCTIONS=1"])
env_thirdparty_volk = env.Clone()
env_thirdparty_volk.disable_warnings()
thirdparty_sources_volk = [thirdparty_volk_dir + "/volk.c"]
env_thirdparty_volk.add_source_files(thirdparty_obj, thirdparty_sources_volk)
env_thirdparty_vma.add_source_files(thirdparty_obj, thirdparty_sources_vma)
env.drivers_sources += thirdparty_obj
# Godot source files
driver_obj = []
env.add_source_files(driver_obj, "*.cpp")
env.drivers_sources += driver_obj
# Needed to force rebuilding the driver files when the thirdparty code is updated.
env.Depends(driver_obj, thirdparty_obj)