#!/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) elif env["platform"] == "android": # Our current NDK version only provides old Vulkan headers, # so we have to limit VMA. env_thirdparty_vma.AppendUnique(CPPDEFINES=["VMA_VULKAN_VERSION=1000000"]) 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)