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authorvimene <vincent.menegaux@gmail.com>2026-02-15 15:11:49 +0100
committervimene <vincent.menegaux@gmail.com>2026-02-15 15:11:49 +0100
commit7536dd705d121ed3a49b7e4b05af88fd241d1674 (patch)
tree5ed271fd91c76360319e49c79883f969fafad283 /common.am
parent950f577a5b82c72fd2acdfa81cbac1db3f177fc6 (diff)
downloadengine-7536dd705d121ed3a49b7e4b05af88fd241d1674.tar.gz
more improvements in builds setup
- moved slang shaders to spvshaders to separate software and hardware shaders - split Makefile.am into Makefile.am, src/Makefile.am and src/spvshaders/Makefile.am - build shaders as DATA primary, instead of both PROGRAMS and SCRIPTS, which greatly simplifies building. Before that, we had to first build them as PROGRAMS, and then copy them as SCRIPTS to remove executable extensions (i.e. ".exe" for Windows) - changed final executable dir from enginedir to bindir, which makes automake see it as an exec instead of data - compute relative paths from C++, which makes it possible to change dirs arbitrarily when running make while still having a relocatable executable - updated README.md to reflect changes in dirs - use AX_COMPARE_VERSION() to simplify checking if Vulkan headers version is correct - factored out most of paths computation in engine::path_utils::Paths
Diffstat (limited to 'common.am')
-rw-r--r--common.am4
1 files changed, 4 insertions, 0 deletions
diff --git a/common.am b/common.am
new file mode 100644
index 0000000..e54bb09
--- /dev/null
+++ b/common.am
@@ -0,0 +1,4 @@
+assetsdir = $(pkgdatadir)/assets
+assets_objsdir = $(assetsdir)/objs
+assets_texturesdir = $(assetsdir)/textures
+spvshadersdir = $(pkgdatadir)/spvshaders