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SCons: Properly track codegen script dependency for generated GLSL headers
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@ -10,7 +10,7 @@ if "GLES3_GLSL" in env["BUILDERS"]:
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glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
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# make sure we recompile shaders if include files change
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files)
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#gles3_builders.py"])
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env.GLES3_GLSL("canvas.glsl")
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env.GLES3_GLSL("copy.glsl")
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@ -7,9 +7,7 @@ env_lightmapper_rd = env_modules.Clone()
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env_lightmapper_rd.GLSL_HEADER("lm_raster.glsl")
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env_lightmapper_rd.GLSL_HEADER("lm_compute.glsl")
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env_lightmapper_rd.GLSL_HEADER("lm_blendseams.glsl")
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env_lightmapper_rd.Depends("lm_raster.glsl.gen.h", "lm_common_inc.glsl")
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env_lightmapper_rd.Depends("lm_compute.glsl.gen.h", "lm_common_inc.glsl")
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env_lightmapper_rd.Depends("lm_blendseams.glsl.gen.h", "lm_common_inc.glsl")
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env_lightmapper_rd.Depends(Glob("*.glsl.gen.h"), ["lm_common_inc.glsl", "#glsl_builders.py"])
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# Godot source files
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env_lightmapper_rd.add_source_files(env.modules_sources, "*.cpp")
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@ -10,7 +10,7 @@ if "RD_GLSL" in env["BUILDERS"]:
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glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
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# make sure we recompile shaders if include files change
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files)
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
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# compile shaders
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for glsl_file in glsl_files:
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@ -10,7 +10,7 @@ if "RD_GLSL" in env["BUILDERS"]:
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glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
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# make sure we recompile shaders if include files change
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files)
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
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# compile shaders
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for glsl_file in glsl_files:
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@ -10,7 +10,7 @@ if "RD_GLSL" in env["BUILDERS"]:
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glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
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# make sure we recompile shaders if include files change
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files)
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
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# compile shaders
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for glsl_file in glsl_files:
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