# # Copyright (c) Contributors to the Open 3D Engine Project. # For complete copyright and license terms please see the LICENSE at the root of this distribution. # # SPDX-License-Identifier: Apache-2.0 OR MIT # # if(NOT PAL_TRAIT_BUILD_HOST_TOOLS) return() endif() ly_get_list_relative_pal_filename(pal_source_dir ${CMAKE_CURRENT_LIST_DIR}/Source/Platform/${PAL_PLATFORM_NAME}) include(${pal_source_dir}/PAL_${PAL_PLATFORM_NAME_LOWERCASE}.cmake) # PAL_TRAIT_ATOM_SHADER_MANAGEMENT_CONSOLE_APPLICATION_SUPPORTED if(NOT PAL_TRAIT_ATOM_SHADER_MANAGEMENT_CONSOLE_APPLICATION_SUPPORTED) return() endif() ly_add_target( NAME ShaderManagementConsole.Document STATIC NAMESPACE Gem FILES_CMAKE shadermanagementconsoledocument_files.cmake INCLUDE_DIRECTORIES PRIVATE . Source PUBLIC Include BUILD_DEPENDENCIES PUBLIC Gem::AtomToolsFramework.Static Gem::AtomToolsFramework.Editor Gem::Atom_RPI.Edit Gem::Atom_RPI.Public Gem::Atom_RHI.Reflect ) ly_add_target( NAME ShaderManagementConsole.Window STATIC NAMESPACE Gem AUTOMOC AUTOUIC FILES_CMAKE shadermanagementconsolewindow_files.cmake INCLUDE_DIRECTORIES PRIVATE . Source PUBLIC Include BUILD_DEPENDENCIES PUBLIC Gem::AtomToolsFramework.Static Gem::AtomToolsFramework.Editor Gem::Atom_RPI.Public ) ly_add_target( NAME ShaderManagementConsole EXECUTABLE NAMESPACE Gem FILES_CMAKE shadermanagementconsole_files.cmake ${pal_source_dir}/platform_${PAL_PLATFORM_NAME_LOWERCASE}_files.cmake INCLUDE_DIRECTORIES PRIVATE . Source ${pal_source_dir} PUBLIC Include BUILD_DEPENDENCIES PRIVATE Gem::AtomToolsFramework.Static Gem::AtomToolsFramework.Editor Gem::ShaderManagementConsole.Window Gem::ShaderManagementConsole.Document RUNTIME_DEPENDENCIES Gem::Atom_RHI_DX12.Private Gem::Atom_RHI_Vulkan.Private Gem::Atom_RHI.Private Gem::Atom_RPI.Private Gem::Atom_RPI.Builders Gem::Atom_Feature_Common.Editor Gem::EditorPythonBindings.Editor ) # Add build dependency to Editor for the ShaderManagementConsole application since # Editor opens up the ShaderManagementConsole ly_add_dependencies(Editor Gem::ShaderManagementConsole) ly_add_target_dependencies( TARGETS ShaderManagementConsole DEPENDENCIES_FILES tool_dependencies.cmake Source/Platform/${PAL_PLATFORM_NAME}/tool_dependencies_${PAL_PLATFORM_NAME_LOWERCASE}.cmake ) # Inject the project path into the ShaderManagementConsole VS debugger command arguments if the build system being invoked # in a project centric view if(NOT PROJECT_NAME STREQUAL "O3DE") set_property(TARGET ShaderManagementConsole APPEND PROPERTY VS_DEBUGGER_COMMAND_ARGUMENTS "--project-path=\"${CMAKE_SOURCE_DIR}\"") endif() # Adds the ShaderManagementConsole target as a C preprocessor define so that it can be used as a Settings Registry # specialization in order to look up the generated .setreg which contains the dependencies # specified for the target. set_source_files_properties( Source/ShaderManagementConsoleApplication.cpp PROPERTIES COMPILE_DEFINITIONS LY_CMAKE_TARGET="ShaderManagementConsole" )