Customizing Shader Object Filenames in CMake with VS_SHADER_OBJECT_FILE_NAME
VS_SHADER_OBJECT_FILE_NAME
Introduced in CMake version 3.12, this property allows you to explicitly specify the filename for the compiled shader object file generated from a HLSL (High-Level Shading Language) source file during the build process.
Purpose
- Conflict Resolution
If you have multiple HLSL source files with potentially conflicting default names for their compiled object files, you can useVS_SHADER_OBJECT_FILE_NAME
to assign unique names and avoid overwriting issues. - Customization
By overriding the default naming convention, you gain control over the output filename for shader object files. This can be useful for organizing your project structure or integrating with specific build systems that have naming requirements.
Usage
- Target Configuration
Within your CMakeLists.txt file, locate the target that compiles your HLSL source file. This target could be a custom command or a built-in generator likeshader
.
set_source_files_properties(
<HLSL_source_file> # Path to your HLSL source file
PROPERTIES
VS_SHADER_OBJECT_FILE_NAME "<output_filename>.<object_extension>"
)
- The
<object_extension>
will typically be.fxobj
for DirectX projects on Windows or a platform-specific extension depending on your target graphics API and compiler. - Set
<output_filename>
to the desired name for the compiled object file (without the extension). - Replace
<HLSL_source_file>
with the actual path to your HLSL source file.
Example
set(HLSL_SOURCE_FILE "path/to/my_shader.hlsl")
set_source_files_properties(
${HLSL_SOURCE_FILE}
PROPERTIES
VS_SHADER_OBJECT_FILE_NAME "custom_shader" # Output filename without extension
)
In this example, the HLSL source file my_shader.hlsl
will be compiled, and the resulting object file will be named custom_shader.<object_extension>
(e.g., custom_shader.fxobj
on Windows).
Benefits
- Reduced risk of naming conflicts that could lead to build errors.
- Improved organization and clarity in your project structure, especially when dealing with multiple HLSL files.
# Define the directory containing your HLSL source files
set(HLSL_SOURCE_DIR "path/to/your/hlsl/files")
# List of HLSL source files (assuming they are all in the same directory)
set(HLSL_SOURCES
vert_shader.hlsl
frag_shader.hlsl
geometry_shader.hlsl # Optional, if you're using a geometry shader
)
# Compile each HLSL source file with a unique object filename
foreach(HLSL_SOURCE ${HLSL_SOURCES})
get_filename_component(HLSL_FILENAME_WO_EXT ${HLSL_SOURCE} NAME_WE)
# Set VS_SHADER_OBJECT_FILE_NAME with a custom naming convention
set_source_files_properties(
${HLSL_SOURCE_DIR}/${HLSL_SOURCE}
PROPERTIES
VS_SHADER_OBJECT_FILE_NAME "${HLSL_FILENAME_WO_EXT}_obj"
)
# Add the HLSL source file to the target (assuming a custom target)
add_custom_command(
TARGET my_shader_target # Replace with your actual target name
OUTPUT_FILE "${HLSL_SOURCE_DIR}/${HLSL_FILENAME_WO_EXT}_obj" # Output object file
COMMAND fxc
/T vs_5_0 # Shader model (adjust as needed)
/E ${HLSL_FILENAME_WO_EXT} # Entry point function name
/Fo "${HLSL_SOURCE_DIR}/${HLSL_FILENAME_WO_EXT}_obj" # Output object filename
WORKING_DIRECTORY "${HLSL_SOURCE_DIR}"
DEPENDS "${HLSL_SOURCE_DIR}/${HLSL_SOURCE}"
)
endforeach()
- HLSL Source Directory
Define theHLSL_SOURCE_DIR
variable to point to the directory containing your HLSL source files. - HLSL Source List
Create a list namedHLSL_SOURCES
containing the names of your HLSL files (assuming they're all in the same directory). - Iterate Over Sources
Theforeach
loop iterates through each HLSL source file in the list. - Extract Filename
Useget_filename_component
to extract the filename without the extension and store it inHLSL_FILENAME_WO_EXT
. - Set VS_SHADER_OBJECT_FILE_NAME
Inside the loop, useset_source_files_properties
to set theVS_SHADER_OBJECT_FILE_NAME
property for the current HLSL source file. The output filename is constructed using"${HLSL_FILENAME_WO_EXT}_obj"
to create a unique name with the.obj
extension (replace with the appropriate extension for your target platform). - Custom Command
A custom command is added to the target (replacemy_shader_target
with your actual target name). This command uses thefxc
compiler (adjust the command and options based on your specific compiler and shader model requirements) to compile the HLSL source file and specify the output object filename using the previously setVS_SHADER_OBJECT_FILE_NAME
. - Dependencies
The custom command depends on the corresponding HLSL source file to ensure it's compiled first.
CMake's Default Naming Convention
CMake typically generates object filenames based on the source filename and target properties. You can often rely on this default behavior for basic project structures.Custom Target Properties
- If you have a custom target that compiles your HLSL source files, you can set target-specific properties to influence the naming of generated files. Consult your build system's documentation for details on supported properties.
Choosing the Right Approach