diff options
author | Pierre Neidhardt <mail@ambrevar.xyz> | 2019-09-24 09:44:49 +0200 |
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committer | Pierre Neidhardt <mail@ambrevar.xyz> | 2019-09-24 09:44:49 +0200 |
commit | 5c1547383f1d8fca1e46a1a3a17e90b61ece915c (patch) | |
tree | 1ed7892931db2f038f09823c26be810188bf0c76 /gnu/packages/gl.scm | |
parent | 2395d863de36937016d29a008d18f65e32a9594e (diff) |
gnu: Add mojoshader.
* gnu/packages/gl.scm (mojoshader): New variable.
Diffstat (limited to 'gnu/packages/gl.scm')
-rw-r--r-- | gnu/packages/gl.scm | 55 |
1 files changed, 55 insertions, 0 deletions
diff --git a/gnu/packages/gl.scm b/gnu/packages/gl.scm index a2658a6789..c05ce4e06a 100644 --- a/gnu/packages/gl.scm +++ b/gnu/packages/gl.scm @@ -10,6 +10,7 @@ ;;; Copyright © 2017 Arun Isaac <arunisaac@systemreboot.net> ;;; Copyright © 2017, 2018, 2019 Rutger Helling <rhelling@mykolab.com> ;;; Copyright © 2018, 2019 Tobias Geerinckx-Rice <me@tobias.gr> +;;; Copyright © 2019 Pierre Neidhardt <mail@ambrevar.xyz> ;;; ;;; This file is part of GNU Guix. ;;; @@ -52,6 +53,7 @@ #:use-module (gnu packages xorg) #:use-module (guix download) #:use-module (guix git-download) + #:use-module (guix hg-download) #:use-module (guix build-system gnu) #:use-module (guix build-system cmake) #:use-module (guix build-system meson) @@ -801,3 +803,56 @@ applications to 3D accelerator hardware in a dedicated server and displays the rendered output interactively to a thin client located elsewhere on the network.") (license license:wxwindows3.1+))) + +(define-public mojoshader + (let ((changeset "5887634ea695")) + (package + (name "mojoshader") + (version changeset) + (source + (origin + (method hg-fetch) + (uri (hg-reference + (url "https://hg.icculus.org/icculus/mojoshader/") + (changeset changeset))) + (file-name (git-file-name name version)) + (sha256 + (base32 "0ibl4z1696jiifv9j5drir7jm0b5px0vwkwckbi7cfd46p7p6wcy")))) + (arguments + ;; Tests only for COMPILER_SUPPORT=ON. + `(#:tests? #f + #:configure-flags '("-DBUILD_SHARED=ON") + #:phases + (modify-phases %standard-phases + (replace 'install + (lambda* (#:key outputs #:allow-other-keys) + (let* ((out (assoc-ref outputs "out")) + (lib (string-append out "/lib")) + (header (string-append out "/include"))) + (install-file "libmojoshader.so" lib) + (for-each (lambda (f) + (install-file f header)) + (find-files "../source" "mojoshader.*\\.h$")) + (let ((profiles-header (string-append header "/profiles"))) + (mkdir-p profiles-header) + (rename-file (string-append header "/mojoshader_profile.h") + (string-append profiles-header "/mojoshader_profile.h")))) + #t))))) + (build-system cmake-build-system) + (home-page "https://www.icculus.org/mojoshader/") + (synopsis "Work with Direct3D shaders on alternate 3D APIs") + (description "MojoShader is a library to work with Direct3D shaders on +alternate 3D APIs and non-Windows platforms. The primary motivation is moving +shaders to OpenGL languages on the fly. The developer deals with \"profiles\" +that represent various target languages, such as GLSL or ARB_*_program. + +This allows a developer to manage one set of shaders, presumably written in +Direct3D HLSL, and use them across multiple rendering backends. This also +means that the developer only has to worry about one (offline) compiler to +manage program complexity, while MojoShader itself deals with the reduced +complexity of the bytecode at runtime. + +MojoShader provides both a simple API to convert bytecode to various profiles, +and (optionally) basic glue to rendering APIs to abstract the management of +the shaders at runtime.") + (license license:zlib)))) |