godot/servers/rendering/renderer_rd/effects/SCsub

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#!/usr/bin/env python
Import("env")
env_effects = env.Clone()
# Thirdparty source files
thirdparty_obj = []
thirdparty_dir = "#thirdparty/amd-fsr2/"
thirdparty_sources = ["ffx_assert.cpp", "ffx_fsr2.cpp"]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
env_effects.Prepend(CPPPATH=[thirdparty_dir])
# This flag doesn't actually control anything GCC specific in FSR2. It determines
# if symbols should be exported, which is not required for Godot.
env_effects.Append(CPPDEFINES=["FFX_GCC"])
env_thirdparty = env_effects.Clone()
env_thirdparty.disable_warnings()
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
env.servers_sources += thirdparty_obj
# Godot source files
module_obj = []
env_effects.add_source_files(module_obj, "*.cpp")
env.servers_sources += module_obj
# Needed to force rebuilding the module files when the thirdparty library is updated.
env.Depends(module_obj, thirdparty_obj)