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2 changes: 1 addition & 1 deletion .github/workflows/build.yml
Original file line number Diff line number Diff line change
Expand Up @@ -194,5 +194,5 @@ jobs:
- name: build_ios
run: |
source ~/VulkanSDK/iOS/setup-env.sh
cmake -H"." -B"build/ios" -DVKB_BUILD_TESTS=ON -DVKB_BUILD_SAMPLES=ON -G Xcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_DEPLOYMENT_TARGET=16.3 -DCMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED=NO
cmake -H"." -B"build/ios" -DVKB_BUILD_TESTS=ON -DVKB_BUILD_SAMPLES=ON -DVKB_BUILD_SHADERS=OFF -G Xcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_DEPLOYMENT_TARGET=16.3 -DCMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED=NO
cmake --build "build/ios" --target vulkan_samples --config ${{ matrix.build_type }} -- -allowProvisioningUpdates
3 changes: 2 additions & 1 deletion bldsys/cmake/global_options.cmake
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
#[[
Copyright (c) 2019-2025, Arm Limited and Contributors
Copyright (c) 2019-2026, Arm Limited and Contributors

SPDX-License-Identifier: Apache-2.0

Expand Down Expand Up @@ -120,6 +120,7 @@ set(VKB_VALIDATION_LAYERS_BEST_PRACTICES OFF CACHE BOOL "Enable best practices v
set(VKB_VALIDATION_LAYERS_SYNCHRONIZATION OFF CACHE BOOL "Enable synchronization validation layers for every application (implicitly enables VKB_VALIDATION_LAYERS).")
set(VKB_VULKAN_DEBUG ON CACHE BOOL "Enable VK_EXT_debug_utils or VK_EXT_debug_marker if supported.")
set(VKB_BUILD_SAMPLES ON CACHE BOOL "Enable generation and building of Vulkan best practice samples.")
set(VKB_BUILD_SHADERS ON CACHE BOOL "Enable shader compilation for all supported shading languages.")
set(VKB_BUILD_TESTS OFF CACHE BOOL "Enable generation and building of Vulkan best practice tests.")
set(VKB_WSI_SELECTION "XCB" CACHE STRING "Select WSI target (XCB, XLIB, WAYLAND, D2D)")
set(VKB_CLANG_TIDY OFF CACHE STRING "Use CMake Clang Tidy integration")
Expand Down
23 changes: 7 additions & 16 deletions bldsys/cmake/sample_helper.cmake
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
#[[
Copyright (c) 2019-2025, Arm Limited and Contributors
Copyright (c) 2024-2025, Mobica Limited
Copyright (c) 2024-2025, Sascha Willems
Copyright (c) 2019-2026, Arm Limited and Contributors
Copyright (c) 2024-2026, Mobica Limited
Copyright (c) 2024-2026, Sascha Willems

SPDX-License-Identifier: Apache-2.0

Expand Down Expand Up @@ -197,7 +197,7 @@ endif()
endif()

# HLSL compilation via DXC
if(Vulkan_dxc_EXECUTABLE AND DEFINED SHADERS_HLSL)
if(VKB_BUILD_SHADERS AND Vulkan_dxc_EXECUTABLE AND DEFINED SHADERS_HLSL)
set(OUTPUT_FILES "")
set(HLSL_TARGET_NAME ${PROJECT_NAME}-HLSL)
foreach(SHADER_FILE_HLSL ${TARGET_SHADERS_HLSL})
Expand Down Expand Up @@ -256,16 +256,7 @@ endif()
endif()

# Slang shader compilation
# Skip on MacOS/iOS due to CI/CD using potentially broken slang compiler versions from the SDK
# Might revisit once Slang shipped with the SDK is usable
set(SLANG_SKIP_COMPILE false)
if (($ENV{CI} MATCHES true) AND ((CMAKE_SYSTEM_NAME MATCHES "Darwin") OR (CMAKE_SYSTEM_NAME MATCHES "iOS")))
set(SLANG_SKIP_COMPILE true)
endif()
if(VKB_SKIP_SLANG_SHADER_COMPILATION)
set(SLANG_SKIP_COMPILE true)
endif()
if(NOT SLANG_SKIP_COMPILE AND Vulkan_slang_EXECUTABLE AND DEFINED SHADERS_SLANG)
if(VKB_BUILD_SHADERS AND NOT VKB_SKIP_SLANG_SHADER_COMPILATION AND Vulkan_slang_EXECUTABLE AND DEFINED SHADERS_SLANG)
set(OUTPUT_FILES "")
set(SLANG_TARGET_NAME ${PROJECT_NAME}-SLANG)
foreach(SHADER_FILE_SLANG ${TARGET_SHADERS_SLANG})
Expand Down Expand Up @@ -297,7 +288,7 @@ endif()
endif()

# GLSL shader compilation
if(Vulkan_glslc_EXECUTABLE AND DEFINED SHADERS_GLSL)
if(VKB_BUILD_SHADERS AND Vulkan_glslc_EXECUTABLE AND DEFINED SHADERS_GLSL)
set(GLSL_TARGET_NAME ${PROJECT_NAME}-GLSL)
set(OUTPUT_FILES "")
foreach(SHADER_FILE_GLSL ${TARGET_SHADERS_GLSL})
Expand Down Expand Up @@ -343,7 +334,7 @@ endif()
endif()

# spvasm shader compilation
if(Vulkan_spirvas_EXECUTABLE AND DEFINED SHADERS_SPVASM)
if(VKB_BUILD_SHADERS AND Vulkan_spirvas_EXECUTABLE AND DEFINED SHADERS_SPVASM)
set(SPVASM_TARGET_NAME ${PROJECT_NAME}-SPVASM)
set(OUTPUT_FILES "")
foreach(SHADER_FILE_SPVASM ${TARGET_SHADERS_SPVASM})
Expand Down
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