SET(SHADER_GENERATOR_NAME dali-shader-generator)
SET(SHADER_GENERATOR_SOURCES ${ROOT_SRC_DIR}/dali-toolkit/shader-generator/shader-generator.cpp)
+IF( WIN32)
+ # When Using VCPKG, the default is always set to Debug if CMAKE_BUILD_TYPE is not set
+ IF( NOT CMAKE_BUILD_TYPE )
+ SET(SHADER_GENERATOR_BINARY ${CMAKE_CURRENT_BINARY_DIR}/Debug/${SHADER_GENERATOR_NAME})
+ ELSE()
+ SET(SHADER_GENERATOR_BINARY ${CMAKE_CURRENT_BINARY_DIR}/${CMAKE_BUILD_TYPE}/${SHADER_GENERATOR_NAME})
+ ENDIF()
+ELSE()
+ SET(SHADER_GENERATOR_BINARY ${CMAKE_CURRENT_BINARY_DIR}/${SHADER_GENERATOR_NAME})
+ENDIF()
+
IF(NOT ANDROID)
ADD_EXECUTABLE(${SHADER_GENERATOR_NAME} ${SHADER_GENERATOR_SOURCES})
+ TARGET_LINK_LIBRARIES( ${SHADER_GENERATOR_NAME} ${COVERAGE} )
INSTALL(TARGETS ${SHADER_GENERATOR_NAME} RUNTIME DESTINATION bin)
ELSE()
# Need to build dali-shader-generator using the host compiler, not the android cross-compiler so
SET(BUILT_IN_SHADER_GEN_CPP "${GENERATED_SHADER_DIR}/generated/builtin-shader-gen.cpp")
ADD_CUSTOM_COMMAND(OUTPUT ${BUILT_IN_SHADER_GEN_CPP}
DEPENDS ${SHADER_GENERATOR_NAME}
- COMMAND ${CMAKE_CURRENT_BINARY_DIR}/${SHADER_GENERATOR_NAME} ${SHADER_SOURCE_DIR} ${SHADER_GENERATED_DIR})
+ COMMAND ${SHADER_GENERATOR_BINARY} ${SHADER_SOURCE_DIR} ${SHADER_GENERATED_DIR})
SET(SOURCES ${SOURCES} ${BUILT_IN_SHADER_GEN_CPP})