gnu: Add mojoshader.

* gnu/packages/gl.scm (mojoshader): New variable.
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Pierre Neidhardt 2019-09-24 09:44:49 +02:00
parent 2395d863de
commit 5c1547383f
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@ -10,6 +10,7 @@
;;; Copyright © 2017 Arun Isaac <arunisaac@systemreboot.net> ;;; Copyright © 2017 Arun Isaac <arunisaac@systemreboot.net>
;;; Copyright © 2017, 2018, 2019 Rutger Helling <rhelling@mykolab.com> ;;; Copyright © 2017, 2018, 2019 Rutger Helling <rhelling@mykolab.com>
;;; Copyright © 2018, 2019 Tobias Geerinckx-Rice <me@tobias.gr> ;;; Copyright © 2018, 2019 Tobias Geerinckx-Rice <me@tobias.gr>
;;; Copyright © 2019 Pierre Neidhardt <mail@ambrevar.xyz>
;;; ;;;
;;; This file is part of GNU Guix. ;;; This file is part of GNU Guix.
;;; ;;;
@ -52,6 +53,7 @@
#:use-module (gnu packages xorg) #:use-module (gnu packages xorg)
#:use-module (guix download) #:use-module (guix download)
#:use-module (guix git-download) #:use-module (guix git-download)
#:use-module (guix hg-download)
#:use-module (guix build-system gnu) #:use-module (guix build-system gnu)
#:use-module (guix build-system cmake) #:use-module (guix build-system cmake)
#:use-module (guix build-system meson) #: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 rendered output interactively to a thin client located elsewhere on the
network.") network.")
(license license:wxwindows3.1+))) (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))))