29 lines
1.2 KiB
XML
29 lines
1.2 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<!--
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Campaign V slice V6c: the GLSL -> SPIR-V compiler behind
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tools/compile-shaders.ps1.
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Deliberately OUTSIDE AcDream.slnx and never referenced by AcDream.App. Plan
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§4.6 rules out runtime shader compilation - it would add a native dependency
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and a startup cost for shaders that never change at runtime - so this is a
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build-time tool whose only output is committed .spv artifacts.
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It uses Silk.NET.Shaderc rather than shelling out to glslc because CI
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runners and this development machine have no Vulkan SDK installed, and
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Silk.NET is already the pinned graphics binding family at 2.23.0.
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tools/compile-shaders.ps1 still prefers a real glslc when one is present.
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-->
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<LangVersion>latest</LangVersion>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<RootNamespace>AcDream.Tools.ShaderCompiler</RootNamespace>
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<AssemblyName>AcDream.Tools.ShaderCompiler</AssemblyName>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Silk.NET.Shaderc" />
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</ItemGroup>
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</Project>
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