acdream/tools/ShaderCompiler/ShaderCompiler.csproj

29 lines
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XML

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