#!/usr/bin/env python Import("env") env_effects = env.Clone() # Thirdparty source files thirdparty_obj = [] thirdparty_dir = "#thirdparty/amd-fsr2/" thirdparty_sources = ["ffx_assert.cpp", "ffx_fsr2.cpp"] thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources] env_effects.Prepend(CPPPATH=[thirdparty_dir]) # This flag doesn't actually control anything GCC specific in FSR2. It determines # if symbols should be exported, which is not required for Godot. env_effects.Append(CPPDEFINES=["FFX_GCC"]) env_thirdparty = env_effects.Clone() env_thirdparty.disable_warnings() env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) env.servers_sources += thirdparty_obj # Godot source files module_obj = [] env_effects.add_source_files(module_obj, "*.cpp") env.servers_sources += module_obj # Needed to force rebuilding the module files when the thirdparty library is updated. env.Depends(module_obj, thirdparty_obj)