build: Make shaders depend on their includes
This does not do any proper dependency tracking, it just makes every shader depend on every include shader. But that's good enough for now.
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@@ -1,10 +1,9 @@
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# FIXME: what's up with these?
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#gsk_private_vulkan_include_shaders = [
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# 'clip.frag.glsl',
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# 'clip.vert.glsl',
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# 'constants.glsl',
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# 'rounded-rect.glsl',
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#]
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gsk_private_vulkan_include_shaders = [
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'clip.frag.glsl',
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'clip.vert.glsl',
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'constants.glsl',
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'rounded-rect.glsl',
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]
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gsk_private_vulkan_fragment_shaders = [
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'blendmode.frag',
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@@ -51,6 +50,7 @@ foreach shader: gsk_private_vulkan_shaders
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compiled_shader = custom_target(spv_shader,
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input: shader,
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output: spv_shader,
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depend_files: gsk_private_vulkan_include_shaders,
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command: [
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glslc,
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stage_arg,
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@@ -61,6 +61,7 @@ foreach shader: gsk_private_vulkan_shaders
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compiled_clip_shader = custom_target(clip_spv_shader,
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input: shader,
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output: clip_spv_shader,
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depend_files: gsk_private_vulkan_include_shaders,
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command: [
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glslc,
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stage_arg,
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@@ -71,6 +72,7 @@ foreach shader: gsk_private_vulkan_shaders
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compiled_clip_rounded_shader = custom_target(clip_rounded_spv_shader,
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input: shader,
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output: clip_rounded_spv_shader,
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depend_files: gsk_private_vulkan_include_shaders,
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command: [
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glslc,
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stage_arg,
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