[ports] build fixes for *BSD make (#3496)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3496
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This commit is contained in:
lizzie 2026-03-08 19:32:24 +01:00 committed by crueter
parent 7a17fd8c71
commit f2c46eadc1
No known key found for this signature in database
GPG key ID: 425ACD2D4830EBC6
3 changed files with 17 additions and 3 deletions

View file

@ -19,10 +19,12 @@
#include <windows.h>
#include "common/string_util.h"
#else
#if defined(__Bitrig__) || defined(__DragonFly__) || defined(__FreeBSD__) || defined(__OpenBSD__)
#if defined(__FreeBSD__)
#include <sys/cpuset.h>
#include <sys/_cpuset.h>
#include <pthread_np.h>
#elif defined(__DragonFly__) || defined(__OpenBSD__) || defined(__Bitrig__)
#include <pthread_np.h>
#endif
#include <pthread.h>
#include <sched.h>

View file

@ -118,6 +118,8 @@ if (NOT GLSLANG_ERROR STREQUAL "")
set(QUIET_FLAG "")
endif()
# Shader files must depend on their directory otherwise *BSD make will spontaneously combust
file(MAKE_DIRECTORY "${SHADER_DIR}")
foreach(SOURCE_FILE IN ITEMS ${SHADER_FILES})
get_filename_component(FILENAME ${SOURCE_FILE} NAME)
string(REPLACE "." "_" SHADER_NAME ${FILENAME})
@ -133,6 +135,7 @@ foreach(SOURCE_FILE IN ITEMS ${SHADER_FILES})
${SOURCE_FILE}
DEPENDS
${INPUT_FILE}
${SHADER_DIR}
# HEADER_GENERATOR should be included here but msbuild seems to assume it's always modified
)
set(SHADER_HEADERS ${SHADER_HEADERS} ${SOURCE_HEADER_FILE})
@ -148,6 +151,8 @@ foreach(SOURCE_FILE IN ITEMS ${SHADER_FILES})
${GLSLANGVALIDATOR} -V ${QUIET_FLAG} -I"${FIDELITYFX_INCLUDE_DIR}" ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE} --target-env ${SPIR_V_VERSION}
MAIN_DEPENDENCY
${SOURCE_FILE}
DEPENDS
${SHADER_DIR}
)
set(SHADER_HEADERS ${SHADER_HEADERS} ${SPIRV_HEADER_FILE})
endif()
@ -167,6 +172,7 @@ foreach(FILEPATH IN ITEMS ${FIDELITYFX_FILES})
${SOURCE_FILE}
DEPENDS
${INPUT_FILE}
${SHADER_DIR}
# HEADER_GENERATOR should be included here but msbuild seems to assume it's always modified
)
set(SHADER_HEADERS ${SHADER_HEADERS} ${SOURCE_HEADER_FILE})