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-rw-r--r--servers/rendering/renderer_rd/effects/SCsub31
1 files changed, 30 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/effects/SCsub b/servers/rendering/renderer_rd/effects/SCsub
index 86681f9c74..8e13715447 100644
--- a/servers/rendering/renderer_rd/effects/SCsub
+++ b/servers/rendering/renderer_rd/effects/SCsub
@@ -2,4 +2,33 @@
Import("env")
-env.add_source_files(env.servers_sources, "*.cpp")
+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)