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I'm using shaderc / glslc in a premake project and unfortunately files included in glsl compile units are not tracked.
In Xcode's custom build steps there is an unchecked option that can specify a .d file and glslc can generate those.
% glslc --help |grep dep
-M Generate make dependencies. Implies -E and -w.
-MD Generate make dependencies and compile.
-MF <file> Write dependency output to the given file.
-MT <target> Specify the target of the rule emitted by dependency
Is there a portable way to funnel this into Xcode and Visual Studio projects?
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I'm using shaderc / glslc in a premake project and unfortunately files included in glsl compile units are not tracked.
In Xcode's custom build steps there is an unchecked option that can specify a
.d
file and glslc can generate those.Is there a portable way to funnel this into Xcode and Visual Studio projects?
Many thanks!
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