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Different shadow shaderpasses for different topologies #16

Different shadow shaderpasses for different topologies

Different shadow shaderpasses for different topologies #16

Workflow file for this run

name: CMake Build
on:
push:
branches:
- main
pull_request:
branches:
- main
jobs:
build:
runs-on: windows-latest # Target Windows environment
steps:
- name: Checkout code
uses: actions/checkout@v3
with:
submodules: true # Ensure submodules are cloned
fetch-depth: 0 # Fetch all history for submodules
- name: Install Vulkan SDK
run: |
curl -LO https://sdk.lunarg.com/sdk/download/latest/windows/vulkan-sdk.exe
./vulkan-sdk.exe /S /D=C:\VulkanSDK # Silent install to C:\VulkanSDK
shell: cmd
- name: Set Vulkan SDK environment variables
run: |
echo "VULKAN_SDK=C:\VulkanSDK" >> $GITHUB_ENV
echo "VK_SDK_PATH=C:\VulkanSDK" >> $GITHUB_ENV
echo "Adding Vulkan SDK to PATH"
echo "$VULKAN_SDK\Bin" >> $GITHUB_PATH
shell: cmd
- name: Verify Vulkan SDK installation
run: |
echo "Vulkan SDK installed at: $VULKAN_SDK"
dir $VULKAN_SDK\Bin
shell: cmd
- name: Set up CMake 3.16
uses: jwlawson/actions-setup-cmake@v1
- name: Configure CMake
run: cmake -S . -B build
- name: Build
run: cmake --build build
- name: Run Tests
run: ctest --test-dir build --output-on-failure