nixpkgs/pkgs/games/quakespasm/vulkan.nix

84 lines
1.8 KiB
Nix

{
lib,
stdenv,
fetchFromGitHub,
meson,
ninja,
glslang,
pkg-config,
flac,
libopus,
opusfile,
makeWrapper,
SDL2,
gzip,
libvorbis,
libmad,
vulkan-loader,
moltenvk,
}:
stdenv.mkDerivation rec {
pname = "vkquake";
version = "1.31.0";
src = fetchFromGitHub {
owner = "Novum";
repo = "vkQuake";
rev = version;
sha256 = "sha256-3xWwqN0EcwDMEhVxfLa0bMMClM+zELEFWzO/EJvPNs0=";
};
nativeBuildInputs = [
makeWrapper
glslang
meson
ninja
pkg-config
];
buildInputs = [
SDL2
flac
gzip
libmad
libopus
libvorbis
opusfile
vulkan-loader
] ++ lib.optional stdenv.isDarwin moltenvk;
buildFlags = [ "DO_USERDIRS=1" ];
env = lib.optionalAttrs stdenv.isDarwin {
NIX_CFLAGS_COMPILE = "-Wno-error=unused-but-set-variable";
};
installPhase = ''
mkdir -p "$out/bin"
cp vkquake "$out/bin"
'';
postFixup = ''
patchelf $out/bin/vkquake \
--add-rpath ${lib.makeLibraryPath [ vulkan-loader ]}
'';
meta = with lib; {
description = "Vulkan Quake port based on QuakeSpasm";
homepage = src.meta.homepage;
longDescription = ''
vkQuake is a Quake 1 port using Vulkan instead of OpenGL for rendering.
It is based on the popular QuakeSpasm port and runs all mods compatible with it
like Arcane Dimensions or In The Shadows. vkQuake also serves as a Vulkan demo
application that shows basic usage of the API. For example it demonstrates render
passes & sub passes, pipeline barriers & synchronization, compute shaders, push &
specialization constants, CPU/GPU parallelism and memory pooling.
'';
platforms = with platforms; linux ++ darwin;
maintainers = with maintainers; [ PopeRigby ylh ];
mainProgram = "vkquake";
};
}