nixpkgs/pkgs/games/quakespasm/vulkan.nix
Sandro Jäckel ae02415ee8
treewide: remove gnidorah
due to github account removal/deletion and not other mean of contact.
2021-04-30 01:48:19 +02:00

60 lines
1.5 KiB
Nix

{ lib, stdenv, fetchFromGitHub, makeWrapper, SDL2, gzip, libvorbis, libmad, vulkan-headers, vulkan-loader }:
stdenv.mkDerivation rec {
pname = "vkquake";
version = "1.05.2";
src = fetchFromGitHub {
owner = "Novum";
repo = "vkQuake";
rev = version;
sha256 = "sha256-h4TpeOwCK3Ynd+XZKo7wHncWS1OI6+b9SReD5xMK9zk=";
};
sourceRoot = "source/Quake";
nativeBuildInputs = [
makeWrapper
vulkan-headers
];
buildInputs = [
gzip
SDL2
libvorbis
libmad
vulkan-loader
];
buildFlags = [ "DO_USERDIRS=1" ];
preInstall = ''
mkdir -p "$out/bin"
'';
makeFlags = [ "prefix=$(out) bindir=$(out)/bin" ];
postFixup = ''
wrapProgram $out/bin/vkquake \
--prefix LD_LIBRARY_PATH : ${vulkan-loader}/lib
'';
enableParallelBuilding = true;
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 = platforms.linux;
maintainers = with maintainers; [ ];
};
}