nixpkgs-suyu/pkgs/games/quakespasm/vulkan.nix
volth 46420bbaa3 treewide: name -> pname (easy cases) (#66585)
treewide replacement of

stdenv.mkDerivation rec {
  name = "*-${version}";
  version = "*";

to pname
2019-08-15 13:41:18 +01:00

54 lines
1.5 KiB
Nix

{ stdenv, SDL2, fetchFromGitHub, makeWrapper, gzip, libvorbis, libmad, vulkan-headers, vulkan-loader }:
stdenv.mkDerivation rec {
pname = "vkquake";
majorVersion = "1.01";
version = "${majorVersion}.0";
src = fetchFromGitHub {
owner = "Novum";
repo = "vkQuake";
rev = version;
sha256 = "1iwin8j5kbyrknbkhjgpy8nmm7pxqzr0daa9gn7p38qhg2mh0a39";
};
sourceRoot = "source/Quake";
nativeBuildInputs = [
makeWrapper vulkan-headers
];
buildInputs = [
gzip SDL2 libvorbis libmad vulkan-loader
];
buildFlags = [ "DO_USERDIRS=1" ];
preInstall = ''
mkdir -p "$out/bin"
'';
makeFlags = [ "prefix=$(out) bindir=$(out)/bin" ];
postFixup = ''
wrapProgram $out/bin/vkquake --prefix LD_LIBRARY_PATH : ${vulkan-loader}/lib
'';
enableParallelBuilding = true;
meta = {
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 = stdenv.lib.platforms.linux;
maintainers = [ stdenv.lib.maintainers.gnidorah ];
};
}