Shader Preset Support
This is a Kodi binary addon for libretro meta shader support (.cgp files). It passes things like the preset configuration and options, shader source, LUTs/texture paths to Kodi.
Building this add-on requires Kodi's internal CMake-based build system for binary add-ons. If you are cross-compiling or just packaging the add-on, it is recommended that you use the Makefile provided with Kodi.
The Makefile will download, build and install the add-on and its dependencies. There is no need to manually clone the add-on if Kodi's source is available.
Building on Linux
First, make sure Kodi's add-on build system is installed somewhere. You can perform a system install (to
/usr/local) or a local install (I prefer
$HOME/kodi). Specify this when you build Kodi:
./bootstrap ./configure --prefix=$HOME/kodi make make install
Clone the repo and make sure to download the submodules too with:
git clone https://github.com/VelocityRa/game.shader.presets.git --recursive
If you just want the submodules do:
git submodule update --init --recursive
Now, run the Makefile with the path to the build system:
cd tools/depends/target/binary-addons make PREFIX=$HOME/kodi ADDONS="game.shader.presets"
You can specify multiple add-ons, and wildcards are accepted too. For example,
ADDONS="pvr.*" will build all pvr add-ons.
On Linux this performs a cross-compile install, so to package the add-on you'll need to copy the library and add-on files manually:
mkdir game.shader.presets cp -r $HOME/kodi/share/kodi/addons/game.shader.presets/ . cp -r $HOME/kodi/lib/kodi/addons/game.shader.presets/ .
To rebuild the add-on or compile a different one, clean the build directory:
Building on OSX
Building on OSX is similar to Linux, but all the paths are determined for you. This command will download, build and install the add-on to the
addons/ directory in your Kodi repo:
cd tools/depends/target/binary-addons make ADDONS="game.shader.presets"
Building on Windows
First, download and install CMake.
To compile on windows, open a command prompt at
tools\buildsteps\win32 and run the script:
make-addons.bat install game.shader.presets
When developing, compiling from a git repo is more convenient than repeatedly pushing changes to a remote one for Kodi's Makefile.
Developing on Linux
The add-on requires several dependencies to build properly. Like Kodi's build system, you can perform a system install or a local one (demonstrated here).
First, clone p8-platform and build per standard CMake:
git clone https://github.com/Pulse-Eight/platform.git cd platform mkdir build cd build cmake -DCMAKE_BUILD_TYPE=Debug \ -DCMAKE_INSTALL_PREFIX=$HOME/kodi \ .. make make install
The kodi-platform library was split from p8-platform. Do the same as above for this library:
git clone https://github.com/xbmc/kodi-platform.git cd kodi-platform ...
With these dependencies in place, the add-on can be built:
git clone https://github.com/VelocityRa/game.shader.presets.git cd game.shader.presets mkdir build cd build cmake -DCMAKE_BUILD_TYPE=Debug \ -DCMAKE_PREFIX_PATH=$HOME/kodi \ -DCMAKE_INSTALL_PREFIX=$HOME/workspace/kodi/addons \ -DPACKAGE_ZIP=1 \ .. make make install
$HOME/workspace/kodi symlinks to the directory you cloned Kodi into.
Developing on Windows
This instructions here came from this helpful forum post.
tools\windows\prepare-binary-addons-dev.bat and change
-DCMAKE_BUILD_TYPE=Debug ^ to
Open a command prompt at
tools\windows and run the script:
cmake\addons\build\kodi-addons.sln and build the solution. This downloads the add-on from the version specified in its text file (see above) and creates a Visual Studio project for it. If the build fails, try running it twice.
This should package and copy the add-on to the
addons/ directory. If not, you can try opening the solution
cmake\addons\build\<addon-id>-prefix\src\<addon-id>-build\<addon-id>.sln and building the INSTALL project or, worse case, copy by hand.