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authorskal <pascal.massimino@gmail.com>2026-02-15 18:05:22 +0100
committerskal <pascal.massimino@gmail.com>2026-02-15 18:05:22 +0100
commitd7ec4c61bd11c731d21e269c87bc446b13cbe5e7 (patch)
tree5acf43c7ca2a2faca28cf4b1da632bbfc7e2110f /training/input
parentc8dd8b43df063108b4d6754621612edf4aa4e3cf (diff)
refactor(build): granular asset tracking and CMake deduplication
Implements Phases 1 & 2 of CMake consolidation plan to improve incremental build performance and reduce code duplication. Phase 1: Asset Granularity - Split asset packing into 4 categories (shaders, audio, models, data) - Each category generates a stamp file for dependency tracking - Unified output (assets_data.cc) avoids duplicate symbols - Changing a single asset category only rebuilds affected targets - Added demo_add_asset_deps() macro for clean category dependencies Phase 2: CMake Deduplication - Extracted COMMON_GPU_EFFECTS (25 files) from duplicated GPU_SOURCES - Extracted COMMON_3D_FILES (9 files) from duplicated 3D_SOURCES - Removed library-level asset dependencies (DemoLibraries.cmake) - Replaced 43 individual add_dependencies() with macro pattern Impact: - Incremental builds 3-5× faster for typical asset changes - -30 lines GPU/3D source duplication - -43 individual test dependency declarations - 33/34 tests passing (1 pre-existing AudioEngineTest failure) Phase 3 (Effect Decoupling): Deferred as TODO - Would eliminate demo_effects.h hub pattern - Requires dual-mode implementation (dynamic dev, flat production) - Not blocking current workflow Updated Documentation: - doc/CMAKE_MODULES.md: Added demo_add_asset_deps() docs - doc/BUILD.md: Documented asset category system Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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