remove a couple glslc specific assumptions

This commit is contained in:
ashpil
2023-01-20 22:52:41 -05:00
parent 08dc9f508c
commit 235edc8c67
2 changed files with 23 additions and 42 deletions

View File

@@ -27,6 +27,7 @@ pub fn build(b: *Builder) void {
const shaders = vkgen.ShaderCompileStep.create( const shaders = vkgen.ShaderCompileStep.create(
b, b,
&[_][]const u8{ "glslc", "--target-env=vulkan1.2" }, &[_][]const u8{ "glslc", "--target-env=vulkan1.2" },
"-o",
); );
shaders.add("triangle_vert", "examples/shaders/triangle.vert", .{}); shaders.add("triangle_vert", "examples/shaders/triangle.vert", .{});
shaders.add("triangle_frag", "examples/shaders/triangle.frag", .{}); shaders.add("triangle_frag", "examples/shaders/triangle.frag", .{});

View File

@@ -4,42 +4,24 @@ const Builder = std.build.Builder;
const Step = std.build.Step; const Step = std.build.Step;
const GeneratedFile = std.build.GeneratedFile; const GeneratedFile = std.build.GeneratedFile;
/// Stage the shader should be built for. This is passed to the -fshader-stage
/// argument when invoking glslc.
pub const ShaderStage = enum {
vertex,
fragment,
tesscontrol,
tesseval,
geometry,
compute,
};
/// Utility functionality to help with compiling shaders from build.zig. /// Utility functionality to help with compiling shaders from build.zig.
/// Invokes glslc (or another shader compiler passed to `init`) for each shader /// Invokes a shader compile command (e.g., glslc ...) for each shader
/// added via `addShader`. /// added via `addShader`.
pub const ShaderCompileStep = struct { pub const ShaderCompileStep = struct {
/// The directory within the zig-cache directory that is used to store /// The directory within the zig-cache directory that is used to store
/// shader artifacts. /// shader artifacts.
pub const cache_dir = "shaders"; pub const cache_dir = "shaders";
/// This structure contains additional options that can be passed to glslc when shaders are compiled. /// This structure contains additional options that pertain to specific shaders only.
pub const ShaderOptions = struct { pub const ShaderOptions = struct {
/// The entry point to use when compiling the shader. /// Additional arguments that should be passed to the shader compiler.
entry_point: ?[]const u8 = null, additional_args: [][]const u8 = &.{},
/// The stage to use when building. If not null, this is passed to
/// the -fshader-stage argument.
stage: ?ShaderStage = null,
/// To ensure that if compilation options change, the shader is recompiled /// To ensure that if compilation options change, the shader is recompiled
/// properly. /// properly.
fn hash(self: ShaderOptions, hasher: anytype) void { fn hash(self: ShaderOptions, hasher: anytype) void {
if (self.entry_point) |entry_point| { for (self.additional_args) |arg| {
hasher.update(entry_point); hasher.update(arg);
}
if (self.stage) |stage| {
hasher.update(std.mem.asBytes(&@enumToInt(stage)));
} }
} }
}; };
@@ -61,7 +43,10 @@ pub const ShaderCompileStep = struct {
b: *Builder, b: *Builder,
/// The command and optional arguments used to invoke the shader compiler. /// The command and optional arguments used to invoke the shader compiler.
glslc_cmd: []const []const u8, compile_command: []const []const u8,
/// The compiler flag used to specify the output path, `-o` most of the time
output_flag: []u8,
/// List of shaders that are to be compiled. /// List of shaders that are to be compiled.
shaders: std.ArrayList(Shader), shaders: std.ArrayList(Shader),
@@ -71,13 +56,16 @@ pub const ShaderCompileStep = struct {
generated_file: GeneratedFile, generated_file: GeneratedFile,
/// Create a ShaderCompileStep for `builder`. When this step is invoked by the build /// Create a ShaderCompileStep for `builder`. When this step is invoked by the build
/// system, `<glcl_cmd...> <shader_source> -o <path>` is invoked for each shader. /// system, `<compile_command...> <shader_source> <output_flag> <path>` is invoked for each shader.
pub fn create(builder: *Builder, glslc_cmd: []const []const u8) *ShaderCompileStep { /// For example, if one calls this with `create(b, "glslc", "-o")` and then
/// `c.addShader("vertex", "vertex.glsl", .{})`, the command will be `glslc vertex.glsl -o <path>`
pub fn create(builder: *Builder, compile_command: []const []const u8, output_flag: []const u8) *ShaderCompileStep {
const self = builder.allocator.create(ShaderCompileStep) catch unreachable; const self = builder.allocator.create(ShaderCompileStep) catch unreachable;
self.* = .{ self.* = .{
.step = Step.init(.custom, "shaders", builder.allocator, make), .step = Step.init(.custom, "shaders", builder.allocator, make),
.b = builder, .b = builder,
.glslc_cmd = builder.dupeStrings(glslc_cmd), .compile_command = builder.dupeStrings(compile_command),
.output_flag = builder.dupe(output_flag),
.shaders = std.ArrayList(Shader).init(builder.allocator), .shaders = std.ArrayList(Shader).init(builder.allocator),
.generated_file = undefined, .generated_file = undefined,
}; };
@@ -98,8 +86,7 @@ pub const ShaderCompileStep = struct {
/// Add a shader to be compiled. `src` is shader source path, relative to the project root. /// Add a shader to be compiled. `src` is shader source path, relative to the project root.
/// Returns the full path where the compiled binary will be stored upon successful compilation. /// Returns the full path where the compiled binary will be stored upon successful compilation.
/// This path can then be used to include the binary into an executable, for example by passing it /// This path can then be used to include the binary into an executable, for example by passing it
/// to @embedFile via an additional generated file. `entry_point` is the entry point to pass to the compiler. /// to @embedFile via an additional generated file.
/// `stage` is an optional shader stage to pass to the compiler with the flag `-fshader-stage` when building the shader.
pub fn add(self: *ShaderCompileStep, name: []const u8, src: []const u8, options: ShaderOptions) void { pub fn add(self: *ShaderCompileStep, name: []const u8, src: []const u8, options: ShaderOptions) void {
const full_source_path = std.fs.path.join(self.b.allocator, &.{ const full_source_path = std.fs.path.join(self.b.allocator, &.{
self.b.build_root, self.b.build_root,
@@ -136,7 +123,7 @@ pub const ShaderCompileStep = struct {
// the compilation options must be the same as well! // the compilation options must be the same as well!
shader.options.hash(&hasher); shader.options.hash(&hasher);
// And the compile command, too. // And the compile command, too.
for (self.glslc_cmd) |cmd| { for (self.compile_command) |cmd| {
hasher.update(cmd); hasher.update(cmd);
} }
@@ -158,7 +145,7 @@ pub const ShaderCompileStep = struct {
const cwd = std.fs.cwd(); const cwd = std.fs.cwd();
var cmd = std.ArrayList([]const u8).init(self.b.allocator); var cmd = std.ArrayList([]const u8).init(self.b.allocator);
try cmd.appendSlice(self.glslc_cmd); try cmd.appendSlice(self.compile_command);
const base_cmd_len = cmd.items.len; const base_cmd_len = cmd.items.len;
var shaders_file_contents = std.ArrayList(u8).init(self.b.allocator); var shaders_file_contents = std.ArrayList(u8).init(self.b.allocator);
@@ -183,7 +170,7 @@ pub const ShaderCompileStep = struct {
&shader_basename, &shader_basename,
}); });
// If we have a cache hit, we can save some compile time by not invoking glslc. // If we have a cache hit, we can save some compile time by not invoking the compile command.
compile_shader: { compile_shader: {
std.fs.accessAbsolute(shader_out_path, .{}) catch |err| switch (err) { std.fs.accessAbsolute(shader_out_path, .{}) catch |err| switch (err) {
error.FileNotFound => break :compile_shader, error.FileNotFound => break :compile_shader,
@@ -195,15 +182,8 @@ pub const ShaderCompileStep = struct {
cmd.items.len = base_cmd_len; cmd.items.len = base_cmd_len;
if (shader.options.entry_point) |entry_point| { try cmd.appendSlice(shader.options.additional_args);
try cmd.append(try std.fmt.allocPrint(self.b.allocator, "-fentry-point={s}", .{entry_point})); try cmd.appendSlice(&.{ shader.source_path, self.output_flag, shader_out_path });
}
if (shader.options.stage) |stage| {
try cmd.append(try std.fmt.allocPrint(self.b.allocator, "-fshader-stage={s}", .{@tagName(stage)}));
}
try cmd.appendSlice(&.{ shader.source_path, "-o", shader_out_path });
try self.b.spawnChild(cmd.items); try self.b.spawnChild(cmd.items);
} }