Update for zig build changes

- Step now holds the builder and some manifest/cache helpers
- cleaned up proxy names and remaining uses of `std.build`
- removed vicious lie from README
This commit is contained in:
praschke
2023-03-18 12:14:41 +00:00
parent b4f7ead7e6
commit 2a796113e8
4 changed files with 52 additions and 53 deletions

View File

@@ -1,8 +1,5 @@
const std = @import("std");
const path = std.fs.path;
const Builder = std.build.Builder;
const Step = std.build.Step;
const GeneratedFile = std.build.GeneratedFile;
const Build = std.Build;
/// Utility functionality to help with compiling shaders from build.zig.
/// Invokes a shader compile command (e.g., glslc ...) for each shader
@@ -23,7 +20,7 @@ pub const ShaderCompileStep = struct {
/// To ensure that if compilation options change, the shader is recompiled
/// properly.
fn hash(self: ShaderOptions, b: *Builder, hasher: anytype) !void {
fn hash(self: ShaderOptions, b: *Build, hasher: anytype) !void {
for (self.args) |arg| {
hasher.update(arg);
}
@@ -59,8 +56,7 @@ pub const ShaderCompileStep = struct {
options: ShaderOptions,
};
step: Step,
b: *Builder,
step: Build.Step,
/// The command and optional arguments used to invoke the shader compiler.
compile_command: []const []const u8,
@@ -73,17 +69,21 @@ pub const ShaderCompileStep = struct {
/// The main Zig file that contains all the shaders. Each shader is included as
/// `pub const ${name} align(@alignOf(u32))= @embedFile("${path").*;`
generated_file: GeneratedFile,
generated_file: Build.GeneratedFile,
/// Create a ShaderCompileStep for `builder`. When this step is invoked by the build
/// system, `<compile_command...> <shader_source> <output_flag> <path>` is invoked for each shader.
/// 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 {
pub fn create(builder: *Build, compile_command: []const []const u8, output_flag: []const u8) *ShaderCompileStep {
const self = builder.allocator.create(ShaderCompileStep) catch unreachable;
self.* = .{
.step = Step.init(.custom, "shaders", builder.allocator, make),
.b = builder,
.step = Build.Step.init(.{
.id = .custom,
.name = "shaders",
.owner = builder,
.makeFn = make,
}),
.compile_command = builder.dupeStrings(compile_command),
.output_flag = builder.dupe(output_flag),
.shaders = std.ArrayList(Shader).init(builder.allocator),
@@ -94,14 +94,14 @@ pub const ShaderCompileStep = struct {
}
/// Returns the shaders module with name.
pub fn getModule(self: *ShaderCompileStep) *std.build.Module {
return self.b.createModule(.{
pub fn getModule(self: *ShaderCompileStep) *Build.Module {
return self.step.owner.createModule(.{
.source_file = self.getSource(),
});
}
/// Returns the file source for the generated shader resource code.
pub fn getSource(self: *ShaderCompileStep) std.build.FileSource {
pub fn getSource(self: *ShaderCompileStep) Build.FileSource {
return .{ .generated = &self.generated_file };
}
@@ -110,7 +110,8 @@ pub const ShaderCompileStep = struct {
/// 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.
pub fn add(self: *ShaderCompileStep, name: []const u8, src: []const u8, options: ShaderOptions) void {
const full_source_path = self.b.build_root.join(self.b.allocator, &.{src}) catch unreachable;
const b = self.step.owner;
const full_source_path = b.build_root.join(b.allocator, &.{src}) catch unreachable;
self.shaders.append(.{
.name = name,
.source_path = full_source_path,
@@ -120,8 +121,9 @@ pub const ShaderCompileStep = struct {
/// Create a hash of a shader's source contents.
fn hashShaderToFileName(self: *ShaderCompileStep, shader: Shader) ![64]u8 {
const b = self.step.owner;
const source = std.fs.cwd().readFileAlloc(
self.b.allocator,
b.allocator,
shader.source_path,
std.math.maxInt(usize),
) catch |err| switch (err) {
@@ -140,7 +142,7 @@ pub const ShaderCompileStep = struct {
hasher.update(source);
// Not only the shader source must be the same to ensure uniqueness -
// the compilation options must be the same as well!
try shader.options.hash(self.b, &hasher);
try shader.options.hash(b, &hasher);
// And the compile command, too.
for (self.compile_command) |cmd| {
hasher.update(cmd);
@@ -159,26 +161,28 @@ pub const ShaderCompileStep = struct {
}
/// Internal build function.
fn make(step: *Step) !void {
fn make(step: *Build.Step, progress: *std.Progress.Node) !void {
_ = progress;
const b = step.owner;
const self = @fieldParentPtr(ShaderCompileStep, "step", step);
const cwd = std.fs.cwd();
var cmd = std.ArrayList([]const u8).init(self.b.allocator);
var cmd = std.ArrayList([]const u8).init(b.allocator);
try cmd.appendSlice(self.compile_command);
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(b.allocator);
const shaders_out = shaders_file_contents.writer();
const shaders_dir = try self.b.cache_root.join(
self.b.allocator,
const shaders_dir = try b.cache_root.join(
b.allocator,
&.{cache_dir},
);
try cwd.makePath(shaders_dir);
for (self.shaders.items) |shader| {
const shader_basename = try self.hashShaderToFileName(shader);
const shader_out_path = try std.fs.path.join(self.b.allocator, &.{
const shader_out_path = try std.fs.path.join(b.allocator, &.{
shaders_dir,
&shader_basename,
});
@@ -203,7 +207,7 @@ pub const ShaderCompileStep = struct {
try cmd.appendSlice(shader.options.args);
try cmd.appendSlice(&.{ shader.source_path, self.output_flag, shader_out_path });
try self.b.spawnChild(cmd.items);
try step.evalChildProcess(cmd.items);
}
// Generate a file name for the shaders zig source based on the contents of shaders_file_contents.
@@ -214,7 +218,7 @@ pub const ShaderCompileStep = struct {
hasher.update(shaders_file_contents.items);
const shaders_path = try std.fs.path.join(
self.b.allocator,
b.allocator,
&.{ shaders_dir, &digest(&hasher) },
);

View File

@@ -1,17 +1,14 @@
const std = @import("std");
const generator = @import("generator.zig");
const path = std.fs.path;
const Build = std.Build;
const Step = Build.Step;
/// build.zig integration for Vulkan binding generation. This step can be used to generate
/// Vulkan bindings at compiletime from vk.xml, by providing the path to vk.xml and the output
/// path relative to zig-cache. The final package can then be obtained by `package()`, the result
/// of which can be added to the project using `std.Build.addModule`.
pub const GenerateStep = struct {
step: Step,
builder: *Build,
generated_file: std.build.GeneratedFile,
step: Build.Step,
generated_file: Build.GeneratedFile,
/// The path to vk.xml
spec_path: []const u8,
/// The API to generate for.
@@ -25,8 +22,12 @@ pub const GenerateStep = struct {
pub fn create(builder: *Build, spec_path: []const u8) *GenerateStep {
const self = builder.allocator.create(GenerateStep) catch unreachable;
self.* = .{
.step = Step.init(.custom, "vulkan-generate", builder.allocator, make),
.builder = builder,
.step = Build.Step.init(.{
.id = .custom,
.name = "vulkan-generate",
.owner = builder,
.makeFn = make,
}),
.generated_file = .{
.step = &self.step,
},
@@ -54,14 +55,14 @@ pub const GenerateStep = struct {
}
/// Returns the module with the generated budings, with name `module_name`.
pub fn getModule(self: *GenerateStep) *std.build.Module {
return self.builder.createModule(.{
pub fn getModule(self: *GenerateStep) *Build.Module {
return self.step.owner.createModule(.{
.source_file = self.getSource(),
});
}
/// Returns the file source for the generated bindings.
pub fn getSource(self: *GenerateStep) std.build.FileSource {
pub fn getSource(self: *GenerateStep) Build.FileSource {
return .{ .generated = &self.generated_file };
}
@@ -69,34 +70,31 @@ pub const GenerateStep = struct {
/// the final bindings. The resulting generated bindings are not formatted, which is why an ArrayList
/// writer is passed instead of a file writer. This is then formatted into standard formatting
/// by parsing it and rendering with `std.zig.parse` and `std.zig.render` respectively.
fn make(step: *Step) !void {
fn make(step: *Build.Step, progress: *std.Progress.Node) !void {
_ = progress;
const b = step.owner;
const self = @fieldParentPtr(GenerateStep, "step", step);
const cwd = std.fs.cwd();
var man = self.builder.cache.obtain();
var man = b.cache.obtain();
defer man.deinit();
const spec = try cwd.readFileAlloc(self.builder.allocator, self.spec_path, std.math.maxInt(usize));
const spec = try cwd.readFileAlloc(b.allocator, self.spec_path, std.math.maxInt(usize));
// TODO: Look into whether this is the right way to be doing
// this - maybe the file-level caching API has some benefits I
// don't understand.
man.hash.addBytes(spec);
const already_exists = man.hit() catch |err| @panic(switch (err) {
inline else => |e| "Cache error: " ++ @errorName(e),
});
const already_exists = try step.cacheHit(&man);
const digest = man.final();
const output_file_path = try self.builder.cache_root.join(
self.builder.allocator,
&.{ "o", &digest, "vk.zig" },
);
const output_file_path = try b.cache_root.join(b.allocator, &.{ "o", &digest, "vk.zig" });
if (already_exists) {
self.generated_file.path = output_file_path;
return;
}
var out_buffer = std.ArrayList(u8).init(self.builder.allocator);
generator.generate(self.builder.allocator, self.api, spec, out_buffer.writer()) catch |err| switch (err) {
var out_buffer = std.ArrayList(u8).init(b.allocator);
generator.generate(b.allocator, self.api, spec, out_buffer.writer()) catch |err| switch (err) {
error.InvalidXml => {
std.log.err("invalid vulkan registry - invalid xml", .{});
std.log.err("please check that the correct vk.xml file is passed", .{});
@@ -118,10 +116,10 @@ pub const GenerateStep = struct {
try out_buffer.append(0);
const src = out_buffer.items[0 .. out_buffer.items.len - 1 :0];
const tree = try std.zig.Ast.parse(self.builder.allocator, src, .zig);
const tree = try std.zig.Ast.parse(b.allocator, src, .zig);
std.debug.assert(tree.errors.len == 0); // If this triggers, vulkan-zig produced invalid code.
const formatted = try tree.render(self.builder.allocator);
const formatted = try tree.render(b.allocator);
const output_dir_path = std.fs.path.dirname(output_file_path).?;
cwd.makePath(output_dir_path) catch |err| {
@@ -131,6 +129,6 @@ pub const GenerateStep = struct {
try cwd.writeFile(output_file_path, formatted);
self.generated_file.path = output_file_path;
try man.writeManifest();
try step.writeManifest(&man);
}
};