Merge pull request #50 from viviicat/multi-entrypoints

Add support for multiple entrypoints, specifying stage, and a custom output file for shader compilation
This commit is contained in:
Robin Voetter
2022-08-20 12:13:44 +02:00
committed by GitHub
3 changed files with 48 additions and 12 deletions

View File

@@ -3,10 +3,27 @@ const path = std.fs.path;
const Builder = std.build.Builder;
const Step = std.build.Step;
/// 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.
/// Invokes glslc (or another shader compiler passed to `init`) for each shader
/// added via `addShader`.
pub const ShaderCompileStep = struct {
const AddFileParams = struct {
entry_point: ?[]const u8 = null,
stage: ?ShaderStage = null,
output_filename: ?[]const u8 = null,
};
/// Structure representing a shader to be compiled.
const Shader = struct {
/// The path to the shader, relative to the current build root.
@@ -14,6 +31,13 @@ pub const ShaderCompileStep = struct {
/// The full output path where the compiled shader binary is placed.
full_out_path: []const u8,
/// The entry point to use when compiling the shader.
entry_point: ?[]const u8,
/// The stage to use when building. If not null, this is passed to
/// the -fshader-stage argument.
stage: ?ShaderStage,
};
step: Step,
@@ -45,16 +69,15 @@ pub const ShaderCompileStep = struct {
/// 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.
/// 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, src: []const u8) []const u8 {
const output_filename = std.fmt.allocPrint(self.builder.allocator, "{s}.spv", .{ src }) catch unreachable;
/// to @embedFile via an additional generated file. `entry_point` is the entry point to pass to the compiler.
/// `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, src: []const u8, params: AddFileParams) []const u8 {
const full_out_path = path.join(self.builder.allocator, &[_][]const u8{
self.builder.build_root,
self.builder.cache_root,
self.output_dir,
output_filename,
if (params.output_filename) |out| out else std.fmt.allocPrint(self.builder.allocator, "{s}.spv", .{src}) catch unreachable,
}) catch unreachable;
self.shaders.append(.{ .source_path = src, .full_out_path = full_out_path }) catch unreachable;
self.shaders.append(.{ .source_path = src, .full_out_path = full_out_path, .entry_point = params.entry_point, .stage = params.stage }) catch unreachable;
return full_out_path;
}
@@ -63,18 +86,30 @@ pub const ShaderCompileStep = struct {
const self = @fieldParentPtr(ShaderCompileStep, "step", step);
const cwd = std.fs.cwd();
const cmd = try self.builder.allocator.alloc([]const u8, self.glslc_cmd.len + 3);
const cmd = try self.builder.allocator.alloc([]const u8, self.glslc_cmd.len + 5);
for (self.glslc_cmd) |part, i| {
cmd[i] = part;
}
cmd[cmd.len - 2] = "-o";
for (self.shaders.items) |shader| {
var argc: usize = cmd.len - 2;
if (shader.entry_point) |entry_point| {
cmd[argc - 3] = try std.fmt.allocPrint(self.builder.allocator, "-fentry-point={s}", .{entry_point});
argc += 1;
}
if (shader.stage) |stage| {
cmd[argc - 3] = try std.fmt.allocPrint(self.builder.allocator, "-fshader-stage={s}", .{@tagName(stage)});
argc += 1;
}
const dir = path.dirname(shader.full_out_path).?;
try cwd.makePath(dir);
cmd[cmd.len - 3] = shader.source_path;
cmd[cmd.len - 1] = shader.full_out_path;
try self.builder.spawnChild(cmd);
cmd[argc - 3] = shader.source_path;
cmd[argc - 2] = "-o";
cmd[argc - 1] = shader.full_out_path;
try self.builder.spawnChild(cmd[0..argc]);
}
}
};

View File

@@ -1,5 +1,6 @@
pub const generateVk = @import("vulkan/generator.zig").generate;
pub const VkGenerateStep = @import("vulkan/build_integration.zig").GenerateStep;
pub const ShaderStage = @import("build_integration.zig").ShaderStage;
pub const ShaderCompileStep = @import("build_integration.zig").ShaderCompileStep;
test "main" {