Add option to use zig shaders

This commit is contained in:
Ali Cheraghi
2025-04-24 18:05:50 +03:30
parent 42e7a8409b
commit 7b7adcd206
3 changed files with 85 additions and 20 deletions

View File

@@ -6,6 +6,7 @@ pub fn build(b: *std.Build) void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const maybe_override_registry = b.option([]const u8, "override-registry", "Override the path to the Vulkan registry used for the examples");
const use_zig_shaders = b.option(bool, "zig-shader", "Use Zig shaders instead of GLSL") orelse false;
const registry = b.dependency("vulkan_headers", .{}).path("registry/vk.xml");
@@ -30,6 +31,37 @@ pub fn build(b: *std.Build) void {
triangle_exe.root_module.addImport("vulkan", vulkan);
if (use_zig_shaders) {
const spirv_target = b.resolveTargetQuery(.{
.cpu_arch = .spirv64,
.os_tag = .vulkan,
.cpu_model = .{ .explicit = &std.Target.spirv.cpu.vulkan_v1_2 },
.cpu_features_add = std.Target.spirv.featureSet(&.{.int64}),
.ofmt = .spirv,
});
const vert_spv = b.addObject(.{
.name = "vertex_shader",
.root_source_file = b.path("shaders/vertex.zig"),
.target = spirv_target,
.use_llvm = false,
});
triangle_exe.root_module.addAnonymousImport(
"vertex_shader",
.{ .root_source_file = vert_spv.getEmittedBin() },
);
const frag_spv = b.addObject(.{
.name = "fragment_shader",
.root_source_file = b.path("shaders/fragment.zig"),
.target = spirv_target,
.use_llvm = false,
});
triangle_exe.root_module.addAnonymousImport(
"fragment_shader",
.{ .root_source_file = frag_spv.getEmittedBin() },
);
} else {
const vert_cmd = b.addSystemCommand(&.{
"glslc",
"--target-env=vulkan1.2",
@@ -51,6 +83,7 @@ pub fn build(b: *std.Build) void {
triangle_exe.root_module.addAnonymousImport("fragment_shader", .{
.root_source_file = frag_spv,
});
}
const triangle_run_cmd = b.addRunArtifact(triangle_exe);
triangle_run_cmd.step.dependOn(b.getInstallStep());

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@@ -0,0 +1,13 @@
const std = @import("std");
const gpu = std.gpu;
extern const v_color: @Vector(3, f32) addrspace(.input);
extern var f_color: @Vector(4, f32) addrspace(.output);
export fn main() callconv(.spirv_fragment) void {
gpu.location(&v_color, 0);
gpu.location(&f_color, 0);
const temp: @Vector(4, f32) = .{ v_color[0], v_color[1], v_color[2], 1.0 };
f_color = temp;
}

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@@ -0,0 +1,19 @@
const std = @import("std");
const gpu = std.gpu;
extern const a_pos: @Vector(2, f32) addrspace(.input);
extern const a_color: @Vector(3, f32) addrspace(.input);
extern var v_position: @Vector(4, f32) addrspace(.output);
extern var v_color: @Vector(3, f32) addrspace(.output);
export fn main() callconv(.spirv_vertex) void {
gpu.location(&a_pos, 0);
gpu.location(&a_color, 1);
gpu.location(&v_color, 0);
gpu.position(&v_position);
const temp: @Vector(4, f32) = .{ a_pos[0], a_pos[1], 0.0, 1.0 };
v_position = temp;
v_color = a_color;
}