forked from mirror/vulkan-zig
example: use addSystemCommand instead of shader compile step
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@@ -1,7 +1,6 @@
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const std = @import("std");
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const vkgen = @import("vulkan_zig");
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const ShaderCompileStep = vkgen.ShaderCompileStep;
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pub fn build(b: *std.Build) void {
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const target = b.standardTargetOptions(.{});
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@@ -33,15 +32,27 @@ pub fn build(b: *std.Build) void {
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.root_source_file = vk_generate_cmd.addOutputFileArg("vk.zig"),
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});
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const shaders = ShaderCompileStep.create(
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b,
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.{ .real_path = "glslc" },
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&[_][]const u8{"--target-env=vulkan1.2"},
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const vert_cmd = b.addSystemCommand(&.{
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"glslc",
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"--target-env=vulkan1.2",
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"-o",
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);
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shaders.add("triangle_vert", "shaders/triangle.vert", .{});
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shaders.add("triangle_frag", "shaders/triangle.frag", .{});
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triangle_exe.root_module.addImport("shaders", shaders.getModule());
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});
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const vert_spv = vert_cmd.addOutputFileArg("vert.spv");
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vert_cmd.addFileArg(b.path("shaders/triangle.vert"));
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triangle_exe.root_module.addAnonymousImport("vertex_shader", .{
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.root_source_file = vert_spv,
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});
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const frag_cmd = b.addSystemCommand(&.{
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"glslc",
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"--target-env=vulkan1.2",
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"-o",
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});
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const frag_spv = frag_cmd.addOutputFileArg("frag.spv");
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frag_cmd.addFileArg(b.path("shaders/triangle.frag"));
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triangle_exe.root_module.addAnonymousImport("fragment_shader", .{
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.root_source_file = frag_spv,
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});
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const triangle_run_cmd = b.addRunArtifact(triangle_exe);
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triangle_run_cmd.step.dependOn(b.getInstallStep());
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