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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@@ -1,11 +1,13 @@
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const std = @import("std");
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const vk = @import("vulkan");
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const c = @import("c.zig");
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const shaders = @import("shaders");
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const GraphicsContext = @import("graphics_context.zig").GraphicsContext;
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const Swapchain = @import("swapchain.zig").Swapchain;
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const Allocator = std.mem.Allocator;
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const vert_spv align(@alignOf(u32)) = @embedFile("vertex_shader").*;
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const frag_spv align(@alignOf(u32)) = @embedFile("fragment_shader").*;
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const app_name = "vulkan-zig triangle example";
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const Vertex = struct {
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@@ -362,14 +364,14 @@ fn createPipeline(
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render_pass: vk.RenderPass,
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) !vk.Pipeline {
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const vert = try gc.dev.createShaderModule(&.{
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.code_size = shaders.triangle_vert.len,
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.p_code = @ptrCast(&shaders.triangle_vert),
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.code_size = vert_spv.len,
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.p_code = @ptrCast(&vert_spv),
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}, null);
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defer gc.dev.destroyShaderModule(vert, null);
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const frag = try gc.dev.createShaderModule(&.{
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.code_size = shaders.triangle_frag.len,
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.p_code = @ptrCast(&shaders.triangle_frag),
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.code_size = frag_spv.len,
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.p_code = @ptrCast(&frag_spv),
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}, null);
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defer gc.dev.destroyShaderModule(frag, null);
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