forked from mirror/vulkan-zig
get rid of ShaderCompileStep
Use addSystemCommand to run glslc now. See the example.
This commit is contained in:
31
README.md
31
README.md
@@ -355,31 +355,30 @@ For some times (such as those from Google Games Platform) no default is known, b
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### Shader compilation
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vulkan-zig provides functionality to help compile shaders to SPIR-V using glslc. It can be used from build.zig as follows:
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Shaders should be compiled by invoking a shader compiler via the build system. For example:
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```zig
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const vkgen = @import("vulkan_zig");
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pub fn build(b: *Builder) void {
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...
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const shader_comp = vkgen.ShaderCompileStep.create(
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builder,
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&[_][]const u8{"glslc", "--target-env=vulkan1.2"},
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"-o",
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);
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shader_comp.add("shader_frag", "path/to/shader.frag", .{});
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shader_comp.add("shader_vert", "path/to/shader.vert", .{});
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exe.addModule("shaders", shader_comp.getModule());
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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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const vert_spv = vert_cmd.addOutputFileArg("vert.spv");
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vert_cmd.addFileArg(b.path("shaders/triangle.vert"));
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exe.root_module.addAnonymousImport("vertex_shader", .{
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.root_source_file = vert_spv
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});
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...
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}
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```
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Upon compilation, glslc is invoked to compile each shader, and the result is placed within `zig-cache`. All shaders which are compiled using a particular `ShaderCompileStep` are imported in a single Zig file using `@embedFile`, and this file can be added to an executable as a module using `addModule`. To slightly improve compile times, shader compilation is cached; as long as a shader's source and its compile commands stay the same, the shader is not recompiled. The SPIR-V code for any particular shader is aligned to that of a 32-bit integer as follows, as required by vkCreateShaderModule:
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Note that SPIR-V must be 32-bit aligned when fed to Vulkan. The easiest way to do this is to dereference the shader's bytecode and manually align it as follows:
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```zig
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pub const ${name} align(@alignOf(u32)) = @embedFile("${path}").*;
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const vert_spv align(@alignOf(u32)) = @embedFile("vertex_shader").*;
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```
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See [build.zig](build.zig) for a working example.
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See [examples/build.zig](examples/build.zig) for a working example.
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## Limitations
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@@ -1,256 +0,0 @@
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const std = @import("std");
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const Build = std.Build;
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/// Utility functionality to help with compiling shaders from build.zig.
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/// Invokes a shader compile command (e.g., glslc ...) for each shader
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/// added via `addShader`.
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pub const ShaderCompileStep = struct {
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/// The directory within the zig-cache directory that is used to store
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/// shader artifacts.
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pub const cache_dir = "shaders";
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/// This structure contains additional options that pertain to specific shaders only.
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pub const ShaderOptions = struct {
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/// Additional arguments that should be passed to the shader compiler.
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args: []const []const u8 = &.{},
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/// Paths of additional files that should be watched for changes to
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/// trigger recompilation.
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watched_files: []const []const u8 = &.{},
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/// To ensure that if compilation options change, the shader is recompiled
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/// properly.
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fn hash(self: ShaderOptions, b: *Build, hasher: anytype) !void {
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for (self.args) |arg| {
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hasher.update(arg);
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}
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for (self.watched_files) |file_path| {
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const full_path = b.build_root.join(b.allocator, &.{file_path}) catch unreachable;
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const source = std.fs.cwd().readFileAlloc(
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b.allocator,
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full_path,
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std.math.maxInt(usize),
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) catch |err| switch (err) {
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error.FileNotFound => {
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std.log.err("could not open file '{s}'", .{file_path});
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return error.FileNotFound;
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},
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else => |e| return e,
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};
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hasher.update(source);
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}
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}
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};
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/// Structure representing a shader to be compiled.
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const Shader = struct {
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/// The name of the shader in the generated file.
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/// Must be unique for all shaders added to this ShaderCompileStep.
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name: []const u8,
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/// The path to the shader, relative to the current build root.
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source_path: []const u8,
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/// The final hash of the shader
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hash: [64]u8,
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/// Miscellaneous options to pass when compiling the shader.
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options: ShaderOptions,
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};
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const CompileCommand = union(enum) {
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real_path: []const u8,
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lazy_path: Build.LazyPath,
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pub fn getPath(self: CompileCommand, b: *Build) []const u8 {
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return switch (self) {
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.real_path => |path| path,
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.lazy_path => |lazy_path| lazy_path.getPath(b),
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};
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}
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};
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step: Build.Step,
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/// The command and args to invoke the shader compiler.
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compile_command: CompileCommand,
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compile_command_args: []const []const u8,
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/// The compiler flag used to specify the output path, `-o` most of the time
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output_flag: []u8,
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/// List of shaders that are to be compiled.
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shaders: std.ArrayList(Shader),
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/// The main Zig file that contains all the shaders. Each shader is included as
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/// `pub const ${name} align(@alignOf(u32))= @embedFile("${path").*;`
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generated_file: Build.GeneratedFile,
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/// Create a ShaderCompileStep for `builder`. When this step is invoked by the build
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/// system, `<compile_command...> <shader_source> <output_flag> <path>` is invoked for each shader.
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/// For example, if one calls this with `create(b, "glslc", "-o")` and then
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/// `c.addShader("vertex", "vertex.glsl", .{})`, the command will be `glslc vertex.glsl -o <path>`
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pub fn create(
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builder: *Build,
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compile_command: CompileCommand,
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compile_command_args: []const []const u8,
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output_flag: []const u8,
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) *ShaderCompileStep {
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const self = builder.allocator.create(ShaderCompileStep) catch unreachable;
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self.* = .{
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.step = Build.Step.init(.{
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.id = .custom,
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.name = "shaders",
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.owner = builder,
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.makeFn = make,
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}),
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.compile_command = compile_command,
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.compile_command_args = builder.dupeStrings(compile_command_args),
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.output_flag = builder.dupe(output_flag),
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.shaders = std.ArrayList(Shader).init(builder.allocator),
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.generated_file = undefined,
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};
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self.generated_file = .{ .step = &self.step };
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return self;
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}
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/// Returns the shaders module with name.
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pub fn getModule(self: *ShaderCompileStep) *Build.Module {
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return self.step.owner.createModule(.{
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.root_source_file = self.getSource(),
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});
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}
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/// Returns the file source for the generated shader resource code.
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pub fn getSource(self: *ShaderCompileStep) Build.LazyPath {
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return .{ .generated = .{ .file = &self.generated_file } };
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}
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/// Add a shader to be compiled. `src` is shader source path, relative to the project root.
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/// Returns the full path where the compiled binary will be stored upon successful compilation.
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/// This path can then be used to include the binary into an executable, for example by passing it
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/// to @embedFile via an additional generated file.
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pub fn add(self: *ShaderCompileStep, name: []const u8, src: []const u8, options: ShaderOptions) void {
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const b = self.step.owner;
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const full_source_path = b.build_root.join(b.allocator, &.{src}) catch unreachable;
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self.shaders.append(.{
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.name = name,
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.source_path = full_source_path,
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.hash = undefined,
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.options = options,
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}) catch unreachable;
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}
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/// Create a hash of a shader's source contents.
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fn hashShaderToFileName(self: *ShaderCompileStep, shader: Shader) ![64]u8 {
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const b = self.step.owner;
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const source = std.fs.cwd().readFileAlloc(
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b.allocator,
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shader.source_path,
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std.math.maxInt(usize),
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) catch |err| switch (err) {
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error.FileNotFound => {
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std.log.err("could not open shader '{s}'", .{shader.source_path});
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return error.FileNotFound;
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},
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else => |e| return e,
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};
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var hasher = std.crypto.hash.blake2.Blake2b384.init(.{});
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// Random bytes to make ShaderCompileStep unique. Refresh with new random
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// bytes when the implementation is changed in a non-backwards-compatible way.
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hasher.update("Pw7Z*9Q8r!fLY8&!");
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// Make sure that there is no cache hit if the shader's source has changed.
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hasher.update(source);
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// Not only the shader source must be the same to ensure uniqueness -
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// the compilation options must be the same as well!
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try shader.options.hash(b, &hasher);
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// And the compile command, too.
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hasher.update(self.compile_command.getPath(b));
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for (self.compile_command_args) |cmd| {
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hasher.update(cmd);
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}
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return digest(&hasher);
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}
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/// Create a base-64 hash digest from a hasher, which we can use as file name.
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fn digest(hasher: anytype) [64]u8 {
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var hash_digest: [48]u8 = undefined;
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hasher.final(&hash_digest);
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var hash: [64]u8 = undefined;
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_ = std.fs.base64_encoder.encode(&hash, &hash_digest);
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return hash;
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}
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/// Internal build function.
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fn make(step: *Build.Step, options: Build.Step.MakeOptions) !void {
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_ = options;
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const b = step.owner;
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const self: *ShaderCompileStep = @fieldParentPtr("step", step);
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const cwd = std.fs.cwd();
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var cmd = std.ArrayList([]const u8).init(b.allocator);
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try cmd.append(self.compile_command.getPath(b));
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try cmd.appendSlice(self.compile_command_args);
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const base_cmd_len = cmd.items.len;
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var shaders_file_contents = std.ArrayList(u8).init(b.allocator);
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const shaders_out = shaders_file_contents.writer();
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const shaders_dir = try b.cache_root.join(
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b.allocator,
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&.{cache_dir},
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);
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try cwd.makePath(shaders_dir);
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for (self.shaders.items) |*shader| {
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shader.hash = try self.hashShaderToFileName(shader.*);
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const shader_out_path = try std.fs.path.join(b.allocator, &.{
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shaders_dir,
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&shader.hash,
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});
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// This path must be relative to the shaders zig file - which is in the same directory
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try shaders_out.print("pub const {s} align(@alignOf(u32)) = @embedFile(\"{s}\").*;\n", .{
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shader.name,
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&shader.hash,
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});
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// If we have a cache hit, we can save some compile time by not invoking the compile command.
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compile_shader: {
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std.fs.accessAbsolute(shader_out_path, .{}) catch |err| switch (err) {
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error.FileNotFound => break :compile_shader,
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else => |e| return e,
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};
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continue;
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}
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cmd.items.len = base_cmd_len;
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try cmd.appendSlice(shader.options.args);
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try cmd.appendSlice(&.{ shader.source_path, self.output_flag, shader_out_path });
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_ = try step.evalChildProcess(cmd.items);
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}
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// Generate a file name for the shaders zig source based on the contents of shaders_file_contents.
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// In this case we don't need to omit writing the file - Zig does this check already for us.
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var hasher = std.crypto.hash.blake2.Blake2b384.init(.{});
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// Note: don't need to seed the hasher - it transitively contains the seed from
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// hashShaderToFileName. Change that if the implementation changes.
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hasher.update(shaders_file_contents.items);
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const shaders_path = try std.fs.path.join(
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b.allocator,
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&.{ shaders_dir, &digest(&hasher) },
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);
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try cwd.writeFile(.{
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.sub_path = shaders_path,
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.data = shaders_file_contents.items,
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});
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self.generated_file.path = shaders_path;
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}
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};
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