Documentation on API functions

This commit is contained in:
Robin Voetter
2020-07-07 01:52:37 +02:00
parent 89c511653e
commit b25521b22f
3 changed files with 38 additions and 1 deletions

View File

@@ -3,17 +3,30 @@ const path = std.fs.path;
const Builder = std.build.Builder;
const Step = std.build.Step;
/// 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 {
/// Structure representing a shader to be compiled.
const Shader = struct {
/// The path to the shader, relative to the current build root.
source_path: []const u8,
/// The full output path where the compiled shader binary is placed.
full_out_path: []const u8,
};
step: Step,
builder: *Builder,
/// The command and optional arguments used to invoke the shader compiler.
glslc_cmd: []const []const u8,
/// List of shaders that are to be compiled.
shaders: std.ArrayList(Shader),
/// Create a ShaderCompilerStep for `builder`. When this step is invoked by the build
/// system, `<glcl_cmd...> <shader_source> -o <dst_addr>` is invoked for each shader.
pub fn init(builder: *Builder, glslc_cmd: []const []const u8) *ShaderCompileStep {
const self = builder.allocator.create(ShaderCompileStep) catch unreachable;
self.* = .{
@@ -25,6 +38,10 @@ pub const ShaderCompileStep = struct {
return self;
}
/// 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 full_out_path = path.join(self.builder.allocator, &[_][]const u8{
self.builder.build_root,
@@ -36,6 +53,7 @@ pub const ShaderCompileStep = struct {
return full_out_path;
}
/// Internal build function.
fn make(step: *Step) !void {
const self = @fieldParentPtr(ShaderCompileStep, "step", step);
const cwd = std.fs.cwd();