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

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@@ -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();

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@@ -4,13 +4,24 @@ const path = std.fs.path;
const Builder = std.build.Builder;
const Step = std.build.Step;
/// build.zig integration for Vulkan binding generation. This step can be used to generate
/// Vulkan bindings at compiletime from vk.xml, by providing the path to vk.xml and the output
/// path relative to zig-cache. The final file can then be added to the project using
/// `std.build.Builder.addPackagePath`.
pub const GenerateStep = struct {
step: Step,
builder: *Builder,
/// The path to vk.xml
spec_path: []const u8,
/// The full path where the final generated binding will be placed. When using this step,
/// this path should be passed to addPackagePath.
full_out_path: []const u8,
// out_path is relative to builder.cache_root
/// Initialize a Vulkan generation step, for `builder`. `spec_path` is the path to
/// vk.xml, relative to the project root. The generated bindings will be placed at
/// `out_path`, which is relative to the zig-cache directory.
pub fn init(builder: *Builder, spec_path: []const u8, out_path: []const u8) *GenerateStep {
const self = builder.allocator.create(GenerateStep) catch unreachable;
self.* = .{
@@ -26,6 +37,10 @@ pub const GenerateStep = struct {
return self;
}
/// Internal build function. This reads `vk.xml`, and passes it to `generate`, which then generates
/// the final bindings. The resulting generated bindings are not formatted, which is why an ArrayList
/// writer is passed instead of a file writer. This is then formatted into standard formatting
/// by parsing it and rendering with `std.zig.parse` and `std.zig.render` respectively.
fn make(step: *Step) !void {
const self = @fieldParentPtr(GenerateStep, "step", step);
const cwd = std.fs.cwd();

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@@ -326,6 +326,10 @@ pub const Generator = struct {
}
};
/// Main function for generating the Vulkan bindings. vk.xml is to be provided via `spec_xml`,
/// and the resulting binding is written to `writer`. `allocator` will be used to allocate temporary
/// internal datastructures - mostly via an ArenaAllocator, but sometimes a hashmap uses this allocator
/// directly.
pub fn generate(allocator: *Allocator, spec_xml: []const u8, writer: var) !void {
const spec = try xml.parse(allocator, spec_xml);
defer spec.deinit();