forked from mirror/vulkan-zig
Merge pull request #150 from antlilja/lazy-path-compile-command
Add ability to pass a LazyPath as compile command to the ShaderCompileStep
This commit is contained in:
@@ -35,7 +35,8 @@ pub fn build(b: *std.Build) void {
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const shaders = ShaderCompileStep.create(
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const shaders = ShaderCompileStep.create(
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b,
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b,
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&[_][]const u8{ "glslc", "--target-env=vulkan1.2" },
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.{ .real_path = "glslc" },
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&[_][]const u8{"--target-env=vulkan1.2"},
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"-o",
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"-o",
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);
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);
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shaders.add("triangle_vert", "shaders/triangle.vert", .{});
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shaders.add("triangle_vert", "shaders/triangle.vert", .{});
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@@ -59,10 +59,23 @@ pub const ShaderCompileStep = struct {
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options: ShaderOptions,
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options: ShaderOptions,
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};
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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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step: Build.Step,
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/// The command and optional arguments used to invoke the shader compiler.
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/// The command and args to invoke the shader compiler.
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compile_command: []const []const u8,
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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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/// 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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output_flag: []u8,
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@@ -78,7 +91,12 @@ pub const ShaderCompileStep = struct {
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/// system, `<compile_command...> <shader_source> <output_flag> <path>` is invoked for each shader.
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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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/// 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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/// `c.addShader("vertex", "vertex.glsl", .{})`, the command will be `glslc vertex.glsl -o <path>`
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pub fn create(builder: *Build, compile_command: []const []const u8, output_flag: []const u8) *ShaderCompileStep {
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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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const self = builder.allocator.create(ShaderCompileStep) catch unreachable;
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self.* = .{
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self.* = .{
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.step = Build.Step.init(.{
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.step = Build.Step.init(.{
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@@ -87,7 +105,8 @@ pub const ShaderCompileStep = struct {
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.owner = builder,
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.owner = builder,
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.makeFn = make,
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.makeFn = make,
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}),
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}),
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.compile_command = builder.dupeStrings(compile_command),
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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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.output_flag = builder.dupe(output_flag),
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.shaders = std.ArrayList(Shader).init(builder.allocator),
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.shaders = std.ArrayList(Shader).init(builder.allocator),
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.generated_file = undefined,
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.generated_file = undefined,
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@@ -148,7 +167,8 @@ pub const ShaderCompileStep = struct {
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// the compilation options must be the same as well!
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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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try shader.options.hash(b, &hasher);
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// And the compile command, too.
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// And the compile command, too.
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for (self.compile_command) |cmd| {
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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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hasher.update(cmd);
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}
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}
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@@ -172,7 +192,8 @@ pub const ShaderCompileStep = struct {
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const cwd = std.fs.cwd();
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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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var cmd = std.ArrayList([]const u8).init(b.allocator);
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try cmd.appendSlice(self.compile_command);
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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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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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var shaders_file_contents = std.ArrayList(u8).init(b.allocator);
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