forked from mirror/vulkan-zig
Add support for multiple entrypoints and a custom output file
This commit is contained in:
@@ -56,7 +56,7 @@ pub const ResourceGenStep = struct {
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}
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}
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pub fn addShader(self: *ResourceGenStep, name: []const u8, source: []const u8) void {
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pub fn addShader(self: *ResourceGenStep, name: []const u8, source: []const u8) void {
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const shader_out_path = self.shader_step.add(source);
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const shader_out_path = self.shader_step.add(source, .{});
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var writer = self.resources.writer();
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var writer = self.resources.writer();
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writer.print("pub const {s} = @embedFile(\"", .{name}) catch unreachable;
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writer.print("pub const {s} = @embedFile(\"", .{name}) catch unreachable;
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@@ -3,10 +3,27 @@ const path = std.fs.path;
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const Builder = std.build.Builder;
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const Builder = std.build.Builder;
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const Step = std.build.Step;
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const Step = std.build.Step;
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/// Stage the shader should be built for. This is passed to the -fshader-stage
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/// argument when invoking glslc.
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pub const ShaderStage = enum {
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vertex,
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fragment,
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tesscontrol,
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tesseval,
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geometry,
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compute,
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};
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/// Utility functionality to help with compiling shaders from build.zig.
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/// Utility functionality to help with compiling shaders from build.zig.
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/// Invokes glslc (or another shader compiler passed to `init`) for each shader
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/// Invokes glslc (or another shader compiler passed to `init`) for each shader
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/// added via `addShader`.
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/// added via `addShader`.
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pub const ShaderCompileStep = struct {
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pub const ShaderCompileStep = struct {
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const AddFileParams = struct {
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entry_point: ?[]const u8 = null,
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stage: ?ShaderStage = null,
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output_filename: ?[]const u8 = null,
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};
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/// Structure representing a shader to be compiled.
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/// Structure representing a shader to be compiled.
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const Shader = struct {
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const Shader = struct {
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/// The path to the shader, relative to the current build root.
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/// The path to the shader, relative to the current build root.
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@@ -14,6 +31,13 @@ pub const ShaderCompileStep = struct {
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/// The full output path where the compiled shader binary is placed.
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/// The full output path where the compiled shader binary is placed.
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full_out_path: []const u8,
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full_out_path: []const u8,
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/// The entry point to use when compiling the shader.
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entry_point: ?[]const u8,
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/// The stage to use when building. If not null, this is passed to
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/// the -fshader-stage argument.
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stage: ?ShaderStage,
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};
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};
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step: Step,
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step: Step,
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@@ -45,16 +69,15 @@ pub const ShaderCompileStep = struct {
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/// Add a shader to be compiled. `src` is shader source path, relative to the project root.
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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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/// 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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/// 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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/// to @embedFile via an additional generated file. `entry_point` is the entry point to pass to the compiler.
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pub fn add(self: *ShaderCompileStep, src: []const u8) []const u8 {
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/// `stage` is an optional shader stage to pass to the compiler with the flag `-fshader-stage` when building the shader.
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const output_filename = std.fmt.allocPrint(self.builder.allocator, "{s}.spv", .{ src }) catch unreachable;
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pub fn add(self: *ShaderCompileStep, src: []const u8, params: AddFileParams) []const u8 {
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const full_out_path = path.join(self.builder.allocator, &[_][]const u8{
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const full_out_path = path.join(self.builder.allocator, &[_][]const u8{
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self.builder.build_root,
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self.builder.build_root,
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self.builder.cache_root,
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self.builder.cache_root,
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self.output_dir,
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if (params.output_filename) |out| out else std.fmt.allocPrint(self.builder.allocator, "{s}.spv", .{src}) catch unreachable,
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output_filename,
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}) catch unreachable;
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}) catch unreachable;
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self.shaders.append(.{ .source_path = src, .full_out_path = full_out_path }) catch unreachable;
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self.shaders.append(.{ .source_path = src, .full_out_path = full_out_path, .entry_point = params.entry_point, .stage = params.stage }) catch unreachable;
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return full_out_path;
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return full_out_path;
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}
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}
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@@ -63,18 +86,30 @@ pub const ShaderCompileStep = struct {
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const self = @fieldParentPtr(ShaderCompileStep, "step", step);
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const self = @fieldParentPtr(ShaderCompileStep, "step", step);
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const cwd = std.fs.cwd();
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const cwd = std.fs.cwd();
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const cmd = try self.builder.allocator.alloc([]const u8, self.glslc_cmd.len + 3);
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const cmd = try self.builder.allocator.alloc([]const u8, self.glslc_cmd.len + 5);
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for (self.glslc_cmd) |part, i| {
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for (self.glslc_cmd) |part, i| {
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cmd[i] = part;
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cmd[i] = part;
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}
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}
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cmd[cmd.len - 2] = "-o";
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for (self.shaders.items) |shader| {
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for (self.shaders.items) |shader| {
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var argc: usize = cmd.len - 2;
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if (shader.entry_point) |entry_point| {
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cmd[argc - 3] = try std.fmt.allocPrint(self.builder.allocator, "-fentry-point={s}", .{entry_point});
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argc += 1;
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}
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if (shader.stage) |stage| {
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cmd[argc - 3] = try std.fmt.allocPrint(self.builder.allocator, "-fshader-stage={s}", .{@tagName(stage)});
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argc += 1;
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}
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const dir = path.dirname(shader.full_out_path).?;
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const dir = path.dirname(shader.full_out_path).?;
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try cwd.makePath(dir);
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try cwd.makePath(dir);
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cmd[cmd.len - 3] = shader.source_path;
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cmd[argc - 3] = shader.source_path;
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cmd[cmd.len - 1] = shader.full_out_path;
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cmd[argc - 2] = "-o";
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try self.builder.spawnChild(cmd);
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cmd[argc - 1] = shader.full_out_path;
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try self.builder.spawnChild(cmd[0..argc]);
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}
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}
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}
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}
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};
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};
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@@ -1,5 +1,6 @@
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pub const generateVk = @import("vulkan/generator.zig").generate;
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pub const generateVk = @import("vulkan/generator.zig").generate;
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pub const VkGenerateStep = @import("vulkan/build_integration.zig").GenerateStep;
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pub const VkGenerateStep = @import("vulkan/build_integration.zig").GenerateStep;
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pub const ShaderStage = @import("build_integration.zig").ShaderStage;
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pub const ShaderCompileStep = @import("build_integration.zig").ShaderCompileStep;
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pub const ShaderCompileStep = @import("build_integration.zig").ShaderCompileStep;
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test "main" {
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test "main" {
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