forked from mirror/vulkan-zig
Merge pull request #36 from ashpil/master
Tweaks to shader build integration
This commit is contained in:
@@ -21,7 +21,7 @@ pub const ResourceGenStep = struct {
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self.* = .{
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self.* = .{
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.step = Step.init(.custom, "resources", builder.allocator, make),
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.step = Step.init(.custom, "resources", builder.allocator, make),
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.shader_step = vkgen.ShaderCompileStep.init(builder, &[_][]const u8{ "glslc", "--target-env=vulkan1.2" }),
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.shader_step = vkgen.ShaderCompileStep.init(builder, &[_][]const u8{ "glslc", "--target-env=vulkan1.2" }, "shaders"),
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.builder = builder,
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.builder = builder,
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.package = .{
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.package = .{
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.name = "resources",
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.name = "resources",
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@@ -22,16 +22,20 @@ pub const ShaderCompileStep = struct {
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/// The command and optional arguments used to invoke the shader compiler.
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/// The command and optional arguments used to invoke the shader compiler.
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glslc_cmd: []const []const u8,
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glslc_cmd: []const []const u8,
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/// The directory within `zig-cache/` that the compiled shaders are placed in.
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output_dir: []const u8,
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/// List of shaders that are to be compiled.
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/// List of shaders that are to be compiled.
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shaders: std.ArrayList(Shader),
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shaders: std.ArrayList(Shader),
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/// Create a ShaderCompilerStep for `builder`. When this step is invoked by the build
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/// Create a ShaderCompilerStep for `builder`. When this step is invoked by the build
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/// system, `<glcl_cmd...> <shader_source> -o <dst_addr>` is invoked for each shader.
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/// system, `<glcl_cmd...> <shader_source> -o <dst_addr>` is invoked for each shader.
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pub fn init(builder: *Builder, glslc_cmd: []const []const u8) *ShaderCompileStep {
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pub fn init(builder: *Builder, glslc_cmd: []const []const u8, output_dir: []const u8) *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 = Step.init(.custom, "shader-compile", builder.allocator, make),
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.step = Step.init(.custom, "shader-compile", builder.allocator, make),
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.builder = builder,
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.builder = builder,
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.output_dir = output_dir,
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.glslc_cmd = builder.dupeStrings(glslc_cmd),
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.glslc_cmd = builder.dupeStrings(glslc_cmd),
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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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};
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};
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@@ -43,11 +47,12 @@ pub const ShaderCompileStep = struct {
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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.
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pub fn add(self: *ShaderCompileStep, src: []const u8) []const u8 {
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pub fn add(self: *ShaderCompileStep, src: []const u8) []const u8 {
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const output_filename = std.fmt.allocPrint(self.builder.allocator, "{s}.spv", .{ src }) catch unreachable;
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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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"shaders",
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self.output_dir,
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src,
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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 }) catch unreachable;
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return full_out_path;
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return full_out_path;
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