Merge pull request #36 from ashpil/master

Tweaks to shader build integration
This commit is contained in:
Robin Voetter
2021-12-30 16:17:20 +01:00
committed by GitHub
2 changed files with 9 additions and 4 deletions

View File

@@ -21,7 +21,7 @@ pub const ResourceGenStep = struct {
self.* = .{
.step = Step.init(.custom, "resources", builder.allocator, make),
.shader_step = vkgen.ShaderCompileStep.init(builder, &[_][]const u8{ "glslc", "--target-env=vulkan1.2" }),
.shader_step = vkgen.ShaderCompileStep.init(builder, &[_][]const u8{ "glslc", "--target-env=vulkan1.2" }, "shaders"),
.builder = builder,
.package = .{
.name = "resources",

View File

@@ -22,16 +22,20 @@ pub const ShaderCompileStep = struct {
/// The command and optional arguments used to invoke the shader compiler.
glslc_cmd: []const []const u8,
/// The directory within `zig-cache/` that the compiled shaders are placed in.
output_dir: []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 {
pub fn init(builder: *Builder, glslc_cmd: []const []const u8, output_dir: []const u8) *ShaderCompileStep {
const self = builder.allocator.create(ShaderCompileStep) catch unreachable;
self.* = .{
.step = Step.init(.custom, "shader-compile", builder.allocator, make),
.builder = builder,
.output_dir = output_dir,
.glslc_cmd = builder.dupeStrings(glslc_cmd),
.shaders = std.ArrayList(Shader).init(builder.allocator),
};
@@ -43,11 +47,12 @@ pub const ShaderCompileStep = struct {
/// 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 output_filename = std.fmt.allocPrint(self.builder.allocator, "{s}.spv", .{ src }) catch unreachable;
const full_out_path = path.join(self.builder.allocator, &[_][]const u8{
self.builder.build_root,
self.builder.cache_root,
"shaders",
src,
self.output_dir,
output_filename,
}) catch unreachable;
self.shaders.append(.{ .source_path = src, .full_out_path = full_out_path }) catch unreachable;
return full_out_path;