Improve ShaderCreateStep to work around cache issues

This commit is contained in:
Robin Voetter
2022-12-29 23:53:09 +01:00
parent d9377c4c70
commit f7a4e4346e
4 changed files with 179 additions and 166 deletions

122
build.zig
View File

@@ -2,117 +2,6 @@ const std = @import("std");
const vkgen = @import("generator/index.zig");
const Step = std.build.Step;
const Builder = std.build.Builder;
const Encoder = std.base64.standard_no_pad.Encoder;
pub const ResourceGenStep = struct {
step: Step,
shader_step: *vkgen.ShaderCompileStep,
builder: *Builder,
package: std.build.Pkg,
output_file: std.build.GeneratedFile,
resources: std.ArrayList(u8),
base64_sources: std.ArrayList(Base64Source),
const Base64Source = struct {
file_name: []u8,
str_name: []const u8,
};
pub fn init(builder: *Builder, out: []const u8) *ResourceGenStep {
const self = builder.allocator.create(ResourceGenStep) catch unreachable;
const full_out_path = std.fs.path.join(builder.allocator, &[_][]const u8{
builder.build_root,
builder.cache_root,
out,
}) catch unreachable;
self.* = .{
.step = Step.init(.custom, "resources", builder.allocator, make),
.shader_step = vkgen.ShaderCompileStep.init(builder, &[_][]const u8{ "glslc", "--target-env=vulkan1.2" }, "shaders"),
.builder = builder,
.package = .{
.name = "resources",
.source = .{ .generated = &self.output_file },
.dependencies = null,
},
.output_file = .{
.step = &self.step,
.path = full_out_path,
},
.resources = std.ArrayList(u8).init(builder.allocator),
.base64_sources = std.ArrayList(Base64Source).init(builder.allocator),
};
self.step.dependOn(&self.shader_step.step);
return self;
}
fn renderPath(path: []const u8, writer: anytype) void {
const separators = &[_]u8{ std.fs.path.sep_windows, std.fs.path.sep_posix };
var i: usize = 0;
while (std.mem.indexOfAnyPos(u8, path, i, separators)) |j| {
writer.writeAll(path[i..j]) catch unreachable;
switch (std.fs.path.sep) {
std.fs.path.sep_windows => writer.writeAll("\\\\") catch unreachable,
std.fs.path.sep_posix => writer.writeByte(std.fs.path.sep_posix) catch unreachable,
else => unreachable,
}
i = j + 1;
}
writer.writeAll(path[i..]) catch unreachable;
}
pub fn addShader(self: *ResourceGenStep, name: []const u8, source: []const u8) void {
const shader_out_path = self.shader_step.add(source, .{});
var writer = self.resources.writer();
writer.print("pub const {s} align(@alignOf(u32)) = @embedFile(\"", .{name}) catch unreachable;
renderPath(shader_out_path, writer);
writer.writeAll("\").*;\n") catch unreachable;
}
/// Instead of using @embedFile as addShader does, write SPIR-V binaries to resources as base64-encoded strings
pub fn addShaderBase64(self: *ResourceGenStep, name: []const u8, source: []const u8) void {
const shader_out_path = self.shader_step.add(source, .{});
var fixed_shader_out_path = std.ArrayList(u8).init(self.builder.allocator);
defer fixed_shader_out_path.deinit();
var path_writer = fixed_shader_out_path.writer();
renderPath(shader_out_path, path_writer);
var base64_source = self.base64_sources.addOne() catch unreachable;
base64_source.str_name = name;
base64_source.file_name = fixed_shader_out_path.toOwnedSlice() catch unreachable;
}
fn make(step: *Step) !void {
const self = @fieldParentPtr(ResourceGenStep, "step", step);
const cwd = std.fs.cwd();
// Read SPIR-V binaries, encode as base64 string, and write the base64 string to resources
for (self.base64_sources.items) |base64_source| {
const spv_file = std.fs.cwd().readFileAllocOptions(
self.builder.allocator,
base64_source.file_name,
std.math.pow(u32, 2, 21), // max spv file size 2^21 bytes ~= 2 MB
std.math.pow(u32, 2, 13), // size hint 2^13 ~= 8 KB
@alignOf(u32),
null,
) catch unreachable;
defer self.builder.allocator.free(spv_file);
const base64_len = Encoder.calcSize(spv_file.len);
var base64_str_mem = self.builder.allocator.alloc(u8, base64_len) catch unreachable;
const base64_str = Encoder.encode(base64_str_mem, spv_file);
var writer = self.resources.writer();
writer.print("pub const {s} = \"{s}\";\n", .{base64_source.str_name, base64_str}) catch unreachable;
}
const dir = std.fs.path.dirname(self.output_file.path.?).?;
try cwd.makePath(dir);
try cwd.writeFile(self.output_file.path.?, self.resources.items);
}
};
pub fn build(b: *Builder) void {
const target = b.standardTargetOptions(.{});
@@ -135,10 +24,13 @@ pub fn build(b: *Builder) void {
const gen = vkgen.VkGenerateStep.init(b, vk_xml_path, "vk.zig");
triangle_exe.addPackage(gen.package);
const res = ResourceGenStep.init(b, "resources.zig");
res.addShaderBase64("triangle_vert", "examples/shaders/triangle.vert");
res.addShaderBase64("triangle_frag", "examples/shaders/triangle.frag");
triangle_exe.addPackage(res.package);
const shaders = vkgen.ShaderCompileStep.create(
b,
&[_][]const u8{ "glslc", "--target-env=vulkan1.2" },
);
shaders.add("triangle_vert", "examples/shaders/triangle.vert", .{});
shaders.add("triangle_frag", "examples/shaders/triangle.frag", .{});
triangle_exe.addPackage(shaders.getPackage("shaders"));
const triangle_run_cmd = triangle_exe.run();
triangle_run_cmd.step.dependOn(b.getInstallStep());