forked from mirror/vulkan-zig
Improve ShaderCreateStep to work around cache issues
This commit is contained in:
15
README.md
15
README.md
@@ -242,7 +242,7 @@ pub const xcb_connection_t = if (@hasDecl(root, "xcb_connection_t")) root.xcb_co
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For some times (such as those from Google Games Platform) no default is known. Usage of these without providing a concrete type in the project root generates a compile error.
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### Shader compilation
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vulkan-zig provides functionality to help compiling shaders using glslc. It can be used from build.zig as follows:
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vulkan-zig provides functionality to help compiling shaders to spir-v using glslc. It can be used from build.zig as follows:
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```zig
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const vkgen = @import("vulkan-zig/generator/index.zig");
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@@ -254,15 +254,20 @@ pub fn build(b: *Builder) void {
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const gen = vkgen.VkGenerateStep(b, "path/to/vk.xml", "vk.zig");
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exe.addPackage(gen.package);
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const shader_comp = vkgen.ShaderCompileStep.init(
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const shader_comp = vkgen.ShaderCompileStep.create(
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builder,
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&[_][]const u8{"glslc", "--target-env=vulkan1.2"}, // Path to glslc and additional parameters
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);
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exe.step.dependOn(&shader_comp.step);
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const spv_path = shader_comp.addShader("path/to/shader.frag");
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exe.addPackage(shader_comp.getPackage("shaders"));
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shader_comp.add("shader", "path/to/shader.frag", .{});
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}
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```
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Upon compilation, glslc is then invoked to compile each shader, and the result is placed within `zig-cache`. `addShader` returns the full path to the compiled shader code. This file can then be included in the project, as is done in [build.zig for the example](build.zig) by generating an additional file which uses `@embedFile`.
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Upon compilation, glslc is then invoked to compile each shader, and the result is placed within `zig-cache`. All shaders which are compiled using a particular `ShaderCompileStep` are imported in a single Zig file using `@embedFile`, and this file can be added to an executable as a package using `getPackage`. To slightly improve compile times, shader compilation is cached; as long as a shader's source and its compile commands stay the same, the shader is not recompiled. The spir-v code for any particular shader is aligned to that of a 32-bit integer as follows, as required by vkCreateShaderModule:
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```zig
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pub const ${name} align(@alignOf(u32)) = @embedFile("${path}").*;
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```
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See [build.zig](build.zig) for a working example.
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## Limitations
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* Currently, the self-hosted version of Zig's cache-hash API is not yet ready for usage, which means that the bindings are regenerated every time an executable is built.
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122
build.zig
122
build.zig
@@ -2,117 +2,6 @@ const std = @import("std");
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const vkgen = @import("generator/index.zig");
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const Step = std.build.Step;
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const Builder = std.build.Builder;
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const Encoder = std.base64.standard_no_pad.Encoder;
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pub const ResourceGenStep = struct {
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step: Step,
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shader_step: *vkgen.ShaderCompileStep,
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builder: *Builder,
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package: std.build.Pkg,
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output_file: std.build.GeneratedFile,
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resources: std.ArrayList(u8),
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base64_sources: std.ArrayList(Base64Source),
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const Base64Source = struct {
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file_name: []u8,
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str_name: []const u8,
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};
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pub fn init(builder: *Builder, out: []const u8) *ResourceGenStep {
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const self = builder.allocator.create(ResourceGenStep) catch unreachable;
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const full_out_path = std.fs.path.join(builder.allocator, &[_][]const u8{
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builder.build_root,
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builder.cache_root,
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out,
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}) catch unreachable;
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self.* = .{
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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" }, "shaders"),
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.builder = builder,
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.package = .{
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.name = "resources",
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.source = .{ .generated = &self.output_file },
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.dependencies = null,
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},
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.output_file = .{
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.step = &self.step,
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.path = full_out_path,
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},
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.resources = std.ArrayList(u8).init(builder.allocator),
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.base64_sources = std.ArrayList(Base64Source).init(builder.allocator),
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};
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self.step.dependOn(&self.shader_step.step);
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return self;
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}
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fn renderPath(path: []const u8, writer: anytype) void {
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const separators = &[_]u8{ std.fs.path.sep_windows, std.fs.path.sep_posix };
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var i: usize = 0;
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while (std.mem.indexOfAnyPos(u8, path, i, separators)) |j| {
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writer.writeAll(path[i..j]) catch unreachable;
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switch (std.fs.path.sep) {
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std.fs.path.sep_windows => writer.writeAll("\\\\") catch unreachable,
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std.fs.path.sep_posix => writer.writeByte(std.fs.path.sep_posix) catch unreachable,
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else => unreachable,
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}
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i = j + 1;
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}
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writer.writeAll(path[i..]) catch unreachable;
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}
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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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var writer = self.resources.writer();
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writer.print("pub const {s} align(@alignOf(u32)) = @embedFile(\"", .{name}) catch unreachable;
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renderPath(shader_out_path, writer);
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writer.writeAll("\").*;\n") catch unreachable;
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}
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/// Instead of using @embedFile as addShader does, write SPIR-V binaries to resources as base64-encoded strings
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pub fn addShaderBase64(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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var fixed_shader_out_path = std.ArrayList(u8).init(self.builder.allocator);
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defer fixed_shader_out_path.deinit();
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var path_writer = fixed_shader_out_path.writer();
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renderPath(shader_out_path, path_writer);
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var base64_source = self.base64_sources.addOne() catch unreachable;
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base64_source.str_name = name;
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base64_source.file_name = fixed_shader_out_path.toOwnedSlice() catch unreachable;
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}
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fn make(step: *Step) !void {
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const self = @fieldParentPtr(ResourceGenStep, "step", step);
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const cwd = std.fs.cwd();
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// Read SPIR-V binaries, encode as base64 string, and write the base64 string to resources
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for (self.base64_sources.items) |base64_source| {
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const spv_file = std.fs.cwd().readFileAllocOptions(
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self.builder.allocator,
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base64_source.file_name,
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std.math.pow(u32, 2, 21), // max spv file size 2^21 bytes ~= 2 MB
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std.math.pow(u32, 2, 13), // size hint 2^13 ~= 8 KB
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@alignOf(u32),
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null,
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) catch unreachable;
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defer self.builder.allocator.free(spv_file);
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const base64_len = Encoder.calcSize(spv_file.len);
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var base64_str_mem = self.builder.allocator.alloc(u8, base64_len) catch unreachable;
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const base64_str = Encoder.encode(base64_str_mem, spv_file);
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var writer = self.resources.writer();
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writer.print("pub const {s} = \"{s}\";\n", .{base64_source.str_name, base64_str}) catch unreachable;
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}
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const dir = std.fs.path.dirname(self.output_file.path.?).?;
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try cwd.makePath(dir);
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try cwd.writeFile(self.output_file.path.?, self.resources.items);
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}
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};
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pub fn build(b: *Builder) void {
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const target = b.standardTargetOptions(.{});
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@@ -135,10 +24,13 @@ pub fn build(b: *Builder) void {
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const gen = vkgen.VkGenerateStep.init(b, vk_xml_path, "vk.zig");
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triangle_exe.addPackage(gen.package);
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const res = ResourceGenStep.init(b, "resources.zig");
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res.addShaderBase64("triangle_vert", "examples/shaders/triangle.vert");
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res.addShaderBase64("triangle_frag", "examples/shaders/triangle.frag");
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triangle_exe.addPackage(res.package);
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const shaders = vkgen.ShaderCompileStep.create(
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b,
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&[_][]const u8{ "glslc", "--target-env=vulkan1.2" },
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);
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shaders.add("triangle_vert", "examples/shaders/triangle.vert", .{});
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shaders.add("triangle_frag", "examples/shaders/triangle.frag", .{});
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triangle_exe.addPackage(shaders.getPackage("shaders"));
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const triangle_run_cmd = triangle_exe.run();
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triangle_run_cmd.step.dependOn(b.getInstallStep());
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@@ -1,7 +1,7 @@
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const std = @import("std");
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const vk = @import("vulkan");
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const c = @import("c.zig");
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const resources = @import("resources");
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const shaders = @import("shaders");
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const GraphicsContext = @import("graphics_context.zig").GraphicsContext;
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const Swapchain = @import("swapchain.zig").Swapchain;
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const Allocator = std.mem.Allocator;
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@@ -44,6 +44,11 @@ pub fn main() !void {
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if (c.glfwInit() != c.GLFW_TRUE) return error.GlfwInitFailed;
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defer c.glfwTerminate();
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if (c.glfwVulkanSupported() != c.GLFW_TRUE) {
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std.log.err("GLFW could not find libvulkan", .{});
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return error.NoVulkan;
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}
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var extent = vk.Extent2D{ .width = 800, .height = 600 };
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c.glfwWindowHint(c.GLFW_CLIENT_API, c.GLFW_NO_API);
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@@ -338,7 +343,7 @@ fn createRenderPass(gc: *const GraphicsContext, swapchain: Swapchain) !vk.Render
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.store_op = .store,
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.stencil_load_op = .dont_care,
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.stencil_store_op = .dont_care,
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.initial_layout = .@"undefined",
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.initial_layout = .undefined,
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.final_layout = .present_src_khr,
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};
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@@ -378,15 +383,15 @@ fn createPipeline(
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) !vk.Pipeline {
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const vert = try gc.vkd.createShaderModule(gc.dev, &.{
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.flags = .{},
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.code_size = resources.triangle_vert.len,
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.p_code = @ptrCast([*]const u32, &resources.triangle_vert),
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.code_size = shaders.triangle_vert.len,
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.p_code = @ptrCast([*]const u32, &shaders.triangle_vert),
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}, null);
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defer gc.vkd.destroyShaderModule(gc.dev, vert, null);
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const frag = try gc.vkd.createShaderModule(gc.dev, &.{
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.flags = .{},
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.code_size = resources.triangle_frag.len,
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.p_code = @ptrCast([*]const u32, &resources.triangle_frag),
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.code_size = shaders.triangle_frag.len,
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.p_code = @ptrCast([*]const u32, &shaders.triangle_frag),
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}, null);
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defer gc.vkd.destroyShaderModule(gc.dev, frag, null);
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@@ -2,6 +2,7 @@ const std = @import("std");
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const path = std.fs.path;
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const Builder = std.build.Builder;
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const Step = std.build.Step;
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const GeneratedFile = std.build.GeneratedFile;
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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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@@ -18,70 +19,137 @@ pub const ShaderStage = enum {
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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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pub const ShaderCompileStep = struct {
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const AddFileParams = struct {
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/// The directory within the zig-cache directory that is used to store
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/// shader artifacts.
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pub const cache_dir = "shaders";
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/// This structure contains additional options that can be passed to glslc when shaders are compiled.
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pub const ShaderOptions = struct {
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/// The entry point to use when compiling the shader.
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entry_point: ?[]const u8 = null,
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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 = null,
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output_filename: ?[]const u8 = null,
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/// To ensure that if compilation options change, the shader is recompiled
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/// properly.
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fn hash(self: ShaderOptions, hasher: anytype) void {
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if (self.entry_point) |entry_point| {
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hasher.update(entry_point);
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}
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if (self.stage) |stage| {
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hasher.update(std.mem.asBytes(&@enumToInt(stage)));
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}
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}
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};
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/// Structure representing a shader to be compiled.
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const Shader = struct {
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/// The name of the shader in the generated file.
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/// Must be unique for all shaders added to this ShaderCompileStep.
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name: []const u8,
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/// The path to the shader, relative to the current build root.
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source_path: []const u8,
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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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/// 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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/// Miscellaneous options to pass when compiling the shader.
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options: ShaderOptions,
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};
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step: Step,
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builder: *Builder,
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b: *Builder,
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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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/// 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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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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/// 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, output_dir: []const u8) *ShaderCompileStep {
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/// The main Zig file that contains all the shaders. Each shader is included as
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/// `pub const ${name} align(@alignOf(u32))= @embedFile("${path").*;`
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generated_file: GeneratedFile,
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/// Create a ShaderCompileStep for `builder`. When this step is invoked by the build
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/// system, `<glcl_cmd...> <shader_source> -o <path>` is invoked for each shader.
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pub fn create(builder: *Builder, glslc_cmd: []const []const u8) *ShaderCompileStep {
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const self = builder.allocator.create(ShaderCompileStep) catch unreachable;
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self.* = .{
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.step = Step.init(.custom, "shader-compile", builder.allocator, make),
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.builder = builder,
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.output_dir = output_dir,
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.step = Step.init(.custom, "shaders", builder.allocator, make),
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.b = builder,
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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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.generated_file = undefined,
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};
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self.generated_file = .{ .step = &self.step };
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return self;
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}
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/// Returns the shaders package with name `package_name`.
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pub fn getPackage(self: *ShaderCompileStep, package_name: []const u8) std.build.Pkg {
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return .{ .name = package_name, .source = self.getSource() };
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}
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/// Returns the file source for the generated shader resource code.
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pub fn getSource(self: *ShaderCompileStep) std.build.FileSource {
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return .{ .generated = &self.generated_file };
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}
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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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/// 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. `entry_point` is the entry point to pass to the compiler.
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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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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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self.builder.build_root,
|
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self.builder.cache_root,
|
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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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pub fn add(self: *ShaderCompileStep, name: []const u8, src: []const u8, options: ShaderOptions) void {
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const full_source_path = std.fs.path.join(self.b.allocator, &.{
|
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self.b.build_root,
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src,
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}) catch unreachable;
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var src_cpy = self.builder.allocator.alloc(u8, src.len) catch unreachable;
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_ = std.mem.copy(u8, src_cpy, src);
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self.shaders.append(.{
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.name = name,
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.source_path = full_source_path,
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.options = options,
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}) catch unreachable;
|
||||
}
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self.shaders.append(.{ .source_path = src_cpy, .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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/// Create a hash of a shader's source contents.
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fn hashShaderToFileName(self: *ShaderCompileStep, shader: Shader) ![64]u8 {
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const source = std.fs.cwd().readFileAlloc(
|
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self.b.allocator,
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shader.source_path,
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std.math.maxInt(usize),
|
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) catch |err| switch (err) {
|
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error.FileNotFound => {
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std.log.err("could not open shader '{s}'", .{shader.source_path});
|
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return error.FileNotFound;
|
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},
|
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else => |e| return e,
|
||||
};
|
||||
|
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var hasher = std.crypto.hash.blake2.Blake2b384.init(.{});
|
||||
// Random bytes to make ShaderCompileStep unique. Refresh with new random
|
||||
// bytes when the implementation is changed in a non-backwards-compatible way.
|
||||
hasher.update("Pw7Z*9Q8r!fLY8&!");
|
||||
// Make sure that there is no cache hit if the shader's source has changed.
|
||||
hasher.update(source);
|
||||
// Not only the shader source must be the same to ensure uniqueness -
|
||||
// the compilation options must be the same as well!
|
||||
shader.options.hash(&hasher);
|
||||
// And the compile command, too.
|
||||
for (self.glslc_cmd) |cmd| {
|
||||
hasher.update(cmd);
|
||||
}
|
||||
|
||||
return digest(&hasher);
|
||||
}
|
||||
|
||||
/// Create a base-64 hash digest from a hasher, which we can use as file name.
|
||||
fn digest(hasher: anytype) [64]u8 {
|
||||
var hash_digest: [48]u8 = undefined;
|
||||
hasher.final(&hash_digest);
|
||||
var hash: [64]u8 = undefined;
|
||||
_ = std.fs.base64_encoder.encode(&hash, &hash_digest);
|
||||
return hash;
|
||||
}
|
||||
|
||||
/// Internal build function.
|
||||
@@ -89,26 +157,69 @@ pub const ShaderCompileStep = struct {
|
||||
const self = @fieldParentPtr(ShaderCompileStep, "step", step);
|
||||
const cwd = std.fs.cwd();
|
||||
|
||||
var cmd = std.ArrayList([]const u8).init(self.builder.allocator);
|
||||
var cmd = std.ArrayList([]const u8).init(self.b.allocator);
|
||||
try cmd.appendSlice(self.glslc_cmd);
|
||||
const base_cmd_len = cmd.items.len;
|
||||
|
||||
var shaders_file_contents = std.ArrayList(u8).init(self.b.allocator);
|
||||
const shaders_out = shaders_file_contents.writer();
|
||||
|
||||
const shaders_dir = try std.fs.path.join(
|
||||
self.b.allocator,
|
||||
&.{ self.b.build_root, self.b.cache_root, cache_dir },
|
||||
);
|
||||
try cwd.makePath(shaders_dir);
|
||||
|
||||
for (self.shaders.items) |shader| {
|
||||
const shader_basename = try self.hashShaderToFileName(shader);
|
||||
const shader_out_path = try std.fs.path.join(self.b.allocator, &.{
|
||||
shaders_dir,
|
||||
&shader_basename,
|
||||
});
|
||||
|
||||
// This path must be relative to the shaders zig file - which is in the same directory
|
||||
try shaders_out.print("pub const {s} align(@alignOf(u32)) = @embedFile(\"{s}\").*;\n", .{
|
||||
shader.name,
|
||||
&shader_basename,
|
||||
});
|
||||
|
||||
// If we have a cache hit, we can save some compile time by not invoking glslc.
|
||||
compile_shader: {
|
||||
std.fs.accessAbsolute(shader_out_path, .{}) catch |err| switch (err) {
|
||||
error.FileNotFound => break :compile_shader,
|
||||
else => |e| return e,
|
||||
};
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
cmd.items.len = base_cmd_len;
|
||||
|
||||
if (shader.entry_point) |entry_point| {
|
||||
try cmd.append(try std.fmt.allocPrint(self.builder.allocator, "-fentry-point={s}", .{entry_point}));
|
||||
if (shader.options.entry_point) |entry_point| {
|
||||
try cmd.append(try std.fmt.allocPrint(self.b.allocator, "-fentry-point={s}", .{entry_point}));
|
||||
}
|
||||
|
||||
if (shader.stage) |stage| {
|
||||
try cmd.append(try std.fmt.allocPrint(self.builder.allocator, "-fshader-stage={s}", .{@tagName(stage)}));
|
||||
if (shader.options.stage) |stage| {
|
||||
try cmd.append(try std.fmt.allocPrint(self.b.allocator, "-fshader-stage={s}", .{@tagName(stage)}));
|
||||
}
|
||||
|
||||
const dir = path.dirname(shader.full_out_path).?;
|
||||
try cwd.makePath(dir);
|
||||
|
||||
try cmd.appendSlice(&.{ shader.source_path, "-o", shader.full_out_path });
|
||||
try self.builder.spawnChild(cmd.items);
|
||||
try cmd.appendSlice(&.{ shader.source_path, "-o", shader_out_path });
|
||||
try self.b.spawnChild(cmd.items);
|
||||
}
|
||||
|
||||
// Generate a file name for the shaders zig source based on the contents of shaders_file_contents.
|
||||
// In this case we don't need to omit writing the file - Zig does this check already for us.
|
||||
var hasher = std.crypto.hash.blake2.Blake2b384.init(.{});
|
||||
// Note: don't need to seed the hasher - it transitively contains the seed from
|
||||
// hashShaderToFileName. Change that if the implementation changes.
|
||||
hasher.update(shaders_file_contents.items);
|
||||
|
||||
const shaders_path = try std.fs.path.join(
|
||||
self.b.allocator,
|
||||
&.{ shaders_dir, &digest(&hasher) },
|
||||
);
|
||||
|
||||
try cwd.writeFile(shaders_path, shaders_file_contents.items);
|
||||
self.generated_file.path = shaders_path;
|
||||
}
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user