const std = @import("std"); const path = std.fs.path; const Builder = std.build.Builder; const Step = std.build.Step; pub const ShaderCompileStep = struct { const Shader = struct { source_path: []const u8, full_out_path: []const u8, }; step: Step, builder: *Builder, glslc_cmd: []const []const u8, shaders: std.ArrayList(Shader), pub fn init(builder: *Builder, glslc_cmd: []const []const u8) *ShaderCompileStep { const self = builder.allocator.create(ShaderCompileStep) catch unreachable; self.* = .{ .step = Step.init(.Custom, "shader-compile", builder.allocator, make), .builder = builder, .glslc_cmd = glslc_cmd, .shaders = std.ArrayList(Shader).init(builder.allocator), }; return self; } pub fn add(self: *ShaderCompileStep, src: []const u8) []const u8 { const full_out_path = path.join(self.builder.allocator, &[_][]const u8{ self.builder.build_root, self.builder.cache_root, "shaders", src, }) catch unreachable; self.shaders.append(.{.source_path = src, .full_out_path = full_out_path}) catch unreachable; return full_out_path; } fn make(step: *Step) !void { const self = @fieldParentPtr(ShaderCompileStep, "step", step); const cwd = std.fs.cwd(); const cmd = try self.builder.allocator.alloc([]const u8, self.glslc_cmd.len + 3); for (self.glslc_cmd) |part, i| { cmd[i] = part; } cmd[cmd.len - 2] = "-o"; for (self.shaders.items) |shader| { const dir = path.dirname(shader.full_out_path).?; try cwd.makePath(dir); cmd[cmd.len - 3] = shader.source_path; cmd[cmd.len - 1] = shader.full_out_path; try self.builder.spawnChild(cmd); } } };