Files
vulkan-zig/generator/build_integration.zig
2021-12-29 21:49:52 +03:00

81 lines
3.2 KiB
Zig

const std = @import("std");
const path = std.fs.path;
const Builder = std.build.Builder;
const Step = std.build.Step;
/// Utility functionality to help with compiling shaders from build.zig.
/// Invokes glslc (or another shader compiler passed to `init`) for each shader
/// added via `addShader`.
pub const ShaderCompileStep = struct {
/// Structure representing a shader to be compiled.
const Shader = struct {
/// The path to the shader, relative to the current build root.
source_path: []const u8,
/// The full output path where the compiled shader binary is placed.
full_out_path: []const u8,
};
step: Step,
builder: *Builder,
/// 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, 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),
};
return self;
}
/// Add a shader to be compiled. `src` is shader source path, relative to the project root.
/// Returns the full path where the compiled binary will be stored upon successful compilation.
/// 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,
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;
}
/// Internal build function.
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);
}
}
};