forked from mirror/vulkan-zig
76 lines
2.9 KiB
Zig
76 lines
2.9 KiB
Zig
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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/// Utility functionality to help with compiling shaders from build.zig.
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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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/// Structure representing a shader to be compiled.
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const Shader = struct {
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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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};
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step: Step,
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builder: *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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/// 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) *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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.glslc_cmd = glslc_cmd,
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.shaders = std.ArrayList(Shader).init(builder.allocator),
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};
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return self;
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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.
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pub fn add(self: *ShaderCompileStep, src: []const u8) []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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"shaders",
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src,
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}) catch unreachable;
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self.shaders.append(.{ .source_path = src, .full_out_path = full_out_path }) catch unreachable;
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return full_out_path;
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}
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/// Internal build function.
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fn make(step: *Step) !void {
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const self = @fieldParentPtr(ShaderCompileStep, "step", step);
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const cwd = std.fs.cwd();
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const cmd = try self.builder.allocator.alloc([]const u8, self.glslc_cmd.len + 3);
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for (self.glslc_cmd) |part, i| {
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cmd[i] = part;
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}
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cmd[cmd.len - 2] = "-o";
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for (self.shaders.items) |shader| {
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const dir = path.dirname(shader.full_out_path).?;
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try cwd.makePath(dir);
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cmd[cmd.len - 3] = shader.source_path;
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cmd[cmd.len - 1] = shader.full_out_path;
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try self.builder.spawnChild(cmd);
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}
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}
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};
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