forked from mirror/vulkan-zig
116 lines
4.5 KiB
Zig
116 lines
4.5 KiB
Zig
const std = @import("std");
|
|
const path = std.fs.path;
|
|
const Builder = std.build.Builder;
|
|
const Step = std.build.Step;
|
|
|
|
/// Stage the shader should be built for. This is passed to the -fshader-stage
|
|
/// argument when invoking glslc.
|
|
pub const ShaderStage = enum {
|
|
vertex,
|
|
fragment,
|
|
tesscontrol,
|
|
tesseval,
|
|
geometry,
|
|
compute,
|
|
};
|
|
|
|
/// 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 {
|
|
const AddFileParams = struct {
|
|
entry_point: ?[]const u8 = null,
|
|
stage: ?ShaderStage = null,
|
|
output_filename: ?[]const u8 = null,
|
|
};
|
|
|
|
/// 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,
|
|
|
|
/// The entry point to use when compiling the shader.
|
|
entry_point: ?[]const u8,
|
|
|
|
/// The stage to use when building. If not null, this is passed to
|
|
/// the -fshader-stage argument.
|
|
stage: ?ShaderStage,
|
|
};
|
|
|
|
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. `entry_point` is the entry point to pass to the compiler.
|
|
/// `stage` is an optional shader stage to pass to the compiler with the flag `-fshader-stage` when building the shader.
|
|
pub fn add(self: *ShaderCompileStep, src: []const u8, params: AddFileParams) []const u8 {
|
|
const full_out_path = path.join(self.builder.allocator, &[_][]const u8{
|
|
self.builder.build_root,
|
|
self.builder.cache_root,
|
|
if (params.output_filename) |out| out else std.fmt.allocPrint(self.builder.allocator, "{s}.spv", .{src}) catch unreachable,
|
|
}) catch unreachable;
|
|
self.shaders.append(.{ .source_path = src, .full_out_path = full_out_path, .entry_point = params.entry_point, .stage = params.stage }) 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 + 5);
|
|
for (self.glslc_cmd) |part, i| {
|
|
cmd[i] = part;
|
|
}
|
|
|
|
for (self.shaders.items) |shader| {
|
|
var argc: usize = cmd.len - 2;
|
|
|
|
if (shader.entry_point) |entry_point| {
|
|
cmd[argc - 3] = try std.fmt.allocPrint(self.builder.allocator, "-fentry-point={s}", .{entry_point});
|
|
argc += 1;
|
|
}
|
|
|
|
if (shader.stage) |stage| {
|
|
cmd[argc - 3] = try std.fmt.allocPrint(self.builder.allocator, "-fshader-stage={s}", .{@tagName(stage)});
|
|
argc += 1;
|
|
}
|
|
|
|
const dir = path.dirname(shader.full_out_path).?;
|
|
try cwd.makePath(dir);
|
|
cmd[argc - 3] = shader.source_path;
|
|
cmd[argc - 2] = "-o";
|
|
cmd[argc - 1] = shader.full_out_path;
|
|
try self.builder.spawnChild(cmd[0..argc]);
|
|
}
|
|
}
|
|
};
|