forked from mirror/vulkan-zig
226 lines
8.9 KiB
Zig
226 lines
8.9 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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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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pub const ShaderStage = enum {
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vertex,
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fragment,
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tesscontrol,
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tesseval,
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geometry,
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compute,
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};
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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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/// 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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/// 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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/// 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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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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/// List of shaders that are to be compiled.
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shaders: std.ArrayList(Shader),
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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, "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, 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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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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}
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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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};
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var hasher = std.crypto.hash.blake2.Blake2b384.init(.{});
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// Random bytes to make ShaderCompileStep unique. Refresh with new random
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// bytes when the implementation is changed in a non-backwards-compatible way.
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hasher.update("Pw7Z*9Q8r!fLY8&!");
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// Make sure that there is no cache hit if the shader's source has changed.
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hasher.update(source);
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// Not only the shader source must be the same to ensure uniqueness -
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// the compilation options must be the same as well!
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shader.options.hash(&hasher);
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// And the compile command, too.
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for (self.glslc_cmd) |cmd| {
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hasher.update(cmd);
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}
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return digest(&hasher);
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}
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/// Create a base-64 hash digest from a hasher, which we can use as file name.
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fn digest(hasher: anytype) [64]u8 {
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var hash_digest: [48]u8 = undefined;
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hasher.final(&hash_digest);
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var hash: [64]u8 = undefined;
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_ = std.fs.base64_encoder.encode(&hash, &hash_digest);
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return hash;
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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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var cmd = std.ArrayList([]const u8).init(self.b.allocator);
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try cmd.appendSlice(self.glslc_cmd);
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const base_cmd_len = cmd.items.len;
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var shaders_file_contents = std.ArrayList(u8).init(self.b.allocator);
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const shaders_out = shaders_file_contents.writer();
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const shaders_dir = try std.fs.path.join(
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self.b.allocator,
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&.{ self.b.build_root, self.b.cache_root, cache_dir },
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);
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try cwd.makePath(shaders_dir);
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for (self.shaders.items) |shader| {
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const shader_basename = try self.hashShaderToFileName(shader);
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const shader_out_path = try std.fs.path.join(self.b.allocator, &.{
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shaders_dir,
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&shader_basename,
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});
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// This path must be relative to the shaders zig file - which is in the same directory
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try shaders_out.print("pub const {s} align(@alignOf(u32)) = @embedFile(\"{s}\").*;\n", .{
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shader.name,
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&shader_basename,
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});
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// If we have a cache hit, we can save some compile time by not invoking glslc.
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compile_shader: {
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std.fs.accessAbsolute(shader_out_path, .{}) catch |err| switch (err) {
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error.FileNotFound => break :compile_shader,
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else => |e| return e,
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};
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continue;
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}
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cmd.items.len = base_cmd_len;
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if (shader.options.entry_point) |entry_point| {
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try cmd.append(try std.fmt.allocPrint(self.b.allocator, "-fentry-point={s}", .{entry_point}));
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}
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if (shader.options.stage) |stage| {
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try cmd.append(try std.fmt.allocPrint(self.b.allocator, "-fshader-stage={s}", .{@tagName(stage)}));
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}
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try cmd.appendSlice(&.{ shader.source_path, "-o", shader_out_path });
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try self.b.spawnChild(cmd.items);
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}
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// Generate a file name for the shaders zig source based on the contents of shaders_file_contents.
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// In this case we don't need to omit writing the file - Zig does this check already for us.
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var hasher = std.crypto.hash.blake2.Blake2b384.init(.{});
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// Note: don't need to seed the hasher - it transitively contains the seed from
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// hashShaderToFileName. Change that if the implementation changes.
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hasher.update(shaders_file_contents.items);
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const shaders_path = try std.fs.path.join(
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self.b.allocator,
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&.{ shaders_dir, &digest(&hasher) },
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);
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try cwd.writeFile(shaders_path, shaders_file_contents.items);
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self.generated_file.path = shaders_path;
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}
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};
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