fix: rebuild and relink on what changed, submodules at their revisions, and mingw found where it is
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Flatpak / flatpak (push) Failing after 1m12s

- Shaders record the files glslang opened (a depfile) and their settings
  (source path, stage, entry point, defines, include directories) in the
  build directory, and rebuild when an included file or a setting changes,
  not only the shader's own source.
- An executable relinks when its link command changed, not only when an
  object is newer: a link flag in project.cpp, or a dependency's library
  that moved (an ExternalDependency built into a new cache directory). The
  command is recorded beside the objects; its flags come from ordered sets,
  so the order the dependency threads finish in can't change it.
- An external's newest artifact counts its libDirs and versioned .so names.
- Submodules are checked out at the revisions the fetched commit records,
  from the URLs its .gitmodules gives, after every clone, switch, checkout
  and pull, so a pinned commit builds against its own submodules, and one
  moved by hand is put back; with no .gitmodules, git isn't asked.
- Each external clone's fetch and build hold a file lock: parallel builds
  pulled into one clone at once ("cannot lock ref").
- mingw:
  - -stdlib=libstdc++ always;
  - the std module's source is found through libstdc++.modules.json in the
    mingw toolchain's own library directories (the generic lib/ holds the
    host's Linux one), asking the compiler once a run;
  - a toolchain that isn't there is a build error saying where it looked,
    not std::terminate;
  - CRAFTER_MINGW_DIR names the prefix, the directory holding
    x86_64-w64-mingw32/ and lib/gcc/;
  - inside the Flatpak the host's /usr mingw is used.
- RunScript's exit-status check reads as the one range it is.
- Tests: ConcurrentExternalFetch, ExternalArtifactTime, GitSubmodules,
  LinkFlagsChange, MingwMissing, ShaderIncludeChange; ShaderCompile and
  ToolchainResolve extended.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Jorijn van der Graaf 2026-10-20 19:08:13 +02:00
commit 653dd0bb9b
Signed by: jorijnvdgraaf
GPG key ID: 2937E59CDCC1BCFB
26 changed files with 1075 additions and 109 deletions

View file

@ -27,7 +27,7 @@ int main() {
Shader shader(fs::path(src), "main", ShaderType::Fragment);
std::array<fs::path, 0> includeDirs = {};
std::string err = shader.Compile(outDir, includeDirs);
std::string err = shader.Compile(outDir, outDir, includeDirs);
if (!err.empty()) {
std::println(std::cerr, "shader compile failed: {}", err);
return 1;
@ -51,10 +51,27 @@ int main() {
}
// Compiling again should be a no-op since the source isn't newer.
if (!shader.Check(outDir)) {
if (!shader.Check(outDir, outDir, includeDirs)) {
std::println(std::cerr, "Shader::Check returned false on an up-to-date spv");
return 1;
}
// Searched elsewhere, an #include could find another file: stale.
const std::array<fs::path, 1> elsewhere = { outDir / "elsewhere" };
if (shader.Check(outDir, outDir, elsewhere)) {
std::println(std::cerr, "Shader::Check called an spv up to date for other include directories");
return 1;
}
// So could a source of the same name moved to another directory, which
// its #includes are searched from first.
const fs::path movedDir = outDir / "moved";
fs::create_directories(movedDir);
fs::copy_file(src, movedDir / src.filename());
fs::last_write_time(movedDir / src.filename(), fs::last_write_time(src));
Shader moved(movedDir / src.filename(), "main", ShaderType::Fragment);
if (moved.Check(outDir, outDir, includeDirs)) {
std::println(std::cerr, "Shader::Check called an spv up to date for a source of the same name elsewhere");
return 1;
}
// One source registered twice: the second entry carries defines and a
// variant name. It must land in its own file instead of overwriting the
@ -77,16 +94,16 @@ int main() {
// exists, the variant is still due. A Check() that ignored the
// variant would call it up to date here, and Build() would then
// never compile a variant added to an already built project.
if (each == &red && red.Check(outDir)) {
if (each == &red && red.Check(outDir, outDir, includeDirs)) {
std::println(std::cerr, "Shader::Check called the variant up to date before it was ever compiled");
return 1;
}
std::string variantErr = each->Compile(outDir, includeDirs);
std::string variantErr = each->Compile(outDir, outDir, includeDirs);
if (!variantErr.empty()) {
std::println(std::cerr, "variant shader compile failed: {}", variantErr);
return 1;
}
if (!each->Check(outDir)) {
if (!each->Check(outDir, outDir, includeDirs)) {
std::println(std::cerr, "Shader::Check returned false for {}", each->OutputName().string());
return 1;
}
@ -99,14 +116,14 @@ int main() {
Shader malformed(fs::path(variantSrc), "main", ShaderType::Fragment);
malformed.defines = {bad};
malformed.variant = "malformed";
if (!malformed.Compile(outDir, includeDirs).contains("invalid shader define")) {
if (!malformed.Compile(outDir, outDir, includeDirs).contains("invalid shader define")) {
std::println(std::cerr, "a malformed define was not rejected by name");
return 1;
}
}
Shader nested(fs::path(variantSrc), "main", ShaderType::Fragment);
nested.variant = "sub/red";
if (!nested.Compile(outDir, includeDirs).contains("path separator")) {
if (!nested.Compile(outDir, outDir, includeDirs).contains("path separator")) {
std::println(std::cerr, "a variant with a path separator was not rejected by name");
return 1;
}