Some checks failed
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>
60 lines
2.6 KiB
C++
60 lines
2.6 KiB
C++
// SPDX-License-Identifier: LGPL-3.0-only
|
|
// SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
|
|
|
|
export module Crafter.Build:Shader;
|
|
import std;
|
|
namespace fs = std::filesystem;
|
|
|
|
namespace Crafter {
|
|
export enum class ShaderType {
|
|
Vertex,
|
|
TessControl,
|
|
TessEvaluation,
|
|
Geometry,
|
|
Fragment,
|
|
Compute,
|
|
RayGen,
|
|
Intersect,
|
|
AnyHit,
|
|
ClosestHit,
|
|
Miss,
|
|
Callable,
|
|
Task,
|
|
Mesh,
|
|
};
|
|
|
|
export class Shader {
|
|
public:
|
|
fs::path path;
|
|
std::string entrypoint;
|
|
ShaderType type;
|
|
// Preprocessor macros for this compile, spelled like the compiler's -D:
|
|
// "NAME" (defined to 1) or "NAME=VALUE". They are placed ahead of the
|
|
// source, so one file can be registered more than once and take a
|
|
// different #ifdef branch each time. Note the spelling differs from
|
|
// Configuration::defines, which is a list of {name, value} pairs.
|
|
std::vector<std::string> defines;
|
|
// Names the output when one source is compiled more than once: empty
|
|
// gives "<name>.spv", "sets" gives "<name>.sets.spv". One file-name
|
|
// component: no path separators. Every entry of a configuration must
|
|
// end up with its own OutputName(); Build() fails if two collide, so
|
|
// each extra compile of a source needs its own variant.
|
|
std::string variant;
|
|
Shader(fs::path&& path, std::string&& entrypoint, ShaderType type);
|
|
// File name of the compiled SPIR-V, relative to the output directory.
|
|
// The single source of truth for it: Check, Compile and the artifact
|
|
// forwarding in Build() all go through here.
|
|
fs::path OutputName() const;
|
|
// Whether the output in `outputDir` is up to date: newer than the
|
|
// source and than every file the source #included, and compiled with
|
|
// this entry's stage, entry point and defines, searching
|
|
// `includeDirs`. Compile records the last two in `buildDir`; without
|
|
// its record an output is stale.
|
|
bool Check(const fs::path& outputDir, const fs::path& buildDir, std::span<const fs::path> includeDirs) const;
|
|
// Compiles into `outputDir`, searching `includeDirs` for #include, and
|
|
// records what Check needs in `buildDir`: a depfile naming the source
|
|
// and every file it included, and the settings it was compiled with.
|
|
// Returns an error message, empty on success.
|
|
std::string Compile(const fs::path& outputDir, const fs::path& buildDir, std::span<const fs::path> includeDirs) const;
|
|
};
|
|
}
|