Crafter.Build/interfaces/Crafter.Build-Shader.cppm
Jorijn van der Graaf 653dd0bb9b
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fix: rebuild and relink on what changed, submodules at their revisions, and mingw found where it is
- 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>
2026-10-20 20:20:29 +02:00

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;
};
}