Crafter.Build/interfaces/Crafter.Build-Shader.cppm
Jorijn van der Graaf ddaab5a32a
feat(shader): per-entry defines and a named output variant
Crafter.Graphics has to ship each of its compute shaders in two builds
of one source: one that indexes VK_EXT_descriptor_heap and one that
reads the same slots from a descriptor set, for drivers without the
extension. A Shader was a path, an entry point and a stage, and its
output name was derived from the path alone, so one source could only
be compiled once.

Shader gains `defines`, spelled like the compiler's -D ("NAME" is
defined to 1, "NAME=VALUE" to VALUE) and handed to glslang as a
preamble, and `variant`, which names the output: "ui.comp.glsl" with
variant "sets" becomes "ui.comp.sets.spv". OutputName() is the one
place that name is formed; Check, Compile and the forwarding of a
dependency's shaders into the consumer's bin dir all use it.

Two fields make one mistake easy: defines set, variant forgotten. Both
entries then compiled in parallel into the same file, the build
reported success with whichever finished last, and Check() called both
up to date from then on. The same has always been true of a.vert next
to a.frag. Build() now refuses a configuration in which two entries
share an output name and says which.

A define without a name, or one spanning lines, and a variant with a
path separator are rejected by name. Left to glslang the first two
surface as "-1:<line>" with no file, and the last as a failed open
after the whole compile.

Not addressed: Check() still compares only the source's mtime, so a
change to the defines, or to an included file, does not recompile
(#35).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 16:50:41 +02:00

53 lines
2 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. Check()
// compares only the source's mtime: changing defines without touching
// the source leaves the old output in place.
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;
bool Check(const fs::path& outputDir) const;
std::string Compile(const fs::path& outputDir, std::span<const fs::path> includeDirs) const;
};
}