mirror of
https://github.com/sotrh/learn-wgpu.git
synced 2024-11-08 07:10:33 +00:00
95 lines
2.7 KiB
Rust
95 lines
2.7 KiB
Rust
use failure::bail;
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use fs_extra::copy_items;
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use fs_extra::dir::CopyOptions;
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use glob::glob;
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use std::env;
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use std::fs::{read_to_string, write};
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use std::path::PathBuf;
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fn main() {
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copy_res();
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compile_shaders();
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}
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fn copy_res() {
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// This tells cargo to rerun this script if something in /res/ changes.
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println!("cargo:rerun-if-changed=res/*");
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let out_dir = env::var("OUT_DIR").unwrap();
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let mut copy_options = CopyOptions::new();
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copy_options.overwrite = true;
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let mut paths_to_copy = Vec::new();
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paths_to_copy.push("res/");
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copy_items(&paths_to_copy, out_dir, ©_options).unwrap();
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}
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fn compile_shaders() {
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// This tells cargo to rerun this script if something in /src/ changes.
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println!("cargo:rerun-if-changed=src/*");
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// Collect all shaders recursively within /src/
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let mut shader_paths = [
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glob("./src/**/*.vert").unwrap(),
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glob("./src/**/*.frag").unwrap(),
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glob("./src/**/*.comp").unwrap(),
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];
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// This could be parallelized
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let shaders = shader_paths
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.iter_mut()
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.flatten()
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.map(|glob_result| ShaderData::load(glob_result.unwrap()).unwrap())
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.collect::<Vec<ShaderData>>();
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let mut compiler = shaderc::Compiler::new().unwrap();
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// This can't be parallelized. The [shaderc::Compiler] is not
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// thread safe. Also, it creates a lot of resources. You could
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// spawn multiple processes to handle this, but it would probably
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// be better just to only compile shaders that have been changed
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// recently.
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for shader in shaders {
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let compiled = compiler
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.compile_into_spirv(
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&shader.src,
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shader.kind,
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&shader.src_path.to_str().unwrap(),
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"main",
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None,
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)
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.unwrap();
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write(shader.spv_path, compiled.as_binary_u8()).unwrap();
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}
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// panic!("Debugging...");
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}
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struct ShaderData {
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src: String,
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src_path: PathBuf,
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spv_path: PathBuf,
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kind: shaderc::ShaderKind,
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}
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impl ShaderData {
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pub fn load(src_path: PathBuf) -> Result<Self, failure::Error> {
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let extension = src_path.extension().unwrap().to_str().unwrap();
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let kind = match extension {
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"vert" => shaderc::ShaderKind::Vertex,
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"frag" => shaderc::ShaderKind::Fragment,
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"comp" => shaderc::ShaderKind::Compute,
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_ => bail!("Unsupported shader: {}", src_path.display()),
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};
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let src = read_to_string(src_path.clone())?;
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let spv_path = src_path.with_extension(format!("{}.spv", extension));
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Ok(Self {
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src,
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src_path,
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spv_path,
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kind,
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})
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}
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}
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