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build.rs
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build.rs
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use anyhow::*;
use glob::glob;
use std::fs::{read_to_string, write};
use std::path::PathBuf;
struct ShaderData {
src: String,
src_path: PathBuf,
spv_path: PathBuf,
kind: shaderc::ShaderKind,
}
impl ShaderData {
pub fn load(src_path: PathBuf) -> Result<Self> {
let extension = src_path
.extension()
.context("File has no extension")?
.to_str()
.context("Extension cannot be converted to &str")?;
let kind = match extension {
"vert" => shaderc::ShaderKind::Vertex,
"frag" => shaderc::ShaderKind::Fragment,
"comp" => shaderc::ShaderKind::Compute,
_ => bail!("Unsupported shader: {}", src_path.display()),
};
let src = read_to_string(src_path.clone())?;
let spv_path = src_path.with_extension(format!("{}.spv", extension));
Ok(Self { src, src_path, spv_path, kind })
}
}
fn main() -> Result<()> {
// Collect all shaders recursively within /src/
let mut shader_paths = [glob("assets/**/*.vert")?, glob("assets/**/*.frag")?, glob("assets/**/*.comp")?];
// This could be parallelized
let shaders = shader_paths
.iter_mut()
.flatten()
.map(|glob_result| ShaderData::load(glob_result?))
.collect::<Vec<Result<_>>>()
.into_iter()
.collect::<Result<Vec<_>>>()?;
let mut compiler = shaderc::Compiler::new().context("Unable to create shader compiler")?;
// This can't be parallelized. The [shaderc::Compiler] is not
// thread safe. Also, it creates a lot of resources. You could
// spawn multiple processes to handle this, but it would probably
// be better just to only compile shaders that have been changed
// recently.
for shader in shaders {
// This tells cargo to rerun this script if something in /src/ changes.
println!("cargo:rerun-if-changed={}", shader.src_path.as_os_str().to_str().unwrap());
let compiled = compiler.compile_into_spirv(&shader.src, shader.kind, &shader.src_path.to_str().unwrap(), "main", None)?;
write(shader.spv_path, compiled.as_binary_u8())?;
}
Ok(())
}