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build.rs
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72 lines (63 loc) · 2.13 KB
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use failure::bail;
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, failure::Error> {
let extension = src_path.extension().unwrap().to_str().unwrap();
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() {
// This tells cargo to rerun this script if something in /src/ changes.
println!("cargo:rerun-if-changed=src/*");
// Collect all shaders recursively within /src/
let mut shader_paths = [
glob("./src/**/*.vert").unwrap(),
glob("./src/**/*.frag").unwrap(),
glob("./src/**/*.comp").unwrap(),
];
// This could be parallelized
let shaders = shader_paths
.iter_mut()
.flatten()
.map(|glob_result| ShaderData::load(glob_result.unwrap()).unwrap())
.collect::<Vec<ShaderData>>();
let mut compiler = shaderc::Compiler::new().unwrap();
// 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 {
let compiled = compiler
.compile_into_spirv(
&shader.src,
shader.kind,
&shader.src_path.to_str().unwrap(),
"main",
None,
)
.unwrap();
write(shader.spv_path, compiled.as_binary_u8()).unwrap();
}
}