Backlog/build.zig

238 lines
8.3 KiB
Zig

//!
// MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS=1 -- use this if you're getting that odd crash on mac
b: *std.Build,
nw_builder: *std.Build,
target: std.Build.ResolvedTarget,
optimize: std.builtin.Mode,
nw_mod: *std.Build.Module,
spirvReflect: SpirvReflect.SpirvGenerator2,
gltf2ozz: ozz.GltfToOzz,
options: *std.Build.Step.Options,
const engineDepList = [_][]const u8{
"assets",
"audio",
"core",
"papyrus",
"platform",
"physics",
// "graphics",
// "ui",
// "vkImgui",
};
const BuildSystem = @This();
const std = @import("std");
const Build = std.Build;
const LazyPath = Build.LazyPath;
const SpirvReflect = @import("SpirvReflect");
const ozz = @import("ozz");
pub const InitOptions = struct {
import_name: []const u8 = "Backlog",
target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
};
pub fn init(b: *std.Build, opts: InitOptions) BuildSystem {
const nwdep = b.dependency(opts.import_name, .{
.target = opts.target,
.optimize = opts.optimize,
});
const self = BuildSystem{
.b = b,
.nw_builder = nwdep.builder,
.target = opts.target,
.optimize = opts.optimize,
.nw_mod = nwdep.module("Backlog"),
.spirvReflect = SpirvReflect.SpirvGenerator2.init(nwdep.builder, .{}),
.options = createGameOptions(b),
.gltf2ozz = ozz.GltfToOzz.init(nwdep.builder, .{}),
};
b.installArtifact(self.spirvReflect.reflect);
b.installArtifact(self.gltf2ozz.exe);
const toolsInstall = b.addInstallArtifact(self.gltf2ozz.exe, .{
.dest_dir = .{ .override = .{ .custom = "tools" } },
});
const runArtifact = b.addRunArtifact(self.gltf2ozz.exe);
if (b.args) |args| {
runArtifact.addArgs(args);
}
const run_exe = b.step("gltf2ozz", "runs the gltf animation converter.");
run_exe.dependOn(&runArtifact.step);
const install_tools = b.step("tools", "installs tools needed to run the engine");
install_tools.dependOn(&toolsInstall.step);
return self;
}
pub const AddProgramOptions = struct {
name: []const u8,
desc: []const u8,
root_source_file: LazyPath,
imports: []const Build.Module.Import = &.{},
};
pub fn addProgram(self: *BuildSystem, opts: AddProgramOptions) *std.Build.Step.Compile {
const b = self.b;
const exe = self.nw_builder.addExecutable(.{
.name = opts.name,
.target = self.target,
.optimize = self.optimize,
.root_source_file = self.nw_builder.path("engine/main.zig"),
});
b.installArtifact(exe);
const runArtifact = b.addRunArtifact(exe);
if (b.args) |args| {
runArtifact.addArgs(args);
}
const run_exe = b.step(self.b.fmt("run-{s}", .{opts.name}), opts.desc);
run_exe.dependOn(&runArtifact.step);
// main path = name/main.zig
const mod = b.addModule(opts.name, .{
.target = self.target,
.optimize = self.optimize,
.root_source_file = opts.root_source_file,
.imports = opts.imports,
});
exe.root_module.addImport("main", mod);
exe.root_module.addImport("Backlog", self.nw_mod);
mod.addImport("Backlog", self.nw_mod);
exe.root_module.addOptions("BacklogOptions", self.options);
// I want to generate definitions from the spirv-reflect-tool during pre-build.
//
// shaders will now be part of content, not code. However. .zig code definitions will be generated
// from content via the build.zig script.
//
// heres some thoughts:
//
// -Dupdate_shaders=true
//
// -Dupdate_shaders basically adds a run step to the build process 'python', 'tools/scripts/cook-shaders.py'
//
// 1. ensure spirv-reflect is compiled.
// 2. shadercross cooker generates all shader outputs - specifically spv files. they are output to content/_shaders/
// - search paths for shaders:
// - content/shaders/**
// - engine/<module names>/shaders/**
// - shaders must have a unique name across the entire project, naming scheme should be <module>.shadername.<stage>.hlsl
// 3. spirv-cross --reflect is called on each shader, updating the content/_shaders/defs/shader-name.json folder with up to date .json files
//
// final tree
//
// engine/
// - ui/
// - shaders/
// - papyrus.rect.vert.hlsl
// content/
// - _shaders/
// - def/
// papyrus.rect.vert.json
// - msl/
// papyrus.rect.vert.msl
// - spv/
// papyrus.rect.vert.spv
// - dxil/
// papyrus.rect.vert.dxil
//
//
// During build:
// 1. spirv-reflect is called on each json in each folder and .zig shader interfaces added to the executable as a global import.
// 2. if -Dupdate_shaders is not
//
// At any time:
// asset-cooker will cook shaders and place them under content/_shaders/<msl|dxil|dxil>/<shader-name>.<msl|spv|dxil>
// self.spirvReflect.addShaderInstallRef(exe, self.nw_builder.path("engine/graphics/shaders/triangle_mesh.vert"), "triangle_mesh_vert");
// self.spirvReflect.addShaderInstallRef(exe, self.nw_builder.path("engine/graphics/shaders/default_lit.frag"), "default_lit");
// self.spirvReflect.addShaderInstallRef(exe, self.nw_builder.path("engine/graphics/shaders/debug.vert"), "debug_vert");
// self.spirvReflect.addShaderInstallRef(exe, self.nw_builder.path("engine/graphics/shaders/debug.frag"), "debug_frag");
// self.spirvReflect.addShaderInstallRef(exe, self.nw_builder.path("engine/graphics/shaders/skybox/skybox.vert"), "skybox_vert");
// self.spirvReflect.addShaderInstallRef(exe, self.nw_builder.path("engine/graphics/shaders/skybox/skybox.frag"), "skybox_frag");
// self.spirvReflect.addShaderInstallRef(exe, self.nw_builder.path("engine/ui/shaders/PapyrusRect.vert"), "papyrus_vk_vert");
// self.spirvReflect.addShaderInstallRef(exe, self.nw_builder.path("engine/ui/shaders/PapyrusRect.frag"), "papyrus_vk_frag");
// self.spirvReflect.addShaderInstallRef(exe, self.nw_builder.path("engine/ui/shaders/FontSDF.vert"), "FontSDF_vert");
// self.spirvReflect.addShaderInstallRef(exe, self.nw_builder.path("engine/ui/shaders/FontSDF.frag"), "FontSDF_frag");
b.getInstallStep().dependOn(self.nw_builder.getInstallStep());
return exe;
}
pub fn createGameOptions(b: *std.Build) *std.Build.Step.Options {
const opts = b.addOptions();
// build options for core.zig
opts.addOption(
bool,
"mutex_job_queue",
b.option(bool, "mutex_job_queue", "temporary test, reverts to old mutex based queue behaviour in jobs.zig:JobManager") orelse false,
);
opts.addOption(
bool,
"zero_logging",
b.option(bool, "zero_logging", "disables all logging, only intended for use on job dispatch testing") orelse false,
);
opts.addOption(
bool,
"slow_logging",
b.option(bool, "slow_logging", "Disables buffered logging, takes a hit to performance but gain timing information on logging") orelse false,
);
opts.addOption(
bool,
"force_mailbox",
b.option(bool, "force_mailbox", "forces mailbox mode for present mode. unlocks framerate to irresponsible levels") orelse false,
);
opts.addOption(
bool,
"use_renderthread",
true,
);
return opts;
}
// ========= standalone build instance =======
// maybe it should be an engine launcher or something..
pub fn build(b: *std.Build) void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const spirvDep = b.dependency("SpirvReflect", .{
.target = target,
.optimize = optimize,
});
_ = spirvDep;
const mod = b.addModule("Backlog", .{
.target = target,
.optimize = optimize,
.root_source_file = b.path("engine/backlog.zig"),
});
for (engineDepList) |depName| {
const dep = b.dependency(
depName,
.{
.target = target,
.optimize = optimize,
},
);
mod.addImport(depName, dep.module(depName));
}
}