1#![cfg_attr(any(not(target_os = "macos"), feature = "macos-blade"), allow(unused))]
2
3//TODO: consider generating shader code for WGSL
4//TODO: deprecate "runtime-shaders" and "macos-blade"
5
6use std::env;
7
8fn main() {
9 let target = env::var("CARGO_CFG_TARGET_OS");
10 println!("cargo::rustc-check-cfg=cfg(gles)");
11
12 #[cfg(any(
13 not(any(target_os = "macos", target_os = "windows")),
14 feature = "macos-blade"
15 ))]
16 check_wgsl_shaders();
17
18 match target.as_deref() {
19 Ok("macos") => {
20 #[cfg(target_os = "macos")]
21 macos::build();
22 }
23 Ok("windows") => {
24 #[cfg(target_os = "windows")]
25 windows::build();
26 }
27 _ => (),
28 };
29}
30
31#[allow(dead_code)]
32fn check_wgsl_shaders() {
33 use std::path::PathBuf;
34 use std::process;
35 use std::str::FromStr;
36
37 let shader_source_path = "./src/platform/blade/shaders.wgsl";
38 let shader_path = PathBuf::from_str(shader_source_path).unwrap();
39 println!("cargo:rerun-if-changed={}", &shader_path.display());
40
41 let shader_source = std::fs::read_to_string(&shader_path).unwrap();
42
43 match naga::front::wgsl::parse_str(&shader_source) {
44 Ok(_) => {
45 // All clear
46 }
47 Err(e) => {
48 eprintln!("WGSL shader compilation failed:\n{}", e);
49 process::exit(1);
50 }
51 }
52}
53#[cfg(target_os = "macos")]
54mod macos {
55 use std::{
56 env,
57 path::{Path, PathBuf},
58 };
59
60 use cbindgen::Config;
61
62 pub(super) fn build() {
63 generate_dispatch_bindings();
64 #[cfg(not(feature = "macos-blade"))]
65 {
66 let header_path = generate_shader_bindings();
67
68 #[cfg(feature = "runtime_shaders")]
69 emit_stitched_shaders(&header_path);
70 #[cfg(not(feature = "runtime_shaders"))]
71 compile_metal_shaders(&header_path);
72 }
73 }
74
75 fn generate_dispatch_bindings() {
76 println!("cargo:rustc-link-lib=framework=System");
77
78 let bindings = bindgen::Builder::default()
79 .header("src/platform/mac/dispatch.h")
80 .allowlist_var("_dispatch_main_q")
81 .allowlist_var("_dispatch_source_type_data_add")
82 .allowlist_var("DISPATCH_QUEUE_PRIORITY_HIGH")
83 .allowlist_var("DISPATCH_TIME_NOW")
84 .allowlist_function("dispatch_get_global_queue")
85 .allowlist_function("dispatch_async_f")
86 .allowlist_function("dispatch_after_f")
87 .allowlist_function("dispatch_time")
88 .allowlist_function("dispatch_source_merge_data")
89 .allowlist_function("dispatch_source_create")
90 .allowlist_function("dispatch_source_set_event_handler_f")
91 .allowlist_function("dispatch_resume")
92 .allowlist_function("dispatch_suspend")
93 .allowlist_function("dispatch_source_cancel")
94 .allowlist_function("dispatch_set_context")
95 .parse_callbacks(Box::new(bindgen::CargoCallbacks::new()))
96 .layout_tests(false)
97 .generate()
98 .expect("unable to generate bindings");
99
100 let out_path = PathBuf::from(env::var("OUT_DIR").unwrap());
101 bindings
102 .write_to_file(out_path.join("dispatch_sys.rs"))
103 .expect("couldn't write dispatch bindings");
104 }
105
106 fn generate_shader_bindings() -> PathBuf {
107 let output_path = PathBuf::from(env::var("OUT_DIR").unwrap()).join("scene.h");
108 let crate_dir = PathBuf::from(env::var("CARGO_MANIFEST_DIR").unwrap());
109 let mut config = Config {
110 include_guard: Some("SCENE_H".into()),
111 language: cbindgen::Language::C,
112 no_includes: true,
113 ..Default::default()
114 };
115 config.export.include.extend([
116 "Bounds".into(),
117 "Corners".into(),
118 "Edges".into(),
119 "Size".into(),
120 "Pixels".into(),
121 "PointF".into(),
122 "Hsla".into(),
123 "ContentMask".into(),
124 "Uniforms".into(),
125 "AtlasTile".into(),
126 "PathInputIndex".into(),
127 "PathVertex_ScaledPixels".into(),
128 "ShadowInputIndex".into(),
129 "Shadow".into(),
130 "QuadInputIndex".into(),
131 "Underline".into(),
132 "UnderlineInputIndex".into(),
133 "Quad".into(),
134 "BorderStyle".into(),
135 "SpriteInputIndex".into(),
136 "MonochromeSprite".into(),
137 "PolychromeSprite".into(),
138 "PathSprite".into(),
139 "SurfaceInputIndex".into(),
140 "SurfaceBounds".into(),
141 "TransformationMatrix".into(),
142 ]);
143 config.no_includes = true;
144 config.enumeration.prefix_with_name = true;
145
146 let mut builder = cbindgen::Builder::new();
147
148 let src_paths = [
149 crate_dir.join("src/scene.rs"),
150 crate_dir.join("src/geometry.rs"),
151 crate_dir.join("src/color.rs"),
152 crate_dir.join("src/window.rs"),
153 crate_dir.join("src/platform.rs"),
154 crate_dir.join("src/platform/mac/metal_renderer.rs"),
155 ];
156 for src_path in src_paths {
157 println!("cargo:rerun-if-changed={}", src_path.display());
158 builder = builder.with_src(src_path);
159 }
160
161 builder
162 .with_config(config)
163 .generate()
164 .expect("Unable to generate bindings")
165 .write_to_file(&output_path);
166
167 output_path
168 }
169
170 /// To enable runtime compilation, we need to "stitch" the shaders file with the generated header
171 /// so that it is self-contained.
172 #[cfg(feature = "runtime_shaders")]
173 fn emit_stitched_shaders(header_path: &Path) {
174 use std::str::FromStr;
175 fn stitch_header(header: &Path, shader_path: &Path) -> std::io::Result<PathBuf> {
176 let header_contents = std::fs::read_to_string(header)?;
177 let shader_contents = std::fs::read_to_string(shader_path)?;
178 let stitched_contents = format!("{header_contents}\n{shader_contents}");
179 let out_path =
180 PathBuf::from(env::var("OUT_DIR").unwrap()).join("stitched_shaders.metal");
181 std::fs::write(&out_path, stitched_contents)?;
182 Ok(out_path)
183 }
184 let shader_source_path = "./src/platform/mac/shaders.metal";
185 let shader_path = PathBuf::from_str(shader_source_path).unwrap();
186 stitch_header(header_path, &shader_path).unwrap();
187 println!("cargo:rerun-if-changed={}", &shader_source_path);
188 }
189
190 #[cfg(not(feature = "runtime_shaders"))]
191 fn compile_metal_shaders(header_path: &Path) {
192 use std::process::{self, Command};
193 let shader_path = "./src/platform/mac/shaders.metal";
194 let air_output_path = PathBuf::from(env::var("OUT_DIR").unwrap()).join("shaders.air");
195 let metallib_output_path =
196 PathBuf::from(env::var("OUT_DIR").unwrap()).join("shaders.metallib");
197 println!("cargo:rerun-if-changed={}", shader_path);
198
199 let output = Command::new("xcrun")
200 .args([
201 "-sdk",
202 "macosx",
203 "metal",
204 "-gline-tables-only",
205 "-mmacosx-version-min=10.15.7",
206 "-MO",
207 "-c",
208 shader_path,
209 "-include",
210 (header_path.to_str().unwrap()),
211 "-o",
212 ])
213 .arg(&air_output_path)
214 .output()
215 .unwrap();
216
217 if !output.status.success() {
218 eprintln!(
219 "metal shader compilation failed:\n{}",
220 String::from_utf8_lossy(&output.stderr)
221 );
222 process::exit(1);
223 }
224
225 let output = Command::new("xcrun")
226 .args(["-sdk", "macosx", "metallib"])
227 .arg(air_output_path)
228 .arg("-o")
229 .arg(metallib_output_path)
230 .output()
231 .unwrap();
232
233 if !output.status.success() {
234 eprintln!(
235 "metallib compilation failed:\n{}",
236 String::from_utf8_lossy(&output.stderr)
237 );
238 process::exit(1);
239 }
240 }
241}
242
243#[cfg(target_os = "windows")]
244mod windows {
245 use std::{
246 fs,
247 io::Write,
248 path::{Path, PathBuf},
249 process::{self, Command},
250 };
251
252 pub(super) fn build() {
253 // Link the AMD AGS library
254 link_amd_ags();
255
256 // Compile HLSL shaders
257 #[cfg(not(debug_assertions))]
258 compile_shaders();
259
260 // Embed the Windows manifest and resource file
261 #[cfg(feature = "windows-manifest")]
262 embed_resource();
263 }
264
265 fn link_amd_ags() {
266 // We can not use relative paths in `cargo:rustc-link-search`, so we need to use the absolute path.
267 // See: https://stackoverflow.com/questions/41917096/how-do-i-make-rustc-link-search-relative-to-the-project-location
268 let lib_dir = PathBuf::from(std::env::var("CARGO_MANIFEST_DIR").unwrap()).join("libs");
269 #[cfg(target_pointer_width = "64")]
270 let lib_name = "amd_ags_x64_2022_MT";
271 #[cfg(target_pointer_width = "32")]
272 let lib_name = "amd_ags_x86_2022_MT";
273
274 println!("cargo:rustc-link-lib=static={}", lib_name);
275 println!("cargo:rustc-link-search=native={}", lib_dir.display());
276 println!(
277 "cargo:rerun-if-changed={}/{}.lib",
278 lib_dir.display(),
279 lib_name
280 );
281 }
282
283 #[cfg(feature = "windows-manifest")]
284 fn embed_resource() {
285 let manifest = std::path::Path::new("resources/windows/gpui.manifest.xml");
286 let rc_file = std::path::Path::new("resources/windows/gpui.rc");
287 println!("cargo:rerun-if-changed={}", manifest.display());
288 println!("cargo:rerun-if-changed={}", rc_file.display());
289 embed_resource::compile(rc_file, embed_resource::NONE)
290 .manifest_required()
291 .unwrap();
292 }
293
294 /// You can set the `GPUI_FXC_PATH` environment variable to specify the path to the fxc.exe compiler.
295 fn compile_shaders() {
296 let shader_path = PathBuf::from(std::env::var("CARGO_MANIFEST_DIR").unwrap())
297 .join("src/platform/windows/shaders.hlsl");
298 let out_dir = std::env::var("OUT_DIR").unwrap();
299
300 println!("cargo:rerun-if-changed={}", shader_path.display());
301
302 // Check if fxc.exe is available
303 let fxc_path = find_fxc_compiler();
304
305 // Define all modules
306 let modules = [
307 "quad",
308 "shadow",
309 "paths",
310 "underline",
311 "monochrome_sprite",
312 "polychrome_sprite",
313 ];
314
315 let rust_binding_path = format!("{}/shaders_bytes.rs", out_dir);
316 if Path::new(&rust_binding_path).exists() {
317 fs::remove_file(&rust_binding_path)
318 .expect("Failed to remove existing Rust binding file");
319 }
320 for module in modules {
321 compile_shader_for_module(
322 module,
323 &out_dir,
324 &fxc_path,
325 shader_path.to_str().unwrap(),
326 &rust_binding_path,
327 );
328 }
329 }
330
331 /// You can set the `GPUI_FXC_PATH` environment variable to specify the path to the fxc.exe compiler.
332 fn find_fxc_compiler() -> String {
333 // Try to find in PATH
334 if let Ok(output) = std::process::Command::new("where").arg("fxc.exe").output() {
335 if output.status.success() {
336 let path = String::from_utf8_lossy(&output.stdout);
337 return path.trim().to_string();
338 }
339 }
340
341 // Check the default path
342 if Path::new(r"C:\Program Files (x86)\Windows Kits\10\bin\10.0.26100.0\x64\fxc.exe")
343 .exists()
344 {
345 return r"C:\Program Files (x86)\Windows Kits\10\bin\10.0.26100.0\x64\fxc.exe"
346 .to_string();
347 }
348
349 // Check environment variable
350 if let Ok(path) = std::env::var("GPUI_FXC_PATH") {
351 if Path::new(&path).exists() {
352 return path;
353 }
354 }
355
356 panic!("Failed to find fxc.exe");
357 }
358
359 fn compile_shader_for_module(
360 module: &str,
361 out_dir: &str,
362 fxc_path: &str,
363 shader_path: &str,
364 rust_binding_path: &str,
365 ) {
366 // Compile vertex shader
367 let output_file = format!("{}/{}_vs.h", out_dir, module);
368 let const_name = format!("{}_VERTEX_BYTES", module.to_uppercase());
369 compile_shader_impl(
370 fxc_path,
371 &format!("{module}_vertex"),
372 &output_file,
373 &const_name,
374 shader_path,
375 "vs_5_0",
376 );
377 generate_rust_binding(&const_name, &output_file, &rust_binding_path);
378
379 // Compile fragment shader
380 let output_file = format!("{}/{}_ps.h", out_dir, module);
381 let const_name = format!("{}_FRAGMENT_BYTES", module.to_uppercase());
382 compile_shader_impl(
383 fxc_path,
384 &format!("{module}_fragment"),
385 &output_file,
386 &const_name,
387 shader_path,
388 "ps_5_0",
389 );
390 generate_rust_binding(&const_name, &output_file, &rust_binding_path);
391 }
392
393 fn compile_shader_impl(
394 fxc_path: &str,
395 entry_point: &str,
396 output_path: &str,
397 var_name: &str,
398 shader_path: &str,
399 target: &str,
400 ) {
401 let output = Command::new(fxc_path)
402 .args([
403 "/T",
404 target,
405 "/E",
406 entry_point,
407 "/Fh",
408 output_path,
409 "/Vn",
410 var_name,
411 "/O3",
412 shader_path,
413 ])
414 .output();
415
416 match output {
417 Ok(result) => {
418 if result.status.success() {
419 return;
420 }
421 eprintln!(
422 "Pixel shader compilation failed for {}:\n{}",
423 entry_point,
424 String::from_utf8_lossy(&result.stderr)
425 );
426 process::exit(1);
427 }
428 Err(e) => {
429 eprintln!("Failed to run fxc for {}: {}", entry_point, e);
430 process::exit(1);
431 }
432 }
433 }
434
435 fn generate_rust_binding(const_name: &str, head_file: &str, output_path: &str) {
436 let header_content = fs::read_to_string(head_file).expect("Failed to read header file");
437 let const_definition = {
438 let global_var_start = header_content.find("const BYTE").unwrap();
439 let global_var = &header_content[global_var_start..];
440 let equal = global_var.find('=').unwrap();
441 global_var[equal + 1..].trim()
442 };
443 let rust_binding = format!(
444 "const {}: &[u8] = &{}\n",
445 const_name,
446 const_definition.replace('{', "[").replace('}', "]")
447 );
448 let mut options = fs::OpenOptions::new()
449 .write(true)
450 .create(true)
451 .append(true)
452 .open(output_path)
453 .expect("Failed to open Rust binding file");
454 options
455 .write_all(rust_binding.as_bytes())
456 .expect("Failed to write Rust binding file");
457 }
458}