zed/gpui/build.rs

104 lines
3.2 KiB
Rust
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use std::{
env,
path::PathBuf,
process::{self, Command},
};
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fn main() {
generate_dispatch_bindings();
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compile_context_predicate_parser();
compile_metal_shaders();
generate_shader_bindings();
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}
fn generate_dispatch_bindings() {
println!("cargo:rustc-link-lib=framework=System");
println!("cargo:rerun-if-changed=src/platform/mac/dispatch.h");
let bindings = bindgen::Builder::default()
.header("src/platform/mac/dispatch.h")
.whitelist_var("_dispatch_main_q")
.whitelist_function("dispatch_async_f")
.parse_callbacks(Box::new(bindgen::CargoCallbacks))
.generate()
.expect("unable to generate bindings");
let out_path = PathBuf::from(env::var("OUT_DIR").unwrap());
bindings
.write_to_file(out_path.join("dispatch_sys.rs"))
.expect("couldn't write dispatch bindings");
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}
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fn compile_context_predicate_parser() {
let dir = PathBuf::from("./grammars/context-predicate/src");
let parser_c = dir.join("parser.c");
println!("cargo:rerun-if-changed={}", &parser_c.to_str().unwrap());
cc::Build::new()
.include(&dir)
.file(parser_c)
.compile("tree_sitter_context_predicate");
}
const SHADER_HEADER_PATH: &'static str = "./src/platform/mac/shaders/shaders.h";
fn compile_metal_shaders() {
let shader_path = "./src/platform/mac/shaders/shaders.metal";
let air_output_path = PathBuf::from(env::var("OUT_DIR").unwrap()).join("shaders.air");
let metallib_output_path = PathBuf::from(env::var("OUT_DIR").unwrap()).join("shaders.metallib");
println!("cargo:rerun-if-changed={}", SHADER_HEADER_PATH);
println!("cargo:rerun-if-changed={}", shader_path);
let output = Command::new("xcrun")
.args(&["-sdk", "macosx", "metal", "-c", shader_path, "-o"])
.arg(&air_output_path)
.output()
.unwrap();
if !output.status.success() {
eprintln!(
"metal shader compilation failed:\n{}",
String::from_utf8_lossy(&output.stderr)
);
process::exit(1);
}
let output = Command::new("xcrun")
.args(&["-sdk", "macosx", "metallib"])
.arg(air_output_path)
.arg("-o")
.arg(metallib_output_path)
.output()
.unwrap();
if !output.status.success() {
eprintln!(
"metallib compilation failed:\n{}",
String::from_utf8_lossy(&output.stderr)
);
process::exit(1);
}
}
fn generate_shader_bindings() {
let bindings = bindgen::Builder::default()
.header(SHADER_HEADER_PATH)
.whitelist_type("GPUIUniforms")
.whitelist_type("GPUIQuadInputIndex")
.whitelist_type("GPUIQuad")
.whitelist_type("GPUIShadowInputIndex")
.whitelist_type("GPUIShadow")
.whitelist_type("GPUISpriteVertexInputIndex")
.whitelist_type("GPUISpriteFragmentInputIndex")
.whitelist_type("GPUISprite")
.parse_callbacks(Box::new(bindgen::CargoCallbacks))
.generate()
.expect("unable to generate bindings");
let out_path = PathBuf::from(env::var("OUT_DIR").unwrap());
bindings
.write_to_file(out_path.join("shaders.rs"))
.expect("couldn't write shader bindings");
}