#![cfg_attr(any(not(target_os = "macos"), feature = "macos-blade"), allow(unused))] //TODO: consider generating shader code for WGSL //TODO: deprecate "runtime-shaders" and "macos-blade" use std::env; fn main() { let target = env::var("CARGO_CFG_TARGET_OS"); println!("cargo::rustc-check-cfg=cfg(gles)"); match target.as_deref() { Ok("macos") => { #[cfg(target_os = "macos")] macos::build(); } Ok("windows") => { let manifest = std::path::Path::new("resources/windows/gpui.manifest.xml"); let rc_file = std::path::Path::new("resources/windows/gpui.rc"); println!("cargo:rerun-if-changed={}", manifest.display()); println!("cargo:rerun-if-changed={}", rc_file.display()); embed_resource::compile(rc_file, embed_resource::NONE); } _ => (), }; } #[cfg(target_os = "macos")] mod macos { use std::{ env, path::{Path, PathBuf}, }; use cbindgen::Config; pub(super) fn build() { generate_dispatch_bindings(); #[cfg(not(feature = "macos-blade"))] { let header_path = generate_shader_bindings(); #[cfg(feature = "runtime_shaders")] emit_stitched_shaders(&header_path); #[cfg(not(feature = "runtime_shaders"))] compile_metal_shaders(&header_path); } } 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") .allowlist_var("_dispatch_main_q") .allowlist_var("_dispatch_source_type_data_add") .allowlist_var("DISPATCH_QUEUE_PRIORITY_HIGH") .allowlist_var("DISPATCH_TIME_NOW") .allowlist_function("dispatch_get_global_queue") .allowlist_function("dispatch_async_f") .allowlist_function("dispatch_after_f") .allowlist_function("dispatch_time") .allowlist_function("dispatch_source_merge_data") .allowlist_function("dispatch_source_create") .allowlist_function("dispatch_source_set_event_handler_f") .allowlist_function("dispatch_resume") .allowlist_function("dispatch_suspend") .allowlist_function("dispatch_source_cancel") .allowlist_function("dispatch_set_context") .parse_callbacks(Box::new(bindgen::CargoCallbacks)) .layout_tests(false) .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"); } fn generate_shader_bindings() -> PathBuf { let output_path = PathBuf::from(env::var("OUT_DIR").unwrap()).join("scene.h"); let crate_dir = PathBuf::from(env::var("CARGO_MANIFEST_DIR").unwrap()); let mut config = Config::default(); config.include_guard = Some("SCENE_H".into()); config.language = cbindgen::Language::C; config.export.include.extend([ "Bounds".into(), "Corners".into(), "Edges".into(), "Size".into(), "Pixels".into(), "PointF".into(), "Hsla".into(), "ContentMask".into(), "Uniforms".into(), "AtlasTile".into(), "PathRasterizationInputIndex".into(), "PathVertex_ScaledPixels".into(), "ShadowInputIndex".into(), "Shadow".into(), "QuadInputIndex".into(), "Underline".into(), "UnderlineInputIndex".into(), "Quad".into(), "SpriteInputIndex".into(), "MonochromeSprite".into(), "PolychromeSprite".into(), "PathSprite".into(), "SurfaceInputIndex".into(), "SurfaceBounds".into(), "TransformationMatrix".into(), ]); config.no_includes = true; config.enumeration.prefix_with_name = true; let mut builder = cbindgen::Builder::new(); let src_paths = [ crate_dir.join("src/scene.rs"), crate_dir.join("src/geometry.rs"), crate_dir.join("src/color.rs"), crate_dir.join("src/window.rs"), crate_dir.join("src/platform.rs"), crate_dir.join("src/platform/mac/metal_renderer.rs"), ]; for src_path in src_paths { println!("cargo:rerun-if-changed={}", src_path.display()); builder = builder.with_src(src_path); } builder .with_config(config) .generate() .expect("Unable to generate bindings") .write_to_file(&output_path); output_path } /// To enable runtime compilation, we need to "stitch" the shaders file with the generated header /// so that it is self-contained. #[cfg(feature = "runtime_shaders")] fn emit_stitched_shaders(header_path: &Path) { use std::str::FromStr; fn stitch_header(header: &Path, shader_path: &Path) -> std::io::Result { let header_contents = std::fs::read_to_string(header)?; let shader_contents = std::fs::read_to_string(shader_path)?; let stitched_contents = format!("{header_contents}\n{shader_contents}"); let out_path = PathBuf::from(env::var("OUT_DIR").unwrap()).join("stitched_shaders.metal"); std::fs::write(&out_path, stitched_contents)?; Ok(out_path) } let shader_source_path = "./src/platform/mac/shaders.metal"; let shader_path = PathBuf::from_str(shader_source_path).unwrap(); stitch_header(header_path, &shader_path).unwrap(); println!("cargo:rerun-if-changed={}", &shader_source_path); } #[cfg(not(feature = "runtime_shaders"))] fn compile_metal_shaders(header_path: &Path) { use std::process::{self, Command}; let shader_path = "./src/platform/mac/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_path); let output = Command::new("xcrun") .args([ "-sdk", "macosx", "metal", "-gline-tables-only", "-mmacosx-version-min=10.15.7", "-MO", "-c", shader_path, "-include", &header_path.to_str().unwrap(), "-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); } } }