tools: add vshader (#12195)
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									bff7cc5f20
								
							
						
					
					
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						678e3a210d
					
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			@ -55,6 +55,7 @@ const (
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		'vet',
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		'self',
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		'tracev',
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		'shader',
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		'symlink',
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		'bin2v',
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		'test',
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			@ -185,6 +186,18 @@ const (
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		'-w',
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		'--write',
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	]
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	auto_complete_flags_shader = [
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		'help',
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		'h',
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		'force-update',
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		'u',
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		'verbose',
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		'v',
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		'slang',
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		'l',
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		'output',
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		'o',
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	]
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	auto_complete_flags_self   = [
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		'-prod',
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	]
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			@ -368,6 +381,9 @@ fn auto_complete_request(args []string) []string {
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				'self' { // 'v self -<tab>' -> flags.
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					list = get_flags(auto_complete_flags_self, part)
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				}
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				'shader' { // 'v shader -<tab>' -> flags.
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					list = get_flags(auto_complete_flags_shader, part)
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				}
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				else {
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					for flag in auto_complete_flags {
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						if flag == part {
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			@ -0,0 +1,299 @@
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// Copyright (c) 2021 Lars Pontoppidan. All rights reserved.
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// Use of this source code is governed by an MIT license
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// that can be found in the LICENSE file.
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//
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// vshader aids in generating special shader code C headers via sokol-shdc's 'annotated GLSL' format to any
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// supported target formats that sokol_gfx supports internally.
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//
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// vshader bootstraps itself by downloading it's own dependencies to a system cache directory on first run.
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//
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// Please see https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md#feature-overview
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// for a more in-depth overview of the specific tool in use.
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//
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// The shader language used is, as described on the overview page linked above, an 'annotated GLSL'
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// and 'modern GLSL' (v450) shader language format.
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import os
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import io.util
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import flag
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import net.http
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const (
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	tool_name        = os.file_name(os.executable())
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	tool_version     = '0.0.1'
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	tool_description = "Compile shaders in sokol's annotated GLSL format to C headers for use with sokol based apps"
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	cache_dir        = os.join_path(os.cache_dir(), 'v', tool_name)
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	runtime_os       = os.user_os()
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)
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const (
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	supported_hosts  = ['linux', 'macos', 'windows']
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	supported_slangs = [
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		'glsl330', // desktop GL
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		'glsl100', // GLES2 / WebGL
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		'glsl300es', // GLES3 / WebGL2
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		'hlsl4', // D3D11
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		'hlsl5', // D3D11
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		'metal_macos', // Metal on macOS
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		'metal_ios', // Metal on iOS device
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		'metal_sim', // Metal on iOS simulator
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		'wgpu', // WebGPU
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	]
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	default_slangs   = [
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		'glsl330',
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		'glsl100',
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		'glsl300es',
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		// 'hlsl4', and hlsl5 can't be used at the same time
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		'hlsl5',
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		'metal_macos',
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		'metal_ios',
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		'metal_sim',
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		'wgpu',
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	]
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	shdc_version     = '33d2e4cc'
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	shdc_urls        = {
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		'windows': 'https://github.com/floooh/sokol-tools-bin/raw/33d2e4cc26088c6c28eaef5467990f8940d15aab/bin/win32/sokol-shdc.exe'
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		'macos':   'https://github.com/floooh/sokol-tools-bin/raw/33d2e4cc26088c6c28eaef5467990f8940d15aab/bin/osx/sokol-shdc'
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		'linux':   'https://github.com/floooh/sokol-tools-bin/raw/33d2e4cc26088c6c28eaef5467990f8940d15aab/bin/linux/sokol-shdc'
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	}
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	shdc_version_file = os.join_path(cache_dir, 'sokol-shdc.version')
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	shdc              = shdc_exe()
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	shdc_exe_name     = 'sokol-shdc.exe'
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)
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struct Options {
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	show_help    bool
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	verbose      bool
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	force_update bool
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	slangs       []string
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}
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struct CompileOptions {
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	verbose     bool
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	slangs      []string
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	invoke_path string
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}
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fn main() {
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	if os.args.len == 1 {
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		println('Usage: $tool_name PATH \n$tool_description\n$tool_name -h for more help...')
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		exit(1)
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	}
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	mut fp := flag.new_flag_parser(os.args[1..])
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	fp.application(tool_name)
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	fp.version(tool_version)
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	fp.description(tool_description)
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	fp.arguments_description('PATH [PATH]...')
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	fp.skip_executable()
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	// Collect tool options
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	opt := Options{
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		show_help: fp.bool('help', `h`, false, 'Show this help text.')
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		force_update: fp.bool('force-update', `u`, false, 'Force update of the sokol-shdc tool.')
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		verbose: fp.bool('verbose', `v`, false, 'Be verbose about the tools progress.')
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		slangs: fp.string_multi('slang', `l`, 'Shader dialects to generate code for. Default is all. Available: $supported_slangs')
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	}
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	if opt.show_help {
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		println(fp.usage())
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		exit(0)
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	}
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	ensure_external_tools(opt) or { panic(err) }
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	input_paths := fp.finalize() or { panic(err) }
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	for path in input_paths {
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		if os.exists(path) {
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			compile_shaders(opt, path) or { panic(err) }
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		}
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	}
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}
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// shader_program_name returns the name of the program from `shader_file`.
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// shader_program_name returns a blank string if no @program entry could be found.
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fn shader_program_name(shader_file string) string {
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	shader_program := os.read_lines(shader_file) or { return '' }
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	for line in shader_program {
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		if line.contains('@program ') {
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			return line.all_after('@program ').all_before(' ')
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		}
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	}
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	return ''
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}
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// validate_shader_file returns an error if `shader_file` isn't valid.
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fn validate_shader_file(shader_file string) ? {
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	shader_program := os.read_lines(shader_file) or {
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		return error('shader program at "$shader_file" could not be opened for reading')
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	}
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	mut has_program_directive := false
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	for line in shader_program {
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		if line.contains('@program ') {
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			has_program_directive = true
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			break
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		}
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	}
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	if !has_program_directive {
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		return error('shader program at "$shader_file" is missing a "@program" directive.')
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	}
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}
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// compile_shaders compiles all `*.glsl` files found in `input_path`
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// to their C header file representatives.
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fn compile_shaders(opt Options, input_path string) ? {
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	mut path := os.real_path(input_path)
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	path = path.trim_right('/')
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	if os.is_file(path) {
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		path = os.dir(path)
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	}
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	mut shader_files := []string{}
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	collect(path, mut shader_files)
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	if shader_files.len == 0 {
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		if opt.verbose {
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			eprintln('$tool_name found no shader files to compile for "$path"')
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		}
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		return
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	}
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	for shader_file in shader_files {
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		// It could be the user has WIP shader files lying around not used,
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		// so we just report that there's something wrong
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		validate_shader_file(shader_file) or {
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			eprintln(err)
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			continue
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		}
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		co := CompileOptions{
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			verbose: opt.verbose
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			slangs: opt.slangs
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			invoke_path: path
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		}
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		// Currently sokol-shdc allows for multiple --input flags
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		// - but it's only the last entry that's actually compiled/used
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		// Given this fact - we can only compile one '.glsl' file to one C '.h' header
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		compile_shader(co, shader_file) ?
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	}
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}
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// compile_shader compiles `shader_file` to a C header file.
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fn compile_shader(opt CompileOptions, shader_file string) ? {
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	path := opt.invoke_path
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	// The output convetion, for now, is to use the name of the .glsl file
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	mut out_file := os.file_name(shader_file).all_before_last('.') + '.h'
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	out_file = os.join_path(path, out_file)
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	mut slangs := opt.slangs.clone()
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	if opt.slangs.len == 0 {
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		slangs = default_slangs.clone()
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	}
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	header_name := os.file_name(out_file)
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	if opt.verbose {
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		eprintln('$tool_name generating shader code for $slangs in header "$header_name" in "$path" from $shader_file')
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	}
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	cmd := '$shdc --input "$shader_file" --output "$out_file" --slang "' + slangs.join(':') + '"'
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	if opt.verbose {
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		eprintln('$tool_name executing:\n$cmd')
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	}
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	res := os.execute(cmd)
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	if res.exit_code != 0 {
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		eprintln('$tool_name failed generating shader includes:\n        $res.output\n        $cmd')
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		exit(1)
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	}
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	if opt.verbose {
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		program_name := shader_program_name(shader_file)
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		eprintln('$tool_name usage example in V:\n\nimport sokol.gfx\n\n#include "$header_name"\n\nfn C.${program_name}_shader_desc(gfx.Backend) &C.sg_shader_desc\n')
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	}
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}
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// collect recursively collects `.glsl` file entries from `path` in `list`.
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fn collect(path string, mut list []string) {
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	if !os.is_dir(path) {
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		return
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	}
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	mut files := os.ls(path) or { return }
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	for file in files {
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		p := os.join_path(path, file)
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		if os.is_dir(p) && !os.is_link(p) {
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			collect(p, mut list)
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		} else if os.exists(p) {
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			if os.file_ext(p) == '.glsl' {
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				list << os.real_path(p)
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			}
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		}
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	}
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	return
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}
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// ensure_external_tools returns nothing if the external
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// tools can be setup or is already in place.
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fn ensure_external_tools(opt Options) ? {
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	if !os.exists(cache_dir) {
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		os.mkdir_all(cache_dir) ?
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	}
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	if opt.force_update {
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		download_shdc(opt) ?
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		return
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	}
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	is_shdc_available := os.is_file(shdc)
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	is_shdc_executable := os.is_executable(shdc)
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	if is_shdc_available && is_shdc_executable {
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		if opt.verbose {
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			version := os.read_file(shdc_version_file) or { 'unknown' }
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			eprintln('$tool_name using sokol-shdc version $version at "$shdc"')
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		}
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		return
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	}
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	download_shdc(opt) ?
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}
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// shdc_exe returns an absolute path to the `sokol-shdc` tool.
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// Please note that the tool isn't guaranteed to actually be present, nor is
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// it guaranteed that it can be invoked.
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fn shdc_exe() string {
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	return os.join_path(cache_dir, shdc_exe_name)
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}
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// download_shdc downloads the `sokol-shdc` tool to an OS specific cache directory.
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fn download_shdc(opt Options) ? {
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	// We want to use the same, runtime, OS type as this tool is invoked on.
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	download_url := shdc_urls[runtime_os] or { '' }
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	if download_url == '' {
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		return error('$tool_name failed to download an external dependency "sokol-shdc" for ${runtime_os}.\nThe supported host platforms for shader compilation is $supported_hosts')
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	}
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	update_to_shdc_version := os.read_file(shdc_version_file) or { shdc_version }
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	file := shdc_exe()
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	if opt.verbose {
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		if shdc_version != update_to_shdc_version && os.exists(file) {
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			eprintln('$tool_name updating sokol-shdc to version $update_to_shdc_version ...')
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		} else {
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			eprintln('$tool_name installing sokol-shdc version $update_to_shdc_version ...')
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		}
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	}
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	if os.exists(file) {
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		os.rm(file) ?
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	}
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	mut dtmp_file, dtmp_path := util.temp_file(util.TempFileOptions{ path: os.dir(file) }) ?
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	dtmp_file.close()
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	if opt.verbose {
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		eprintln('$tool_name downloading sokol-shdc from $download_url')
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	}
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	http.download_file(download_url, dtmp_path) or {
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		os.rm(dtmp_path) ?
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		return error('$tool_name failed to download sokol-shdc needed for shader compiling: $err')
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	}
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	// Make it executable
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	os.chmod(dtmp_path, 0o775) ?
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	// Move downloaded file in place
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	os.mv(dtmp_path, file) ?
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	if runtime_os in ['linux', 'macos'] {
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		// Use the .exe file ending to minimize platform friction.
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		os.mv(file, shdc) ?
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	}
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	// Update internal version file
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	os.write_file(shdc_version_file, update_to_shdc_version) ?
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}
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