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authorGabriel Schneider <[email protected]>2026-09-29 22:05:58 -0300
committerGabriel Schneider <[email protected]>2026-10-01 00:12:17 -0300
commit813a0b2bf3c110f2287d7136f0dfc540c0978cd6 (patch)
tree8250da85fde87d8cc4ccbbceaa304b1bed82be4e /src/effect_sources.zig
parent714da820136ac89d6a79ed0141e7325829ab8204 (diff)
downloadpardes-813a0b2bf3c110f2287d7136f0dfc540c0978cd6.tar.gz
pardes-813a0b2bf3c110f2287d7136f0dfc540c0978cd6.zip
The GUI embeds its shaders' GLSL from shaders/ always: the 14 prebuilt copies, identical to their sources, go, and so does the label saying which was used
shaders/prebuilt/*.glsl were byte-identical to shaders/X.glsl or to prefix.glsl + post/X.glsl (checked with cmp, all 14), kept only so a -Dprebuilt-shaders build could name them; EffectCode and Config then labelled the GUI's shader source as live or prebuilt. The GUI embeds shaderSource (a concatenation, no glslc) either way now; the prebuilt SPIR-V stays, and zig build shaders refreshes only it. Config's report and EffectCode lose their GUI shader source line. Co-Authored-By: Claude Opus 5.5 <[email protected]>
Diffstat (limited to 'src/effect_sources.zig')
-rw-r--r--src/effect_sources.zig38
1 files changed, 1 insertions, 37 deletions
diff --git a/src/effect_sources.zig b/src/effect_sources.zig
index 328ce730..f45bf293 100644
--- a/src/effect_sources.zig
+++ b/src/effect_sources.zig
@@ -3,10 +3,7 @@ const build_config = @import("pardes_config");
const config = @import("config.zig");
const filesystem = @import("fs.zig");
-const shader_dir = if (build_config.gui_shader_sources_prebuilt)
- "shaders/prebuilt/"
-else
- "shaders/";
+const shader_dir = "shaders/";
const ui_vertex_path = shader_dir ++ "ui.vert.glsl";
const ui_fragment_path = shader_dir ++ "ui.frag.glsl";
const image_vertex_path = shader_dir ++ "image.vert.glsl";
@@ -23,28 +20,6 @@ const bloom_up_path = shader_dir ++ "bloom-up.frag.glsl";
pub const Backend = @TypeOf(build_config.platform);
pub const backend: Backend = build_config.platform;
-pub const GuiShaderSourceMode = enum {
- live,
- prebuilt_snapshot,
-
- pub fn label(mode: GuiShaderSourceMode) []const u8 {
- return switch (mode) {
- .live => "live GLSL compiled during this build",
- .prebuilt_snapshot => "paired GLSL snapshot for committed SPIR-V",
- };
- }
-};
-
-/// Only the SDL backend consumes GLSL/SPIR-V. Other backends deliberately have
-/// no shader-source mode rather than being mislabeled "live" or "prebuilt".
-pub fn guiShaderSourceMode() ?GuiShaderSourceMode {
- if (backend != .gui) return null;
- return if (build_config.gui_shader_sources_prebuilt)
- .prebuilt_snapshot
- else
- .live;
-}
-
pub const files = switch (backend) {
.tty => [_]filesystem.Source{
.{ .path = "src/tty/panel_compositor.zig", .contents = @embedFile("tty/panel_compositor.zig") },
@@ -123,14 +98,3 @@ test "EffectCode paths resolve uniquely to this backend's archived inputs" {
try std.testing.expectEqual(backend == .gui, filesystem.sourceBytes("src/gui/gui.zig") != null);
try std.testing.expectEqual(backend == .macos, filesystem.sourceBytes("src/macos/Sources/PardesView.swift") != null);
}
-
-test "shader source provenance is GUI-only and follows the build input" {
- if (comptime backend == .gui) {
- const expected: GuiShaderSourceMode = if (build_config.gui_shader_sources_prebuilt)
- .prebuilt_snapshot
- else
- .live;
- try std.testing.expectEqual(expected, guiShaderSourceMode().?);
- try std.testing.expect(expected.label().len > 0);
- } else try std.testing.expect(guiShaderSourceMode() == null);
-}