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authorGabriel Schneider <[email protected]>2026-09-29 09:43:05 -0300
committerGabriel Schneider <[email protected]>2026-10-01 00:12:16 -0300
commit826ec1fac3c012e71ab34207328faaac5b5827b7 (patch)
treee0e6b1f5a38c963875aa91c5817c27245a291faa /test/output.zig
parent7f8b9d2e8666c2e2104abcd462d79cf6f949c718 (diff)
downloadpardes-826ec1fac3c012e71ab34207328faaac5b5827b7.tar.gz
pardes-826ec1fac3c012e71ab34207328faaac5b5827b7.zip
Shader files compile again on save; an attached GUI runs the session's post chain
shader_build.zig takes the Shadertoy compile out of the GUI's Post: the process that holds the core compiles each chain file behind the prefix on a thread, watches its directory (file_watch's new shader slots), and on a change reads and hashes each file, compiling only one whose bytes moved. A failed compile keeps the last good SPIR-V and is said once; the same bytes are never compiled or reported twice. A file is read with std, not fs.zig's readFile, whose turn hand-off a worker thread does not hold. A detached session compiles for its frontends and sends them the chain (wire post: each pass's scene and level or the file's SPIR-V, and ShaderAnimation) on attach and on every change, so an attached GUI runs the same passes, levels and animation as a local one while still reading no disk and running no program. The attached GUI describes its frames to the chain from the session's chrome and redraws an animating chain on its own.
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