Add tint shader compiler dependency to manually build it for Mac with SPIR-V reader

Official binary doesn't include it, only WGSL reader which blocks usage in Flax.
This commit is contained in:
Wojtek Figat
2026-03-26 21:43:51 +01:00
parent 6d433d4ef7
commit 9fbcce13b3
2 changed files with 137 additions and 2 deletions

View File

@@ -0,0 +1,135 @@
// Copyright (c) Wojciech Figat. All rights reserved.
using Flax.Build;
using System.IO;
namespace Flax.Deps.Dependencies
{
/// <summary>
/// Tint is a compiler for the WebGPU Shader Language (WGSL) that can be used in standalone to convert shaders from and to WGSL.
/// https://github.com/google/dawn (mirrors https://dawn.googlesource.com/dawn)
/// </summary>
/// <seealso cref="Flax.Deps.Dependency" />
class tint : Dependency
{
/// <inheritdoc />
public override TargetPlatform[] Platforms
{
get
{
switch (BuildPlatform)
{
case TargetPlatform.Windows:
return new[]
{
TargetPlatform.Windows,
};
case TargetPlatform.Mac:
return new[]
{
TargetPlatform.Mac,
};
default: return new TargetPlatform[0];
}
}
}
/// <inheritdoc />
public override TargetArchitecture[] Architectures
{
get
{
switch (BuildPlatform)
{
case TargetPlatform.Windows:
return new[]
{
TargetArchitecture.x64,
};
case TargetPlatform.Mac:
return new[]
{
TargetArchitecture.ARM64,
};
default: return new TargetArchitecture[0];
}
}
}
/// <inheritdoc />
public override void Build(BuildOptions options)
{
var root = options.IntermediateFolder;
var config = "Release";
var buildOptions = new[]
{
"DAWN_BUILD_SAMPLES=OFF",
"DAWN_BUILD_TESTS=OFF",
"DAWN_BUILD_PROTOBUF=OFF",
"DAWN_ENABLE_D3D11=OFF",
"DAWN_ENABLE_D3D12=OFF",
"DAWN_ENABLE_METAL=OFF",
"DAWN_ENABLE_NULL=OFF",
"DAWN_ENABLE_DESKTOP_GL=OFF",
"DAWN_ENABLE_OPENGLES=OFF",
"DAWN_ENABLE_VULKAN=OFF",
"DAWN_ENABLE_SPIRV_VALIDATION=OFF",
"DAWN_FORCE_SYSTEM_COMPONENT_LOAD=OFF",
"TINT_BUILD_CMD_TOOLS=ON",
"TINT_BUILD_SPV_READER=ON",
"TINT_BUILD_WGSL_READER=OFF",
"TINT_BUILD_GLSL_WRITER=OFF",
"TINT_BUILD_GLSL_VALIDATOR=OFF",
"TINT_BUILD_HLSL_WRITER=OFF",
"TINT_BUILD_SPV_WRITER=OFF",
"TINT_BUILD_WGSL_WRITER=ON",
"TINT_BUILD_NULL_WRITER=OFF",
"TINT_BUILD_IR_BINARY=OFF",
"TINT_BUILD_TESTS=OFF",
};
// Get the source
var firstTime = !GitRepositoryExists(root);
var commit = "536c572abab2602db0b652eda401ebd01e046c11"; // v20260219.200501
CloneGitRepo(root, "https://github.com/google/dawn.git", commit, null, true);
if (firstTime)
{
// This repo is bloated with submodules and sometimes git fails to properly checkout them all
for (int i = 0; i < 3; i++)
Utilities.Run("git", "submodule update --recursive", null, root, Utilities.RunOptions.ConsoleLogOutput);
}
// Build tint (get rid of unused stuff)
foreach (var platform in options.Platforms)
{
foreach (var architecture in options.Architectures)
{
BuildStarted(platform, architecture);
// Build
var buildDir = Path.Combine(root, "build");
SetupDirectory(buildDir, true);
var cmakeArgs = $"-DCMAKE_BUILD_TYPE={config}";
foreach (var option in buildOptions)
cmakeArgs += $" -D{option}";
RunCmake(buildDir, platform, architecture, ".. " + cmakeArgs);
BuildCmake(buildDir, config, options: Utilities.RunOptions.ConsoleLogOutput);
// Deploy executable
var depsFolder = GetThirdPartyFolder(options, platform, architecture);
switch (platform)
{
case TargetPlatform.Windows:
Utilities.FileCopy(Path.Combine(buildDir, config, "tint.exe"), Path.Combine(depsFolder, "tint.exe"));
break;
default:
Utilities.FileCopy(Path.Combine(buildDir, config, "tint"), Path.Combine(depsFolder, "tint"));
if (BuildPlatform != TargetPlatform.Windows)
Utilities.Run("chmod", "+x tint", null, depsFolder, Utilities.RunOptions.ConsoleLogOutput);
break;
}
}
}
}
}
}