Embed compiled SPIR-V shaders in the client binary with #load

The GPU renderer previously read .spv files from a cwd-relative path at
runtime; when they were missing or the editor was launched from outside
the repo root, it silently fell back to the SDL renderer, losing syntax
highlighting. The shaders are now baked in at compile time, so the
binary is self-contained. The compiled .spv files are committed (no
longer gitignored) since they are required to build; regenerate with
scripts/compile-shaders.sh after editing the GLSL sources.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
pavel 2026-07-03 09:22:17 +02:00
commit 8d85568713
8 changed files with 24 additions and 30 deletions

3
.gitignore vendored
View file

@ -6,9 +6,6 @@ daemon/build/
daemon/dev/
daemon/META-INF/
# Compiled shaders
client/odin/shaders/compiled/
# Odin build output
/odin
client/odin/odin

View file

@ -76,13 +76,13 @@ Gradle workspace import records module source roots, test source roots, resource
Use `Ctrl+Shift+T` to toggle Gradle tasks in the right sidebar. Use Up/Down, PageUp/PageDown, Home/End, mouse wheel, or row clicks to select tasks, and Enter to run the selected task; the sidebar shows the loaded task count and reports started/finished/failed events, the final response, and recent stdout/stderr output.
Compile starter SDL3 GPU shaders with:
The SDL3 GPU shaders are compiled to SPIR-V under `client/odin/shaders/compiled/` and embedded into the client binary at build time, so the editor has no runtime shader files to find. The compiled files are committed; after editing the GLSL sources, regenerate them with:
```sh
scripts/compile-shaders.sh
```
The script uses `glslc` from shaderc and emits Vulkan/SPIR-V files under `client/odin/shaders/compiled/`. On Fedora, install it with `sudo dnf install glslc`.
The script uses `glslc` from shaderc. On Fedora, install it with `sudo dnf install glslc`.
Run autonomous opencode continuation loops with:

View file

@ -47,6 +47,14 @@ GPU_Renderer :: struct {
height: int,
}
// Compiled SPIR-V is embedded at build time so the binary never depends on
// finding shader files at runtime. Regenerate with scripts/compile-shaders.sh
// after editing the GLSL sources, then rebuild.
GPU_RECT_VERT_SPV :: #load("shaders/compiled/rect.vert.spv")
GPU_RECT_FRAG_SPV :: #load("shaders/compiled/rect.frag.spv")
GPU_TEXT_VERT_SPV :: #load("shaders/compiled/text.vert.spv")
GPU_TEXT_FRAG_SPV :: #load("shaders/compiled/text.frag.spv")
GPU_MAX_VERTICES :: 240000
GPU_MAX_TEXT_VERTICES :: 120000
GPU_FONT_ATLAS_SIZE :: 512
@ -83,12 +91,12 @@ gpu_renderer_make :: proc(window: ^SDL.Window) -> GPU_Renderer {
return GPU_Renderer{}
}
gpu.vertex_shader = gpu_create_shader(gpu.device, "client/odin/shaders/compiled/rect.vert.spv", .VERTEX)
gpu.fragment_shader = gpu_create_shader(gpu.device, "client/odin/shaders/compiled/rect.frag.spv", .FRAGMENT)
gpu.text_vertex_shader = gpu_create_shader(gpu.device, "client/odin/shaders/compiled/text.vert.spv", .VERTEX)
gpu.text_fragment_shader = gpu_create_shader(gpu.device, "client/odin/shaders/compiled/text.frag.spv", .FRAGMENT)
gpu.vertex_shader = gpu_create_shader(gpu.device, "rect.vert", GPU_RECT_VERT_SPV, .VERTEX, 0)
gpu.fragment_shader = gpu_create_shader(gpu.device, "rect.frag", GPU_RECT_FRAG_SPV, .FRAGMENT, 0)
gpu.text_vertex_shader = gpu_create_shader(gpu.device, "text.vert", GPU_TEXT_VERT_SPV, .VERTEX, 0)
gpu.text_fragment_shader = gpu_create_shader(gpu.device, "text.frag", GPU_TEXT_FRAG_SPV, .FRAGMENT, 1)
if gpu.vertex_shader == nil || gpu.fragment_shader == nil || gpu.text_vertex_shader == nil || gpu.text_fragment_shader == nil {
fmt.println("SDL GPU shaders unavailable; run scripts/compile-shaders.sh")
fmt.println("SDL GPU shader creation failed, falling back:", SDL.GetError())
gpu_renderer_destroy(&gpu)
return GPU_Renderer{}
}
@ -222,25 +230,18 @@ gpu_renderer_destroy :: proc(gpu: ^GPU_Renderer) {
gpu^ = {}
}
gpu_create_shader :: proc(device: ^SDL.GPUDevice, path: string, stage: SDL.GPUShaderStage) -> ^SDL.GPUShader {
bytes, err := os.read_entire_file(path, context.allocator)
if err != nil {
fmt.println("read shader failed:", path, err)
return nil
}
defer delete(bytes)
gpu_create_shader :: proc(device: ^SDL.GPUDevice, name: string, code: []u8, stage: SDL.GPUShaderStage, num_samplers: u32) -> ^SDL.GPUShader {
shader := SDL.CreateGPUShader(device, {
code_size = len(bytes),
code = raw_data(bytes),
code_size = len(code),
code = raw_data(code),
entrypoint = "main",
format = {.SPIRV},
stage = stage,
num_uniform_buffers = 1 if stage == .VERTEX else 0,
num_samplers = 1 if stage == .FRAGMENT && strings_has_suffix(path, "text.frag.spv") else 0,
num_samplers = num_samplers,
})
if shader == nil {
fmt.println("CreateGPUShader failed:", path, SDL.GetError())
fmt.println("CreateGPUShader failed:", name, SDL.GetError())
}
return shader
}
@ -545,11 +546,6 @@ gpu_global_font_advance :: proc(ch: u8) -> f32 {
return 8
}
strings_has_suffix :: proc(s, suffix: string) -> bool {
if len(suffix) > len(s) do return false
return s[len(s) - len(suffix):] == suffix
}
color_f32 :: proc(r, g, b, a: u8) -> [4]f32 {
return {f32(r) / 255.0, f32(g) / 255.0, f32(b) / 255.0, f32(a) / 255.0}
}

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View file

@ -12,7 +12,7 @@ For this Linux-first prototype, use GLSL compiled to SPIR-V with `glslc` from sh
scripts/compile-shaders.sh
```
Outputs are written to `client/odin/shaders/compiled/` and intentionally ignored by git.
Outputs are written to `client/odin/shaders/compiled/` and are committed to git: the Odin client embeds them at compile time with `#load`, so they must exist to build. After editing the GLSL sources, rerun the script and rebuild the client.
Fedora install:
@ -34,7 +34,8 @@ Current recommendation:
Current renderer state:
- The editor loads `rect.vert.spv` and `rect.frag.spv` for the direct SDL3 GPU path.
- The editor loads `text.vert.spv` and `text.frag.spv` for font-atlas text.
- The editor embeds `rect.vert.spv` and `rect.frag.spv` for the direct SDL3 GPU path.
- The editor embeds `text.vert.spv` and `text.frag.spv` for font-atlas text.
- The binary has no runtime dependency on the shader files; they are baked in at build time.
- Text is rendered from a baked `stb_truetype` atlas using `/usr/share/fonts/google-noto/NotoSansMono-Regular.ttf`.
- A later portability step should bundle a project font or add configurable font discovery.