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

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.