vello/piet-gpu/shader/build.ninja
Raph Levien a616b4d010 Rework right_edge computation in elements
Trying to fit it into the fancy monad doesn't really work, so use a
more straightforward approach to compute it from the aggregate.

Also add yEdge logic (basically copying piet-metal). With a fix to
ELEMENT_BINNING_RATIO (which I had simply gotten wrong), the example
renders almost correctly, with small bounding box artifacts.
2020-05-21 10:00:56 -07:00

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# Build file for shaders.
# You must have glslangValidator in your path, or patch here.
glslang_validator = glslangValidator
rule glsl
command = $glslang_validator -V -o $out $in
build image.spv: glsl image.comp | scene.h
build elements.spv: glsl elements.comp | scene.h state.h annotated.h
build binning.spv: glsl binning.comp | annotated.h state.h bins.h setup.h
build coarse.spv: glsl coarse.comp | annotated.h bins.h ptcl.h setup.h
build kernel4.spv: glsl kernel4.comp | ptcl.h setup.h