fix: using the linker for generating a .o file is a feature for only GNU ld.

Now utilising a process to generate a .c file using `xxd`, and compiling
those to object files.
This commit is contained in:
2025-09-15 11:04:04 +02:00
parent 3a7709c392
commit f20171c0d7
3 changed files with 18 additions and 20 deletions

View File

@@ -25,7 +25,7 @@ jobs:
if: runner.os == 'Linux'
run: |
sudo apt update
sudo apt install -y libwayland-dev libxkbcommon-dev xorg-dev cmake
sudo apt install -y libwayland-dev libxkbcommon-dev xorg-dev cmake xxd
- uses: actions/cache@v4
with:

View File

@@ -72,10 +72,15 @@ bin/TEST_$(NAME): $(TOBJ) $(filter-out obj/src/main.o,$(OBJ))
@mkdir -p $(@D)
@$(LD) -o $@ $^ $(LDFLAGS) $(LDLIBS)
obj/res/%.o: res/%
$(info [LD] $@)
obj/res/%.c: res/%
$(info [XXD] $@)
@mkdir -p $(@D)
@$(LD) -r -b binary -o $@ $<
@xxd -i -n $(patsubst res/%,%,$<) $< $@
obj/res/%.o: obj/res/%.c
$(info [CC] $@)
@mkdir -p $(@D)
@$(CC) -c $(CPPFLAGS) $(CFLAGS) -o $@ $<
obj/%.o: %.c
$(info [CC] $@)

View File

@@ -8,20 +8,14 @@
#include "../error.h"
#define NAM_S(name) _binary_res_##name##_start // name of a start variable
#define NAM_E(name) _binary_res_##name##_end // name of an end variable
// macro for generating the variable declarations
#define DEF_GLSL(name) \
extern const char NAM_S(name)[]; \
extern const char NAM_E(name)[]
// NOTE: we are currently just sucking up the memory costs for ease. We can either include the source files themselves. Or use compression, where I'd prefer the latter for ease of installation.
// NOLINTBEGIN (bugprone-reserved-identifier)
DEF_GLSL(sh_vert_glsl);
DEF_GLSL(sh_frag_glsl);
DEF_GLSL(sh_geom_glsl);
// NOLINTEND
extern const char sh_vert_glsl[];
extern const char sh_frag_glsl[];
extern const char sh_geom_glsl[];
extern const uint sh_vert_glsl_len;
extern const uint sh_frag_glsl_len;
extern const uint sh_geom_glsl_len;
/* compile a shader */
static GLuint shader_compile(GLenum type, const char *src, size_t len) {
@@ -42,11 +36,10 @@ static GLuint shader_compile(GLenum type, const char *src, size_t len) {
return shader;
}
#define COMPILE_NAME(_type, _name) shader_compile(_type, NAM_S(_name), (uintptr_t)NAM_E(_name) - (uintptr_t)NAM_S(_name))
int shader_init(GLuint pipe) {
GLuint vs = COMPILE_NAME(GL_VERTEX_SHADER, sh_vert_glsl);
GLuint fs = COMPILE_NAME(GL_FRAGMENT_SHADER, sh_frag_glsl);
GLuint gs = COMPILE_NAME(GL_GEOMETRY_SHADER, sh_geom_glsl);
GLuint vs = shader_compile(GL_VERTEX_SHADER, sh_vert_glsl, sh_vert_glsl_len);
GLuint fs = shader_compile(GL_FRAGMENT_SHADER, sh_frag_glsl, sh_frag_glsl_len);
GLuint gs = shader_compile(GL_GEOMETRY_SHADER, sh_geom_glsl, sh_geom_glsl_len);
glAttachShader(pipe, vs);
glAttachShader(pipe, fs);