Files
zed/crates/gpui/build.rs
T
Leonard SeiboldandJohn Tur 1f2a319d40 gpui: Remove blade, reimplement linux renderer with wgpu (#46758)
The blade graphics library is a mess and causes several issues for both
Zed users as well as other 3rd party apps using GPUI. This PR removes
blade and implements the linux platform using `wgpu` which is the
de-facto standard in the rust UI and graphics ecosystem. This will not
just fix [issues that Zed users have
today](https://github.com/YaLTeR/niri/issues/2335), but also profit from
wgpu improvements in the futures, from other projects contributing (such
as the bevy game engine, Iced, or pretty much every other relevant
project).

This will close several related issues on the zed repo as well. See
https://github.com/zed-industries/zed/issues?q=frozen%20nvidia%20linux
(probably not all of them, have only tested the freeze on nvidia and
Smithay-based wayland compositors).

Some related issues:
https://github.com/zed-industries/zed/issues/44814
https://github.com/zed-industries/zed/issues/40481
https://github.com/YaLTeR/niri/issues/2335
https://github.com/zortax/zlaunch/issues/15

Would appreciate feedback if this is something the zed maintainers would
be interested in.

Release Notes:

- N/A

---------

Co-authored-by: John Tur <john-tur@outlook.com>
2026-02-13 02:55:42 -05:00

464 lines
15 KiB
Rust

#![allow(clippy::disallowed_methods, reason = "build scripts are exempt")]
#![cfg_attr(not(target_os = "macos"), allow(unused))]
use std::env;
fn main() {
let target = env::var("CARGO_CFG_TARGET_OS");
println!("cargo::rustc-check-cfg=cfg(gles)");
match target.as_deref() {
Ok("macos") => {
#[cfg(target_os = "macos")]
macos::build();
}
Ok("windows") => {
#[cfg(target_os = "windows")]
windows::build();
}
_ => (),
};
}
#[cfg(target_os = "macos")]
mod macos {
use std::{
env,
path::{Path, PathBuf},
};
use cbindgen::Config;
pub(super) fn build() {
generate_dispatch_bindings();
let header_path = generate_shader_bindings();
#[cfg(feature = "runtime_shaders")]
emit_stitched_shaders(&header_path);
#[cfg(not(feature = "runtime_shaders"))]
compile_metal_shaders(&header_path);
}
fn generate_dispatch_bindings() {
println!("cargo:rustc-link-lib=framework=System");
let bindings = bindgen::Builder::default()
.header("src/platform/mac/dispatch.h")
.allowlist_var("_dispatch_main_q")
.allowlist_var("_dispatch_source_type_data_add")
.allowlist_var("DISPATCH_QUEUE_PRIORITY_HIGH")
.allowlist_var("DISPATCH_QUEUE_PRIORITY_DEFAULT")
.allowlist_var("DISPATCH_QUEUE_PRIORITY_LOW")
.allowlist_var("DISPATCH_TIME_NOW")
.allowlist_function("dispatch_get_global_queue")
.allowlist_function("dispatch_async_f")
.allowlist_function("dispatch_after_f")
.allowlist_function("dispatch_time")
.allowlist_function("dispatch_source_merge_data")
.allowlist_function("dispatch_source_create")
.allowlist_function("dispatch_source_set_event_handler_f")
.allowlist_function("dispatch_resume")
.allowlist_function("dispatch_suspend")
.allowlist_function("dispatch_source_cancel")
.allowlist_function("dispatch_set_context")
.parse_callbacks(Box::new(bindgen::CargoCallbacks::new()))
.layout_tests(false)
.generate()
.expect("unable to generate bindings");
let out_path = PathBuf::from(env::var("OUT_DIR").unwrap());
bindings
.write_to_file(out_path.join("dispatch_sys.rs"))
.expect("couldn't write dispatch bindings");
}
fn generate_shader_bindings() -> PathBuf {
let output_path = PathBuf::from(env::var("OUT_DIR").unwrap()).join("scene.h");
let crate_dir = PathBuf::from(env::var("CARGO_MANIFEST_DIR").unwrap());
let mut config = Config {
include_guard: Some("SCENE_H".into()),
language: cbindgen::Language::C,
no_includes: true,
..Default::default()
};
config.export.include.extend([
"Bounds".into(),
"Corners".into(),
"Edges".into(),
"Size".into(),
"Pixels".into(),
"PointF".into(),
"Hsla".into(),
"ContentMask".into(),
"Uniforms".into(),
"AtlasTile".into(),
"PathRasterizationInputIndex".into(),
"PathVertex_ScaledPixels".into(),
"PathRasterizationVertex".into(),
"ShadowInputIndex".into(),
"Shadow".into(),
"QuadInputIndex".into(),
"Underline".into(),
"UnderlineInputIndex".into(),
"Quad".into(),
"BorderStyle".into(),
"SpriteInputIndex".into(),
"MonochromeSprite".into(),
"PolychromeSprite".into(),
"PathSprite".into(),
"SurfaceInputIndex".into(),
"SurfaceBounds".into(),
"TransformationMatrix".into(),
]);
config.no_includes = true;
config.enumeration.prefix_with_name = true;
let mut builder = cbindgen::Builder::new();
let src_paths = [
crate_dir.join("src/scene.rs"),
crate_dir.join("src/geometry.rs"),
crate_dir.join("src/color.rs"),
crate_dir.join("src/window.rs"),
crate_dir.join("src/platform.rs"),
crate_dir.join("src/platform/mac/metal_renderer.rs"),
];
for src_path in src_paths {
println!("cargo:rerun-if-changed={}", src_path.display());
builder = builder.with_src(src_path);
}
builder
.with_config(config)
.generate()
.expect("Unable to generate bindings")
.write_to_file(&output_path);
output_path
}
/// To enable runtime compilation, we need to "stitch" the shaders file with the generated header
/// so that it is self-contained.
#[cfg(feature = "runtime_shaders")]
fn emit_stitched_shaders(header_path: &Path) {
use std::str::FromStr;
fn stitch_header(header: &Path, shader_path: &Path) -> std::io::Result<PathBuf> {
let header_contents = std::fs::read_to_string(header)?;
let shader_contents = std::fs::read_to_string(shader_path)?;
let stitched_contents = format!("{header_contents}\n{shader_contents}");
let out_path =
PathBuf::from(env::var("OUT_DIR").unwrap()).join("stitched_shaders.metal");
std::fs::write(&out_path, stitched_contents)?;
Ok(out_path)
}
let shader_source_path = "./src/platform/mac/shaders.metal";
let shader_path = PathBuf::from_str(shader_source_path).unwrap();
stitch_header(header_path, &shader_path).unwrap();
println!("cargo:rerun-if-changed={}", &shader_source_path);
}
#[cfg(not(feature = "runtime_shaders"))]
fn compile_metal_shaders(header_path: &Path) {
use std::process::{self, Command};
let shader_path = "./src/platform/mac/shaders.metal";
let air_output_path = PathBuf::from(env::var("OUT_DIR").unwrap()).join("shaders.air");
let metallib_output_path =
PathBuf::from(env::var("OUT_DIR").unwrap()).join("shaders.metallib");
println!("cargo:rerun-if-changed={}", shader_path);
let output = Command::new("xcrun")
.args([
"-sdk",
"macosx",
"metal",
"-gline-tables-only",
"-mmacosx-version-min=10.15.7",
"-MO",
"-c",
shader_path,
"-include",
(header_path.to_str().unwrap()),
"-o",
])
.arg(&air_output_path)
.output()
.unwrap();
if !output.status.success() {
println!(
"cargo::error=metal shader compilation failed:\n{}",
String::from_utf8_lossy(&output.stderr)
);
process::exit(1);
}
let output = Command::new("xcrun")
.args(["-sdk", "macosx", "metallib"])
.arg(air_output_path)
.arg("-o")
.arg(metallib_output_path)
.output()
.unwrap();
if !output.status.success() {
println!(
"cargo::error=metallib compilation failed:\n{}",
String::from_utf8_lossy(&output.stderr)
);
process::exit(1);
}
}
}
#[cfg(target_os = "windows")]
mod windows {
use std::{
ffi::OsString,
fs,
io::Write,
path::{Path, PathBuf},
process::{self, Command},
};
pub(super) fn build() {
// Compile HLSL shaders
#[cfg(not(debug_assertions))]
compile_shaders();
// Embed the Windows manifest and resource file
#[cfg(feature = "windows-manifest")]
embed_resource();
}
#[cfg(feature = "windows-manifest")]
fn embed_resource() {
let manifest = std::path::Path::new("resources/windows/gpui.manifest.xml");
let rc_file = std::path::Path::new("resources/windows/gpui.rc");
println!("cargo:rerun-if-changed={}", manifest.display());
println!("cargo:rerun-if-changed={}", rc_file.display());
embed_resource::compile(rc_file, embed_resource::NONE)
.manifest_required()
.unwrap();
}
/// You can set the `GPUI_FXC_PATH` environment variable to specify the path to the fxc.exe compiler.
fn compile_shaders() {
let shader_path = PathBuf::from(std::env::var("CARGO_MANIFEST_DIR").unwrap())
.join("src/platform/windows/shaders.hlsl");
let out_dir = std::env::var("OUT_DIR").unwrap();
println!("cargo:rerun-if-changed={}", shader_path.display());
// Check if fxc.exe is available
let fxc_path = find_fxc_compiler();
// Define all modules
let modules = [
"quad",
"shadow",
"path_rasterization",
"path_sprite",
"underline",
"monochrome_sprite",
"subpixel_sprite",
"polychrome_sprite",
];
let rust_binding_path = format!("{}/shaders_bytes.rs", out_dir);
if Path::new(&rust_binding_path).exists() {
fs::remove_file(&rust_binding_path)
.expect("Failed to remove existing Rust binding file");
}
for module in modules {
compile_shader_for_module(
module,
&out_dir,
&fxc_path,
shader_path.to_str().unwrap(),
&rust_binding_path,
);
}
{
let shader_path = PathBuf::from(std::env::var("CARGO_MANIFEST_DIR").unwrap())
.join("src/platform/windows/color_text_raster.hlsl");
compile_shader_for_module(
"emoji_rasterization",
&out_dir,
&fxc_path,
shader_path.to_str().unwrap(),
&rust_binding_path,
);
}
}
/// Locate `binary` in the newest installed Windows SDK.
pub fn find_latest_windows_sdk_binary(
binary: &str,
) -> Result<Option<PathBuf>, Box<dyn std::error::Error>> {
let key = windows_registry::LOCAL_MACHINE
.open("SOFTWARE\\WOW6432Node\\Microsoft\\Microsoft SDKs\\Windows\\v10.0")?;
let install_folder: String = key.get_string("InstallationFolder")?; // "C:\Program Files (x86)\Windows Kits\10\"
let install_folder_bin = Path::new(&install_folder).join("bin");
let mut versions: Vec<_> = std::fs::read_dir(&install_folder_bin)?
.flatten()
.filter(|entry| entry.path().is_dir())
.filter_map(|entry| entry.file_name().into_string().ok())
.collect();
versions.sort_by_key(|s| {
s.split('.')
.filter_map(|p| p.parse().ok())
.collect::<Vec<u32>>()
});
let arch = match std::env::consts::ARCH {
"x86_64" => "x64",
"aarch64" => "arm64",
_ => Err(format!(
"Unsupported architecture: {}",
std::env::consts::ARCH
))?,
};
if let Some(highest_version) = versions.last() {
return Ok(Some(
install_folder_bin
.join(highest_version)
.join(arch)
.join(binary),
));
}
Ok(None)
}
/// You can set the `GPUI_FXC_PATH` environment variable to specify the path to the fxc.exe compiler.
fn find_fxc_compiler() -> String {
// Check environment variable
if let Ok(path) = std::env::var("GPUI_FXC_PATH")
&& Path::new(&path).exists()
{
return path;
}
// Try to find in PATH
// NOTE: This has to be `where.exe` on Windows, not `where`, it must be ended with `.exe`
if let Ok(output) = std::process::Command::new("where.exe")
.arg("fxc.exe")
.output()
&& output.status.success()
{
let path = String::from_utf8_lossy(&output.stdout);
return path.trim().to_string();
}
if let Ok(Some(path)) = find_latest_windows_sdk_binary("fxc.exe") {
return path.to_string_lossy().into_owned();
}
panic!("Failed to find fxc.exe");
}
fn compile_shader_for_module(
module: &str,
out_dir: &str,
fxc_path: &str,
shader_path: &str,
rust_binding_path: &str,
) {
// Compile vertex shader
let output_file = format!("{}/{}_vs.h", out_dir, module);
let const_name = format!("{}_VERTEX_BYTES", module.to_uppercase());
compile_shader_impl(
fxc_path,
&format!("{module}_vertex"),
&output_file,
&const_name,
shader_path,
"vs_4_1",
);
generate_rust_binding(&const_name, &output_file, rust_binding_path);
// Compile fragment shader
let output_file = format!("{}/{}_ps.h", out_dir, module);
let const_name = format!("{}_FRAGMENT_BYTES", module.to_uppercase());
compile_shader_impl(
fxc_path,
&format!("{module}_fragment"),
&output_file,
&const_name,
shader_path,
"ps_4_1",
);
generate_rust_binding(&const_name, &output_file, rust_binding_path);
}
fn compile_shader_impl(
fxc_path: &str,
entry_point: &str,
output_path: &str,
var_name: &str,
shader_path: &str,
target: &str,
) {
let output = Command::new(fxc_path)
.args([
"/T",
target,
"/E",
entry_point,
"/Fh",
output_path,
"/Vn",
var_name,
"/O3",
shader_path,
])
.output();
match output {
Ok(result) => {
if result.status.success() {
return;
}
println!(
"cargo::error=Shader compilation failed for {}:\n{}",
entry_point,
String::from_utf8_lossy(&result.stderr)
);
process::exit(1);
}
Err(e) => {
println!("cargo::error=Failed to run fxc for {}: {}", entry_point, e);
process::exit(1);
}
}
}
fn generate_rust_binding(const_name: &str, head_file: &str, output_path: &str) {
let header_content = fs::read_to_string(head_file).expect("Failed to read header file");
let const_definition = {
let global_var_start = header_content.find("const BYTE").unwrap();
let global_var = &header_content[global_var_start..];
let equal = global_var.find('=').unwrap();
global_var[equal + 1..].trim()
};
let rust_binding = format!(
"const {}: &[u8] = &{}\n",
const_name,
const_definition.replace('{', "[").replace('}', "]")
);
let mut options = fs::OpenOptions::new()
.create(true)
.append(true)
.open(output_path)
.expect("Failed to open Rust binding file");
options
.write_all(rust_binding.as_bytes())
.expect("Failed to write Rust binding file");
}
}