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authorskal <pascal.massimino@gmail.com>2026-02-06 10:22:01 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 10:22:01 +0100
commit34b88141c44b7b7ea56f160d755de1d17c79e882 (patch)
tree87f21c79a1dfb10fa85a853c5a5488205dc13ba5 /src/tests/test_spectral_brush.cc
parente281b6ff0884a5b4af8aa2ca79fd01141bc2005b (diff)
fix(build): Add file-level dependencies for assets (shaders, meshes, audio)
CRITICAL FIX: Changing .wgsl/.spec/.obj files now triggers asset regeneration. Problem: CMake only tracked demo_assets.txt, not individual asset files. Result: Editing shaders didn't trigger rebuilds → stale code in binary! Solution: Parse demo_assets.txt to extract all asset filenames and add them to DEPENDS clause in add_custom_command(). Now CMake tracks all 42 assets. Implementation: - Added parse_asset_list() function to extract filenames from asset list - Regex parses format: ASSET_NAME, COMPRESSION, FILENAME, DESCRIPTION - Filters out PROC() entries (procedural, no file on disk) - Adds full paths to DEPENDS for both pack_assets() and pack_test_assets() Performance impact: - Before: touch shader → 0.28s (no rebuild, STALE!) - After: touch shader → 3.55s (regenerates assets, rebuilds users) Files tracked: 42 demo assets + 17 test assets - Shaders: renderer_3d.wgsl, mesh_render.wgsl, skybox.wgsl, etc. - Audio: kick1.spec, KICK_606.spec, snare samples, bass samples - Meshes: dodecahedron.obj, other geometry Developer workflow: No more 'touch demo_assets.txt' workaround needed! Just edit shaders and rebuild - dependencies work correctly now.
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