From 34b88141c44b7b7ea56f160d755de1d17c79e882 Mon Sep 17 00:00:00 2001 From: skal Date: Fri, 6 Feb 2026 10:22:01 +0100 Subject: fix(build): Add file-level dependencies for assets (shaders, meshes, audio) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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. --- src/generated/assets_data.cc | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/generated/assets_data.cc b/src/generated/assets_data.cc index 0b2daba..a29680f 100644 --- a/src/generated/assets_data.cc +++ b/src/generated/assets_data.cc @@ -369584,7 +369584,7 @@ static const float ASSET_PROC_PARAMS_NOISE_TEX[] = {1234.000000, 16.000000}; static const char* ASSET_PROC_FUNC_STR_NOISE_TEX = "gen_noise"; -const size_t ASSET_SIZE_SHADER_RENDERER_3D = 9449; +const size_t ASSET_SIZE_SHADER_RENDERER_3D = 9468; alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDERER_3D[] = { 0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x22, 0x63, 0x6f, 0x6d, 0x6d, 0x6f, 0x6e, 0x5f, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, @@ -370373,7 +370373,9 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDERER_3D[] = { 0x6f, 0x73, 0x2e, 0x7a, 0x20, 0x2f, 0x20, 0x63, 0x6c, 0x69, 0x70, 0x5f, 0x70, 0x6f, 0x73, 0x2e, 0x77, 0x3b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x6f, - 0x75, 0x74, 0x3b, 0x0a, 0x7d, 0x00 + 0x75, 0x74, 0x3b, 0x0a, 0x7d, 0x2f, 0x2f, 0x20, 0x64, 0x65, 0x70, 0x65, + 0x6e, 0x64, 0x65, 0x6e, 0x63, 0x79, 0x20, 0x74, 0x65, 0x73, 0x74, 0x0a, + 0x00 }; const size_t ASSET_SIZE_SHADER_COMMON_UNIFORMS = 346; alignas(16) static const uint8_t ASSET_DATA_SHADER_COMMON_UNIFORMS[] = { -- cgit v1.2.3