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Validate host shader compiler overrides for game-owned materials - #385
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📝 WalkthroughWalkthroughThe CLI now preflights explicit ChangesShader material toolchain
Priority: ⬇️ Low Estimated code review effort: 2 (Simple) | ~10 minutes Change: Feature Sequence Diagram(s)sequenceDiagram
participant Pipeline
participant material_toolchain
participant Filesystem
participant assembler_proc
Pipeline->>material_toolchain: preflight(project_dir)
material_toolchain->>Filesystem: Check materials directory and LABELLE_SHADERC
material_toolchain-->>Pipeline: Return validation or availability error
Pipeline->>assembler_proc: generate()
Merge Risk: 🔵 Low · up to Projects that set LABELLE_SHADERC to a directory can pass preflight but fail later during shader compilation. 🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
✨ Finishing Touches🧪 Generate unit tests (beta)
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- 🪄 Fix CodeRabbit comments on this PR
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In `@src/cli/material_toolchain.zig`:
- Line 22: Update the path validation around std.Io.Dir.cwd().access in the CLI
configuration flow to require an absolute path to a regular executable file,
rejecting directories even when they exist. Preserve successful validation for
valid executable files, and add a test covering a directory path such as /tools
when materials/ exists.
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build.zigdocs/shader-materials.mdsrc/cli/material_toolchain.zigsrc/cli/pipeline.zig
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| // same rewrite, which bypasses any loading-scene gate the project | ||
| // declares. The override is delivered at runtime via the | ||
| // `LABELLE_SCENE` env var injected at the spawn site (~line 990). | ||
| try material_toolchain.preflight(allocator, project_dir); |
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Forward the shader compiler override into Docker
When labelle build --docker is run with LABELLE_SHADERC, this preflight validates the path in the host filesystem, but docker.runBuild starts the Ubuntu container without -e LABELLE_SHADERC or a corresponding mount. Consequently, an override path intended to exist inside the container is rejected on the host, while a host-valid path passes but is invisible to the generated build graph, so the documented Docker override cannot work. The Docker path needs container-aware validation and must forward/mount the override.
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| std.debug.print("labelle: LABELLE_SHADERC must be an absolute path to the host shaderc executable; unset it to build the pinned compiler automatically\n", .{}); | ||
| return err; | ||
| }; | ||
| std.Io.Dir.cwd().access(config.globalIo(), path, .{}) catch |err| { |
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Reject non-executable shader compiler paths
For an override such as a directory or a regular file without execute permission, Dir.access(..., .{}) succeeds because it only establishes that the path is accessible; it does not establish that it is a runnable shader compiler. The preflight therefore accepts these invalid overrides and the user still receives a later process-spawn failure instead of the actionable diagnostic this validation is intended to provide. Check that the path denotes an executable regular file, or otherwise probe that it can be executed.
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| // same rewrite, which bypasses any loading-scene gate the project | ||
| // declares. The override is delivered at runtime via the | ||
| // `LABELLE_SCENE` env var injected at the spawn site (~line 990). | ||
| try material_toolchain.preflight(allocator, project_dir); |
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Run the override preflight before package installation
When a project already has materials and LABELLE_SHADERC is invalid, this supposedly early validation runs only after prebuild hooks, assembler resolution, ASTC conversion, and asm_bin.run("install", ...). On a fresh or offline machine those earlier operations can download packages, modify generated assets, or fail first, so the user may never receive the new shader-override diagnostic despite the configuration being invalid from the outset. Run this check after any hook that may create the materials tree but before assembler/toolchain resolution and package installation.
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The preflight rejected a bad `LABELLE_SHADERC` but the relative-path diagnostic never printed the value, so the message was not actionable without re-reading the environment. It also accepted anything `access()` could reach — a directory passed, and the failure then surfaced much later as an opaque `zig build` error (or, under `labelle run`, as a silently reused stale binary). - Every rejection now names the offending value. - `statFile` replaces `access`: a non-regular-file override is rejected as `ShadercOverrideNotAFile`. - `getAlloc` no longer swallows every error as "unset"; only `EnvironmentVariableMissing` means no override is configured. - Negative tests cover relative/`.`/`..`/missing/directory, plus a positive case so the rejections are the check firing rather than the check always failing. Verified on the condenser example (which has `materials/`): LABELLE_SHADERC=shaderc -> ShadercOverrideMustBeAbsolute LABELLE_SHADERC=/tmp -> ShadercOverrideNotAFile LABELLE_SHADERC=/nope/shaderc-> ShadercOverrideUnavailable each printing the value, each before `assembler generate` runs. zig build test --summary all: 880/885 passed (5 skipped), exit 0. Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XBGRLojiysEr5zy1U5mbP6
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| // same rewrite, which bypasses any loading-scene gate the project | ||
| // declares. The override is delivered at runtime via the | ||
| // `LABELLE_SCENE` env var injected at the spawn site (~line 990). | ||
| try material_toolchain.preflight(allocator, project_dir); |
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Re-run the override preflight in watched builds
When labelle wasm serve --watch starts without a materials/ directory and a later edit or prebuild hook creates it, this initial preflight is skipped and WasmRebuildCtx.rebuild proceeds directly from the hook to generation without calling it. With an invalid LABELLE_SHADERC, the watched rebuild therefore reaches the opaque shader compiler/build failure that this validation is intended to replace; invoke the preflight in the rebuild callback after its prebuild hooks as well.
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Fixed in 24b4b5d — this was a real hole in the fail-closed guarantee.
Fix. WasmRebuildCtx.rebuild now calls material_toolchain.preflight (the same function the cold pipeline calls before its assembler generate — it is the struct field's default, not a copy) after its prebuild hooks and before generation. The rebuild body is now a staged rebuildStaged() Stage!void (PrebuildFailed → ShaderPreflightFailed → GenerateFailed → …) with rebuild reduced to the bool wrapper the serve loop expects, so the stage a rebuild stops at is observable.
Other rebuild/incremental paths. There are exactly two assembler_proc.generate call sites in the CLI: the cold one in pipeline.run (gated since 200e53a) and this rebuild callback (gated now). labelle run, labelle build, the docker, Android and iOS flows all reach generation through pipeline.run's single call; --watch exists only on wasm serve. No other loop can reach the shader pipeline.
Test asserts the mechanism, not a value. cli.pipeline.WasmRebuildCtx.test.watched rebuild gates the shader override after hooks and before generate: a tmp project with no materials/, an invalid override (shaderc), a bogus assembler path. First rebuild → error.GenerateFailed (the gate correctly stays silent and generation is reached). Then materials/ is created — the next rebuild → error.ShaderPreflightFailed, i.e. stopped before generation. A companion test in material_toolchain covers the gate being keyed on materials/ at call time rather than at startup.
Force-fail proof (gate call removed, test run, restored):
error: 'cli.pipeline.WasmRebuildCtx.test.watched rebuild gates the shader override after hooks and before generate' failed:
expected error.ShaderPreflightFailed, found error.GenerateFailed
Build Summary: 4/6 steps succeeded (1 failed); 881/887 tests passed (5 skipped, 1 failed)
Green: zig build exit 0; zig build test --summary all 882/887 passed, 5 skipped, exit 0 (baseline 880/885; +2 are the two new tests). zig fmt --check clean on both touched files.
Review + fixes (pushed to
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The LABELLE_SHADERC preflight ran once, at the top of `pipeline.run`. `labelle wasm serve --watch` started without a `materials/` directory therefore skipped it, and when a later edit or prebuild hook created `materials/`, `WasmRebuildCtx.rebuild` went straight from its hooks to `assembler generate` — landing on the opaque shader-compiler failure the preflight exists to replace. A hole in the fail-closed guarantee. - `WasmRebuildCtx.rebuild` now runs `material_toolchain.preflight` (the same function, as the field default — not a copy) after the prebuild hooks and before generation, so a watched rebuild is gated exactly like a cold build. - The rebuild body is a staged `rebuildStaged() Stage!void`; `rebuild` is the bool wrapper the serve loop expects. The stage is what the test asserts. - `preflight` is split into env read + `preflightWith(project_dir, override)`, the gate keyed on `materials/` existing AT CALL TIME. These are the only two `assembler_proc.generate` sites in the CLI; run, build, docker, Android and iOS all go through `pipeline.run`'s single gated call, and `--watch` exists only on `wasm serve`. Test: start with no `materials/` → invalid override is not consulted and generation is reached (`GenerateFailed` from a bogus assembler path); create `materials/` → next rebuild stops at `ShaderPreflightFailed`. Force-fail against the gate removed: "expected ShaderPreflightFailed, found GenerateFailed", 881/887; restored. zig build test --summary all: 882/887 passed (5 skipped), exit 0. Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XBGRLojiysEr5zy1U5mbP6
Preflight an explicit
LABELLE_SHADERCoverride for projects with game-owned materials. Reject relative or unavailable paths with actionable diagnostics; normal builds continue to provision the pinned host compiler through the generated Zig graph.Document the compiler override and game-owned material workflow. Effect-specific behavior remains in the game.
Validation: 19 CLI tests passed, including compiler-override checks. The coordinated assembler pipeline and condenser integration pass independently.
Draft as part of the coordinated shader-material rollout; depends on the assembler pipeline for the new workflow.
Coordinated PRs
Merge/release order: core, then gfx/BGFX, then engine, followed by assembler/CLI and the example's released dependency pins. Assembler is stacked on condenser #730.