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| Instructions to rebuild imgui_impl_sdlgpu3_shaders.h |
| (You don't need to copy this folder if you are using the backend as-is) |
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| 1) Compile the raw shader files to SPIRV: |
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| glslc -o vertex.spv -c shader.vert |
| glslc -o fragment.spv -c shader.frag |
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| 2) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross) |
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| 3-A) Compiling for the Vulkan Driver: |
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| Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4 |
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| 3-B) Compiling for the DirectX 12 Driver: |
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| ./shadercross vertex.spv -s SPIRV -d DXBC -t vertex -e main -o vertex.dxbc |
| ./shadercross fragment.spv -s SPIRV -d DXBC -t fragment -e main -o fragment.dxbc |
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| Proceed to step 4 |
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| 3-C) Compiling for Metal (On windows you'll need the Metal Developer Tools for Windows, on linux you might use wine, but I never tested it): |
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| ./shadercross vertex.spv -s SPIRV -d MSL -t vertex -e main -o vertex.metal |
| ./shadercross fragment.spv -s SPIRV -d MSL -t fragment -e main -o fragment.metal |
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| xcrun -sdk macosx metal -o vertex.ir -c vertex.metal |
| xcrun -sdk macosx metal -o fragment.ir -c fragment.metal |
| xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir |
| xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir |
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| Proceed to step 4 |
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| 4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array. |