build_instructions.txt 1.5 KB

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  1. Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
  2. (You don't need to copy this folder if you are using the backend as-is)
  3. 1) Compile the raw shader files to SPIRV:
  4. glslc -o vertex.spv -c shader.vert
  5. glslc -o fragment.spv -c shader.frag
  6. 2) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross)
  7. 3-A) Compiling for the Vulkan Driver:
  8. Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4
  9. 3-B) Compiling for the DirectX 12 Driver:
  10. ./shadercross vertex.spv -s SPIRV -d DXBC -t vertex -e main -o vertex.dxbc
  11. ./shadercross fragment.spv -s SPIRV -d DXBC -t fragment -e main -o fragment.dxbc
  12. Proceed to step 4
  13. 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):
  14. ./shadercross vertex.spv -s SPIRV -d MSL -t vertex -e main -o vertex.metal
  15. ./shadercross fragment.spv -s SPIRV -d MSL -t fragment -e main -o fragment.metal
  16. xcrun -sdk macosx metal -o vertex.ir -c vertex.metal
  17. xcrun -sdk macosx metal -o fragment.ir -c fragment.metal
  18. xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir
  19. xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir
  20. note: use .metal outputs for updating msl_vertex / msl_fragment variables, and use .metallib outputs for metallib_vertex / metallib_fragment variables
  21. Proceed to step 4
  22. 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.