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Diffstat (limited to 'imgui-1.92.1/backends/sdlgpu3/build_instructions.txt')
| -rw-r--r-- | imgui-1.92.1/backends/sdlgpu3/build_instructions.txt | 40 |
1 files changed, 0 insertions, 40 deletions
diff --git a/imgui-1.92.1/backends/sdlgpu3/build_instructions.txt b/imgui-1.92.1/backends/sdlgpu3/build_instructions.txt deleted file mode 100644 index 25f4a5d..0000000 --- a/imgui-1.92.1/backends/sdlgpu3/build_instructions.txt +++ /dev/null @@ -1,40 +0,0 @@ - -Instructions to rebuild imgui_impl_sdlgpu3_shaders.h -(You don't need to copy this folder if you are using the backend as-is) - -1) Compile the raw shader files to SPIRV: - - glslc -o vertex.spv -c shader.vert - glslc -o fragment.spv -c shader.frag - - -2) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross) - - -3-A) Compiling for the Vulkan Driver: - - Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4 - - -3-B) Compiling for the DirectX 12 Driver: - - ./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 - - Proceed to step 4 - - -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): - - ./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 - - 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 - - Proceed to step 4 - - -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. |
