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-rw-r--r--imgui-1.92.1/backends/sdlgpu3/build_instructions.txt40
-rw-r--r--imgui-1.92.1/backends/sdlgpu3/shader.frag15
-rw-r--r--imgui-1.92.1/backends/sdlgpu3/shader.vert24
3 files changed, 0 insertions, 79 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.
diff --git a/imgui-1.92.1/backends/sdlgpu3/shader.frag b/imgui-1.92.1/backends/sdlgpu3/shader.frag
deleted file mode 100644
index ab9ce18..0000000
--- a/imgui-1.92.1/backends/sdlgpu3/shader.frag
+++ /dev/null
@@ -1,15 +0,0 @@
-#version 450 core
-layout(location = 0) out vec4 fColor;
-
-layout(set=2, binding=0) uniform sampler2D sTexture;
-
-layout(location = 0) in struct
-{
- vec4 Color;
- vec2 UV;
-} In;
-
-void main()
-{
- fColor = In.Color * texture(sTexture, In.UV.st);
-}
diff --git a/imgui-1.92.1/backends/sdlgpu3/shader.vert b/imgui-1.92.1/backends/sdlgpu3/shader.vert
deleted file mode 100644
index 3a85a90..0000000
--- a/imgui-1.92.1/backends/sdlgpu3/shader.vert
+++ /dev/null
@@ -1,24 +0,0 @@
-#version 450 core
-layout(location = 0) in vec2 aPos;
-layout(location = 1) in vec2 aUV;
-layout(location = 2) in vec4 aColor;
-
-layout(set=1,binding=0) uniform UBO
-{
- vec2 uScale;
- vec2 uTranslate;
-} ubo;
-
-layout(location = 0) out struct
-{
- vec4 Color;
- vec2 UV;
-} Out;
-
-void main()
-{
- Out.Color = aColor;
- Out.UV = aUV;
- gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1);
- gl_Position.y *= -1.0f;
-}