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2Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
3(You don't need to copy this folder if you are using the backend as-is)
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51) Compile the raw shader files to SPIRV:
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7 glslc -o vertex.spv -c shader.vert
8 glslc -o fragment.spv -c shader.frag
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112) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross)
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143-A) Compiling for the Vulkan Driver:
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16 Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4
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193-B) Compiling for the DirectX 12 Driver:
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21 ./shadercross vertex.spv -s SPIRV -d DXBC -t vertex -e main -o vertex.dxbc
22 ./shadercross fragment.spv -s SPIRV -d DXBC -t fragment -e main -o fragment.dxbc
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24 Proceed to step 4
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273-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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29 ./shadercross vertex.spv -s SPIRV -d MSL -t vertex -e main -o vertex.metal
30 ./shadercross fragment.spv -s SPIRV -d MSL -t fragment -e main -o fragment.metal
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32 xcrun -sdk macosx metal -o vertex.ir -c vertex.metal
33 xcrun -sdk macosx metal -o fragment.ir -c fragment.metal
34 xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir
35 xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir
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37 note: use .metal outputs for updating msl_vertex / msl_fragment variables, and use .metallib outputs for metallib_vertex / metallib_fragment variables
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39 Proceed to step 4
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424) 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.