Open CodeLikeCXK opened 3 months ago
You should use SpirV (vulkan) shaders for android-based mobiles and Metal shaders for iOS-based mobiles. DX-based shaders cannot be built for mobiles in any way. Good news are that DX/SpirV/Metal is just selection for configs and shader compiler itself while shaders are written in common HLSL-like syntax (with generic dagor pre-shaders)
The same, if we want to test mobile shader on PC we build SpirV and start application on PC with video{ driver:t="vulkan" to get similar results as with mobile targets.
The same, if we want to test mobile shader on PC we build SpirV and start application on PC with video{ driver:t="vulkan" to get similar results as with mobile targets.
I see. So how could I use mobile render pipeline on PC with dx11 or dx12, similar as mobile emulation pipeline?
I'm afraid you have to patch common shaders (if it is possible) to compile and use it with DX. We don't use it in a such way so haven't checked compilability of shaders.
Also this problem may be fixed in upcoming update to github (since previous sync is half-year old), but I don' have much hopes
Also this problem may be fixed in upcoming update to github (since previous sync is half-year old), but I don' have much hopes
I see. Other than shader, are there any differences in c++ part of renderer and any switch for that part?
Also this problem may be fixed in upcoming update to github (since previous sync is half-year old), but I don' have much hopes
Also, seems while using Vulkan, renderdoc result with mobile_render set to 0/1/2 are not so different. It's that normal?
Also this problem may be fixed in upcoming update to github (since previous sync is half-year old), but I don' have much hopes
Any ETA on when the upcoming update is being synced? :eyes:
Turning on mobile render(seems to be mobile deferred shading) in shaders_dx11 results in error. Setting to 1 is normal(mobile forward shading). Setting to 2 (mobile deferred shading) works on Vulkan only. Also how to use mobile renderer while packaging for PC(just to see the pipeline)