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This is not desirable feature. There are supported platforms where this can't be done. |
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Ok, I understand that - but what about changing the shaderc so that people who need to use it at runtime can do it without modifying the code? |
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Hey man, I've forked bgfx and integrated brtshaderc so it now can compile shaders at runtime in a limited number of platforms, as @bkaradzic said. |
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Hello everyone,
I'm trying to use shaderc as a library, to be able to compile shaders at runtime(from/to memory), but I had a few issues with duplicate symbols with bgfx.
If I change a few files in tools/shaderc folder to reference the stuff from the main bgfx(mostly removing implementations of duplicate functions), I can get my app to compile. This will probably break making shaderc executable unless it's linked with bgfx lib.
I was wondering if it makes sense to change the shaderc a bit more so that it's easier to use in this scenario?
I'm up for doing it and creating a pull request, but maybe it's better if we discuss it first a bit.
Is it a good approach to change shaderc source to use functions from bgfx and link the shaderc executable with the main bgfx library?
Maybe there is a better solution, perhaps renaming the bgfx namespace in shaderc?
Thanks for your input!
nesa
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