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How to compile mobile shaders and use mobile renderer on PC #73
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You should use SpirV (vulkan) shaders for android-based mobiles and Metal shaders for iOS-based mobiles. |
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 |
I'm afraid you have to patch common shaders (if it is possible) to compile and use it with DX. |
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, seems while using Vulkan, renderdoc result with mobile_render set to 0/1/2 are not so different. It's that normal? |
Any ETA on when the upcoming update is being synced? 👀 |
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)
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