Comments (4)
MingW does now work from what I've heard but if you use Direct3D (which is recommended) you will run into problems compiling shaders. For D3D12 you can probably make it work by using DXC instead of FXC.
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I'm mainly focused on getting Vulkan to work. The command I'm using is ./make --compile --lib --target windows --arch x86_64 --debug --graphics vulkan
, which fails due to the Vulkan SDK not being present. The same command works fine on Windows.
from kinc.
In a week or so I'll be able to focus my time into this, for now though I can't really help much.
from kinc.
The Vulkan SDK is neither part of MinGW nor Windows SDK - you will need to install that separately in either case. And on Windows Kinc expects to find the path to it via an environment variable (https://github.com/Kode/Kinc/blob/main/kfile.js#L111) - so you'd need to set that up first before running kmake (and I don't know how well that works for cross-compiling purposes)
from kinc.
Related Issues (20)
- HDR and wide color range output setup.
- Vulkan: Descriptor Set Cache
- Vulkan: multiple render targets broken
- D3D12 crash when hiding/showing window multiple times HOT 6
- Screen tearing / Incomplete frames when instanced rendering (Vulkan on Android device (FP3)) HOT 1
- Can't compile Krom
- Weird drawing behavior with G4onG5 with Vulkan backend HOT 1
- Flickering/Possible Sync issue when reusing index buffer on Metal
- Rendertarget defaults to magenta in Metal (but is transparent on HTML5) HOT 3
- Keyboard input not working on Endeavour OS (Arch Linux) HOT 4
- Compute for Vulkan is missing
- Option to disable features HOT 1
- Ability to use Clang to compile for Windows HOT 6
- Kinc can't use a 3d image with compute shaders HOT 1
- Empty example doesn't work on X11 + Vulkan HOT 7
- kinc_g4_texture_init_*() vulkan errors HOT 3
- Can't bind more than one image in compute shaders. HOT 12
- TextureFormat RGBA32 isn't working with compute. HOT 1
- Rendertarget samples broken with G4onG5 HOT 3
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