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Build the runtime's shader headers before make_game.py compiles, so a source checkout builds again.
tools/make_game.py has its own compile step and did not build runtime/*_spv.h, which the repository no longer holds: from a source checkout (the Linux path of docs/README-BuildKit.md) every runtime file that includes one failed to compile. A kit carries the headers built, so nothing is stale there and no shader compiler is looked for. Pull request #405 by mooki000, taken as it is. Not run on Linux here. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -80,7 +80,9 @@ RADV). It takes clang, clang++ and lld from `PATH` and links against the system'
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pinned 3.4.0 into `toolchain/vma/` and checks its hash.
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2. The shader translator: a kit with `bin/nx2navi_xlate` has it; from a source checkout, build it once with
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`python tools/build_xlate.py` (needs the .NET 10 SDK). The build copies it beside the game.
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`python tools/build_xlate.py` (needs the .NET 10 SDK). The build copies it beside the game. A kit also carries the
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runtime's own shaders compiled; from a source checkout the build compiles them first, with `glslc`, `spirv-as` and
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`spirv-val` (on Arch the packages `shaderc` and `spirv-tools`).
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3. Build, then play:
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