ShadowDusk.Compiler
0.11.0
dotnet add package ShadowDusk.Compiler --version 0.11.0
NuGet\Install-Package ShadowDusk.Compiler -Version 0.11.0
<PackageReference Include="ShadowDusk.Compiler" Version="0.11.0" />
<PackageVersion Include="ShadowDusk.Compiler" Version="0.11.0" />
<PackageReference Include="ShadowDusk.Compiler" />
paket add ShadowDusk.Compiler --version 0.11.0
#r "nuget: ShadowDusk.Compiler, 0.11.0"
#:package ShadowDusk.Compiler@0.11.0
#addin nuget:?package=ShadowDusk.Compiler&version=0.11.0
#tool nuget:?package=ShadowDusk.Compiler&version=0.11.0
ShadowDusk.Compiler
An in-memory HLSL shader compiler for MonoGame, KNI, and FNA. Add the package, call CompileAsync(fx), and get back .mgfx bytes (or an FNA .fxb) you can load straight into an Effect — on Linux, macOS, or Windows, at build time or live at runtime.
It's a drop-in replacement for mgfxc: the output loads in a real MonoGame/KNI Effect and renders the same as mgfxc's, on every OS. Nothing extra to install (no fxc.exe, no mgfxc, no Wine, no Windows SDK) — every native piece ships inside the package.
Install
dotnet add package ShadowDusk.Compiler
Use
using ShadowDusk.Core;
using ShadowDusk.Compiler;
IShaderCompiler compiler = new EffectCompiler();
var result = await compiler.CompileAsync(fxSource, new CompilerOptions
{
Target = PlatformTarget.OpenGL, // or DirectX, or Fna
});
if (result.IsFailure)
{
foreach (var e in result.Error)
Console.Error.WriteLine($"{e.File}({e.Line},{e.Column}): {e.Code}: {e.Message}");
return;
}
var effect = new Effect(graphicsDevice, result.Value.Data);
Need to compile from a synchronous call site (e.g. inside Content.Load<Effect>)? Await compiler.InitializeAsync() once at startup, then call the synchronous compiler.Compile(...) anywhere — same pipeline, byte-identical output.
Targets
CompilerOptions.Target |
Output | Runtime |
|---|---|---|
OpenGL |
.mgfx (GLSL) |
MonoGame DesktopGL, KNI (incl. WebGL) |
DirectX |
.mgfx (SM5 DXBC) |
MonoGame WindowsDX, KNI |
Fna |
.fxb (D3D9 fx_2_0) |
FNA |
All three compile on every desktop OS and produce the same bytes on every OS. Errors come back as ShaderError[] with the file, line, column, and compiler message verbatim.
Output format
By default you get MGFX v10 (.mgfx), which loads on MonoGame 3.8.2 and every newer MonoGame, plus KNI. You never set a flag to get correct output.
Targeting a newer runtime? Two optional formats load and render exactly like v10:
- MonoGame 3.8.5+ →
CompilerOptions.MgfxVersion = 11 - KNI v4.02+ →
CompilerOptions.Container = EffectContainer.Knifx
If you're not sure, keep the default.
Prefer to pick a whole target (backend and container) in one value? Set CompilerOptions.Profile to a CapabilityProfile (e.g. CapabilityProfile.KniGL_4_02 for KNIFX on OpenGL); a profile fully specifies the output and overrides Target / Container / MgfxVersion. For an in-app compile, RuntimeProfileDetector.Recommend(typeof(Game).Assembly, target) returns the proven profile for the loaded framework.
Links
- Documentation: https://kaltinril.github.io/ShadowDusk/
- Source / issues: https://github.com/kaltinril/ShadowDusk
- CLI flavor (
dotnet tool): ShadowDusk.Cli · In-browser (Blazor WASM) flavor: ShadowDusk.Wasm
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net8.0 is compatible. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net8.0
- ShadowDusk.Core (>= 0.11.0)
- ShadowDusk.GLSL (>= 0.11.0)
- ShadowDusk.HLSL (>= 0.11.0)
NuGet packages (1)
Showing the top 1 NuGet packages that depend on ShadowDusk.Compiler:
| Package | Downloads |
|---|---|
|
ShadowDusk.Wasm
In-browser (WebAssembly / Blazor net8.0-browser) HLSL Effect compiler for MonoGame, KNI, and FNA. Add the package to a net8.0-browser app, call WasmShaderCompiler.CompileAsync, and feed the .mgfx bytes to new Effect(gd, bytes) — the native DXC + SPIRV-Cross + vkd3d-shader WASM modules ride inside the package as Blazor static web assets (served at _content/ShadowDusk.Wasm/) and self-register; the consumer wires NOTHING. Uses the faithful pinned DXC -> SPIR-V -> SPIRV-Cross -> GLSL pipeline (OpenGL/WebGL) and the pinned vkd3d-shader -> DXBC / D3D9 pipeline (DirectX .mgfx and FNA .fxb as in-browser export targets), byte-identical to the desktop CLI output. |
GitHub repositories
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