SDL_GPUShaderFormat.3type - Man Page

Specifies the format of shader code.

Synopsis

#include <SDL3/SDL_gpu.h>

typedef Uint32 SDL_GPUShaderFormat;

#define SDL_GPU_SHADERFORMAT_INVALID  0
#define SDL_GPU_SHADERFORMAT_PRIVATE  (1u << 0) /**< Shaders for NDA'd platforms. */
#define SDL_GPU_SHADERFORMAT_SPIRV    (1u << 1) /**< SPIR-V shaders for Vulkan. */
#define SDL_GPU_SHADERFORMAT_DXBC     (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */
#define SDL_GPU_SHADERFORMAT_DXIL     (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */
#define SDL_GPU_SHADERFORMAT_MSL      (1u << 4) /**< MSL shaders for Metal. */
#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */

Description

Each format corresponds to a specific backend that accepts it.

Availability

This datatype is available since SDL 3.2.0.

See Also

SDL_CreateGPUShader(3)

Info

SDL 3.2.16 Simple Directmedia Layer SDL3 DATATYPES