###### (This is the documentation for SDL3, which is under heavy development and the API is changing! [SDL2](https://wiki.libsdl.org/SDL2/) is the current stable version!) # SDL_GPUShaderFormat Specifies the format of shader code. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h) ## Syntax ```c 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_0 shaders for D3D11. */ #define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL 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. */ ``` ## Remarks Each format corresponds to a specific backend that accepts it. ## Version This datatype is available since SDL 3.0.0 ## See Also - [SDL_CreateGPUShader](SDL_CreateGPUShader) ---- [CategoryAPI](CategoryAPI), [CategoryAPIDatatype](CategoryAPIDatatype), [CategoryGPU](CategoryGPU)