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(This is the documentation for SDL3, which is the current stable version. SDL2 was the previous version!)

SDL_GPUShaderFormat

Specifies the format of shader code.

Header File

Defined in <SDL3/SDL_gpu.h>

Syntax

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. */

Remarks

Each format corresponds to a specific backend that accepts it.

Version

This datatype is available since SDL 3.1.3

See Also


CategoryAPI, CategoryAPIDatatype, CategoryGPU


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