Metadata for a shader binary format: its SDL enum, the file extension of the transpiled blob, and the entry-point name the toolchain emits for each stage. shadercross names every MSL (and hence metallib) entry point "main0"; SPIR-V and DXIL keep the GLSL/HLSL default "main".
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Metadata for a shader binary format: its SDL enum, the file extension of the transpiled blob, and the entry-point name the toolchain emits for each stage. shadercross names every MSL (and hence metallib) entry point "main0"; SPIR-V and DXIL keep the GLSL/HLSL default "main".
- See also
- RenderDevice::loadShader
◆ computeEntrypoint
| const char* GPU_ShaderFormat::computeEntrypoint |
◆ ext
| const char* GPU_ShaderFormat::ext |
◆ format
| SDL_GPUShaderFormat GPU_ShaderFormat::format |
◆ fragmentEntrypoint
| const char* GPU_ShaderFormat::fragmentEntrypoint |
◆ vertexEntrypoint
| const char* GPU_ShaderFormat::vertexEntrypoint |
The documentation for this struct was generated from the following file: