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Renamed sdlgpu to gpu
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241
src/render/gpu/SDL_shaders_gpu.c
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241
src/render/gpu/SDL_shaders_gpu.c
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef SDL_VIDEO_RENDER_GPU
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#include "SDL_shaders_gpu.h"
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// SDL_GPU shader implementation
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typedef struct GPU_ShaderModuleSource
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{
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const unsigned char *code;
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unsigned int code_len;
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SDL_GPUShaderFormat format;
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} GPU_ShaderModuleSource;
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#if defined(SDL_GPU_VULKAN) && SDL_GPU_VULKAN
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#define IF_VULKAN(...) __VA_ARGS__
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#define HAVE_SPIRV_SHADERS 1
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#include "shaders/spir-v.h"
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#else
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#define IF_VULKAN(...)
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#define HAVE_SPIRV_SHADERS 0
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#endif
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#ifdef SDL_GPU_D3D11
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#define IF_D3D11(...) __VA_ARGS__
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#define HAVE_DXBC50_SHADERS 1
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#include "shaders/dxbc50.h"
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#else
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#define IF_D3D11(...)
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#define HAVE_DXBC50_SHADERS 0
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#endif
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#ifdef SDL_GPU_D3D12
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#define IF_D3D12(...) __VA_ARGS__
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#define HAVE_DXIL60_SHADERS 1
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#include "shaders/dxil60.h"
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#else
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#define IF_D3D12(...)
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#define HAVE_DXIL60_SHADERS 0
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#endif
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#ifdef SDL_GPU_METAL
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#define IF_METAL(...) __VA_ARGS__
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#define HAVE_METAL_SHADERS 1
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#include "shaders/metal.h"
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#else
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#define IF_METAL(...)
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#define HAVE_METAL_SHADERS 0
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#endif
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typedef struct GPU_ShaderSources
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{
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IF_VULKAN(GPU_ShaderModuleSource spirv;)
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IF_D3D11(GPU_ShaderModuleSource dxbc50;)
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IF_D3D12(GPU_ShaderModuleSource dxil60;)
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IF_METAL(GPU_ShaderModuleSource msl;)
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unsigned int num_samplers;
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unsigned int num_uniform_buffers;
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} GPU_ShaderSources;
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#define SHADER_SPIRV(code) \
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IF_VULKAN(.spirv = { code, sizeof(code), SDL_GPU_SHADERFORMAT_SPIRV }, )
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#define SHADER_DXBC50(code) \
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IF_D3D11(.dxbc50 = { (const unsigned char *)code, sizeof(code), SDL_GPU_SHADERFORMAT_DXBC }, )
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#define SHADER_DXIL60(code) \
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IF_D3D12(.dxil60 = { code, sizeof(code), SDL_GPU_SHADERFORMAT_DXIL }, )
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#define SHADER_METAL(code) \
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IF_METAL(.msl = { code, sizeof(code), SDL_GPU_SHADERFORMAT_MSL }, )
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// clang-format off
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static const GPU_ShaderSources vert_shader_sources[NUM_VERT_SHADERS] = {
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[VERT_SHADER_LINEPOINT] = {
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.num_samplers = 0,
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.num_uniform_buffers = 1,
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SHADER_SPIRV(linepoint_vert_spv)
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SHADER_DXBC50(linepoint_vert_sm50_dxbc)
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SHADER_DXIL60(linepoint_vert_sm60_dxil)
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SHADER_METAL(linepoint_vert_metal)
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},
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[VERT_SHADER_TRI_COLOR] = {
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.num_samplers = 0,
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.num_uniform_buffers = 1,
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SHADER_SPIRV(tri_color_vert_spv)
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SHADER_DXBC50(tri_color_vert_sm50_dxbc)
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SHADER_DXIL60(tri_color_vert_sm60_dxil)
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SHADER_METAL(tri_color_vert_metal)
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},
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[VERT_SHADER_TRI_TEXTURE] = {
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.num_samplers = 0,
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.num_uniform_buffers = 1,
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SHADER_SPIRV(tri_texture_vert_spv)
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SHADER_DXBC50(tri_texture_vert_sm50_dxbc)
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SHADER_DXIL60(tri_texture_vert_sm60_dxil)
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SHADER_METAL(tri_texture_vert_metal)
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},
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};
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static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = {
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[FRAG_SHADER_COLOR] = {
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.num_samplers = 0,
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.num_uniform_buffers = 0,
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SHADER_SPIRV(color_frag_spv)
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SHADER_DXBC50(color_frag_sm50_dxbc)
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SHADER_DXIL60(color_frag_sm60_dxil)
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SHADER_METAL(color_frag_metal)
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},
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[FRAG_SHADER_TEXTURE_RGB] = {
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.num_samplers = 1,
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.num_uniform_buffers = 0,
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SHADER_SPIRV(texture_rgb_frag_spv)
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SHADER_DXBC50(texture_rgb_frag_sm50_dxbc)
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SHADER_DXIL60(texture_rgb_frag_sm60_dxil)
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SHADER_METAL(texture_rgb_frag_metal)
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},
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[FRAG_SHADER_TEXTURE_RGBA] = {
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.num_samplers = 1,
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.num_uniform_buffers = 0,
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SHADER_SPIRV(texture_rgba_frag_spv)
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SHADER_DXBC50(texture_rgba_frag_sm50_dxbc)
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SHADER_DXIL60(texture_rgba_frag_sm60_dxil)
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SHADER_METAL(texture_rgba_frag_metal)
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},
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};
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// clang-format on
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static SDL_GPUShader *CompileShader(const GPU_ShaderSources *sources, SDL_GPUDevice *device, SDL_GPUShaderStage stage)
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{
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const GPU_ShaderModuleSource *sms = NULL;
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SDL_GPUDriver driver = SDL_GetGPUDriver(device);
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switch (driver) {
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// clang-format off
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IF_VULKAN( case SDL_GPU_DRIVER_VULKAN: sms = &sources->spirv; break;)
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IF_D3D11( case SDL_GPU_DRIVER_D3D11: sms = &sources->dxbc50; break;)
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IF_D3D12( case SDL_GPU_DRIVER_D3D12: sms = &sources->dxil60; break;)
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IF_METAL( case SDL_GPU_DRIVER_METAL: sms = &sources->msl; break;)
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// clang-format on
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default:
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SDL_SetError("Unsupported GPU backend");
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return NULL;
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}
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SDL_GPUShaderCreateInfo sci = { 0 };
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sci.code = sms->code;
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sci.code_size = sms->code_len;
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sci.format = sms->format;
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// FIXME not sure if this is correct
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sci.entrypoint = driver == SDL_GPU_DRIVER_METAL ? "main0" : "main";
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sci.num_samplers = sources->num_samplers;
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sci.num_uniform_buffers = sources->num_uniform_buffers;
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sci.stage = stage;
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return SDL_CreateGPUShader(device, &sci);
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}
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bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GPUDevice *device)
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{
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for (int i = 0; i < SDL_arraysize(vert_shader_sources); ++i) {
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shaders->vert_shaders[i] = CompileShader(
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&vert_shader_sources[i], device, SDL_GPU_SHADERSTAGE_VERTEX);
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if (shaders->vert_shaders[i] == NULL) {
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GPU_ReleaseShaders(shaders, device);
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return false;
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}
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}
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for (int i = 0; i < SDL_arraysize(frag_shader_sources); ++i) {
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shaders->frag_shaders[i] = CompileShader(
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&frag_shader_sources[i], device, SDL_GPU_SHADERSTAGE_FRAGMENT);
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if (shaders->frag_shaders[i] == NULL) {
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GPU_ReleaseShaders(shaders, device);
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return false;
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}
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}
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return true;
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}
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void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GPUDevice *device)
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{
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for (int i = 0; i < SDL_arraysize(shaders->vert_shaders); ++i) {
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SDL_ReleaseGPUShader(device, shaders->vert_shaders[i]);
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shaders->vert_shaders[i] = NULL;
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}
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for (int i = 0; i < SDL_arraysize(shaders->frag_shaders); ++i) {
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SDL_ReleaseGPUShader(device, shaders->frag_shaders[i]);
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shaders->frag_shaders[i] = NULL;
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}
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}
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SDL_GPUShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id)
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{
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SDL_assert((unsigned int)id < SDL_arraysize(shaders->vert_shaders));
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SDL_GPUShader *shader = shaders->vert_shaders[id];
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SDL_assert(shader != NULL);
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return shader;
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}
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SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id)
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{
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SDL_assert((unsigned int)id < SDL_arraysize(shaders->frag_shaders));
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SDL_GPUShader *shader = shaders->frag_shaders[id];
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SDL_assert(shader != NULL);
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return shader;
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}
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void GPU_FillSupportedShaderFormats(SDL_PropertiesID props)
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{
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, HAVE_SPIRV_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, HAVE_DXBC50_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, HAVE_DXIL60_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, HAVE_METAL_SHADERS);
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}
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#endif // SDL_VIDEO_RENDER_GPU
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