From 75ff9ae9a12cec884ed75ab5f2ec7dad57c80717 Mon Sep 17 00:00:00 2001 From: SDL Wiki Bot Date: Mon, 24 Aug 2026 07:00:49 +0000 Subject: [PATCH] Sync SDL3 wiki -> header [ci skip] --- include/SDL3/SDL_gpu.h | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index d0a4e3178a..b01513ef23 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -128,11 +128,14 @@ * [blog post](https://moonside.games/posts/layers-all-the-way-down/) * explaining this situation. * - * It is optimal for apps to pre-compile the shader formats they might use, - * but for ease of use SDL provides a separate project, + * Shader binaries can be compiled using standard Vulkan, Direct3D or Metal + * tooling, but SDL provides a separate project, * [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross) - * , for performing runtime shader cross-compilation. It also has a CLI - * interface for offline precompilation as well. + * , as a convenient command-line wrapper for cross-compiling shaders from + * HLSL or SPIR-V to any backend format (SPIR-V, DXBC, DXIL, MSL). + * + * While offline ahead-of-time compilation is preferred, SDL_shadercross is + * also able to operate as a runtime library for advanced usecases. * * This is an extremely quick overview that leaves out several important * details. Already, though, one can see that GPU programming can be quite