Set a default shader entry point

The default should be the entrypoint generated by SDL_shadercross. That way it doesn't need to be hand-specified in the common workflow.

(cherry picked from commit dcb97a5f49)
This commit is contained in:
Sam Lantinga
2025-03-14 10:27:50 -07:00
parent 34db21cea8
commit a447863e4f
3 changed files with 11 additions and 8 deletions

View File

@@ -8103,7 +8103,6 @@ static void D3D12_INTERNAL_InitBlitResources(
shaderCreateInfo.code_size = sizeof(D3D12_FullscreenVert);
shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX;
shaderCreateInfo.format = SDL_GPU_SHADERFORMAT_DXBC;
shaderCreateInfo.entrypoint = "main";
renderer->blitVertexShader = D3D12_CreateShader(
(SDL_GPURenderer *)renderer,

View File

@@ -840,6 +840,10 @@ static MetalLibraryFunction METAL_INTERNAL_CompileShader(
dispatch_data_t data;
id<MTLFunction> function;
if (!entrypoint) {
entrypoint = "main0";
}
if (format == SDL_GPU_SHADERFORMAT_MSL) {
NSString *codeString = [[NSString alloc]
initWithBytes:code

View File

@@ -606,7 +606,7 @@ typedef struct VulkanSampler
typedef struct VulkanShader
{
VkShaderModule shaderModule;
const char *entrypointName;
char *entrypointName;
SDL_GPUShaderStage stage;
Uint32 numSamplers;
Uint32 numStorageTextures;
@@ -3175,7 +3175,7 @@ static void VULKAN_INTERNAL_DestroyShader(
vulkanShader->shaderModule,
NULL);
SDL_free((void *)vulkanShader->entrypointName);
SDL_free(vulkanShader->entrypointName);
SDL_free(vulkanShader);
}
@@ -6694,7 +6694,6 @@ static SDL_GPUShader *VULKAN_CreateShader(
VkResult vulkanResult;
VkShaderModuleCreateInfo vkShaderModuleCreateInfo;
VulkanRenderer *renderer = (VulkanRenderer *)driverData;
size_t entryPointNameLength;
vulkanShader = SDL_malloc(sizeof(VulkanShader));
vkShaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
@@ -6714,10 +6713,11 @@ static SDL_GPUShader *VULKAN_CreateShader(
CHECK_VULKAN_ERROR_AND_RETURN(vulkanResult, vkCreateShaderModule, NULL);
}
entryPointNameLength = SDL_strlen(createinfo->entrypoint) + 1;
vulkanShader->entrypointName = SDL_malloc(entryPointNameLength);
SDL_utf8strlcpy((char *)vulkanShader->entrypointName, createinfo->entrypoint, entryPointNameLength);
const char *entrypoint = createinfo->entrypoint;
if (!entrypoint) {
entrypoint = "main";
}
vulkanShader->entrypointName = SDL_strdup(entrypoint);
vulkanShader->stage = createinfo->stage;
vulkanShader->numSamplers = createinfo->num_samplers;
vulkanShader->numStorageTextures = createinfo->num_storage_textures;