Files
SDL/src/render/vulkan/SDL_shaders_vulkan.h
Sam Lantinga 26b37f5d1c Perform Vulkan YUV color conversion explicitly in shaders
This makes the Vulkan code match the D3D/Metal/GPU renderers, and avoids bugs and unsupported format/sampler combinations on various vendor's drivers (including NVIDIA!)
2026-09-12 12:25:38 -07:00

48 lines
1.5 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
// Vulkan shader implementation
// Set up for C function definitions, even when using C++
#ifdef __cplusplus
extern "C" {
#endif
typedef enum
{
SHADER_SOLID,
SHADER_SOLID_PQ,
SHADER_RGB,
SHADER_ADVANCED,
SHADER_RGB_PQ,
SHADER_RGB_SIMPLE,
NUM_SHADERS
} VULKAN_Shader;
extern void VULKAN_GetVertexShader(VULKAN_Shader shader, const uint32_t **outBytecode, size_t *outSize);
extern void VULKAN_GetPixelShader(VULKAN_Shader shader, const uint32_t **outBytecode, size_t *outSize);
// Ends C function definitions when using C++
#ifdef __cplusplus
}
#endif