Backends: SDL_GPU3: select between metallib and MSL shaders based on availability. (#9076)

Amend fd887f5
This commit is contained in:
ocornut
2025-11-26 15:05:05 +01:00
parent fd887f5241
commit 75db81cf08
2 changed files with 29 additions and 26 deletions

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@@ -54,9 +54,9 @@ Other Changes:
- Scrollbar: fixed a codepath leading to a divide-by-zero (which would not be
noticeable by user but detected by sanitizers). (#9089) [@judicaelclair]
- Backends:
- SDL_GPU3: on macOS, use MSL shaders in order to support macOS 10.14+
(instead of Metallib shaders requiring macOS 14+). (#9076) [@Niminem]
Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
- SDL_GPU3: macOS version can use MSL shaders in order to support macOS 10.14+
(vs Metallib shaders requiring macOS 14+). Requires application calling
SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL. (#9076) [@Niminem]
- Vulkan: helper for creating a swapchain (used by examples and multi-viewports)
selects `VkSwapchainCreateInfoKHR`'s `compositeAlpha` value based on
`cap.supportedCompositeAlpha`, which seems to be required on some Android