// clang-format off // +==============================================+ // | This file is auto-generated, do not edit it. | // +==============================================+ #include "ShaderIndex.h" #include "PositionColor.vert.h" #include "SolidColor.frag.h" #if defined(SDL_PLATFORM_WINDOWS) static const SDL_GPUShaderCreateInfo VertexShaderDXILCodes[] = { // VertexShaderId::SolidColor { /* code_size */ sizeof(PositionColor_vert_dxil), /* code */ PositionColor_vert_dxil, /* entrypoint */ "main", /* format */ SDL_GPU_SHADERFORMAT_DXIL, /* stage */ SDL_GPU_SHADERSTAGE_VERTEX, /* num_samplers */ 0, /* num_storage_textures */ 0, /* num_storage_buffers */ 0, /* num_uniform_buffers */ 1, }, }; #endif #if defined(SDL_PLATFORM_APPLE) static const SDL_GPUShaderCreateInfo VertexShaderMSLCodes[] = { { /* code_size */ sizeof(PositionColor_vert_msl), /* code */ PositionColor_vert_msl, /* entrypoint */ "main0", /* format */ SDL_GPU_SHADERFORMAT_MSL, /* stage */ SDL_GPU_SHADERSTAGE_VERTEX, /* num_samplers */ 0, /* num_storage_textures */ 0, /* num_storage_buffers */ 0, /* num_uniform_buffers */ 1, }, }; #endif static const SDL_GPUShaderCreateInfo VertexShaderSPIRVCodes[] = { { /* code_size */ sizeof(PositionColor_vert_spirv), /* code */ PositionColor_vert_spirv, /* entrypoint */ "main", /* format */ SDL_GPU_SHADERFORMAT_SPIRV, /* stage */ SDL_GPU_SHADERSTAGE_VERTEX, /* num_samplers */ 0, /* num_storage_textures */ 0, /* num_storage_buffers */ 0, /* num_uniform_buffers */ 1, }, }; #if defined(SDL_PLATFORM_WINDOWS) static const SDL_GPUShaderCreateInfo FragmentShaderDXILCodes[] = { // FragmentShaderId::PositionColor { /* code_size */ sizeof(SolidColor_frag_dxil), /* code */ SolidColor_frag_dxil, /* entrypoint */ "main", /* format */ SDL_GPU_SHADERFORMAT_DXIL, /* stage */ SDL_GPU_SHADERSTAGE_FRAGMENT, /* num_samplers */ 0, /* num_storage_textures */ 0, /* num_storage_buffers */ 0, /* num_uniform_buffers */ 1, }, }; #endif #if defined(SDL_PLATFORM_APPLE) static const SDL_GPUShaderCreateInfo FragmentShaderMSLCodes[] = { { /* code_size */ sizeof(SolidColor_frag_msl), /* code */ SolidColor_frag_msl, /* entrypoint */ "main0", /* format */ SDL_GPU_SHADERFORMAT_MSL, /* stage */ SDL_GPU_SHADERSTAGE_FRAGMENT, /* num_samplers */ 0, /* num_storage_textures */ 0, /* num_storage_buffers */ 0, /* num_uniform_buffers */ 1, }, }; #endif static const SDL_GPUShaderCreateInfo FragmentShaderSPIRVCodes[] = { { /* code_size */ sizeof(SolidColor_frag_spirv), /* code */ SolidColor_frag_spirv, /* entrypoint */ "main", /* format */ SDL_GPU_SHADERFORMAT_SPIRV, /* stage */ SDL_GPU_SHADERSTAGE_FRAGMENT, /* num_samplers */ 0, /* num_storage_textures */ 0, /* num_storage_buffers */ 0, /* num_uniform_buffers */ 1, }, }; const SDL_GPUShaderCreateInfo* GetVertexShaderCode(VertexShaderId id, SDL_GPUShaderFormat formats) { #if defined(SDL_PLATFORM_WINDOWS) if (formats & SDL_GPU_SHADERFORMAT_DXIL) { SDL_assert(id < SDL_arraysize(VertexShaderDXILCodes)); return &VertexShaderDXILCodes[id]; } #endif #if defined(SDL_PLATFORM_APPLE) if (formats & SDL_GPU_SHADERFORMAT_MSL) { SDL_assert(id < SDL_arraysize(VertexShaderMSLCodes)); return &VertexShaderMSLCodes[id]; } #endif if (formats & SDL_GPU_SHADERFORMAT_SPIRV) { SDL_assert(id < SDL_arraysize(VertexShaderSPIRVCodes)); return &VertexShaderSPIRVCodes[id]; } SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not find vertex shader code for id=%d and formats=0x%x", id, formats); return nullptr; } const SDL_GPUShaderCreateInfo* GetFragmentShaderCode(FragmentShaderId id, SDL_GPUShaderFormat formats) { #if defined(SDL_PLATFORM_WINDOWS) if (formats & SDL_GPU_SHADERFORMAT_DXIL) { SDL_assert(id < SDL_arraysize(FragmentShaderDXILCodes)); return &FragmentShaderDXILCodes[id]; } #endif #if defined(SDL_PLATFORM_APPLE) if (formats & SDL_GPU_SHADERFORMAT_MSL) { SDL_assert(id < SDL_arraysize(FragmentShaderMSLCodes)); return &FragmentShaderMSLCodes[id]; } #endif if (formats & SDL_GPU_SHADERFORMAT_SPIRV) { SDL_assert(id < SDL_arraysize(FragmentShaderSPIRVCodes)); return &FragmentShaderSPIRVCodes[id]; } SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not find fragment shader code for id=%d and formats=0x%x", id, formats); return nullptr; }