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.
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1a2fccc56a
commit
dcb97a5f49
5 changed files with 11 additions and 14 deletions
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@ -8056,7 +8056,6 @@ static void D3D12_INTERNAL_InitBlitResources(
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shaderCreateInfo.code_size = sizeof(D3D12_FullscreenVert);
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shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX;
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shaderCreateInfo.format = SDL_GPU_SHADERFORMAT_DXBC;
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shaderCreateInfo.entrypoint = "main";
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renderer->blitVertexShader = D3D12_CreateShader(
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(SDL_GPURenderer *)renderer,
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@ -840,6 +840,10 @@ static MetalLibraryFunction METAL_INTERNAL_CompileShader(
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dispatch_data_t data;
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id<MTLFunction> function;
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if (!entrypoint) {
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entrypoint = "main0";
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}
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if (format == SDL_GPU_SHADERFORMAT_MSL) {
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NSString *codeString = [[NSString alloc]
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initWithBytes:code
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@ -577,7 +577,7 @@ typedef struct VulkanSampler
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typedef struct VulkanShader
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{
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VkShaderModule shaderModule;
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const char *entrypointName;
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char *entrypointName;
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SDL_GPUShaderStage stage;
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Uint32 numSamplers;
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Uint32 numStorageTextures;
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@ -3115,7 +3115,7 @@ static void VULKAN_INTERNAL_DestroyShader(
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vulkanShader->shaderModule,
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NULL);
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SDL_free((void *)vulkanShader->entrypointName);
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SDL_free(vulkanShader->entrypointName);
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SDL_free(vulkanShader);
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}
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@ -6620,7 +6620,6 @@ static SDL_GPUShader *VULKAN_CreateShader(
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VkResult vulkanResult;
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VkShaderModuleCreateInfo vkShaderModuleCreateInfo;
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VulkanRenderer *renderer = (VulkanRenderer *)driverData;
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size_t entryPointNameLength;
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vulkanShader = SDL_malloc(sizeof(VulkanShader));
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vkShaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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@ -6640,10 +6639,11 @@ static SDL_GPUShader *VULKAN_CreateShader(
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CHECK_VULKAN_ERROR_AND_RETURN(vulkanResult, vkCreateShaderModule, NULL);
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}
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entryPointNameLength = SDL_strlen(createinfo->entrypoint) + 1;
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vulkanShader->entrypointName = SDL_malloc(entryPointNameLength);
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SDL_utf8strlcpy((char *)vulkanShader->entrypointName, createinfo->entrypoint, entryPointNameLength);
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const char *entrypoint = createinfo->entrypoint;
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if (!entrypoint) {
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entrypoint = "main";
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}
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vulkanShader->entrypointName = SDL_strdup(entrypoint);
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vulkanShader->stage = createinfo->stage;
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vulkanShader->numSamplers = createinfo->num_samplers;
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vulkanShader->numStorageTextures = createinfo->num_storage_textures;
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@ -172,17 +172,14 @@ static bool InitGPURenderState(void)
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info.format = SDL_GPU_SHADERFORMAT_SPIRV;
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info.code = data->spirv_shader_source;
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info.code_size = data->spirv_shader_source_len;
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info.entrypoint = "main";
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} else if (formats & SDL_GPU_SHADERFORMAT_DXIL) {
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info.format = SDL_GPU_SHADERFORMAT_DXIL;
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info.code = data->dxil_shader_source;
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info.code_size = data->dxil_shader_source_len;
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info.entrypoint = "main";
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} else if (formats & SDL_GPU_SHADERFORMAT_MSL) {
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info.format = SDL_GPU_SHADERFORMAT_MSL;
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info.code = data->msl_shader_source;
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info.code_size = data->msl_shader_source_len;
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info.entrypoint = "main0";
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} else {
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SDL_Log("No supported shader format found");
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return false;
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@ -184,17 +184,14 @@ static bool InitGPURenderState(void)
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info.format = SDL_GPU_SHADERFORMAT_SPIRV;
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info.code = testgpurender_msdf_frag_spv;
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info.code_size = testgpurender_msdf_frag_spv_len;
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info.entrypoint = "main";
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} else if (formats & SDL_GPU_SHADERFORMAT_DXIL) {
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info.format = SDL_GPU_SHADERFORMAT_DXIL;
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info.code = testgpurender_msdf_frag_dxil;
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info.code_size = testgpurender_msdf_frag_dxil_len;
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info.entrypoint = "main";
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} else if (formats & SDL_GPU_SHADERFORMAT_MSL) {
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info.format = SDL_GPU_SHADERFORMAT_MSL;
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info.code = testgpurender_msdf_frag_msl;
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info.code_size = testgpurender_msdf_frag_msl_len;
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info.entrypoint = "main0";
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} else {
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SDL_Log("No supported shader format found");
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return false;
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