sdlShaderCrossCompileGraphicsShaderFromSpirv function shadercross
Pointer<SdlGpuShader>
sdlShaderCrossCompileGraphicsShaderFromSpirv(
- Pointer<
SdlGpuDevice> device, - Pointer<
SdlShaderCrossSpirvInfo> info, - Pointer<
SdlShaderCrossGraphicsShaderResourceInfo> resourceInfo, - int props,
Compile an SDL GPU shader from SPIRV code. If your shader source is HLSL, you should obtain SPIR-V bytecode from SDL_ShaderCross_CompileSPIRVFromHLSL().
\param device the SDL GPU device. \param info a struct describing the shader to transpile. \param resource_info a struct describing resource info of the shader. Can be obtained from SDL_ShaderCross_ReflectGraphicsSPIRV(). \param props a properties object filled in with extra shader metadata. \returns a compiled SDL_GPUShader.
\threadsafety It is safe to call this function from any thread.
extern SDL_DECLSPEC SDL_GPUShader * SDLCALL SDL_ShaderCross_CompileGraphicsShaderFromSPIRV( SDL_GPUDevice *device, const SDL_ShaderCross_SPIRV_Info *info, const SDL_ShaderCross_GraphicsShaderResourceInfo *resource_info, SDL_PropertiesID props)
Implementation
Pointer<SdlGpuShader> sdlShaderCrossCompileGraphicsShaderFromSpirv(
Pointer<SdlGpuDevice> device,
Pointer<SdlShaderCrossSpirvInfo> info,
Pointer<SdlShaderCrossGraphicsShaderResourceInfo> resourceInfo,
int props,
) {
final sdlShaderCrossCompileGraphicsShaderFromSpirvLookupFunction =
_libShadercross.lookupFunction<
Pointer<SdlGpuShader> Function(
Pointer<SdlGpuDevice> device,
Pointer<SdlShaderCrossSpirvInfo> info,
Pointer<SdlShaderCrossGraphicsShaderResourceInfo> resourceInfo,
Uint32 props,
),
Pointer<SdlGpuShader> Function(
Pointer<SdlGpuDevice> device,
Pointer<SdlShaderCrossSpirvInfo> info,
Pointer<SdlShaderCrossGraphicsShaderResourceInfo> resourceInfo,
int props,
)
>('SDL_ShaderCross_CompileGraphicsShaderFromSPIRV');
return sdlShaderCrossCompileGraphicsShaderFromSpirvLookupFunction(
device,
info,
resourceInfo,
props,
);
}