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.

(cherry picked from commit dcb97a5f49)
This commit is contained in:
Sam Lantinga committed 2025-04-04 07:39:16 -07:00
1 parent 34db21cea8
commit a447863e4f
3 files changed
+11 -8

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-1
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@@ -8103,7 +8103,6 @@ static void D3D12_INTERNAL_InitBlitResources(
shaderCreateInfo.code_size = sizeof(D3D12_FullscreenVert); shaderCreateInfo.code_size = sizeof(D3D12_FullscreenVert);
shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX; shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX;
shaderCreateInfo.format = SDL_GPU_SHADERFORMAT_DXBC; shaderCreateInfo.format = SDL_GPU_SHADERFORMAT_DXBC;
shaderCreateInfo.entrypoint = "main";
renderer->blitVertexShader = D3D12_CreateShader( renderer->blitVertexShader = D3D12_CreateShader(
(SDL_GPURenderer *)renderer, (SDL_GPURenderer *)renderer,
+4
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@@ -840,6 +840,10 @@ static MetalLibraryFunction METAL_INTERNAL_CompileShader(
dispatch_data_t data; dispatch_data_t data;
id<MTLFunction> function; id<MTLFunction> function;
if (!entrypoint) {
entrypoint = "main0";
}
if (format == SDL_GPU_SHADERFORMAT_MSL) { if (format == SDL_GPU_SHADERFORMAT_MSL) {
NSString *codeString = [[NSString alloc] NSString *codeString = [[NSString alloc]
initWithBytes:code initWithBytes:code
+7 -7
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@@ -606,7 +606,7 @@ typedef struct VulkanSampler
typedef struct VulkanShader typedef struct VulkanShader
{ {
VkShaderModule shaderModule; VkShaderModule shaderModule;
const char *entrypointName; char *entrypointName;
SDL_GPUShaderStage stage; SDL_GPUShaderStage stage;
Uint32 numSamplers; Uint32 numSamplers;
Uint32 numStorageTextures; Uint32 numStorageTextures;
@@ -3175,7 +3175,7 @@ static void VULKAN_INTERNAL_DestroyShader(
vulkanShader->shaderModule, vulkanShader->shaderModule,
NULL); NULL);
SDL_free((void *)vulkanShader->entrypointName); SDL_free(vulkanShader->entrypointName);
SDL_free(vulkanShader); SDL_free(vulkanShader);
} }
@@ -6694,7 +6694,6 @@ static SDL_GPUShader *VULKAN_CreateShader(
VkResult vulkanResult; VkResult vulkanResult;
VkShaderModuleCreateInfo vkShaderModuleCreateInfo; VkShaderModuleCreateInfo vkShaderModuleCreateInfo;
VulkanRenderer *renderer = (VulkanRenderer *)driverData; VulkanRenderer *renderer = (VulkanRenderer *)driverData;
size_t entryPointNameLength;
vulkanShader = SDL_malloc(sizeof(VulkanShader)); vulkanShader = SDL_malloc(sizeof(VulkanShader));
vkShaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; vkShaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
@@ -6714,10 +6713,11 @@ static SDL_GPUShader *VULKAN_CreateShader(
CHECK_VULKAN_ERROR_AND_RETURN(vulkanResult, vkCreateShaderModule, NULL); CHECK_VULKAN_ERROR_AND_RETURN(vulkanResult, vkCreateShaderModule, NULL);
} }
entryPointNameLength = SDL_strlen(createinfo->entrypoint) + 1; const char *entrypoint = createinfo->entrypoint;
vulkanShader->entrypointName = SDL_malloc(entryPointNameLength); if (!entrypoint) {
SDL_utf8strlcpy((char *)vulkanShader->entrypointName, createinfo->entrypoint, entryPointNameLength); entrypoint = "main";
}
vulkanShader->entrypointName = SDL_strdup(entrypoint);
vulkanShader->stage = createinfo->stage; vulkanShader->stage = createinfo->stage;
vulkanShader->numSamplers = createinfo->num_samplers; vulkanShader->numSamplers = createinfo->num_samplers;
vulkanShader->numStorageTextures = createinfo->num_storage_textures; vulkanShader->numStorageTextures = createinfo->num_storage_textures;