SDL_GPUSupportsShaderFormats(3)

πŸ’… SDL_GPUSupportsShaderFormats(3) πŸ’…

okay bestie, welcome to the SDL3 FUNCTIONS corner of the manual, where we check whether your machine can even do the GPU thing before you go building a whole renderer on a prayer 🫢


✨ NAME ✨

SDL_GPUSupportsShaderFormats β€” the vibe check that asks "does this GPU runtime actually support the shader formats I'm about to hand it?"


🌸 SYNOPSIS 🌸

#include <SDL3/SDL_gpu.h>

bool SDL_GPUSupportsShaderFormats(
    SDL_GPUShaderFormat format_flags,
    const char *name);

πŸŽ€ FUNCTION PARAMETERS πŸŽ€

  • format_flags β€” a bitflag telling SDL which shader formats your app is able to provide. like, this is you showing your work, bestie ✨
  • name β€” the GPU driver you'd prefer, or NULL if you're feeling ✨go with the flow✨ and want SDL to pick the optimal driver for you. main character energy, honestly.

πŸ”₯ RETURN VALUE πŸ”₯

Returns true if it's supported, false otherwise. that's it, that's the whole answer. no cap πŸ’€


πŸ‘‘ AVAILABILITY πŸ‘‘

This function has been around since SDL 3.2.0. iconic behavior, honestly.


πŸ¦‹ SEE ALSO πŸ¦‹


and that's the tea, bestie β€” this page came to you straight from Simple Directmedia Layer, running SDL 3.4.18, and yeah she's giving SDL_GPUSupportsShaderFormats(3) energy from start to finish πŸ’–βœ¨πŸŽ€

πŸ“¦ where this page comes from