mirror of https://github.com/libsdl-org/SDL
Compilation without vulkan: SDL_GPU_VULKAN is always defined for some plateform (at android, macos), test against 0 or 1
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@ -127,7 +127,7 @@ static const SDL_GPUBootstrap *backends[] = {
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#ifdef SDL_GPU_D3D12
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&D3D12Driver,
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#endif
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#ifdef SDL_GPU_VULKAN
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#if defined(SDL_GPU_VULKAN) && SDL_GPU_VULKAN
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&VulkanDriver,
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#endif
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#ifdef SDL_GPU_D3D11
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@ -33,7 +33,7 @@ typedef struct GPU_ShaderModuleSource
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SDL_GPUShaderFormat format;
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} GPU_ShaderModuleSource;
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#ifdef SDL_GPU_VULKAN
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#if defined(SDL_GPU_VULKAN) && SDL_GPU_VULKAN
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#define IF_VULKAN(...) __VA_ARGS__
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#define HAVE_SPIRV_SHADERS 1
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#include "shaders/spir-v.h"
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