22cca621f73ecddb5cc6e8408e38b468fa9f2083
Adds a runtime GPU shader-backend selection layer so the engine is no longer hardcoded to #load SPIR-V only.
- Introduce Shader_Runtime / choose_shader_runtime (engine/shader_backend.odin)
- Create the GPU device with {.SPIRV, .DXIL, .MSL}, then pick a supported format + shaders/<backend>/ directory
- Load shader blobs from disk and build the sprite pipeline with the chosen format/entrypoint
- Add shader build scripts + Makefile targets (shaders-vulkan / d3d12 / metal / all)
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9.7 MiB
Languages
Odin
91.3%
Makefile
5.7%
Shell
2.4%
GLSL
0.6%