Table of Contents

Enum ShaderDialect

Namespace
ShadowDusk.Core
Assembly
ShadowDusk.Core.dll

How GLSL is emitted for an OpenGL-family target. This is the "dialect" capability axis of a CapabilityProfile: it selects whether ShadowDusk down-converts SPIR-V/GLSL into the MonoGame/KNI MojoShader dialect that every shipping GL runtime consumes today, or emits the un-down-converted modern GLSL a future runtime might consume. Non-GL targets (DirectX DXBC, FNA fx_2_0) carry NotApplicable.

public enum ShaderDialect

Fields

LegacyMojoShader = 1

MonoGame/KNI MojoShader-dialect GLSL (the managed down-convert rewrite, MonoGameGlslRewriter). The default and only render-proven GL output: it links in every shipping MonoGame/KNI GL runtime (SM2-3 via MojoShader).

ModernGlsl = 2

Un-down-converted modern GLSL (the SPIRV-Cross output without the MojoShader rewrite). Reserved: no shipping MonoGame/KNI GL runtime consumes it today (KNI GL is still MojoShader-capped at SM2-3), so no CapabilityProfile selects it yet and it is never auto-selected. It exists so the dialect seam is ready the day a runtime proves it.

NotApplicable = 0

Not a GLSL target (DirectX DXBC, FNA fx_2_0, or a reserved SPIR-V backend). No GL dialect applies, so the MonoGame/KNI GL rewrite never runs.