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 = 1MonoGame/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 = 2Un-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 = 0Not 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.