Fields
- vertex_shader: *SDL_GPUShader
- fragment_shader: *SDL_GPUShader
- vertex_input_state: SDL_GPUVertexInputState
- primitive_type: SDL_GPUPrimitiveType
- rasterizer_state: SDL_GPURasterizerState
- multisample_state: SDL_GPUMultisampleState
- depth_stencil_state: SDL_GPUDepthStencilState
- target_info: SDL_GPUGraphicsPipelineTargetInfo
- props: SDL_PropertiesID