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Multiple users have attempted to pass uncompiled shader code into SDL_CreateGPUShader() and SDL_CreateGPUComputePipeline() and have gotten confused by the resulting error messages (e.g. #12522). This is a bigger deal for the D3D12 backend than the others as parsing the shader code is done lazily in that backend so the errors appear unrelated to shader compilation.
This PR adds a small sanity check to all backends that detects obviously-invalid shader code by checking for a magic number in the blob and returns a more helpful error message if hit. It is not possible to detect MSL via this method so the existing error handling is kept for that format.