table of contents
SDL_CreateGPUComputePipeline(3) | SDL3 FUNCTIONS | SDL_CreateGPUComputePipeline(3) |
NAME¶
SDL_CreateGPUComputePipeline - Creates a pipeline object to be used in a compute workflow.
SYNOPSIS¶
#include <SDL3/SDL_gpu.h>
SDL_GPUComputePipeline * SDL_CreateGPUComputePipeline( SDL_GPUDevice *device, const SDL_GPUComputePipelineCreateInfo *createinfo);
DESCRIPTION¶
Shader resource bindings must be authored to follow a particular order depending on the shader format.
For SPIR-V shaders, use the following resource sets:
• 0: Sampled textures, followed by read-only storage textures, followed by read-only storage buffers
• 1: Read-write storage textures, followed by read-write storage buffers
• 2: Uniform buffers
For DXBC and DXIL shaders, use the following register order:
• (t[n], space0): Sampled textures, followed by read-only storage textures, followed by read-only storage buffers
• (u[n], space1): Read-write storage textures, followed by read-write storage buffers
• (b[n], space2): Uniform buffers
For MSL/metallib, use the following order:
• [[buffer]]: Uniform buffers, followed by read-only storage buffers, followed by read-write storage buffers
• [[texture]]: Sampled textures, followed by read-only storage textures, followed by read-write storage textures
There are optional properties that can be provided through props. These are the supported properties:
• SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING: a name that can be displayed in debugging tools.
FUNCTION PARAMETERS¶
- device
- a GPU Context.
- createinfo
- a struct describing the state of the compute pipeline to create.
RETURN VALUE¶
Returns a compute pipeline object on success, or NULL on failure; call SDL_GetError() for more information.
AVAILABILITY¶
This function is available since SDL 3.2.0.
SEE ALSO¶
SDL_BindGPUComputePipeline(3), SDL_ReleaseGPUComputePipeline(3)
SDL 3.2.14 | Simple Directmedia Layer |