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SDL_CreateGPUShader(3) SDL3 FUNCTIONS SDL_CreateGPUShader(3)

NAME

SDL_CreateGPUShader - Creates a shader to be used when creating a graphics pipeline.

HEADER FILE

Defined in SDL3/SDL_gpu.h

SYNOPSIS

#include "SDL3/SDL.h"
SDL_GPUShader* SDL_CreateGPUShader(
    SDL_GPUDevice *device,
    const SDL_GPUShaderCreateInfo *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:

For vertex shaders:

• 0: Sampled textures, followed by storage textures, followed by storage
buffers

• 1: Uniform buffers

For fragment shaders:

• 2: Sampled textures, followed by storage textures, followed by storage
buffers

• 3: Uniform buffers

For DXBC Shader Model 5_0 shaders, use the following register order:

• t registers: Sampled textures, followed by storage textures, followed by
storage buffers

• s registers: Samplers with indices corresponding to the sampled textures

• b registers: Uniform buffers

For DXIL shaders, use the following register order:

For vertex shaders:

• (t[n], space0): Sampled textures, followed by storage textures, followed
by storage buffers

• (s[n], space0): Samplers with indices corresponding to the sampled
textures

• (b[n], space1): Uniform buffers

For pixel shaders:

• (t[n], space2): Sampled textures, followed by storage textures, followed
by storage buffers

• (s[n], space2): Samplers with indices corresponding to the sampled
textures

• (b[n], space3): Uniform buffers

For MSL/metallib, use the following order:

• [[texture]]: Sampled textures, followed by storage textures

• [[sampler]]: Samplers with indices corresponding to the sampled textures

• [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0
is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on.
Rather than manually authoring vertex buffer indices, use the
[[stage_in]] attribute which will automatically use the vertex input
information from the SDL_GPUPipeline .

FUNCTION PARAMETERS

a GPU Context.
a struct describing the state of the shader to create.

RETURN VALUE

( SDL_GPUShader
*) Returns a shader object on success, or NULL on failure; call SDL_GetError () for more information.

AVAILABILITY

This function is available since SDL 3.1.3.

SEE ALSO

(3), SDL_CreateGPUGraphicsPipeline(3), (3), SDL_ReleaseGPUShader(3)

SDL 3.1.6 Simple Directmedia Layer