Man page - sdl_creategpucomputepipeline(3)
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Manual
SDL_CreateGPUComputePipeline
NAMEHEADER FILE
SYNOPSIS
DESCRIPTION
FUNCTION PARAMETERS
RETURN VALUE
AVAILABILITY
SEE ALSO
NAME
SDL_CreateGPUComputePipeline - Creates a pipeline object to be used in a compute workflow.
HEADER FILE
Defined in SDL3/SDL_gpu.h
SYNOPSIS
#include "SDL3/SDL.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
(
SDL_GPUComputePipeline
*) 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
• (3), SDL_BindGPUComputePipeline (3), • (3), SDL_ReleaseGPUComputePipeline (3)