Man page - sdl_creategpucomputepipeline(3)

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Manual

SDL_CreateGPUComputePipeline(3) SDL3 FUNCTIONS SDL_CreateGPUComputePipeline(3)

SDL_CreateGPUComputePipeline - Creates a pipeline object to be used in a compute workflow.

Defined in SDL3/SDL_gpu.h

#include "SDL3/SDL.h"
SDL_GPUComputePipeline * SDL_CreateGPUComputePipeline(
    SDL_GPUDevice *device,
    const SDL_GPUComputePipelineCreateInfo *createinfo);

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.

a GPU Context.
a struct describing the state of the compute pipeline to create.

( SDL_GPUComputePipeline
*) Returns a compute pipeline object on success, or NULL on failure; call

SDL_GetError () for more information.

This function is available since SDL 3.2.0.

(3), SDL_BindGPUComputePipeline(3), (3), SDL_ReleaseGPUComputePipeline(3)

SDL 3.2.10 Simple Directmedia Layer