Man page - sdl_creategpushader(3)
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Manual
SDL_CreateGPUShader
NAMEHEADER FILE
SYNOPSIS
DESCRIPTION
FUNCTION PARAMETERS
RETURN VALUE
AVAILABILITY
SEE ALSO
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 and 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_GPUGraphicsPipeline
.
Shader semantics other than system-value semantics do not matter in D3D12 and for ease of use the SDL implementation assumes that non system-value semantics will all be TEXCOORD. If you are using HLSL as the shader source language, your vertex semantics should start at TEXCOORD0 and increment like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic prefix to something other than TEXCOORD you can use
SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING
with
SDL_CreateGPUDeviceWithProperties ().
There are optional properties that can be provided through props . These are the supported properties:
•
SDL_PROP_GPU_SHADER_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 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 3.2.0.
SEE ALSO
• (3), SDL_CreateGPUGraphicsPipeline (3), • (3), SDL_ReleaseGPUShader (3)