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(This is the documentation for SDL3, which is under heavy development and the API is changing! SDL2 is the current stable version!)

SDL_CreateGPUComputePipeline

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

Header File

Defined in <SDL3/SDL_gpu.h>

Syntax

SDL_GPUComputePipeline* SDL_CreateGPUComputePipeline(
    SDL_GPUDevice *device,
    const SDL_GPUComputePipelineCreateInfo *createinfo);

Function Parameters

SDL_GPUDevice * device a GPU Context.
const SDL_GPUComputePipelineCreateInfo * 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.

Remarks

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

For DXIL shaders, use the following register order:

For MSL/metallib, use the following order:

Version

This function is available since SDL 3.0.0.

See Also


CategoryAPI, CategoryAPIFunction, CategoryGPU


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