# SDL_CreateGPUComputePipeline Creates a pipeline object to be used in a compute workflow. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h) ## Syntax ```c SDL_GPUComputePipeline * SDL_CreateGPUComputePipeline( SDL_GPUDevice *device, const SDL_GPUComputePipelineCreateInfo *createinfo); ``` ## Function Parameters | | | | | ---------------------------------------------------------------------------- | -------------- | ---------------------------------------------------------------- | | [SDL_GPUDevice](SDL_GPUDevice) * | **device** | a GPU Context. | | const [SDL_GPUComputePipelineCreateInfo](SDL_GPUComputePipelineCreateInfo) * | **createinfo** | a struct describing the state of the compute pipeline to create. | ## Return Value ([SDL_GPUComputePipeline](SDL_GPUComputePipeline) *) Returns a compute pipeline object on success, or NULL on failure; call [SDL_GetError](SDL_GetError)() for more information. ## 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: - 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`](SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING): a name that can be displayed in debugging tools. ## Version This function is available since SDL 3.2.0. ## See Also - [SDL_BindGPUComputePipeline](SDL_BindGPUComputePipeline) - [SDL_ReleaseGPUComputePipeline](SDL_ReleaseGPUComputePipeline) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)