# SDL_CreateGPUShader Creates a shader to be used when creating a graphics pipeline. ## Header File Defined in [<SDL3/SDL_gpu.h>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h) ## Syntax ```c SDL_GPUShader * SDL_CreateGPUShader( SDL_GPUDevice *device, const SDL_GPUShaderCreateInfo *createinfo); ``` ## Function Parameters | | | | | ---------------------------------------------------------- | -------------- | ------------------------------------------------------ | | [SDL_GPUDevice](SDL_GPUDevice) * | **device** | a GPU Context. | | const [SDL_GPUShaderCreateInfo](SDL_GPUShaderCreateInfo) * | **createinfo** | a struct describing the state of the shader to create. | ## Return Value ([SDL_GPUShader](SDL_GPUShader) *) Returns a shader 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: 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](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](SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING) with [SDL_CreateGPUDeviceWithProperties](SDL_CreateGPUDeviceWithProperties)(). There are optional properties that can be provided through `props`. These are the supported properties: - [`SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`](SDL_PROP_GPU_SHADER_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_CreateGPUGraphicsPipeline](SDL_CreateGPUGraphicsPipeline) - [SDL_ReleaseGPUShader](SDL_ReleaseGPUShader) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)