###### (This is the documentation for SDL3, which is under heavy development and the API is changing! [SDL2](https://wiki.libsdl.org/SDL2/) is the current stable version!) # SDL_CreateGPUShader Creates a shader to be used when creating a graphics pipeline. ## Header File Defined in [](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. ## 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 Shader Model 5_0 shaders, use the following register order: - t registers: Sampled textures, followed by storage textures, followed by storage buffers - s registers: Samplers with indices corresponding to the sampled textures - b registers: Uniform buffers For 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_GPUPipeline](SDL_GPUPipeline). ## Version This function is available since SDL 3.0.0. ## See Also - [SDL_CreateGPUGraphicsPipeline](SDL_CreateGPUGraphicsPipeline) - [SDL_ReleaseGPUShader](SDL_ReleaseGPUShader) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)