(This is the documentation for SDL3, which is the current stable version. SDL2 was the previous version!)
SDL_CreateGPUComputePipeline
Creates a pipeline object to be used in a compute workflow.
Defined in <SDL3/SDL_gpu.h>
Syntax
SDL_GPUComputePipeline* SDL_CreateGPUComputePipeline(
SDL_GPUDevice *device,
const SDL_GPUComputePipelineCreateInfo *createinfo);
Function Parameters
Return Value
(SDL_GPUComputePipeline *) Returns a compute pipeline object on success, or NULL on failure; call SDL_GetError() for more information.
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: Write-only storage textures, followed by write-only storage buffers
- 2: Uniform buffers
For DXBC Shader Model 5_0 shaders, use the following register order:
- t registers: Sampled textures, followed by read-only storage textures, followed by read-only storage buffers
- u registers: Write-only storage textures, followed by write-only storage buffers
- b registers: Uniform buffers
For 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): Write-only storage textures, followed by write-only storage buffers
- (b[n], space2): Uniform buffers
For MSL/metallib, use the following order:
- [[buffer]]: Uniform buffers, followed by write-only storage buffers, followed by write-only storage buffers
- [[texture]]: Sampled textures, followed by read-only storage textures, followed by write-only storage textures
Version
This function is available since SDL 3.1.3.
See Also
CategoryAPI, CategoryAPIFunction, CategoryGPU