Creates a pipeline object to be used in a compute workflow.
Defined in <SDL3/SDL_gpu.h>
SDL_GPUComputePipeline* SDL_CreateGPUComputePipeline(
SDL_GPUDevice *device,const SDL_GPUComputePipelineCreateInfo *createinfo);
SDL_GPUDevice * | device | a GPU Context. |
const SDL_GPUComputePipelineCreateInfo * | createinfo | a struct describing the state of the compute pipeline to create. |
(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:
For DXBC and DXIL shaders, use the following register order:
For MSL/metallib, use the following order:
This function is available since SDL 3.1.3.