plucky (3) SDL_CreateGPUComputePipeline.3.gz

NAME
SDL_CreateGPUComputePipeline - Creates a pipeline object to be used in a compute workflow.
HEADER FILE
Defined in SDL3/SDL_gpu.h
SYNOPSIS
#include "SDL3/SDL.h" SDL_GPUComputePipeline * SDL_CreateGPUComputePipeline( SDL_GPUDevice *device, const SDL_GPUComputePipelineCreateInfo *createinfo);
DESCRIPTION
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 : a name that can be displayed in debugging tools.
FUNCTION PARAMETERS
device a GPU Context. createinfo a struct describing the state of the compute pipeline to create.
RETURN VALUE
( SDL_GPUComputePipeline *) Returns a compute pipeline object on success, or NULL on failure; call SDL_GetError () for more information.
AVAILABILITY
This function is available since SDL 3.2.0.
SEE ALSO
•(3), SDL_BindGPUComputePipeline(3), •(3), SDL_ReleaseGPUComputePipeline(3)