SDL_CreateGPUComputePipeline - Man Page

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)

Referenced By

SDL_GPUComputePipeline.3type(3), SDL_GPUComputePipelineCreateInfo.3type(3).

SDL 3.2.2 Simple Directmedia Layer SDL3 FUNCTIONS