SDL_CreateGPUShader - Man Page

Creates a shader to be used when creating a graphics pipeline.

Header File

Defined in SDL3/SDL_gpu.h

Synopsis

#include "SDL3/SDL.h"

SDL_GPUShader* SDL_CreateGPUShader(
    SDL_GPUDevice *device,
    const SDL_GPUShaderCreateInfo *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:

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 and 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_GPUGraphicsPipeline .

Shader semantics other than system-value semantics do not matter in D3D12 and for ease of use the SDL implementation assumes that non system-value semantics will all be TEXCOORD. If you are using HLSL as the shader source language, your vertex semantics should start at TEXCOORD0 and increment like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic prefix to something other than TEXCOORD you can use

SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING

with

SDL_CreateGPUDeviceWithProperties ().

There are optional properties that can be provided through props . These are the supported properties:

· SDL_PROP_GPU_SHADER_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 shader to create.

Return Value

( SDL_GPUShader
*) Returns a shader 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_CreateGPUGraphicsPipeline(3), ·(3), SDL_ReleaseGPUShader(3)

Referenced By

SDL_BindGPUComputeSamplers(3), SDL_BindGPUComputeStorageBuffers(3), SDL_BindGPUComputeStorageTextures(3), SDL_BindGPUFragmentSamplers(3), SDL_BindGPUFragmentStorageBuffers(3), SDL_BindGPUFragmentStorageTextures(3), SDL_BindGPUVertexSamplers(3), SDL_BindGPUVertexStorageBuffers(3), SDL_BindGPUVertexStorageTextures(3), SDL_CreateGPUGraphicsPipeline(3), SDL_GPUShader.3type(3), SDL_GPUShaderCreateInfo.3type(3), SDL_GPUShaderFormat.3type(3), SDL_GPUShaderStage.3type(3).

SDL 3.2.2 Simple Directmedia Layer SDL3 FUNCTIONS