table of contents
SDL_CreateGPUShader(3) | SDL3 FUNCTIONS | SDL_CreateGPUShader(3) |
NAME¶
SDL_CreateGPUShader - 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)
SDL 3.2.4 | Simple Directmedia Layer |