Scroll to navigation

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

a GPU Context.
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