pub unsafe extern "C" fn SDL_CreateGPUShader(
device: *mut SDL_GPUDevice,
createinfo: *const SDL_GPUShaderCreateInfo,
) -> *mut SDL_GPUShader
Expand description
Creates a shader to be used when creating a graphics pipeline.
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.
§Parameters
device
: a GPU Context.createinfo
: a struct describing the state of the shader to create.
§Return value
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.