Function SDL_CreateGPUShader

Source
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:

§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.

§See also