Creates a pipeline object to be used in a compute workflow.
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:
- 0: Sampled textures, followed by read-only storage textures, followed by
read-only storage buffers
- 1: Read-write storage textures, followed by read-write storage buffers
- 2: Uniform buffers
For DXBC and DXIL shaders, use the following register order:
- (tn, space0): Sampled textures, followed by read-only storage textures,
followed by read-only storage buffers
- (un, space1): Read-write storage textures, followed by read-write
storage buffers
- (bn, space2): Uniform buffers
For MSL/metallib, use the following order:
- [buffer]: Uniform buffers, followed by read-only storage buffers,
followed by read-write storage buffers
- [texture]: Sampled textures, followed by read-only storage textures,
followed by read-write storage textures
There are optional properties that can be provided through props. These
are the supported properties:
- SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING: a name that can be
displayed in debugging tools.
Creates a pipeline object to be used in a compute workflow.
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:
- 0: Sampled textures, followed by read-only storage textures, followed by read-only storage buffers - 1: Read-write storage textures, followed by read-write storage buffers - 2: Uniform buffers
For DXBC and DXIL shaders, use the following register order:
- (tn, space0): Sampled textures, followed by read-only storage textures, followed by read-only storage buffers - (un, space1): Read-write storage textures, followed by read-write storage buffers - (bn, space2): Uniform buffers
For MSL/metallib, use the following order:
- [buffer]: Uniform buffers, followed by read-only storage buffers, followed by read-write storage buffers - [texture]: Sampled textures, followed by read-only storage textures, followed by read-write storage textures
There are optional properties that can be provided through props. These are the supported properties:
- SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING: a name that can be displayed in debugging tools.