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:
- (tn, space0): Sampled textures, followed by storage textures, followed
by storage buffers
- (sn, space0): Samplers with indices corresponding to the sampled
textures
- (bn, space1): Uniform buffers
For pixel shaders:
- (tn, space2): Sampled textures, followed by storage textures, followed
by storage buffers
- (sn, space2): Samplers with indices corresponding to the sampled
textures
- (bn, 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.
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:
- (tn, space0): Sampled textures, followed by storage textures, followed by storage buffers - (sn, space0): Samplers with indices corresponding to the sampled textures - (bn, space1): Uniform buffers
For pixel shaders:
- (tn, space2): Sampled textures, followed by storage textures, followed by storage buffers - (sn, space2): Samplers with indices corresponding to the sampled textures - (bn, 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.