SDL_CreateGPUShader

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.

extern (C) nothrow @nogc extern
SDL_CreateGPUShader

Parameters

device SDL_GPUDevice*

a GPU Context.

createinfo const(SDL_GPUShaderCreateInfo)*

a struct describing the state of the shader to create.

Return Value

a shader object on success, or NULL on failure; call SDL_GetError() for more information.

See Also

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