sdlCreateGpuShader function
- Pointer<
SdlGpuDevice> device, - Pointer<
SdlGpuShaderCreateInfo> createinfo
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().
\param device a GPU Context. \param createinfo a struct describing the state of the shader to create. \returns a shader object on success, or NULL on failure; call SDL_GetError() for more information.
\since This function is available since SDL 3.1.3.
\sa SDL_CreateGPUGraphicsPipeline \sa SDL_ReleaseGPUShader
extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader( SDL_GPUDevice *device, const SDL_GPUShaderCreateInfo *createinfo)
Implementation
Pointer<SdlGpuShader> sdlCreateGpuShader(
Pointer<SdlGpuDevice> device, Pointer<SdlGpuShaderCreateInfo> createinfo) {
final sdlCreateGpuShaderLookupFunction = libSdl3.lookupFunction<
Pointer<SdlGpuShader> Function(Pointer<SdlGpuDevice> device,
Pointer<SdlGpuShaderCreateInfo> createinfo),
Pointer<SdlGpuShader> Function(Pointer<SdlGpuDevice> device,
Pointer<SdlGpuShaderCreateInfo> createinfo)>('SDL_CreateGPUShader');
return sdlCreateGpuShaderLookupFunction(device, createinfo);
}