Function SDL_CreateGPUComputePipeline

pub unsafe extern "C" fn SDL_CreateGPUComputePipeline(
    device: *mut SDL_GPUDevice,
    createinfo: *const SDL_GPUComputePipelineCreateInfo,
) -> *mut SDL_GPUComputePipeline
Available on crate feature dep_sdl3 only.
Expand description

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:

  • (t[n], space0): Sampled textures, followed by read-only storage textures, followed by read-only storage buffers
  • (u[n], space1): Read-write storage textures, followed by read-write storage buffers
  • (b[n], 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:

§Parameters

  • device: a GPU Context.
  • createinfo: a struct describing the state of the compute pipeline to create.

§Return value

Returns a compute pipeline 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