Provided by: libsdl3-doc_3.2.8+ds-1_all 

NAME
SDL_CreateGPUShader - Creates a shader to be used when creating a graphics pipeline.
HEADER FILE
Defined in SDL3/SDL_gpu.h
SYNOPSIS
#include "SDL3/SDL.h" SDL_GPUShader * SDL_CreateGPUShader( SDL_GPUDevice *device, const SDL_GPUShaderCreateInfo *createinfo);
DESCRIPTION
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 (). 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.
FUNCTION PARAMETERS
device a GPU Context. createinfo a struct describing the state of the shader to create.
RETURN VALUE
( SDL_GPUShader *) Returns a shader 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
•(3), SDL_CreateGPUGraphicsPipeline(3), •(3), SDL_ReleaseGPUShader(3) Simple Directmedia Layer SDL 3.2.8 SDL_CreateGPUShader(3)