An opaque handle representing a compute pipeline.
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◆ GPUComputePipeline() [1/2]
- Parameters
-
gPUComputePipeline | the value to be wrapped |
◆ GPUComputePipeline() [2/2]
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:
prop::GPUComputePipeline.CREATE_NAME_STRING
: a name that can be displayed in debugging tools.
- Parameters
-
device | a GPU Context. |
createinfo | a struct describing the state of the compute pipeline to create. |
- Postcondition
- a compute pipeline object on success.
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- GPUComputePass.BindPipeline
-
GPUDevice.ReleaseComputePipeline
◆ operator GPUComputePipelineRaw()
- Returns
- the underlying GPUComputePipelineRaw.
The documentation for this class was generated from the following file: