Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Document bindings for compute shader stages #733

Open
EtienneParmentier opened this issue Feb 17, 2025 · 3 comments
Open

Document bindings for compute shader stages #733

EtienneParmentier opened this issue Feb 17, 2025 · 3 comments

Comments

@EtienneParmentier
Copy link

There is no documentation about how to bind resources to the compute shader stage, but vertex and fragment/pixel shaders bindings are explained on the wiki page of SDL_CreateGPUShader
I first created an issue on the main repo but figured this repo is more appropriate.

@slouken
Copy link
Contributor

slouken commented Feb 17, 2025

@thatcosmonaut, do you have your article available?

@thatcosmonaut
Copy link
Contributor

@EtienneParmentier
Copy link
Author

I got it, compute pipeline are created using a different function entirely, so the bindings are documented there. SDL_CreateGPUShader is not called in this case, it all happens inside the compute pipeline creation call.
Maybe a link / hint would help newbies like me understand that subtlety, as in vulkan you have to create your shaders separately from your pipelines, even for compute.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants