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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.
The text was updated successfully, but these errors were encountered:
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.
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.
The text was updated successfully, but these errors were encountered: