SDL_BindGPUComputePipeline(3)

πŸ’– SDL_BindGPUComputePipeline(3) πŸ’–

okay so bestie, this one lives in the SDL3 FUNCTIONS corner of the manual and honestly? it's giving essential. Let's get into it. ✨


🌸 NAME 🌸

SDL_BindGPUComputePipeline</p> β€” binds a compute pipeline on a command buffer so you can use it in compute dispatch. πŸŽ€


πŸ¦‹ SYNOPSIS πŸ¦‹

#include <SDL3/SDL_gpu.h>

void SDL_BindGPUComputePipeline(
    SDL_GPUComputePass *compute_pass,
    SDL_GPUComputePipeline *compute_pipeline);

like... that's the whole thing. two args. no return value. she's simple, she's clean, she serves. πŸ’…


πŸ’œ FUNCTION PARAMETERS πŸ’œ

  • compute_pass β€” a compute pass handle. it's the lil pass you're doing the thing inside of, yk? 🫢
  • compute_pipeline β€” a compute pipeline to bind. this is the one getting attached. main character moment fr fr. πŸ‘‘

🌈 AVAILABILITY 🌈

this function has been available since SDL 3.2.0. so if you're on something older, no pipeline for you bestie 😭


lowkey important reminder: no cap, the parameters are exactly what they say they are β€” a compute pass handle and a compute pipeline to bind. nothing more, nothing less. don't be out here inventing extra args. πŸ™ˆ

Simple Directmedia Layer πŸ¦‹ SDL 3.4.18 πŸ’– SDL_BindGPUComputePipeline(3) β€” mwah, that's the whole page, ily, go bind ur pipeline and slay βœ¨πŸ’…πŸŽ€

πŸ“¦ where this page comes from