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:
• SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING: a name that can be displayed in debugging tools.