GPU: device & frameSDL 3.2
SDL_BindGPUGraphicsPipeline
Selects the pipeline (shaders + fixed settings) for the next draw calls in this pass.
Signature
void SDL_BindGPUGraphicsPipeline(SDL_GPURenderPass *render_pass, SDL_GPUGraphicsPipeline *graphics_pipeline);
How it works
A pipeline bundles everything about HOW to draw: the vertex and fragment shaders, the vertex layout, blending, culling, depth testing. Binding it is cheap; creating it (SDL_CreateGPUGraphicsPipeline) is expensive, so create all pipelines at load time.
Parameters
render_passSDL_GPURenderPass *
The open render pass.
graphics_pipelineSDL_GPUGraphicsPipeline *
The pipeline to use.
Example
example.cpp
1SDL_BindGPUGraphicsPipeline(pass, pipeline);
2SDL_BindGPUVertexBuffers(pass, 0, &vb, 1);
3SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);