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			4515 lines
		
	
	
		
			172 KiB
		
	
	
	
		
			C
		
	
| /*
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|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely, subject to the following restrictions:
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| 
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|   1. The origin of this software must not be misrepresented; you must not
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|      claim that you wrote the original software. If you use this software
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|      in a product, an acknowledgment in the product documentation would be
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|      appreciated but is not required.
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|   2. Altered source versions must be plainly marked as such, and must not be
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|      misrepresented as being the original software.
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|   3. This notice may not be removed or altered from any source distribution.
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| */
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| 
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| /* WIKI CATEGORY: GPU */
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| 
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| /**
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|  * # CategoryGPU
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|  *
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|  * The GPU API offers a cross-platform way for apps to talk to modern graphics
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|  * hardware. It offers both 3D graphics and compute support, in the style of
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|  * Metal, Vulkan, and Direct3D 12.
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|  *
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|  * A basic workflow might be something like this:
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|  *
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|  * The app creates a GPU device with SDL_CreateGPUDevice(), and assigns it to
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|  * a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you
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|  * can render offscreen entirely, perhaps for image processing, and not use a
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|  * window at all.
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|  *
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|  * Next, the app prepares static data (things that are created once and used
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|  * over and over). For example:
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|  *
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|  * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
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|  * - Vertex buffers (arrays of geometry data) and other rendering data: use
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|  *   SDL_CreateGPUBuffer() and SDL_UploadToGPUBuffer().
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|  * - Textures (images): use SDL_CreateGPUTexture() and
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|  *   SDL_UploadToGPUTexture().
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|  * - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
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|  * - Render pipelines (precalculated rendering state): use
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|  *   SDL_CreateGPUGraphicsPipeline()
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|  *
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|  * To render, the app creates one or more command buffers, with
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|  * SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering
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|  * instructions that will be submitted to the GPU in batch. Complex scenes can
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|  * use multiple command buffers, maybe configured across multiple threads in
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|  * parallel, as long as they are submitted in the correct order, but many apps
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|  * will just need one command buffer per frame.
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|  *
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|  * Rendering can happen to a texture (what other APIs call a "render target")
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|  * or it can happen to the swapchain texture (which is just a special texture
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|  * that represents a window's contents). The app can use
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|  * SDL_WaitAndAcquireGPUSwapchainTexture() to render to the window.
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|  *
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|  * Rendering actually happens in a Render Pass, which is encoded into a
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|  * command buffer. One can encode multiple render passes (or alternate between
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|  * render and compute passes) in a single command buffer, but many apps might
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|  * simply need a single render pass in a single command buffer. Render Passes
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|  * can render to up to four color textures and one depth texture
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|  * simultaneously. If the set of textures being rendered to needs to change,
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|  * the Render Pass must be ended and a new one must be begun.
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|  *
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|  * The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for
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|  * each draw:
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|  *
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|  * - SDL_BindGPUGraphicsPipeline()
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|  * - SDL_SetGPUViewport()
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|  * - SDL_BindGPUVertexBuffers()
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|  * - SDL_BindGPUVertexSamplers()
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|  * - etc
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|  *
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|  * Then, make the actual draw commands with these states:
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|  *
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|  * - SDL_DrawGPUPrimitives()
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|  * - SDL_DrawGPUPrimitivesIndirect()
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|  * - SDL_DrawGPUIndexedPrimitivesIndirect()
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|  * - etc
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|  *
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|  * After all the drawing commands for a pass are complete, the app should call
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|  * SDL_EndGPURenderPass(). Once a render pass ends all render-related state is
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|  * reset.
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|  *
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|  * The app can begin new Render Passes and make new draws in the same command
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|  * buffer until the entire scene is rendered.
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|  *
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|  * Once all of the render commands for the scene are complete, the app calls
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|  * SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing.
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|  *
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|  * If the app needs to read back data from texture or buffers, the API has an
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|  * efficient way of doing this, provided that the app is willing to tolerate
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|  * some latency. When the app uses SDL_DownloadFromGPUTexture() or
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|  * SDL_DownloadFromGPUBuffer(), submitting the command buffer with
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|  * SDL_SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that
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|  * the app can poll or wait on in a thread. Once the fence indicates that the
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|  * command buffer is done processing, it is safe to read the downloaded data.
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|  * Make sure to call SDL_ReleaseGPUFence() when done with the fence.
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|  *
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|  * The API also has "compute" support. The app calls SDL_BeginGPUComputePass()
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|  * with compute-writeable textures and/or buffers, which can be written to in
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|  * a compute shader. Then it sets states it needs for the compute dispatches:
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|  *
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|  * - SDL_BindGPUComputePipeline()
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|  * - SDL_BindGPUComputeStorageBuffers()
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|  * - SDL_BindGPUComputeStorageTextures()
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|  *
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|  * Then, dispatch compute work:
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|  *
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|  * - SDL_DispatchGPUCompute()
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|  *
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|  * For advanced users, this opens up powerful GPU-driven workflows.
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|  *
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|  * Graphics and compute pipelines require the use of shaders, which as
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|  * mentioned above are small programs executed on the GPU. Each backend
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|  * (Vulkan, Metal, D3D12) requires a different shader format. When the app
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|  * creates the GPU device, the app lets the device know which shader formats
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|  * the app can provide. It will then select the appropriate backend depending
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|  * on the available shader formats and the backends available on the platform.
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|  * When creating shaders, the app must provide the correct shader format for
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|  * the selected backend. If you would like to learn more about why the API
 | |
|  * works this way, there is a detailed
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|  * [blog post](https://moonside.games/posts/layers-all-the-way-down/)
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|  * explaining this situation.
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|  *
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|  * It is optimal for apps to pre-compile the shader formats they might use,
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|  * but for ease of use SDL provides a separate project,
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|  * [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross)
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|  * , for performing runtime shader cross-compilation. It also has a CLI
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|  * interface for offline precompilation as well.
 | |
|  *
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|  * This is an extremely quick overview that leaves out several important
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|  * details. Already, though, one can see that GPU programming can be quite
 | |
|  * complex! If you just need simple 2D graphics, the
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|  * [Render API](https://wiki.libsdl.org/SDL3/CategoryRender)
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|  * is much easier to use but still hardware-accelerated. That said, even for
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|  * 2D applications the performance benefits and expressiveness of the GPU API
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|  * are significant.
 | |
|  *
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|  * The GPU API targets a feature set with a wide range of hardware support and
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|  * ease of portability. It is designed so that the app won't have to branch
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|  * itself by querying feature support. If you need cutting-edge features with
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|  * limited hardware support, this API is probably not for you.
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|  *
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|  * Examples demonstrating proper usage of this API can be found
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|  * [here](https://github.com/TheSpydog/SDL_gpu_examples)
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|  * .
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|  *
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|  * ## Performance considerations
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|  *
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|  * Here are some basic tips for maximizing your rendering performance.
 | |
|  *
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|  * - Beginning a new render pass is relatively expensive. Use as few render
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|  *   passes as you can.
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|  * - Minimize the amount of state changes. For example, binding a pipeline is
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|  *   relatively cheap, but doing it hundreds of times when you don't need to
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|  *   will slow the performance significantly.
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|  * - Perform your data uploads as early as possible in the frame.
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|  * - Don't churn resources. Creating and releasing resources is expensive.
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|  *   It's better to create what you need up front and cache it.
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|  * - Don't use uniform buffers for large amounts of data (more than a matrix
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|  *   or so). Use a storage buffer instead.
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|  * - Use cycling correctly. There is a detailed explanation of cycling further
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|  *   below.
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|  * - Use culling techniques to minimize pixel writes. The less writing the GPU
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|  *   has to do the better. Culling can be a very advanced topic but even
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|  *   simple culling techniques can boost performance significantly.
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|  *
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|  * In general try to remember the golden rule of performance: doing things is
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|  * more expensive than not doing things. Don't Touch The Driver!
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|  *
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|  * ## FAQ
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|  *
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|  * **Question: When are you adding more advanced features, like ray tracing or
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|  * mesh shaders?**
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|  *
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|  * Answer: We don't have immediate plans to add more bleeding-edge features,
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|  * but we certainly might in the future, when these features prove worthwhile,
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|  * and reasonable to implement across several platforms and underlying APIs.
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|  * So while these things are not in the "never" category, they are definitely
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|  * not "near future" items either.
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|  *
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|  * **Question: Why is my shader not working?**
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|  *
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|  * Answer: A common oversight when using shaders is not properly laying out
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|  * the shader resources/registers correctly. The GPU API is very strict with
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|  * how it wants resources to be laid out and it's difficult for the API to
 | |
|  * automatically validate shaders to see if they have a compatible layout. See
 | |
|  * the documentation for SDL_CreateGPUShader() and
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|  * SDL_CreateGPUComputePipeline() for information on the expected layout.
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|  *
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|  * Another common issue is not setting the correct number of samplers,
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|  * textures, and buffers in SDL_GPUShaderCreateInfo. If possible use shader
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|  * reflection to extract the required information from the shader
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|  * automatically instead of manually filling in the struct's values.
 | |
|  *
 | |
|  * **Question: My application isn't performing very well. Is this the GPU
 | |
|  * API's fault?**
 | |
|  *
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|  * Answer: No. Long answer: The GPU API is a relatively thin layer over the
 | |
|  * underlying graphics API. While it's possible that we have done something
 | |
|  * inefficiently, it's very unlikely especially if you are relatively
 | |
|  * inexperienced with GPU rendering. Please see the performance tips above and
 | |
|  * make sure you are following them. Additionally, tools like
 | |
|  * [RenderDoc](https://renderdoc.org/)
 | |
|  * can be very helpful for diagnosing incorrect behavior and performance
 | |
|  * issues.
 | |
|  *
 | |
|  * ## System Requirements
 | |
|  *
 | |
|  * ### Vulkan
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|  *
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|  * SDL driver name: "vulkan" (for use in SDL_CreateGPUDevice() and
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|  * SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING)
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|  *
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|  * Supported on Windows, Linux, Nintendo Switch, and certain Android devices.
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|  * Requires Vulkan 1.0 with the following extensions and device features:
 | |
|  *
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|  * - `VK_KHR_swapchain`
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|  * - `VK_KHR_maintenance1`
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|  * - `independentBlend`
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|  * - `imageCubeArray`
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|  * - `depthClamp`
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|  * - `shaderClipDistance`
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|  * - `drawIndirectFirstInstance`
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|  * - `sampleRateShading`
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|  *
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|  * You can remove some of these requirements to increase compatibility with
 | |
|  * Android devices by using these properties when creating the GPU device with
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|  * SDL_CreateGPUDeviceWithProperties():
 | |
|  *
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|  * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN
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|  * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN
 | |
|  * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN
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|  * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN
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|  *
 | |
|  * ### D3D12
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|  *
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|  * SDL driver name: "direct3d12"
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|  *
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|  * Supported on Windows 10 or newer, Xbox One (GDK), and Xbox Series X|S
 | |
|  * (GDK). Requires a GPU that supports DirectX 12 Feature Level 11_0 and
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|  * Resource Binding Tier 2 or above.
 | |
|  *
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|  * You can remove the Tier 2 resource binding requirement to support Intel
 | |
|  * Haswell and Broadwell GPUs by using this property when creating the GPU
 | |
|  * device with SDL_CreateGPUDeviceWithProperties():
 | |
|  *
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|  * - SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN
 | |
|  *
 | |
|  * ### Metal
 | |
|  *
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|  * SDL driver name: "metal"
 | |
|  *
 | |
|  * Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware requirements vary by
 | |
|  * operating system:
 | |
|  *
 | |
|  * - macOS requires an Apple Silicon or
 | |
|  *   [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc)
 | |
|  *   GPU
 | |
|  * - iOS/tvOS requires an A9 GPU or newer
 | |
|  * - iOS Simulator and tvOS Simulator are unsupported
 | |
|  *
 | |
|  * ## Coordinate System
 | |
|  *
 | |
|  * The GPU API uses a left-handed coordinate system, following the convention
 | |
|  * of D3D12 and Metal. Specifically:
 | |
|  *
 | |
|  * - **Normalized Device Coordinates:** The lower-left corner has an x,y
 | |
|  *   coordinate of `(-1.0, -1.0)`. The upper-right corner is `(1.0, 1.0)`. Z
 | |
|  *   values range from `[0.0, 1.0]` where 0 is the near plane.
 | |
|  * - **Viewport Coordinates:** The top-left corner has an x,y coordinate of
 | |
|  *   `(0, 0)` and extends to the bottom-right corner at `(viewportWidth,
 | |
|  *   viewportHeight)`. +Y is down.
 | |
|  * - **Texture Coordinates:** The top-left corner has an x,y coordinate of
 | |
|  *   `(0, 0)` and extends to the bottom-right corner at `(1.0, 1.0)`. +Y is
 | |
|  *   down.
 | |
|  *
 | |
|  * If the backend driver differs from this convention (e.g. Vulkan, which has
 | |
|  * an NDC that assumes +Y is down), SDL will automatically convert the
 | |
|  * coordinate system behind the scenes, so you don't need to perform any
 | |
|  * coordinate flipping logic in your shaders.
 | |
|  *
 | |
|  * ## Uniform Data
 | |
|  *
 | |
|  * Uniforms are for passing data to shaders. The uniform data will be constant
 | |
|  * across all executions of the shader.
 | |
|  *
 | |
|  * There are 4 available uniform slots per shader stage (where the stages are
 | |
|  * vertex, fragment, and compute). Uniform data pushed to a slot on a stage
 | |
|  * keeps its value throughout the command buffer until you call the relevant
 | |
|  * Push function on that slot again.
 | |
|  *
 | |
|  * For example, you could write your vertex shaders to read a camera matrix
 | |
|  * from uniform binding slot 0, push the camera matrix at the start of the
 | |
|  * command buffer, and that data will be used for every subsequent draw call.
 | |
|  *
 | |
|  * It is valid to push uniform data during a render or compute pass.
 | |
|  *
 | |
|  * Uniforms are best for pushing small amounts of data. If you are pushing
 | |
|  * more than a matrix or two per call you should consider using a storage
 | |
|  * buffer instead.
 | |
|  *
 | |
|  * ## A Note On Cycling
 | |
|  *
 | |
|  * When using a command buffer, operations do not occur immediately - they
 | |
|  * occur some time after the command buffer is submitted.
 | |
|  *
 | |
|  * When a resource is used in a pending or active command buffer, it is
 | |
|  * considered to be "bound". When a resource is no longer used in any pending
 | |
|  * or active command buffers, it is considered to be "unbound".
 | |
|  *
 | |
|  * If data resources are bound, it is unspecified when that data will be
 | |
|  * unbound unless you acquire a fence when submitting the command buffer and
 | |
|  * wait on it. However, this doesn't mean you need to track resource usage
 | |
|  * manually.
 | |
|  *
 | |
|  * All of the functions and structs that involve writing to a resource have a
 | |
|  * "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all
 | |
|  * effectively function as ring buffers on internal resources. When cycle is
 | |
|  * true, if the resource is bound, the cycle rotates to the next unbound
 | |
|  * internal resource, or if none are available, a new one is created. This
 | |
|  * means you don't have to worry about complex state tracking and
 | |
|  * synchronization as long as cycling is correctly employed.
 | |
|  *
 | |
|  * For example: you can call SDL_MapGPUTransferBuffer(), write texture data,
 | |
|  * SDL_UnmapGPUTransferBuffer(), and then SDL_UploadToGPUTexture(). The next
 | |
|  * time you write texture data to the transfer buffer, if you set the cycle
 | |
|  * param to true, you don't have to worry about overwriting any data that is
 | |
|  * not yet uploaded.
 | |
|  *
 | |
|  * Another example: If you are using a texture in a render pass every frame,
 | |
|  * this can cause a data dependency between frames. If you set cycle to true
 | |
|  * in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.
 | |
|  *
 | |
|  * Cycling will never undefine already bound data. When cycling, all data in
 | |
|  * the resource is considered to be undefined for subsequent commands until
 | |
|  * that data is written again. You must take care not to read undefined data.
 | |
|  *
 | |
|  * Note that when cycling a texture, the entire texture will be cycled, even
 | |
|  * if only part of the texture is used in the call, so you must consider the
 | |
|  * entire texture to contain undefined data after cycling.
 | |
|  *
 | |
|  * You must also take care not to overwrite a section of data that has been
 | |
|  * referenced in a command without cycling first. It is OK to overwrite
 | |
|  * unreferenced data in a bound resource without cycling, but overwriting a
 | |
|  * section of data that has already been referenced will produce unexpected
 | |
|  * results.
 | |
|  *
 | |
|  * ## Debugging
 | |
|  *
 | |
|  * At some point of your GPU journey, you will probably encounter issues that
 | |
|  * are not traceable with regular debugger - for example, your code compiles
 | |
|  * but you get an empty screen, or your shader fails in runtime.
 | |
|  *
 | |
|  * For debugging such cases, there are tools that allow visually inspecting
 | |
|  * the whole GPU frame, every drawcall, every bound resource, memory buffers,
 | |
|  * etc. They are the following, per platform:
 | |
|  *
 | |
|  * * For Windows/Linux, use
 | |
|  *   [RenderDoc](https://renderdoc.org/)
 | |
|  * * For MacOS (Metal), use Xcode built-in debugger (Open XCode, go to Debug >
 | |
|  *   Debug Executable..., select your application, set "GPU Frame Capture" to
 | |
|  *   "Metal" in scheme "Options" window, run your app, and click the small
 | |
|  *   Metal icon on the bottom to capture a frame)
 | |
|  *
 | |
|  * Aside from that, you may want to enable additional debug layers to receive
 | |
|  * more detailed error messages, based on your GPU backend:
 | |
|  *
 | |
|  * * For D3D12, the debug layer is an optional feature that can be installed
 | |
|  *   via "Windows Settings -> System -> Optional features" and adding the
 | |
|  *   "Graphics Tools" optional feature.
 | |
|  * * For Vulkan, you will need to install Vulkan SDK on Windows, and on Linux,
 | |
|  *   you usually have some sort of `vulkan-validation-layers` system package
 | |
|  *   that should be installed.
 | |
|  * * For Metal, it should be enough just to run the application from XCode to
 | |
|  *   receive detailed errors or warnings in the output.
 | |
|  *
 | |
|  * Don't hesitate to use tools as RenderDoc when encountering runtime issues
 | |
|  * or unexpected output on screen, quick GPU frame inspection can usually help
 | |
|  * you fix the majority of such problems.
 | |
|  */
 | |
| 
 | |
| #ifndef SDL_gpu_h_
 | |
| #define SDL_gpu_h_
 | |
| 
 | |
| #include <SDL3/SDL_stdinc.h>
 | |
| #include <SDL3/SDL_pixels.h>
 | |
| #include <SDL3/SDL_properties.h>
 | |
| #include <SDL3/SDL_rect.h>
 | |
| #include <SDL3/SDL_surface.h>
 | |
| #include <SDL3/SDL_video.h>
 | |
| 
 | |
| #include <SDL3/SDL_begin_code.h>
 | |
| #ifdef __cplusplus
 | |
| extern "C" {
 | |
| #endif /* __cplusplus */
 | |
| 
 | |
| /* Type Declarations */
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing the SDL_GPU context.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  */
 | |
| typedef struct SDL_GPUDevice SDL_GPUDevice;
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing a buffer.
 | |
|  *
 | |
|  * Used for vertices, indices, indirect draw commands, and general compute
 | |
|  * data.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUBuffer
 | |
|  * \sa SDL_UploadToGPUBuffer
 | |
|  * \sa SDL_DownloadFromGPUBuffer
 | |
|  * \sa SDL_CopyGPUBufferToBuffer
 | |
|  * \sa SDL_BindGPUVertexBuffers
 | |
|  * \sa SDL_BindGPUIndexBuffer
 | |
|  * \sa SDL_BindGPUVertexStorageBuffers
 | |
|  * \sa SDL_BindGPUFragmentStorageBuffers
 | |
|  * \sa SDL_DrawGPUPrimitivesIndirect
 | |
|  * \sa SDL_DrawGPUIndexedPrimitivesIndirect
 | |
|  * \sa SDL_BindGPUComputeStorageBuffers
 | |
|  * \sa SDL_DispatchGPUComputeIndirect
 | |
|  * \sa SDL_ReleaseGPUBuffer
 | |
|  */
 | |
| typedef struct SDL_GPUBuffer SDL_GPUBuffer;
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing a transfer buffer.
 | |
|  *
 | |
|  * Used for transferring data to and from the device.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUTransferBuffer
 | |
|  * \sa SDL_MapGPUTransferBuffer
 | |
|  * \sa SDL_UnmapGPUTransferBuffer
 | |
|  * \sa SDL_UploadToGPUBuffer
 | |
|  * \sa SDL_UploadToGPUTexture
 | |
|  * \sa SDL_DownloadFromGPUBuffer
 | |
|  * \sa SDL_DownloadFromGPUTexture
 | |
|  * \sa SDL_ReleaseGPUTransferBuffer
 | |
|  */
 | |
| typedef struct SDL_GPUTransferBuffer SDL_GPUTransferBuffer;
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing a texture.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUTexture
 | |
|  * \sa SDL_UploadToGPUTexture
 | |
|  * \sa SDL_DownloadFromGPUTexture
 | |
|  * \sa SDL_CopyGPUTextureToTexture
 | |
|  * \sa SDL_BindGPUVertexSamplers
 | |
|  * \sa SDL_BindGPUVertexStorageTextures
 | |
|  * \sa SDL_BindGPUFragmentSamplers
 | |
|  * \sa SDL_BindGPUFragmentStorageTextures
 | |
|  * \sa SDL_BindGPUComputeStorageTextures
 | |
|  * \sa SDL_GenerateMipmapsForGPUTexture
 | |
|  * \sa SDL_BlitGPUTexture
 | |
|  * \sa SDL_ReleaseGPUTexture
 | |
|  */
 | |
| typedef struct SDL_GPUTexture SDL_GPUTexture;
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing a sampler.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUSampler
 | |
|  * \sa SDL_BindGPUVertexSamplers
 | |
|  * \sa SDL_BindGPUFragmentSamplers
 | |
|  * \sa SDL_ReleaseGPUSampler
 | |
|  */
 | |
| typedef struct SDL_GPUSampler SDL_GPUSampler;
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing a compiled shader object.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  * \sa SDL_ReleaseGPUShader
 | |
|  */
 | |
| typedef struct SDL_GPUShader SDL_GPUShader;
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing a compute pipeline.
 | |
|  *
 | |
|  * Used during compute passes.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUComputePipeline
 | |
|  * \sa SDL_BindGPUComputePipeline
 | |
|  * \sa SDL_ReleaseGPUComputePipeline
 | |
|  */
 | |
| typedef struct SDL_GPUComputePipeline SDL_GPUComputePipeline;
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing a graphics pipeline.
 | |
|  *
 | |
|  * Used during render passes.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  * \sa SDL_BindGPUGraphicsPipeline
 | |
|  * \sa SDL_ReleaseGPUGraphicsPipeline
 | |
|  */
 | |
| typedef struct SDL_GPUGraphicsPipeline SDL_GPUGraphicsPipeline;
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing a command buffer.
 | |
|  *
 | |
|  * Most state is managed via command buffers. When setting state using a
 | |
|  * command buffer, that state is local to the command buffer.
 | |
|  *
 | |
|  * Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is
 | |
|  * called. Once the command buffer is submitted, it is no longer valid to use
 | |
|  * it.
 | |
|  *
 | |
|  * Command buffers are executed in submission order. If you submit command
 | |
|  * buffer A and then command buffer B all commands in A will begin executing
 | |
|  * before any command in B begins executing.
 | |
|  *
 | |
|  * In multi-threading scenarios, you should only access a command buffer on
 | |
|  * the thread you acquired it from.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AcquireGPUCommandBuffer
 | |
|  * \sa SDL_SubmitGPUCommandBuffer
 | |
|  * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
 | |
|  */
 | |
| typedef struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer;
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing a render pass.
 | |
|  *
 | |
|  * This handle is transient and should not be held or referenced after
 | |
|  * SDL_EndGPURenderPass is called.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BeginGPURenderPass
 | |
|  * \sa SDL_EndGPURenderPass
 | |
|  */
 | |
| typedef struct SDL_GPURenderPass SDL_GPURenderPass;
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing a compute pass.
 | |
|  *
 | |
|  * This handle is transient and should not be held or referenced after
 | |
|  * SDL_EndGPUComputePass is called.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BeginGPUComputePass
 | |
|  * \sa SDL_EndGPUComputePass
 | |
|  */
 | |
| typedef struct SDL_GPUComputePass SDL_GPUComputePass;
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing a copy pass.
 | |
|  *
 | |
|  * This handle is transient and should not be held or referenced after
 | |
|  * SDL_EndGPUCopyPass is called.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BeginGPUCopyPass
 | |
|  * \sa SDL_EndGPUCopyPass
 | |
|  */
 | |
| typedef struct SDL_GPUCopyPass SDL_GPUCopyPass;
 | |
| 
 | |
| /**
 | |
|  * An opaque handle representing a fence.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
 | |
|  * \sa SDL_QueryGPUFence
 | |
|  * \sa SDL_WaitForGPUFences
 | |
|  * \sa SDL_ReleaseGPUFence
 | |
|  */
 | |
| typedef struct SDL_GPUFence SDL_GPUFence;
 | |
| 
 | |
| /**
 | |
|  * Specifies the primitive topology of a graphics pipeline.
 | |
|  *
 | |
|  * If you are using POINTLIST you must include a point size output in the
 | |
|  * vertex shader.
 | |
|  *
 | |
|  * - For HLSL compiling to SPIRV you must decorate a float output with
 | |
|  *   [[vk::builtin("PointSize")]].
 | |
|  * - For GLSL you must set the gl_PointSize builtin.
 | |
|  * - For MSL you must include a float output with the [[point_size]]
 | |
|  *   decorator.
 | |
|  *
 | |
|  * Note that sized point topology is totally unsupported on D3D12. Any size
 | |
|  * other than 1 will be ignored. In general, you should avoid using point
 | |
|  * topology for both compatibility and performance reasons. You WILL regret
 | |
|  * using it.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  */
 | |
| typedef enum SDL_GPUPrimitiveType
 | |
| {
 | |
|     SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,  /**< A series of separate triangles. */
 | |
|     SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP, /**< A series of connected triangles. */
 | |
|     SDL_GPU_PRIMITIVETYPE_LINELIST,      /**< A series of separate lines. */
 | |
|     SDL_GPU_PRIMITIVETYPE_LINESTRIP,     /**< A series of connected lines. */
 | |
|     SDL_GPU_PRIMITIVETYPE_POINTLIST      /**< A series of separate points. */
 | |
| } SDL_GPUPrimitiveType;
 | |
| 
 | |
| /**
 | |
|  * Specifies how the contents of a texture attached to a render pass are
 | |
|  * treated at the beginning of the render pass.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BeginGPURenderPass
 | |
|  */
 | |
| typedef enum SDL_GPULoadOp
 | |
| {
 | |
|     SDL_GPU_LOADOP_LOAD,      /**< The previous contents of the texture will be preserved. */
 | |
|     SDL_GPU_LOADOP_CLEAR,     /**< The contents of the texture will be cleared to a color. */
 | |
|     SDL_GPU_LOADOP_DONT_CARE  /**< The previous contents of the texture need not be preserved. The contents will be undefined. */
 | |
| } SDL_GPULoadOp;
 | |
| 
 | |
| /**
 | |
|  * Specifies how the contents of a texture attached to a render pass are
 | |
|  * treated at the end of the render pass.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BeginGPURenderPass
 | |
|  */
 | |
| typedef enum SDL_GPUStoreOp
 | |
| {
 | |
|     SDL_GPU_STOREOP_STORE,             /**< The contents generated during the render pass will be written to memory. */
 | |
|     SDL_GPU_STOREOP_DONT_CARE,         /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
 | |
|     SDL_GPU_STOREOP_RESOLVE,           /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined. */
 | |
|     SDL_GPU_STOREOP_RESOLVE_AND_STORE  /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory. */
 | |
| } SDL_GPUStoreOp;
 | |
| 
 | |
| /**
 | |
|  * Specifies the size of elements in an index buffer.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  */
 | |
| typedef enum SDL_GPUIndexElementSize
 | |
| {
 | |
|     SDL_GPU_INDEXELEMENTSIZE_16BIT, /**< The index elements are 16-bit. */
 | |
|     SDL_GPU_INDEXELEMENTSIZE_32BIT  /**< The index elements are 32-bit. */
 | |
| } SDL_GPUIndexElementSize;
 | |
| 
 | |
| /**
 | |
|  * Specifies the pixel format of a texture.
 | |
|  *
 | |
|  * Texture format support varies depending on driver, hardware, and usage
 | |
|  * flags. In general, you should use SDL_GPUTextureSupportsFormat to query if
 | |
|  * a format is supported before using it. However, there are a few guaranteed
 | |
|  * formats.
 | |
|  *
 | |
|  * FIXME: Check universal support for 32-bit component formats FIXME: Check
 | |
|  * universal support for SIMULTANEOUS_READ_WRITE
 | |
|  *
 | |
|  * For SAMPLER usage, the following formats are universally supported:
 | |
|  *
 | |
|  * - R8G8B8A8_UNORM
 | |
|  * - B8G8R8A8_UNORM
 | |
|  * - R8_UNORM
 | |
|  * - R8_SNORM
 | |
|  * - R8G8_UNORM
 | |
|  * - R8G8_SNORM
 | |
|  * - R8G8B8A8_SNORM
 | |
|  * - R16_FLOAT
 | |
|  * - R16G16_FLOAT
 | |
|  * - R16G16B16A16_FLOAT
 | |
|  * - R32_FLOAT
 | |
|  * - R32G32_FLOAT
 | |
|  * - R32G32B32A32_FLOAT
 | |
|  * - R11G11B10_UFLOAT
 | |
|  * - R8G8B8A8_UNORM_SRGB
 | |
|  * - B8G8R8A8_UNORM_SRGB
 | |
|  * - D16_UNORM
 | |
|  *
 | |
|  * For COLOR_TARGET usage, the following formats are universally supported:
 | |
|  *
 | |
|  * - R8G8B8A8_UNORM
 | |
|  * - B8G8R8A8_UNORM
 | |
|  * - R8_UNORM
 | |
|  * - R16_FLOAT
 | |
|  * - R16G16_FLOAT
 | |
|  * - R16G16B16A16_FLOAT
 | |
|  * - R32_FLOAT
 | |
|  * - R32G32_FLOAT
 | |
|  * - R32G32B32A32_FLOAT
 | |
|  * - R8_UINT
 | |
|  * - R8G8_UINT
 | |
|  * - R8G8B8A8_UINT
 | |
|  * - R16_UINT
 | |
|  * - R16G16_UINT
 | |
|  * - R16G16B16A16_UINT
 | |
|  * - R8_INT
 | |
|  * - R8G8_INT
 | |
|  * - R8G8B8A8_INT
 | |
|  * - R16_INT
 | |
|  * - R16G16_INT
 | |
|  * - R16G16B16A16_INT
 | |
|  * - R8G8B8A8_UNORM_SRGB
 | |
|  * - B8G8R8A8_UNORM_SRGB
 | |
|  *
 | |
|  * For STORAGE usages, the following formats are universally supported:
 | |
|  *
 | |
|  * - R8G8B8A8_UNORM
 | |
|  * - R8G8B8A8_SNORM
 | |
|  * - R16G16B16A16_FLOAT
 | |
|  * - R32_FLOAT
 | |
|  * - R32G32_FLOAT
 | |
|  * - R32G32B32A32_FLOAT
 | |
|  * - R8G8B8A8_UINT
 | |
|  * - R16G16B16A16_UINT
 | |
|  * - R8G8B8A8_INT
 | |
|  * - R16G16B16A16_INT
 | |
|  *
 | |
|  * For DEPTH_STENCIL_TARGET usage, the following formats are universally
 | |
|  * supported:
 | |
|  *
 | |
|  * - D16_UNORM
 | |
|  * - Either (but not necessarily both!) D24_UNORM or D32_FLOAT
 | |
|  * - Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_FLOAT_S8_UINT
 | |
|  *
 | |
|  * Unless D16_UNORM is sufficient for your purposes, always check which of
 | |
|  * D24/D32 is supported before creating a depth-stencil texture!
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUTexture
 | |
|  * \sa SDL_GPUTextureSupportsFormat
 | |
|  */
 | |
| typedef enum SDL_GPUTextureFormat
 | |
| {
 | |
|     SDL_GPU_TEXTUREFORMAT_INVALID,
 | |
| 
 | |
|     /* Unsigned Normalized Float Color Formats */
 | |
|     SDL_GPU_TEXTUREFORMAT_A8_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_R8_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_R8G8_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16G16_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM,
 | |
|     /* Compressed Unsigned Normalized Float Color Formats */
 | |
|     SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM,
 | |
|     /* Compressed Signed Float Color Formats */
 | |
|     SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT,
 | |
|     /* Compressed Unsigned Float Color Formats */
 | |
|     SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT,
 | |
|     /* Signed Normalized Float Color Formats  */
 | |
|     SDL_GPU_TEXTUREFORMAT_R8_SNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_R8G8_SNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16_SNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16G16_SNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM,
 | |
|     /* Signed Float Color Formats */
 | |
|     SDL_GPU_TEXTUREFORMAT_R16_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R32_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT,
 | |
|     /* Unsigned Float Color Formats */
 | |
|     SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT,
 | |
|     /* Unsigned Integer Color Formats */
 | |
|     SDL_GPU_TEXTUREFORMAT_R8_UINT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R8G8_UINT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16_UINT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16G16_UINT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R32_UINT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R32G32_UINT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT,
 | |
|     /* Signed Integer Color Formats */
 | |
|     SDL_GPU_TEXTUREFORMAT_R8_INT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R8G8_INT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16_INT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16G16_INT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R32_INT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R32G32_INT,
 | |
|     SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT,
 | |
|     /* SRGB Unsigned Normalized Color Formats */
 | |
|     SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB,
 | |
|     /* Compressed SRGB Unsigned Normalized Color Formats */
 | |
|     SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB,
 | |
|     /* Depth Formats */
 | |
|     SDL_GPU_TEXTUREFORMAT_D16_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_D24_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_D32_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT,
 | |
|     SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT,
 | |
|     /* Compressed ASTC Normalized Float Color Formats*/
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM,
 | |
|     /* Compressed SRGB ASTC Normalized Float Color Formats*/
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM_SRGB,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM_SRGB,
 | |
|     /* Compressed ASTC Signed Float Color Formats*/
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_4x4_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_5x4_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_5x5_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_6x5_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_6x6_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_8x5_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_8x6_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_8x8_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_10x5_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_10x6_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_10x8_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_10x10_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_12x10_FLOAT,
 | |
|     SDL_GPU_TEXTUREFORMAT_ASTC_12x12_FLOAT
 | |
| } SDL_GPUTextureFormat;
 | |
| 
 | |
| /**
 | |
|  * Specifies how a texture is intended to be used by the client.
 | |
|  *
 | |
|  * A texture must have at least one usage flag. Note that some usage flag
 | |
|  * combinations are invalid.
 | |
|  *
 | |
|  * With regards to compute storage usage, READ | WRITE means that you can have
 | |
|  * shader A that only writes into the texture and shader B that only reads
 | |
|  * from the texture and bind the same texture to either shader respectively.
 | |
|  * SIMULTANEOUS means that you can do reads and writes within the same shader
 | |
|  * or compute pass. It also implies that atomic ops can be used, since those
 | |
|  * are read-modify-write operations. If you use SIMULTANEOUS, you are
 | |
|  * responsible for avoiding data races, as there is no data synchronization
 | |
|  * within a compute pass. Note that SIMULTANEOUS usage is only supported by a
 | |
|  * limited number of texture formats.
 | |
|  *
 | |
|  * \since This datatype is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUTexture
 | |
|  */
 | |
| typedef Uint32 SDL_GPUTextureUsageFlags;
 | |
| 
 | |
| #define SDL_GPU_TEXTUREUSAGE_SAMPLER                                 (1u << 0) /**< Texture supports sampling. */
 | |
| #define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET                            (1u << 1) /**< Texture is a color render target. */
 | |
| #define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET                    (1u << 2) /**< Texture is a depth stencil target. */
 | |
| #define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ                   (1u << 3) /**< Texture supports storage reads in graphics stages. */
 | |
| #define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ                    (1u << 4) /**< Texture supports storage reads in the compute stage. */
 | |
| #define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE                   (1u << 5) /**< Texture supports storage writes in the compute stage. */
 | |
| #define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE (1u << 6) /**< Texture supports reads and writes in the same compute shader. This is NOT equivalent to READ | WRITE. */
 | |
| 
 | |
| /**
 | |
|  * Specifies the type of a texture.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUTexture
 | |
|  */
 | |
| typedef enum SDL_GPUTextureType
 | |
| {
 | |
|     SDL_GPU_TEXTURETYPE_2D,         /**< The texture is a 2-dimensional image. */
 | |
|     SDL_GPU_TEXTURETYPE_2D_ARRAY,   /**< The texture is a 2-dimensional array image. */
 | |
|     SDL_GPU_TEXTURETYPE_3D,         /**< The texture is a 3-dimensional image. */
 | |
|     SDL_GPU_TEXTURETYPE_CUBE,       /**< The texture is a cube image. */
 | |
|     SDL_GPU_TEXTURETYPE_CUBE_ARRAY  /**< The texture is a cube array image. */
 | |
| } SDL_GPUTextureType;
 | |
| 
 | |
| /**
 | |
|  * Specifies the sample count of a texture.
 | |
|  *
 | |
|  * Used in multisampling. Note that this value only applies when the texture
 | |
|  * is used as a render target.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUTexture
 | |
|  * \sa SDL_GPUTextureSupportsSampleCount
 | |
|  */
 | |
| typedef enum SDL_GPUSampleCount
 | |
| {
 | |
|     SDL_GPU_SAMPLECOUNT_1,  /**< No multisampling. */
 | |
|     SDL_GPU_SAMPLECOUNT_2,  /**< MSAA 2x */
 | |
|     SDL_GPU_SAMPLECOUNT_4,  /**< MSAA 4x */
 | |
|     SDL_GPU_SAMPLECOUNT_8   /**< MSAA 8x */
 | |
| } SDL_GPUSampleCount;
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Specifies the face of a cube map.
 | |
|  *
 | |
|  * Can be passed in as the layer field in texture-related structs.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  */
 | |
| typedef enum SDL_GPUCubeMapFace
 | |
| {
 | |
|     SDL_GPU_CUBEMAPFACE_POSITIVEX,
 | |
|     SDL_GPU_CUBEMAPFACE_NEGATIVEX,
 | |
|     SDL_GPU_CUBEMAPFACE_POSITIVEY,
 | |
|     SDL_GPU_CUBEMAPFACE_NEGATIVEY,
 | |
|     SDL_GPU_CUBEMAPFACE_POSITIVEZ,
 | |
|     SDL_GPU_CUBEMAPFACE_NEGATIVEZ
 | |
| } SDL_GPUCubeMapFace;
 | |
| 
 | |
| /**
 | |
|  * Specifies how a buffer is intended to be used by the client.
 | |
|  *
 | |
|  * A buffer must have at least one usage flag. Note that some usage flag
 | |
|  * combinations are invalid.
 | |
|  *
 | |
|  * Unlike textures, READ | WRITE can be used for simultaneous read-write
 | |
|  * usage. The same data synchronization concerns as textures apply.
 | |
|  *
 | |
|  * If you use a STORAGE flag, the data in the buffer must respect std140
 | |
|  * layout conventions. In practical terms this means you must ensure that vec3
 | |
|  * and vec4 fields are 16-byte aligned.
 | |
|  *
 | |
|  * \since This datatype is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUBuffer
 | |
|  */
 | |
| typedef Uint32 SDL_GPUBufferUsageFlags;
 | |
| 
 | |
| #define SDL_GPU_BUFFERUSAGE_VERTEX                                  (1u << 0) /**< Buffer is a vertex buffer. */
 | |
| #define SDL_GPU_BUFFERUSAGE_INDEX                                   (1u << 1) /**< Buffer is an index buffer. */
 | |
| #define SDL_GPU_BUFFERUSAGE_INDIRECT                                (1u << 2) /**< Buffer is an indirect buffer. */
 | |
| #define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ                   (1u << 3) /**< Buffer supports storage reads in graphics stages. */
 | |
| #define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ                    (1u << 4) /**< Buffer supports storage reads in the compute stage. */
 | |
| #define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE                   (1u << 5) /**< Buffer supports storage writes in the compute stage. */
 | |
| 
 | |
| /**
 | |
|  * Specifies how a transfer buffer is intended to be used by the client.
 | |
|  *
 | |
|  * Note that mapping and copying FROM an upload transfer buffer or TO a
 | |
|  * download transfer buffer is undefined behavior.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUTransferBuffer
 | |
|  */
 | |
| typedef enum SDL_GPUTransferBufferUsage
 | |
| {
 | |
|     SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
 | |
|     SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD
 | |
| } SDL_GPUTransferBufferUsage;
 | |
| 
 | |
| /**
 | |
|  * Specifies which stage a shader program corresponds to.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  */
 | |
| typedef enum SDL_GPUShaderStage
 | |
| {
 | |
|     SDL_GPU_SHADERSTAGE_VERTEX,
 | |
|     SDL_GPU_SHADERSTAGE_FRAGMENT
 | |
| } SDL_GPUShaderStage;
 | |
| 
 | |
| /**
 | |
|  * Specifies the format of shader code.
 | |
|  *
 | |
|  * Each format corresponds to a specific backend that accepts it.
 | |
|  *
 | |
|  * \since This datatype is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  */
 | |
| typedef Uint32 SDL_GPUShaderFormat;
 | |
| 
 | |
| #define SDL_GPU_SHADERFORMAT_INVALID  0
 | |
| #define SDL_GPU_SHADERFORMAT_PRIVATE  (1u << 0) /**< Shaders for NDA'd platforms. */
 | |
| #define SDL_GPU_SHADERFORMAT_SPIRV    (1u << 1) /**< SPIR-V shaders for Vulkan. */
 | |
| #define SDL_GPU_SHADERFORMAT_DXBC     (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */
 | |
| #define SDL_GPU_SHADERFORMAT_DXIL     (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */
 | |
| #define SDL_GPU_SHADERFORMAT_MSL      (1u << 4) /**< MSL shaders for Metal. */
 | |
| #define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */
 | |
| 
 | |
| /**
 | |
|  * Specifies the format of a vertex attribute.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  */
 | |
| typedef enum SDL_GPUVertexElementFormat
 | |
| {
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_INVALID,
 | |
| 
 | |
|     /* 32-bit Signed Integers */
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_INT,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_INT2,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_INT3,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_INT4,
 | |
| 
 | |
|     /* 32-bit Unsigned Integers */
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_UINT,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_UINT2,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_UINT3,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_UINT4,
 | |
| 
 | |
|     /* 32-bit Floats */
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_FLOAT,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
 | |
| 
 | |
|     /* 8-bit Signed Integers */
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_BYTE2,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_BYTE4,
 | |
| 
 | |
|     /* 8-bit Unsigned Integers */
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4,
 | |
| 
 | |
|     /* 8-bit Signed Normalized */
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM,
 | |
| 
 | |
|     /* 8-bit Unsigned Normalized */
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM,
 | |
| 
 | |
|     /* 16-bit Signed Integers */
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_SHORT2,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_SHORT4,
 | |
| 
 | |
|     /* 16-bit Unsigned Integers */
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_USHORT2,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_USHORT4,
 | |
| 
 | |
|     /* 16-bit Signed Normalized */
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM,
 | |
| 
 | |
|     /* 16-bit Unsigned Normalized */
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM,
 | |
| 
 | |
|     /* 16-bit Floats */
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_HALF2,
 | |
|     SDL_GPU_VERTEXELEMENTFORMAT_HALF4
 | |
| } SDL_GPUVertexElementFormat;
 | |
| 
 | |
| /**
 | |
|  * Specifies the rate at which vertex attributes are pulled from buffers.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  */
 | |
| typedef enum SDL_GPUVertexInputRate
 | |
| {
 | |
|     SDL_GPU_VERTEXINPUTRATE_VERTEX,   /**< Attribute addressing is a function of the vertex index. */
 | |
|     SDL_GPU_VERTEXINPUTRATE_INSTANCE  /**< Attribute addressing is a function of the instance index. */
 | |
| } SDL_GPUVertexInputRate;
 | |
| 
 | |
| /**
 | |
|  * Specifies the fill mode of the graphics pipeline.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  */
 | |
| typedef enum SDL_GPUFillMode
 | |
| {
 | |
|     SDL_GPU_FILLMODE_FILL,  /**< Polygons will be rendered via rasterization. */
 | |
|     SDL_GPU_FILLMODE_LINE   /**< Polygon edges will be drawn as line segments. */
 | |
| } SDL_GPUFillMode;
 | |
| 
 | |
| /**
 | |
|  * Specifies the facing direction in which triangle faces will be culled.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  */
 | |
| typedef enum SDL_GPUCullMode
 | |
| {
 | |
|     SDL_GPU_CULLMODE_NONE,   /**< No triangles are culled. */
 | |
|     SDL_GPU_CULLMODE_FRONT,  /**< Front-facing triangles are culled. */
 | |
|     SDL_GPU_CULLMODE_BACK    /**< Back-facing triangles are culled. */
 | |
| } SDL_GPUCullMode;
 | |
| 
 | |
| /**
 | |
|  * Specifies the vertex winding that will cause a triangle to be determined to
 | |
|  * be front-facing.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  */
 | |
| typedef enum SDL_GPUFrontFace
 | |
| {
 | |
|     SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,  /**< A triangle with counter-clockwise vertex winding will be considered front-facing. */
 | |
|     SDL_GPU_FRONTFACE_CLOCKWISE           /**< A triangle with clockwise vertex winding will be considered front-facing. */
 | |
| } SDL_GPUFrontFace;
 | |
| 
 | |
| /**
 | |
|  * Specifies a comparison operator for depth, stencil and sampler operations.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  */
 | |
| typedef enum SDL_GPUCompareOp
 | |
| {
 | |
|     SDL_GPU_COMPAREOP_INVALID,
 | |
|     SDL_GPU_COMPAREOP_NEVER,             /**< The comparison always evaluates false. */
 | |
|     SDL_GPU_COMPAREOP_LESS,              /**< The comparison evaluates reference < test. */
 | |
|     SDL_GPU_COMPAREOP_EQUAL,             /**< The comparison evaluates reference == test. */
 | |
|     SDL_GPU_COMPAREOP_LESS_OR_EQUAL,     /**< The comparison evaluates reference <= test. */
 | |
|     SDL_GPU_COMPAREOP_GREATER,           /**< The comparison evaluates reference > test. */
 | |
|     SDL_GPU_COMPAREOP_NOT_EQUAL,         /**< The comparison evaluates reference != test. */
 | |
|     SDL_GPU_COMPAREOP_GREATER_OR_EQUAL,  /**< The comparison evaluates reference >= test. */
 | |
|     SDL_GPU_COMPAREOP_ALWAYS             /**< The comparison always evaluates true. */
 | |
| } SDL_GPUCompareOp;
 | |
| 
 | |
| /**
 | |
|  * Specifies what happens to a stored stencil value if stencil tests fail or
 | |
|  * pass.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  */
 | |
| typedef enum SDL_GPUStencilOp
 | |
| {
 | |
|     SDL_GPU_STENCILOP_INVALID,
 | |
|     SDL_GPU_STENCILOP_KEEP,                 /**< Keeps the current value. */
 | |
|     SDL_GPU_STENCILOP_ZERO,                 /**< Sets the value to 0. */
 | |
|     SDL_GPU_STENCILOP_REPLACE,              /**< Sets the value to reference. */
 | |
|     SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP,  /**< Increments the current value and clamps to the maximum value. */
 | |
|     SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP,  /**< Decrements the current value and clamps to 0. */
 | |
|     SDL_GPU_STENCILOP_INVERT,               /**< Bitwise-inverts the current value. */
 | |
|     SDL_GPU_STENCILOP_INCREMENT_AND_WRAP,   /**< Increments the current value and wraps back to 0. */
 | |
|     SDL_GPU_STENCILOP_DECREMENT_AND_WRAP    /**< Decrements the current value and wraps to the maximum value. */
 | |
| } SDL_GPUStencilOp;
 | |
| 
 | |
| /**
 | |
|  * Specifies the operator to be used when pixels in a render target are
 | |
|  * blended with existing pixels in the texture.
 | |
|  *
 | |
|  * The source color is the value written by the fragment shader. The
 | |
|  * destination color is the value currently existing in the texture.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  */
 | |
| typedef enum SDL_GPUBlendOp
 | |
| {
 | |
|     SDL_GPU_BLENDOP_INVALID,
 | |
|     SDL_GPU_BLENDOP_ADD,               /**< (source * source_factor) + (destination * destination_factor) */
 | |
|     SDL_GPU_BLENDOP_SUBTRACT,          /**< (source * source_factor) - (destination * destination_factor) */
 | |
|     SDL_GPU_BLENDOP_REVERSE_SUBTRACT,  /**< (destination * destination_factor) - (source * source_factor) */
 | |
|     SDL_GPU_BLENDOP_MIN,               /**< min(source, destination) */
 | |
|     SDL_GPU_BLENDOP_MAX                /**< max(source, destination) */
 | |
| } SDL_GPUBlendOp;
 | |
| 
 | |
| /**
 | |
|  * Specifies a blending factor to be used when pixels in a render target are
 | |
|  * blended with existing pixels in the texture.
 | |
|  *
 | |
|  * The source color is the value written by the fragment shader. The
 | |
|  * destination color is the value currently existing in the texture.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  */
 | |
| typedef enum SDL_GPUBlendFactor
 | |
| {
 | |
|     SDL_GPU_BLENDFACTOR_INVALID,
 | |
|     SDL_GPU_BLENDFACTOR_ZERO,                      /**< 0 */
 | |
|     SDL_GPU_BLENDFACTOR_ONE,                       /**< 1 */
 | |
|     SDL_GPU_BLENDFACTOR_SRC_COLOR,                 /**< source color */
 | |
|     SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR,       /**< 1 - source color */
 | |
|     SDL_GPU_BLENDFACTOR_DST_COLOR,                 /**< destination color */
 | |
|     SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR,       /**< 1 - destination color */
 | |
|     SDL_GPU_BLENDFACTOR_SRC_ALPHA,                 /**< source alpha */
 | |
|     SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,       /**< 1 - source alpha */
 | |
|     SDL_GPU_BLENDFACTOR_DST_ALPHA,                 /**< destination alpha */
 | |
|     SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA,       /**< 1 - destination alpha */
 | |
|     SDL_GPU_BLENDFACTOR_CONSTANT_COLOR,            /**< blend constant */
 | |
|     SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR,  /**< 1 - blend constant */
 | |
|     SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE         /**< min(source alpha, 1 - destination alpha) */
 | |
| } SDL_GPUBlendFactor;
 | |
| 
 | |
| /**
 | |
|  * Specifies which color components are written in a graphics pipeline.
 | |
|  *
 | |
|  * \since This datatype is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  */
 | |
| typedef Uint8 SDL_GPUColorComponentFlags;
 | |
| 
 | |
| #define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */
 | |
| #define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */
 | |
| #define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */
 | |
| #define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */
 | |
| 
 | |
| /**
 | |
|  * Specifies a filter operation used by a sampler.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUSampler
 | |
|  */
 | |
| typedef enum SDL_GPUFilter
 | |
| {
 | |
|     SDL_GPU_FILTER_NEAREST,  /**< Point filtering. */
 | |
|     SDL_GPU_FILTER_LINEAR    /**< Linear filtering. */
 | |
| } SDL_GPUFilter;
 | |
| 
 | |
| /**
 | |
|  * Specifies a mipmap mode used by a sampler.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUSampler
 | |
|  */
 | |
| typedef enum SDL_GPUSamplerMipmapMode
 | |
| {
 | |
|     SDL_GPU_SAMPLERMIPMAPMODE_NEAREST,  /**< Point filtering. */
 | |
|     SDL_GPU_SAMPLERMIPMAPMODE_LINEAR    /**< Linear filtering. */
 | |
| } SDL_GPUSamplerMipmapMode;
 | |
| 
 | |
| /**
 | |
|  * Specifies behavior of texture sampling when the coordinates exceed the 0-1
 | |
|  * range.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUSampler
 | |
|  */
 | |
| typedef enum SDL_GPUSamplerAddressMode
 | |
| {
 | |
|     SDL_GPU_SAMPLERADDRESSMODE_REPEAT,           /**< Specifies that the coordinates will wrap around. */
 | |
|     SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT,  /**< Specifies that the coordinates will wrap around mirrored. */
 | |
|     SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE     /**< Specifies that the coordinates will clamp to the 0-1 range. */
 | |
| } SDL_GPUSamplerAddressMode;
 | |
| 
 | |
| /**
 | |
|  * Specifies the timing that will be used to present swapchain textures to the
 | |
|  * OS.
 | |
|  *
 | |
|  * VSYNC mode will always be supported. IMMEDIATE and MAILBOX modes may not be
 | |
|  * supported on certain systems.
 | |
|  *
 | |
|  * It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming
 | |
|  * the window if you wish to change the present mode to IMMEDIATE or MAILBOX.
 | |
|  *
 | |
|  * - VSYNC: Waits for vblank before presenting. No tearing is possible. If
 | |
|  *   there is a pending image to present, the new image is enqueued for
 | |
|  *   presentation. Disallows tearing at the cost of visual latency.
 | |
|  * - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
 | |
|  *   occur.
 | |
|  * - MAILBOX: Waits for vblank before presenting. No tearing is possible. If
 | |
|  *   there is a pending image to present, the pending image is replaced by the
 | |
|  *   new image. Similar to VSYNC, but with reduced visual latency.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SetGPUSwapchainParameters
 | |
|  * \sa SDL_WindowSupportsGPUPresentMode
 | |
|  * \sa SDL_WaitAndAcquireGPUSwapchainTexture
 | |
|  */
 | |
| typedef enum SDL_GPUPresentMode
 | |
| {
 | |
|     SDL_GPU_PRESENTMODE_VSYNC,
 | |
|     SDL_GPU_PRESENTMODE_IMMEDIATE,
 | |
|     SDL_GPU_PRESENTMODE_MAILBOX
 | |
| } SDL_GPUPresentMode;
 | |
| 
 | |
| /**
 | |
|  * Specifies the texture format and colorspace of the swapchain textures.
 | |
|  *
 | |
|  * SDR will always be supported. Other compositions may not be supported on
 | |
|  * certain systems.
 | |
|  *
 | |
|  * It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after
 | |
|  * claiming the window if you wish to change the swapchain composition from
 | |
|  * SDR.
 | |
|  *
 | |
|  * - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in sRGB encoding.
 | |
|  * - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are
 | |
|  *   stored in memory in sRGB encoding but accessed in shaders in "linear
 | |
|  *   sRGB" encoding which is sRGB but with a linear transfer function.
 | |
|  * - HDR_EXTENDED_LINEAR: R16G16B16A16_FLOAT swapchain. Pixel values are in
 | |
|  *   extended linear sRGB encoding and permits values outside of the [0, 1]
 | |
|  *   range.
 | |
|  * - HDR10_ST2084: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in
 | |
|  *   BT.2020 ST2084 (PQ) encoding.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SetGPUSwapchainParameters
 | |
|  * \sa SDL_WindowSupportsGPUSwapchainComposition
 | |
|  * \sa SDL_WaitAndAcquireGPUSwapchainTexture
 | |
|  */
 | |
| typedef enum SDL_GPUSwapchainComposition
 | |
| {
 | |
|     SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
 | |
|     SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR,
 | |
|     SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR,
 | |
|     SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2084
 | |
| } SDL_GPUSwapchainComposition;
 | |
| 
 | |
| /* Structures */
 | |
| 
 | |
| /**
 | |
|  * A structure specifying a viewport.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SetGPUViewport
 | |
|  */
 | |
| typedef struct SDL_GPUViewport
 | |
| {
 | |
|     float x;          /**< The left offset of the viewport. */
 | |
|     float y;          /**< The top offset of the viewport. */
 | |
|     float w;          /**< The width of the viewport. */
 | |
|     float h;          /**< The height of the viewport. */
 | |
|     float min_depth;  /**< The minimum depth of the viewport. */
 | |
|     float max_depth;  /**< The maximum depth of the viewport. */
 | |
| } SDL_GPUViewport;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying parameters related to transferring data to or from a
 | |
|  * texture.
 | |
|  *
 | |
|  * If either of `pixels_per_row` or `rows_per_layer` is zero, then width and
 | |
|  * height of passed SDL_GPUTextureRegion to SDL_UploadToGPUTexture or
 | |
|  * SDL_DownloadFromGPUTexture are used as default values respectively and data
 | |
|  * is considered to be tightly packed.
 | |
|  *
 | |
|  * **WARNING**: Direct3D 12 requires texture data row pitch to be 256 byte
 | |
|  * aligned, and offsets to be aligned to 512 bytes. If they are not, SDL will
 | |
|  * make a temporary copy of the data that is properly aligned, but this adds
 | |
|  * overhead to the transfer process. Apps can avoid this by aligning their
 | |
|  * data appropriately, or using a different GPU backend than Direct3D 12.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_UploadToGPUTexture
 | |
|  * \sa SDL_DownloadFromGPUTexture
 | |
|  */
 | |
| typedef struct SDL_GPUTextureTransferInfo
 | |
| {
 | |
|     SDL_GPUTransferBuffer *transfer_buffer;  /**< The transfer buffer used in the transfer operation. */
 | |
|     Uint32 offset;                           /**< The starting byte of the image data in the transfer buffer. */
 | |
|     Uint32 pixels_per_row;                   /**< The number of pixels from one row to the next. */
 | |
|     Uint32 rows_per_layer;                   /**< The number of rows from one layer/depth-slice to the next. */
 | |
| } SDL_GPUTextureTransferInfo;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying a location in a transfer buffer.
 | |
|  *
 | |
|  * Used when transferring buffer data to or from a transfer buffer.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_UploadToGPUBuffer
 | |
|  * \sa SDL_DownloadFromGPUBuffer
 | |
|  */
 | |
| typedef struct SDL_GPUTransferBufferLocation
 | |
| {
 | |
|     SDL_GPUTransferBuffer *transfer_buffer;  /**< The transfer buffer used in the transfer operation. */
 | |
|     Uint32 offset;                           /**< The starting byte of the buffer data in the transfer buffer. */
 | |
| } SDL_GPUTransferBufferLocation;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying a location in a texture.
 | |
|  *
 | |
|  * Used when copying data from one texture to another.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CopyGPUTextureToTexture
 | |
|  */
 | |
| typedef struct SDL_GPUTextureLocation
 | |
| {
 | |
|     SDL_GPUTexture *texture;  /**< The texture used in the copy operation. */
 | |
|     Uint32 mip_level;         /**< The mip level index of the location. */
 | |
|     Uint32 layer;             /**< The layer index of the location. */
 | |
|     Uint32 x;                 /**< The left offset of the location. */
 | |
|     Uint32 y;                 /**< The top offset of the location. */
 | |
|     Uint32 z;                 /**< The front offset of the location. */
 | |
| } SDL_GPUTextureLocation;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying a region of a texture.
 | |
|  *
 | |
|  * Used when transferring data to or from a texture.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_UploadToGPUTexture
 | |
|  * \sa SDL_DownloadFromGPUTexture
 | |
|  * \sa SDL_CreateGPUTexture
 | |
|  */
 | |
| typedef struct SDL_GPUTextureRegion
 | |
| {
 | |
|     SDL_GPUTexture *texture;  /**< The texture used in the copy operation. */
 | |
|     Uint32 mip_level;         /**< The mip level index to transfer. */
 | |
|     Uint32 layer;             /**< The layer index to transfer. */
 | |
|     Uint32 x;                 /**< The left offset of the region. */
 | |
|     Uint32 y;                 /**< The top offset of the region. */
 | |
|     Uint32 z;                 /**< The front offset of the region. */
 | |
|     Uint32 w;                 /**< The width of the region. */
 | |
|     Uint32 h;                 /**< The height of the region. */
 | |
|     Uint32 d;                 /**< The depth of the region. */
 | |
| } SDL_GPUTextureRegion;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying a region of a texture used in the blit operation.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BlitGPUTexture
 | |
|  */
 | |
| typedef struct SDL_GPUBlitRegion
 | |
| {
 | |
|     SDL_GPUTexture *texture;      /**< The texture. */
 | |
|     Uint32 mip_level;             /**< The mip level index of the region. */
 | |
|     Uint32 layer_or_depth_plane;  /**< The layer index or depth plane of the region. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
 | |
|     Uint32 x;                     /**< The left offset of the region. */
 | |
|     Uint32 y;                     /**< The top offset of the region.  */
 | |
|     Uint32 w;                     /**< The width of the region. */
 | |
|     Uint32 h;                     /**< The height of the region. */
 | |
| } SDL_GPUBlitRegion;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying a location in a buffer.
 | |
|  *
 | |
|  * Used when copying data between buffers.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CopyGPUBufferToBuffer
 | |
|  */
 | |
| typedef struct SDL_GPUBufferLocation
 | |
| {
 | |
|     SDL_GPUBuffer *buffer;  /**< The buffer. */
 | |
|     Uint32 offset;          /**< The starting byte within the buffer. */
 | |
| } SDL_GPUBufferLocation;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying a region of a buffer.
 | |
|  *
 | |
|  * Used when transferring data to or from buffers.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_UploadToGPUBuffer
 | |
|  * \sa SDL_DownloadFromGPUBuffer
 | |
|  */
 | |
| typedef struct SDL_GPUBufferRegion
 | |
| {
 | |
|     SDL_GPUBuffer *buffer;  /**< The buffer. */
 | |
|     Uint32 offset;          /**< The starting byte within the buffer. */
 | |
|     Uint32 size;            /**< The size in bytes of the region. */
 | |
| } SDL_GPUBufferRegion;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of an indirect draw command.
 | |
|  *
 | |
|  * Note that the `first_vertex` and `first_instance` parameters are NOT
 | |
|  * compatible with built-in vertex/instance ID variables in shaders (for
 | |
|  * example, SV_VertexID); GPU APIs and shader languages do not define these
 | |
|  * built-in variables consistently, so if your shader depends on them, the
 | |
|  * only way to keep behavior consistent and portable is to always pass 0 for
 | |
|  * the correlating parameter in the draw calls.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_DrawGPUPrimitivesIndirect
 | |
|  */
 | |
| typedef struct SDL_GPUIndirectDrawCommand
 | |
| {
 | |
|     Uint32 num_vertices;   /**< The number of vertices to draw. */
 | |
|     Uint32 num_instances;  /**< The number of instances to draw. */
 | |
|     Uint32 first_vertex;   /**< The index of the first vertex to draw. */
 | |
|     Uint32 first_instance; /**< The ID of the first instance to draw. */
 | |
| } SDL_GPUIndirectDrawCommand;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of an indexed indirect draw command.
 | |
|  *
 | |
|  * Note that the `first_vertex` and `first_instance` parameters are NOT
 | |
|  * compatible with built-in vertex/instance ID variables in shaders (for
 | |
|  * example, SV_VertexID); GPU APIs and shader languages do not define these
 | |
|  * built-in variables consistently, so if your shader depends on them, the
 | |
|  * only way to keep behavior consistent and portable is to always pass 0 for
 | |
|  * the correlating parameter in the draw calls.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_DrawGPUIndexedPrimitivesIndirect
 | |
|  */
 | |
| typedef struct SDL_GPUIndexedIndirectDrawCommand
 | |
| {
 | |
|     Uint32 num_indices;    /**< The number of indices to draw per instance. */
 | |
|     Uint32 num_instances;  /**< The number of instances to draw. */
 | |
|     Uint32 first_index;    /**< The base index within the index buffer. */
 | |
|     Sint32 vertex_offset;  /**< The value added to the vertex index before indexing into the vertex buffer. */
 | |
|     Uint32 first_instance; /**< The ID of the first instance to draw. */
 | |
| } SDL_GPUIndexedIndirectDrawCommand;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of an indexed dispatch command.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_DispatchGPUComputeIndirect
 | |
|  */
 | |
| typedef struct SDL_GPUIndirectDispatchCommand
 | |
| {
 | |
|     Uint32 groupcount_x;  /**< The number of local workgroups to dispatch in the X dimension. */
 | |
|     Uint32 groupcount_y;  /**< The number of local workgroups to dispatch in the Y dimension. */
 | |
|     Uint32 groupcount_z;  /**< The number of local workgroups to dispatch in the Z dimension. */
 | |
| } SDL_GPUIndirectDispatchCommand;
 | |
| 
 | |
| /* State structures */
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of a sampler.
 | |
|  *
 | |
|  * Note that mip_lod_bias is a no-op for the Metal driver. For Metal, LOD bias
 | |
|  * must be applied via shader instead.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUSampler
 | |
|  * \sa SDL_GPUFilter
 | |
|  * \sa SDL_GPUSamplerMipmapMode
 | |
|  * \sa SDL_GPUSamplerAddressMode
 | |
|  * \sa SDL_GPUCompareOp
 | |
|  */
 | |
| typedef struct SDL_GPUSamplerCreateInfo
 | |
| {
 | |
|     SDL_GPUFilter min_filter;                  /**< The minification filter to apply to lookups. */
 | |
|     SDL_GPUFilter mag_filter;                  /**< The magnification filter to apply to lookups. */
 | |
|     SDL_GPUSamplerMipmapMode mipmap_mode;      /**< The mipmap filter to apply to lookups. */
 | |
|     SDL_GPUSamplerAddressMode address_mode_u;  /**< The addressing mode for U coordinates outside [0, 1). */
 | |
|     SDL_GPUSamplerAddressMode address_mode_v;  /**< The addressing mode for V coordinates outside [0, 1). */
 | |
|     SDL_GPUSamplerAddressMode address_mode_w;  /**< The addressing mode for W coordinates outside [0, 1). */
 | |
|     float mip_lod_bias;                        /**< The bias to be added to mipmap LOD calculation. */
 | |
|     float max_anisotropy;                      /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is false, this is ignored. */
 | |
|     SDL_GPUCompareOp compare_op;               /**< The comparison operator to apply to fetched data before filtering. */
 | |
|     float min_lod;                             /**< Clamps the minimum of the computed LOD value. */
 | |
|     float max_lod;                             /**< Clamps the maximum of the computed LOD value. */
 | |
|     bool enable_anisotropy;                    /**< true to enable anisotropic filtering. */
 | |
|     bool enable_compare;                       /**< true to enable comparison against a reference value during lookups. */
 | |
|     Uint8 padding1;
 | |
|     Uint8 padding2;
 | |
| 
 | |
|     SDL_PropertiesID props;                    /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
 | |
| } SDL_GPUSamplerCreateInfo;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of vertex buffers used in a graphics
 | |
|  * pipeline.
 | |
|  *
 | |
|  * When you call SDL_BindGPUVertexBuffers, you specify the binding slots of
 | |
|  * the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with
 | |
|  * a first_slot of 2 and num_bindings of 3, the binding slots 2, 3, 4 would be
 | |
|  * used by the vertex buffers you pass in.
 | |
|  *
 | |
|  * Vertex attributes are linked to buffers via the buffer_slot field of
 | |
|  * SDL_GPUVertexAttribute. For example, if an attribute has a buffer_slot of
 | |
|  * 0, then that attribute belongs to the vertex buffer bound at slot 0.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GPUVertexAttribute
 | |
|  * \sa SDL_GPUVertexInputRate
 | |
|  */
 | |
| typedef struct SDL_GPUVertexBufferDescription
 | |
| {
 | |
|     Uint32 slot;                        /**< The binding slot of the vertex buffer. */
 | |
|     Uint32 pitch;                       /**< The size of a single element + the offset between elements. */
 | |
|     SDL_GPUVertexInputRate input_rate;  /**< Whether attribute addressing is a function of the vertex index or instance index. */
 | |
|     Uint32 instance_step_rate;          /**< Reserved for future use. Must be set to 0. */
 | |
| } SDL_GPUVertexBufferDescription;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying a vertex attribute.
 | |
|  *
 | |
|  * All vertex attribute locations provided to an SDL_GPUVertexInputState must
 | |
|  * be unique.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GPUVertexBufferDescription
 | |
|  * \sa SDL_GPUVertexInputState
 | |
|  * \sa SDL_GPUVertexElementFormat
 | |
|  */
 | |
| typedef struct SDL_GPUVertexAttribute
 | |
| {
 | |
|     Uint32 location;                    /**< The shader input location index. */
 | |
|     Uint32 buffer_slot;                 /**< The binding slot of the associated vertex buffer. */
 | |
|     SDL_GPUVertexElementFormat format;  /**< The size and type of the attribute data. */
 | |
|     Uint32 offset;                      /**< The byte offset of this attribute relative to the start of the vertex element. */
 | |
| } SDL_GPUVertexAttribute;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of a graphics pipeline vertex input
 | |
|  * state.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GPUGraphicsPipelineCreateInfo
 | |
|  * \sa SDL_GPUVertexBufferDescription
 | |
|  * \sa SDL_GPUVertexAttribute
 | |
|  */
 | |
| typedef struct SDL_GPUVertexInputState
 | |
| {
 | |
|     const SDL_GPUVertexBufferDescription *vertex_buffer_descriptions; /**< A pointer to an array of vertex buffer descriptions. */
 | |
|     Uint32 num_vertex_buffers;                                        /**< The number of vertex buffer descriptions in the above array. */
 | |
|     const SDL_GPUVertexAttribute *vertex_attributes;                  /**< A pointer to an array of vertex attribute descriptions. */
 | |
|     Uint32 num_vertex_attributes;                                     /**< The number of vertex attribute descriptions in the above array. */
 | |
| } SDL_GPUVertexInputState;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the stencil operation state of a graphics pipeline.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GPUDepthStencilState
 | |
|  */
 | |
| typedef struct SDL_GPUStencilOpState
 | |
| {
 | |
|     SDL_GPUStencilOp fail_op;        /**< The action performed on samples that fail the stencil test. */
 | |
|     SDL_GPUStencilOp pass_op;        /**< The action performed on samples that pass the depth and stencil tests. */
 | |
|     SDL_GPUStencilOp depth_fail_op;  /**< The action performed on samples that pass the stencil test and fail the depth test. */
 | |
|     SDL_GPUCompareOp compare_op;     /**< The comparison operator used in the stencil test. */
 | |
| } SDL_GPUStencilOpState;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the blend state of a color target.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GPUColorTargetDescription
 | |
|  * \sa SDL_GPUBlendFactor
 | |
|  * \sa SDL_GPUBlendOp
 | |
|  * \sa SDL_GPUColorComponentFlags
 | |
|  */
 | |
| typedef struct SDL_GPUColorTargetBlendState
 | |
| {
 | |
|     SDL_GPUBlendFactor src_color_blendfactor;     /**< The value to be multiplied by the source RGB value. */
 | |
|     SDL_GPUBlendFactor dst_color_blendfactor;     /**< The value to be multiplied by the destination RGB value. */
 | |
|     SDL_GPUBlendOp color_blend_op;                /**< The blend operation for the RGB components. */
 | |
|     SDL_GPUBlendFactor src_alpha_blendfactor;     /**< The value to be multiplied by the source alpha. */
 | |
|     SDL_GPUBlendFactor dst_alpha_blendfactor;     /**< The value to be multiplied by the destination alpha. */
 | |
|     SDL_GPUBlendOp alpha_blend_op;                /**< The blend operation for the alpha component. */
 | |
|     SDL_GPUColorComponentFlags color_write_mask;  /**< A bitmask specifying which of the RGBA components are enabled for writing. Writes to all channels if enable_color_write_mask is false. */
 | |
|     bool enable_blend;                            /**< Whether blending is enabled for the color target. */
 | |
|     bool enable_color_write_mask;                 /**< Whether the color write mask is enabled. */
 | |
|     Uint8 padding1;
 | |
|     Uint8 padding2;
 | |
| } SDL_GPUColorTargetBlendState;
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * A structure specifying code and metadata for creating a shader object.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  * \sa SDL_GPUShaderFormat
 | |
|  * \sa SDL_GPUShaderStage
 | |
|  */
 | |
| typedef struct SDL_GPUShaderCreateInfo
 | |
| {
 | |
|     size_t code_size;             /**< The size in bytes of the code pointed to. */
 | |
|     const Uint8 *code;            /**< A pointer to shader code. */
 | |
|     const char *entrypoint;       /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
 | |
|     SDL_GPUShaderFormat format;   /**< The format of the shader code. */
 | |
|     SDL_GPUShaderStage stage;     /**< The stage the shader program corresponds to. */
 | |
|     Uint32 num_samplers;          /**< The number of samplers defined in the shader. */
 | |
|     Uint32 num_storage_textures;  /**< The number of storage textures defined in the shader. */
 | |
|     Uint32 num_storage_buffers;   /**< The number of storage buffers defined in the shader. */
 | |
|     Uint32 num_uniform_buffers;   /**< The number of uniform buffers defined in the shader. */
 | |
| 
 | |
|     SDL_PropertiesID props;       /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
 | |
| } SDL_GPUShaderCreateInfo;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of a texture.
 | |
|  *
 | |
|  * Usage flags can be bitwise OR'd together for combinations of usages. Note
 | |
|  * that certain usage combinations are invalid, for example SAMPLER and
 | |
|  * GRAPHICS_STORAGE.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUTexture
 | |
|  * \sa SDL_GPUTextureType
 | |
|  * \sa SDL_GPUTextureFormat
 | |
|  * \sa SDL_GPUTextureUsageFlags
 | |
|  * \sa SDL_GPUSampleCount
 | |
|  */
 | |
| typedef struct SDL_GPUTextureCreateInfo
 | |
| {
 | |
|     SDL_GPUTextureType type;          /**< The base dimensionality of the texture. */
 | |
|     SDL_GPUTextureFormat format;      /**< The pixel format of the texture. */
 | |
|     SDL_GPUTextureUsageFlags usage;   /**< How the texture is intended to be used by the client. */
 | |
|     Uint32 width;                     /**< The width of the texture. */
 | |
|     Uint32 height;                    /**< The height of the texture. */
 | |
|     Uint32 layer_count_or_depth;      /**< The layer count or depth of the texture. This value is treated as a layer count on 2D array textures, and as a depth value on 3D textures. */
 | |
|     Uint32 num_levels;                /**< The number of mip levels in the texture. */
 | |
|     SDL_GPUSampleCount sample_count;  /**< The number of samples per texel. Only applies if the texture is used as a render target. */
 | |
| 
 | |
|     SDL_PropertiesID props;           /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
 | |
| } SDL_GPUTextureCreateInfo;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of a buffer.
 | |
|  *
 | |
|  * Usage flags can be bitwise OR'd together for combinations of usages. Note
 | |
|  * that certain combinations are invalid, for example VERTEX and INDEX.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUBuffer
 | |
|  * \sa SDL_GPUBufferUsageFlags
 | |
|  */
 | |
| typedef struct SDL_GPUBufferCreateInfo
 | |
| {
 | |
|     SDL_GPUBufferUsageFlags usage;  /**< How the buffer is intended to be used by the client. */
 | |
|     Uint32 size;                    /**< The size in bytes of the buffer. */
 | |
| 
 | |
|     SDL_PropertiesID props;         /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
 | |
| } SDL_GPUBufferCreateInfo;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of a transfer buffer.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUTransferBuffer
 | |
|  */
 | |
| typedef struct SDL_GPUTransferBufferCreateInfo
 | |
| {
 | |
|     SDL_GPUTransferBufferUsage usage;  /**< How the transfer buffer is intended to be used by the client. */
 | |
|     Uint32 size;                       /**< The size in bytes of the transfer buffer. */
 | |
| 
 | |
|     SDL_PropertiesID props;            /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
 | |
| } SDL_GPUTransferBufferCreateInfo;
 | |
| 
 | |
| /* Pipeline state structures */
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of the graphics pipeline rasterizer
 | |
|  * state.
 | |
|  *
 | |
|  * Note that SDL_GPU_FILLMODE_LINE is not supported on many Android devices.
 | |
|  * For those devices, the fill mode will automatically fall back to FILL.
 | |
|  *
 | |
|  * Also note that the D3D12 driver will enable depth clamping even if
 | |
|  * enable_depth_clip is true. If you need this clamp+clip behavior, consider
 | |
|  * enabling depth clip and then manually clamping depth in your fragment
 | |
|  * shaders on Metal and Vulkan.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GPUGraphicsPipelineCreateInfo
 | |
|  */
 | |
| typedef struct SDL_GPURasterizerState
 | |
| {
 | |
|     SDL_GPUFillMode fill_mode;         /**< Whether polygons will be filled in or drawn as lines. */
 | |
|     SDL_GPUCullMode cull_mode;         /**< The facing direction in which triangles will be culled. */
 | |
|     SDL_GPUFrontFace front_face;       /**< The vertex winding that will cause a triangle to be determined as front-facing. */
 | |
|     float depth_bias_constant_factor;  /**< A scalar factor controlling the depth value added to each fragment. */
 | |
|     float depth_bias_clamp;            /**< The maximum depth bias of a fragment. */
 | |
|     float depth_bias_slope_factor;     /**< A scalar factor applied to a fragment's slope in depth calculations. */
 | |
|     bool enable_depth_bias;            /**< true to bias fragment depth values. */
 | |
|     bool enable_depth_clip;            /**< true to enable depth clip, false to enable depth clamp. */
 | |
|     Uint8 padding1;
 | |
|     Uint8 padding2;
 | |
| } SDL_GPURasterizerState;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of the graphics pipeline multisample
 | |
|  * state.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GPUGraphicsPipelineCreateInfo
 | |
|  */
 | |
| typedef struct SDL_GPUMultisampleState
 | |
| {
 | |
|     SDL_GPUSampleCount sample_count;  /**< The number of samples to be used in rasterization. */
 | |
|     Uint32 sample_mask;               /**< Reserved for future use. Must be set to 0. */
 | |
|     bool enable_mask;                 /**< Reserved for future use. Must be set to false. */
 | |
|     bool enable_alpha_to_coverage;    /**< true enables the alpha-to-coverage feature. */
 | |
|     Uint8 padding2;
 | |
|     Uint8 padding3;
 | |
| } SDL_GPUMultisampleState;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of the graphics pipeline depth
 | |
|  * stencil state.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GPUGraphicsPipelineCreateInfo
 | |
|  */
 | |
| typedef struct SDL_GPUDepthStencilState
 | |
| {
 | |
|     SDL_GPUCompareOp compare_op;                /**< The comparison operator used for depth testing. */
 | |
|     SDL_GPUStencilOpState back_stencil_state;   /**< The stencil op state for back-facing triangles. */
 | |
|     SDL_GPUStencilOpState front_stencil_state;  /**< The stencil op state for front-facing triangles. */
 | |
|     Uint8 compare_mask;                         /**< Selects the bits of the stencil values participating in the stencil test. */
 | |
|     Uint8 write_mask;                           /**< Selects the bits of the stencil values updated by the stencil test. */
 | |
|     bool enable_depth_test;                     /**< true enables the depth test. */
 | |
|     bool enable_depth_write;                    /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */
 | |
|     bool enable_stencil_test;                   /**< true enables the stencil test. */
 | |
|     Uint8 padding1;
 | |
|     Uint8 padding2;
 | |
|     Uint8 padding3;
 | |
| } SDL_GPUDepthStencilState;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of color targets used in a graphics
 | |
|  * pipeline.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GPUGraphicsPipelineTargetInfo
 | |
|  */
 | |
| typedef struct SDL_GPUColorTargetDescription
 | |
| {
 | |
|     SDL_GPUTextureFormat format;               /**< The pixel format of the texture to be used as a color target. */
 | |
|     SDL_GPUColorTargetBlendState blend_state;  /**< The blend state to be used for the color target. */
 | |
| } SDL_GPUColorTargetDescription;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the descriptions of render targets used in a
 | |
|  * graphics pipeline.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GPUGraphicsPipelineCreateInfo
 | |
|  * \sa SDL_GPUColorTargetDescription
 | |
|  * \sa SDL_GPUTextureFormat
 | |
|  */
 | |
| typedef struct SDL_GPUGraphicsPipelineTargetInfo
 | |
| {
 | |
|     const SDL_GPUColorTargetDescription *color_target_descriptions;  /**< A pointer to an array of color target descriptions. */
 | |
|     Uint32 num_color_targets;                                        /**< The number of color target descriptions in the above array. */
 | |
|     SDL_GPUTextureFormat depth_stencil_format;                       /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */
 | |
|     bool has_depth_stencil_target;                                   /**< true specifies that the pipeline uses a depth-stencil target. */
 | |
|     Uint8 padding1;
 | |
|     Uint8 padding2;
 | |
|     Uint8 padding3;
 | |
| } SDL_GPUGraphicsPipelineTargetInfo;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of a graphics pipeline state.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  * \sa SDL_GPUShader
 | |
|  * \sa SDL_GPUVertexInputState
 | |
|  * \sa SDL_GPUPrimitiveType
 | |
|  * \sa SDL_GPURasterizerState
 | |
|  * \sa SDL_GPUMultisampleState
 | |
|  * \sa SDL_GPUDepthStencilState
 | |
|  * \sa SDL_GPUGraphicsPipelineTargetInfo
 | |
|  */
 | |
| typedef struct SDL_GPUGraphicsPipelineCreateInfo
 | |
| {
 | |
|     SDL_GPUShader *vertex_shader;                   /**< The vertex shader used by the graphics pipeline. */
 | |
|     SDL_GPUShader *fragment_shader;                 /**< The fragment shader used by the graphics pipeline. */
 | |
|     SDL_GPUVertexInputState vertex_input_state;     /**< The vertex layout of the graphics pipeline. */
 | |
|     SDL_GPUPrimitiveType primitive_type;            /**< The primitive topology of the graphics pipeline. */
 | |
|     SDL_GPURasterizerState rasterizer_state;        /**< The rasterizer state of the graphics pipeline. */
 | |
|     SDL_GPUMultisampleState multisample_state;      /**< The multisample state of the graphics pipeline. */
 | |
|     SDL_GPUDepthStencilState depth_stencil_state;   /**< The depth-stencil state of the graphics pipeline. */
 | |
|     SDL_GPUGraphicsPipelineTargetInfo target_info;  /**< Formats and blend modes for the render targets of the graphics pipeline. */
 | |
| 
 | |
|     SDL_PropertiesID props;                         /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
 | |
| } SDL_GPUGraphicsPipelineCreateInfo;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of a compute pipeline state.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUComputePipeline
 | |
|  * \sa SDL_GPUShaderFormat
 | |
|  */
 | |
| typedef struct SDL_GPUComputePipelineCreateInfo
 | |
| {
 | |
|     size_t code_size;                       /**< The size in bytes of the compute shader code pointed to. */
 | |
|     const Uint8 *code;                      /**< A pointer to compute shader code. */
 | |
|     const char *entrypoint;                 /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
 | |
|     SDL_GPUShaderFormat format;             /**< The format of the compute shader code. */
 | |
|     Uint32 num_samplers;                    /**< The number of samplers defined in the shader. */
 | |
|     Uint32 num_readonly_storage_textures;   /**< The number of readonly storage textures defined in the shader. */
 | |
|     Uint32 num_readonly_storage_buffers;    /**< The number of readonly storage buffers defined in the shader. */
 | |
|     Uint32 num_readwrite_storage_textures;  /**< The number of read-write storage textures defined in the shader. */
 | |
|     Uint32 num_readwrite_storage_buffers;   /**< The number of read-write storage buffers defined in the shader. */
 | |
|     Uint32 num_uniform_buffers;             /**< The number of uniform buffers defined in the shader. */
 | |
|     Uint32 threadcount_x;                   /**< The number of threads in the X dimension. This should match the value in the shader. */
 | |
|     Uint32 threadcount_y;                   /**< The number of threads in the Y dimension. This should match the value in the shader. */
 | |
|     Uint32 threadcount_z;                   /**< The number of threads in the Z dimension. This should match the value in the shader. */
 | |
| 
 | |
|     SDL_PropertiesID props;                 /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
 | |
| } SDL_GPUComputePipelineCreateInfo;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of a color target used by a render
 | |
|  * pass.
 | |
|  *
 | |
|  * The load_op field determines what is done with the texture at the beginning
 | |
|  * of the render pass.
 | |
|  *
 | |
|  * - LOAD: Loads the data currently in the texture. Not recommended for
 | |
|  *   multisample textures as it requires significant memory bandwidth.
 | |
|  * - CLEAR: Clears the texture to a single color.
 | |
|  * - DONT_CARE: The driver will do whatever it wants with the texture memory.
 | |
|  *   This is a good option if you know that every single pixel will be touched
 | |
|  *   in the render pass.
 | |
|  *
 | |
|  * The store_op field determines what is done with the color results of the
 | |
|  * render pass.
 | |
|  *
 | |
|  * - STORE: Stores the results of the render pass in the texture. Not
 | |
|  *   recommended for multisample textures as it requires significant memory
 | |
|  *   bandwidth.
 | |
|  * - DONT_CARE: The driver will do whatever it wants with the texture memory.
 | |
|  *   This is often a good option for depth/stencil textures.
 | |
|  * - RESOLVE: Resolves a multisample texture into resolve_texture, which must
 | |
|  *   have a sample count of 1. Then the driver may discard the multisample
 | |
|  *   texture memory. This is the most performant method of resolving a
 | |
|  *   multisample target.
 | |
|  * - RESOLVE_AND_STORE: Resolves a multisample texture into the
 | |
|  *   resolve_texture, which must have a sample count of 1. Then the driver
 | |
|  *   stores the multisample texture's contents. Not recommended as it requires
 | |
|  *   significant memory bandwidth.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BeginGPURenderPass
 | |
|  * \sa SDL_FColor
 | |
|  */
 | |
| typedef struct SDL_GPUColorTargetInfo
 | |
| {
 | |
|     SDL_GPUTexture *texture;         /**< The texture that will be used as a color target by a render pass. */
 | |
|     Uint32 mip_level;                /**< The mip level to use as a color target. */
 | |
|     Uint32 layer_or_depth_plane;     /**< The layer index or depth plane to use as a color target. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
 | |
|     SDL_FColor clear_color;          /**< The color to clear the color target to at the start of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
 | |
|     SDL_GPULoadOp load_op;           /**< What is done with the contents of the color target at the beginning of the render pass. */
 | |
|     SDL_GPUStoreOp store_op;         /**< What is done with the results of the render pass. */
 | |
|     SDL_GPUTexture *resolve_texture; /**< The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used. */
 | |
|     Uint32 resolve_mip_level;        /**< The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
 | |
|     Uint32 resolve_layer;            /**< The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
 | |
|     bool cycle;                      /**< true cycles the texture if the texture is bound and load_op is not LOAD */
 | |
|     bool cycle_resolve_texture;      /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
 | |
|     Uint8 padding1;
 | |
|     Uint8 padding2;
 | |
| } SDL_GPUColorTargetInfo;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying the parameters of a depth-stencil target used by a
 | |
|  * render pass.
 | |
|  *
 | |
|  * The load_op field determines what is done with the depth contents of the
 | |
|  * texture at the beginning of the render pass.
 | |
|  *
 | |
|  * - LOAD: Loads the depth values currently in the texture.
 | |
|  * - CLEAR: Clears the texture to a single depth.
 | |
|  * - DONT_CARE: The driver will do whatever it wants with the memory. This is
 | |
|  *   a good option if you know that every single pixel will be touched in the
 | |
|  *   render pass.
 | |
|  *
 | |
|  * The store_op field determines what is done with the depth results of the
 | |
|  * render pass.
 | |
|  *
 | |
|  * - STORE: Stores the depth results in the texture.
 | |
|  * - DONT_CARE: The driver will do whatever it wants with the depth results.
 | |
|  *   This is often a good option for depth/stencil textures that don't need to
 | |
|  *   be reused again.
 | |
|  *
 | |
|  * The stencil_load_op field determines what is done with the stencil contents
 | |
|  * of the texture at the beginning of the render pass.
 | |
|  *
 | |
|  * - LOAD: Loads the stencil values currently in the texture.
 | |
|  * - CLEAR: Clears the stencil values to a single value.
 | |
|  * - DONT_CARE: The driver will do whatever it wants with the memory. This is
 | |
|  *   a good option if you know that every single pixel will be touched in the
 | |
|  *   render pass.
 | |
|  *
 | |
|  * The stencil_store_op field determines what is done with the stencil results
 | |
|  * of the render pass.
 | |
|  *
 | |
|  * - STORE: Stores the stencil results in the texture.
 | |
|  * - DONT_CARE: The driver will do whatever it wants with the stencil results.
 | |
|  *   This is often a good option for depth/stencil textures that don't need to
 | |
|  *   be reused again.
 | |
|  *
 | |
|  * Note that depth/stencil targets do not support multisample resolves.
 | |
|  *
 | |
|  * Due to ABI limitations, depth textures with more than 255 layers are not
 | |
|  * supported.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BeginGPURenderPass
 | |
|  */
 | |
| typedef struct SDL_GPUDepthStencilTargetInfo
 | |
| {
 | |
|     SDL_GPUTexture *texture;               /**< The texture that will be used as the depth stencil target by the render pass. */
 | |
|     float clear_depth;                     /**< The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
 | |
|     SDL_GPULoadOp load_op;                 /**< What is done with the depth contents at the beginning of the render pass. */
 | |
|     SDL_GPUStoreOp store_op;               /**< What is done with the depth results of the render pass. */
 | |
|     SDL_GPULoadOp stencil_load_op;         /**< What is done with the stencil contents at the beginning of the render pass. */
 | |
|     SDL_GPUStoreOp stencil_store_op;       /**< What is done with the stencil results of the render pass. */
 | |
|     bool cycle;                            /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
 | |
|     Uint8 clear_stencil;                   /**< The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
 | |
|     Uint8 mip_level;                       /**< The mip level to use as the depth stencil target. */
 | |
|     Uint8 layer;                           /**< The layer index to use as the depth stencil target. */
 | |
| } SDL_GPUDepthStencilTargetInfo;
 | |
| 
 | |
| /**
 | |
|  * A structure containing parameters for a blit command.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BlitGPUTexture
 | |
|  */
 | |
| typedef struct SDL_GPUBlitInfo {
 | |
|     SDL_GPUBlitRegion source;       /**< The source region for the blit. */
 | |
|     SDL_GPUBlitRegion destination;  /**< The destination region for the blit. */
 | |
|     SDL_GPULoadOp load_op;          /**< What is done with the contents of the destination before the blit. */
 | |
|     SDL_FColor clear_color;         /**< The color to clear the destination region to before the blit. Ignored if load_op is not SDL_GPU_LOADOP_CLEAR. */
 | |
|     SDL_FlipMode flip_mode;         /**< The flip mode for the source region. */
 | |
|     SDL_GPUFilter filter;           /**< The filter mode used when blitting. */
 | |
|     bool cycle;                     /**< true cycles the destination texture if it is already bound. */
 | |
|     Uint8 padding1;
 | |
|     Uint8 padding2;
 | |
|     Uint8 padding3;
 | |
| } SDL_GPUBlitInfo;
 | |
| 
 | |
| /* Binding structs */
 | |
| 
 | |
| /**
 | |
|  * A structure specifying parameters in a buffer binding call.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BindGPUVertexBuffers
 | |
|  * \sa SDL_BindGPUIndexBuffer
 | |
|  */
 | |
| typedef struct SDL_GPUBufferBinding
 | |
| {
 | |
|     SDL_GPUBuffer *buffer;  /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_VERTEX for SDL_BindGPUVertexBuffers, or SDL_GPU_BUFFERUSAGE_INDEX for SDL_BindGPUIndexBuffer. */
 | |
|     Uint32 offset;          /**< The starting byte of the data to bind in the buffer. */
 | |
| } SDL_GPUBufferBinding;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying parameters in a sampler binding call.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BindGPUVertexSamplers
 | |
|  * \sa SDL_BindGPUFragmentSamplers
 | |
|  * \sa SDL_GPUTexture
 | |
|  * \sa SDL_GPUSampler
 | |
|  */
 | |
| typedef struct SDL_GPUTextureSamplerBinding
 | |
| {
 | |
|     SDL_GPUTexture *texture;  /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */
 | |
|     SDL_GPUSampler *sampler;  /**< The sampler to bind. */
 | |
| } SDL_GPUTextureSamplerBinding;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying parameters related to binding buffers in a compute
 | |
|  * pass.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BeginGPUComputePass
 | |
|  */
 | |
| typedef struct SDL_GPUStorageBufferReadWriteBinding
 | |
| {
 | |
|     SDL_GPUBuffer *buffer;  /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */
 | |
|     bool cycle;             /**< true cycles the buffer if it is already bound. */
 | |
|     Uint8 padding1;
 | |
|     Uint8 padding2;
 | |
|     Uint8 padding3;
 | |
| } SDL_GPUStorageBufferReadWriteBinding;
 | |
| 
 | |
| /**
 | |
|  * A structure specifying parameters related to binding textures in a compute
 | |
|  * pass.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BeginGPUComputePass
 | |
|  */
 | |
| typedef struct SDL_GPUStorageTextureReadWriteBinding
 | |
| {
 | |
|     SDL_GPUTexture *texture;  /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE or SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE. */
 | |
|     Uint32 mip_level;         /**< The mip level index to bind. */
 | |
|     Uint32 layer;             /**< The layer index to bind. */
 | |
|     bool cycle;               /**< true cycles the texture if it is already bound. */
 | |
|     Uint8 padding1;
 | |
|     Uint8 padding2;
 | |
|     Uint8 padding3;
 | |
| } SDL_GPUStorageTextureReadWriteBinding;
 | |
| 
 | |
| /* Functions */
 | |
| 
 | |
| /* Device */
 | |
| 
 | |
| /**
 | |
|  * Checks for GPU runtime support.
 | |
|  *
 | |
|  * \param format_flags a bitflag indicating which shader formats the app is
 | |
|  *                     able to provide.
 | |
|  * \param name the preferred GPU driver, or NULL to let SDL pick the optimal
 | |
|  *             driver.
 | |
|  * \returns true if supported, false otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUDevice
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsShaderFormats(
 | |
|     SDL_GPUShaderFormat format_flags,
 | |
|     const char *name);
 | |
| 
 | |
| /**
 | |
|  * Checks for GPU runtime support.
 | |
|  *
 | |
|  * \param props the properties to use.
 | |
|  * \returns true if supported, false otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUDeviceWithProperties
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties(
 | |
|     SDL_PropertiesID props);
 | |
| 
 | |
| /**
 | |
|  * Creates a GPU context.
 | |
|  *
 | |
|  * The GPU driver name can be one of the following:
 | |
|  *
 | |
|  * - "vulkan": [Vulkan](CategoryGPU#vulkan)
 | |
|  * - "direct3d12": [D3D12](CategoryGPU#d3d12)
 | |
|  * - "metal": [Metal](CategoryGPU#metal)
 | |
|  * - NULL: let SDL pick the optimal driver
 | |
|  *
 | |
|  * \param format_flags a bitflag indicating which shader formats the app is
 | |
|  *                     able to provide.
 | |
|  * \param debug_mode enable debug mode properties and validations.
 | |
|  * \param name the preferred GPU driver, or NULL to let SDL pick the optimal
 | |
|  *             driver.
 | |
|  * \returns a GPU context on success or NULL on failure; call SDL_GetError()
 | |
|  *          for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUDeviceWithProperties
 | |
|  * \sa SDL_GetGPUShaderFormats
 | |
|  * \sa SDL_GetGPUDeviceDriver
 | |
|  * \sa SDL_DestroyGPUDevice
 | |
|  * \sa SDL_GPUSupportsShaderFormats
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice(
 | |
|     SDL_GPUShaderFormat format_flags,
 | |
|     bool debug_mode,
 | |
|     const char *name);
 | |
| 
 | |
| /**
 | |
|  * Creates a GPU context.
 | |
|  *
 | |
|  * These are the supported properties:
 | |
|  *
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode
 | |
|  *   properties and validations, defaults to true.
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer
 | |
|  *   energy efficiency over maximum GPU performance, defaults to false.
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_VERBOSE_BOOLEAN`: enable to automatically log
 | |
|  *   useful debug information on device creation, defaults to true.
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to
 | |
|  *   use, if a specific one is desired.
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN`: Enable Vulkan
 | |
|  *   device feature shaderClipDistance. If disabled, clip distances are not
 | |
|  *   supported in shader code: gl_ClipDistance[] built-ins of GLSL,
 | |
|  *   SV_ClipDistance0/1 semantics of HLSL and [[clip_distance]] attribute of
 | |
|  *   Metal. Disabling optional features allows the application to run on some
 | |
|  *   older Android devices. Defaults to true.
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN`: Enable
 | |
|  *   Vulkan device feature depthClamp. If disabled, there is no depth clamp
 | |
|  *   support and enable_depth_clip in SDL_GPURasterizerState must always be
 | |
|  *   set to true. Disabling optional features allows the application to run on
 | |
|  *   some older Android devices. Defaults to true.
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN`:
 | |
|  *   Enable Vulkan device feature drawIndirectFirstInstance. If disabled, the
 | |
|  *   argument first_instance of SDL_GPUIndirectDrawCommand must be set to
 | |
|  *   zero. Disabling optional features allows the application to run on some
 | |
|  *   older Android devices. Defaults to true.
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN`: Enable Vulkan
 | |
|  *   device feature samplerAnisotropy. If disabled, enable_anisotropy of
 | |
|  *   SDL_GPUSamplerCreateInfo must be set to false. Disabling optional
 | |
|  *   features allows the application to run on some older Android devices.
 | |
|  *   Defaults to true.
 | |
|  *
 | |
|  * These are the current shader format properties:
 | |
|  *
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to
 | |
|  *   provide shaders for an NDA platform.
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to
 | |
|  *   provide SPIR-V shaders if applicable.
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to
 | |
|  *   provide DXBC shaders if applicable
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to
 | |
|  *   provide DXIL shaders if applicable.
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to
 | |
|  *   provide MSL shaders if applicable.
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to
 | |
|  *   provide Metal shader libraries if applicable.
 | |
|  *
 | |
|  * With the D3D12 renderer:
 | |
|  *
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to
 | |
|  *   use for all vertex semantics, default is "TEXCOORD".
 | |
|  * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN`: By
 | |
|  *   default, Resourcing Binding Tier 2 is required for D3D12 support.
 | |
|  *   However, an application can set this property to true to enable Tier 1
 | |
|  *   support, if (and only if) the application uses 8 or fewer storage
 | |
|  *   resources across all shader stages. As of writing, this property is
 | |
|  *   useful for targeting Intel Haswell and Broadwell GPUs; other hardware
 | |
|  *   either supports Tier 2 Resource Binding or does not support D3D12 in any
 | |
|  *   capacity. Defaults to false.
 | |
|  *
 | |
|  * \param props the properties to use.
 | |
|  * \returns a GPU context on success or NULL on failure; call SDL_GetError()
 | |
|  *          for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGPUShaderFormats
 | |
|  * \sa SDL_GetGPUDeviceDriver
 | |
|  * \sa SDL_DestroyGPUDevice
 | |
|  * \sa SDL_GPUSupportsProperties
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDeviceWithProperties(
 | |
|     SDL_PropertiesID props);
 | |
| 
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN                            "SDL.gpu.device.create.debugmode"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN                       "SDL.gpu.device.create.preferlowpower"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_VERBOSE_BOOLEAN                              "SDL.gpu.device.create.verbose"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING                                  "SDL.gpu.device.create.name"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN                "SDL.gpu.device.create.feature.clip_distance"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN               "SDL.gpu.device.create.feature.depth_clamping"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN "SDL.gpu.device.create.feature.indirect_draw_first_instance"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN                   "SDL.gpu.device.create.feature.anisotropy"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN                      "SDL.gpu.device.create.shaders.private"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN                        "SDL.gpu.device.create.shaders.spirv"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN                         "SDL.gpu.device.create.shaders.dxbc"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN                         "SDL.gpu.device.create.shaders.dxil"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN                          "SDL.gpu.device.create.shaders.msl"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN                     "SDL.gpu.device.create.shaders.metallib"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN     "SDL.gpu.device.create.d3d12.allowtier1resourcebinding"
 | |
| #define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING                   "SDL.gpu.device.create.d3d12.semantic"
 | |
| 
 | |
| /**
 | |
|  * Destroys a GPU context previously returned by SDL_CreateGPUDevice.
 | |
|  *
 | |
|  * \param device a GPU Context to destroy.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUDevice
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device);
 | |
| 
 | |
| /**
 | |
|  * Get the number of GPU drivers compiled into SDL.
 | |
|  *
 | |
|  * \returns the number of built in GPU drivers.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGPUDriver
 | |
|  */
 | |
| extern SDL_DECLSPEC int SDLCALL SDL_GetNumGPUDrivers(void);
 | |
| 
 | |
| /**
 | |
|  * Get the name of a built in GPU driver.
 | |
|  *
 | |
|  * The GPU drivers are presented in the order in which they are normally
 | |
|  * checked during initialization.
 | |
|  *
 | |
|  * The names of drivers are all simple, low-ASCII identifiers, like "vulkan",
 | |
|  * "metal" or "direct3d12". These never have Unicode characters, and are not
 | |
|  * meant to be proper names.
 | |
|  *
 | |
|  * \param index the index of a GPU driver.
 | |
|  * \returns the name of the GPU driver with the given **index**.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetNumGPUDrivers
 | |
|  */
 | |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDriver(int index);
 | |
| 
 | |
| /**
 | |
|  * Returns the name of the backend used to create this GPU context.
 | |
|  *
 | |
|  * \param device a GPU context to query.
 | |
|  * \returns the name of the device's driver, or NULL on error.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDeviceDriver(SDL_GPUDevice *device);
 | |
| 
 | |
| /**
 | |
|  * Returns the supported shader formats for this GPU context.
 | |
|  *
 | |
|  * \param device a GPU context to query.
 | |
|  * \returns a bitflag indicating which shader formats the driver is able to
 | |
|  *          consume.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUDevice *device);
 | |
| 
 | |
| /**
 | |
|  * Get the properties associated with a GPU device.
 | |
|  *
 | |
|  * All properties are optional and may differ between GPU backends and SDL
 | |
|  * versions.
 | |
|  *
 | |
|  * The following properties are provided by SDL:
 | |
|  *
 | |
|  * `SDL_PROP_GPU_DEVICE_NAME_STRING`: Contains the name of the underlying
 | |
|  * device as reported by the system driver. This string has no standardized
 | |
|  * format, is highly inconsistent between hardware devices and drivers, and is
 | |
|  * able to change at any time. Do not attempt to parse this string as it is
 | |
|  * bound to fail at some point in the future when system drivers are updated,
 | |
|  * new hardware devices are introduced, or when SDL adds new GPU backends or
 | |
|  * modifies existing ones.
 | |
|  *
 | |
|  * Strings that have been found in the wild include:
 | |
|  *
 | |
|  * - GTX 970
 | |
|  * - GeForce GTX 970
 | |
|  * - NVIDIA GeForce GTX 970
 | |
|  * - Microsoft Direct3D12 (NVIDIA GeForce GTX 970)
 | |
|  * - NVIDIA Graphics Device
 | |
|  * - GeForce GPU
 | |
|  * - P106-100
 | |
|  * - AMD 15D8:C9
 | |
|  * - AMD Custom GPU 0405
 | |
|  * - AMD Radeon (TM) Graphics
 | |
|  * - ASUS Radeon RX 470 Series
 | |
|  * - Intel(R) Arc(tm) A380 Graphics (DG2)
 | |
|  * - Virtio-GPU Venus (NVIDIA TITAN V)
 | |
|  * - SwiftShader Device (LLVM 16.0.0)
 | |
|  * - llvmpipe (LLVM 15.0.4, 256 bits)
 | |
|  * - Microsoft Basic Render Driver
 | |
|  * - unknown device
 | |
|  *
 | |
|  * The above list shows that the same device can have different formats, the
 | |
|  * vendor name may or may not appear in the string, the included vendor name
 | |
|  * may not be the vendor of the chipset on the device, some manufacturers
 | |
|  * include pseudo-legal marks while others don't, some devices may not use a
 | |
|  * marketing name in the string, the device string may be wrapped by the name
 | |
|  * of a translation interface, the device may be emulated in software, or the
 | |
|  * string may contain generic text that does not identify the device at all.
 | |
|  *
 | |
|  * `SDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING`: Contains the self-reported name
 | |
|  * of the underlying system driver.
 | |
|  *
 | |
|  * Strings that have been found in the wild include:
 | |
|  *
 | |
|  * - Intel Corporation
 | |
|  * - Intel open-source Mesa driver
 | |
|  * - Qualcomm Technologies Inc. Adreno Vulkan Driver
 | |
|  * - MoltenVK
 | |
|  * - Mali-G715
 | |
|  * - venus
 | |
|  *
 | |
|  * `SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING`: Contains the self-reported
 | |
|  * version of the underlying system driver. This is a relatively short version
 | |
|  * string in an unspecified format. If SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING
 | |
|  * is available then that property should be preferred over this one as it may
 | |
|  * contain additional information that is useful for identifying the exact
 | |
|  * driver version used.
 | |
|  *
 | |
|  * Strings that have been found in the wild include:
 | |
|  *
 | |
|  * - 53.0.0
 | |
|  * - 0.405.2463
 | |
|  * - 32.0.15.6614
 | |
|  *
 | |
|  * `SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING`: Contains the detailed version
 | |
|  * information of the underlying system driver as reported by the driver. This
 | |
|  * is an arbitrary string with no standardized format and it may contain
 | |
|  * newlines. This property should be preferred over
 | |
|  * SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING if it is available as it usually
 | |
|  * contains the same information but in a format that is easier to read.
 | |
|  *
 | |
|  * Strings that have been found in the wild include:
 | |
|  *
 | |
|  * - 101.6559
 | |
|  * - 1.2.11
 | |
|  * - Mesa 21.2.2 (LLVM 12.0.1)
 | |
|  * - Mesa 22.2.0-devel (git-f226222 2022-04-14 impish-oibaf-ppa)
 | |
|  * - v1.r53p0-00eac0.824c4f31403fb1fbf8ee1042422c2129
 | |
|  *
 | |
|  * This string has also been observed to be a multiline string (which has a
 | |
|  * trailing newline):
 | |
|  *
 | |
|  * ```
 | |
|  * Driver Build: 85da404, I46ff5fc46f, 1606794520
 | |
|  * Date: 11/30/20
 | |
|  * Compiler Version: EV031.31.04.01
 | |
|  * Driver Branch: promo490_3_Google
 | |
|  * ```
 | |
|  *
 | |
|  * \param device a GPU context to query.
 | |
|  * \returns a valid property ID on success or 0 on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.4.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGPUDeviceProperties(SDL_GPUDevice *device);
 | |
| 
 | |
| #define SDL_PROP_GPU_DEVICE_NAME_STRING               "SDL.gpu.device.name"
 | |
| #define SDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING        "SDL.gpu.device.driver_name"
 | |
| #define SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING     "SDL.gpu.device.driver_version"
 | |
| #define SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING        "SDL.gpu.device.driver_info"
 | |
| 
 | |
| 
 | |
| /* State Creation */
 | |
| 
 | |
| /**
 | |
|  * Creates a pipeline object to be used in a compute workflow.
 | |
|  *
 | |
|  * 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.
 | |
|  *
 | |
|  * \param device a GPU Context.
 | |
|  * \param createinfo a struct describing the state of the compute pipeline to
 | |
|  *                   create.
 | |
|  * \returns a compute pipeline object on success, or NULL on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BindGPUComputePipeline
 | |
|  * \sa SDL_ReleaseGPUComputePipeline
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUComputePipeline * SDLCALL SDL_CreateGPUComputePipeline(
 | |
|     SDL_GPUDevice *device,
 | |
|     const SDL_GPUComputePipelineCreateInfo *createinfo);
 | |
| 
 | |
| #define SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING "SDL.gpu.computepipeline.create.name"
 | |
| 
 | |
| /**
 | |
|  * Creates a pipeline object to be used in a graphics workflow.
 | |
|  *
 | |
|  * There are optional properties that can be provided through `props`. These
 | |
|  * are the supported properties:
 | |
|  *
 | |
|  * - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be
 | |
|  *   displayed in debugging tools.
 | |
|  *
 | |
|  * \param device a GPU Context.
 | |
|  * \param createinfo a struct describing the state of the graphics pipeline to
 | |
|  *                   create.
 | |
|  * \returns a graphics pipeline object on success, or NULL on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  * \sa SDL_BindGPUGraphicsPipeline
 | |
|  * \sa SDL_ReleaseGPUGraphicsPipeline
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUGraphicsPipeline * SDLCALL SDL_CreateGPUGraphicsPipeline(
 | |
|     SDL_GPUDevice *device,
 | |
|     const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
 | |
| 
 | |
| #define SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING "SDL.gpu.graphicspipeline.create.name"
 | |
| 
 | |
| /**
 | |
|  * Creates a sampler object to be used when binding textures in a graphics
 | |
|  * workflow.
 | |
|  *
 | |
|  * There are optional properties that can be provided through `props`. These
 | |
|  * are the supported properties:
 | |
|  *
 | |
|  * - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed
 | |
|  *   in debugging tools.
 | |
|  *
 | |
|  * \param device a GPU Context.
 | |
|  * \param createinfo a struct describing the state of the sampler to create.
 | |
|  * \returns a sampler object on success, or NULL on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BindGPUVertexSamplers
 | |
|  * \sa SDL_BindGPUFragmentSamplers
 | |
|  * \sa SDL_ReleaseGPUSampler
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUSampler * SDLCALL SDL_CreateGPUSampler(
 | |
|     SDL_GPUDevice *device,
 | |
|     const SDL_GPUSamplerCreateInfo *createinfo);
 | |
| 
 | |
| #define SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING "SDL.gpu.sampler.create.name"
 | |
| 
 | |
| /**
 | |
|  * Creates a shader to be used when creating a graphics pipeline.
 | |
|  *
 | |
|  * 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:
 | |
|  *
 | |
|  * For vertex shaders:
 | |
|  *
 | |
|  * - 0: Sampled textures, followed by storage textures, followed by storage
 | |
|  *   buffers
 | |
|  * - 1: Uniform buffers
 | |
|  *
 | |
|  * For fragment shaders:
 | |
|  *
 | |
|  * - 2: Sampled textures, followed by storage textures, followed by storage
 | |
|  *   buffers
 | |
|  * - 3: Uniform buffers
 | |
|  *
 | |
|  * For DXBC and DXIL shaders, use the following register order:
 | |
|  *
 | |
|  * For vertex shaders:
 | |
|  *
 | |
|  * - (t[n], space0): Sampled textures, followed by storage textures, followed
 | |
|  *   by storage buffers
 | |
|  * - (s[n], space0): Samplers with indices corresponding to the sampled
 | |
|  *   textures
 | |
|  * - (b[n], space1): Uniform buffers
 | |
|  *
 | |
|  * For pixel shaders:
 | |
|  *
 | |
|  * - (t[n], space2): Sampled textures, followed by storage textures, followed
 | |
|  *   by storage buffers
 | |
|  * - (s[n], space2): Samplers with indices corresponding to the sampled
 | |
|  *   textures
 | |
|  * - (b[n], space3): Uniform buffers
 | |
|  *
 | |
|  * For MSL/metallib, use the following order:
 | |
|  *
 | |
|  * - [[texture]]: Sampled textures, followed by storage textures
 | |
|  * - [[sampler]]: Samplers with indices corresponding to the sampled textures
 | |
|  * - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0
 | |
|  *   is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on.
 | |
|  *   Rather than manually authoring vertex buffer indices, use the
 | |
|  *   [[stage_in]] attribute which will automatically use the vertex input
 | |
|  *   information from the SDL_GPUGraphicsPipeline.
 | |
|  *
 | |
|  * Shader semantics other than system-value semantics do not matter in D3D12
 | |
|  * and for ease of use the SDL implementation assumes that non system-value
 | |
|  * semantics will all be TEXCOORD. If you are using HLSL as the shader source
 | |
|  * language, your vertex semantics should start at TEXCOORD0 and increment
 | |
|  * like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic
 | |
|  * prefix to something other than TEXCOORD you can use
 | |
|  * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
 | |
|  * SDL_CreateGPUDeviceWithProperties().
 | |
|  *
 | |
|  * There are optional properties that can be provided through `props`. These
 | |
|  * are the supported properties:
 | |
|  *
 | |
|  * - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in
 | |
|  *   debugging tools.
 | |
|  *
 | |
|  * \param device a GPU Context.
 | |
|  * \param createinfo a struct describing the state of the shader to create.
 | |
|  * \returns a shader object on success, or NULL on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUGraphicsPipeline
 | |
|  * \sa SDL_ReleaseGPUShader
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUShader * SDLCALL SDL_CreateGPUShader(
 | |
|     SDL_GPUDevice *device,
 | |
|     const SDL_GPUShaderCreateInfo *createinfo);
 | |
| 
 | |
| #define SDL_PROP_GPU_SHADER_CREATE_NAME_STRING "SDL.gpu.shader.create.name"
 | |
| 
 | |
| /**
 | |
|  * Creates a texture object to be used in graphics or compute workflows.
 | |
|  *
 | |
|  * The contents of this texture are undefined until data is written to the
 | |
|  * texture, either via SDL_UploadToGPUTexture or by performing a render or
 | |
|  * compute pass with this texture as a target.
 | |
|  *
 | |
|  * Note that certain combinations of usage flags are invalid. For example, a
 | |
|  * texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags.
 | |
|  *
 | |
|  * If you request a sample count higher than the hardware supports, the
 | |
|  * implementation will automatically fall back to the highest available sample
 | |
|  * count.
 | |
|  *
 | |
|  * There are optional properties that can be provided through
 | |
|  * SDL_GPUTextureCreateInfo's `props`. These are the supported properties:
 | |
|  *
 | |
|  * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if
 | |
|  *   the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
 | |
|  *   to a color with this red intensity. Defaults to zero.
 | |
|  * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if
 | |
|  *   the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
 | |
|  *   to a color with this green intensity. Defaults to zero.
 | |
|  * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if
 | |
|  *   the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
 | |
|  *   to a color with this blue intensity. Defaults to zero.
 | |
|  * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if
 | |
|  *   the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
 | |
|  *   to a color with this alpha intensity. Defaults to zero.
 | |
|  * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
 | |
|  *   if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
 | |
|  *   the texture to a depth of this value. Defaults to zero.
 | |
|  * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER`: (Direct3D 12
 | |
|  *   only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
 | |
|  *   clear the texture to a stencil of this Uint8 value. Defaults to zero.
 | |
|  * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
 | |
|  *   in debugging tools.
 | |
|  *
 | |
|  * \param device a GPU Context.
 | |
|  * \param createinfo a struct describing the state of the texture to create.
 | |
|  * \returns a texture object on success, or NULL on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_UploadToGPUTexture
 | |
|  * \sa SDL_DownloadFromGPUTexture
 | |
|  * \sa SDL_BeginGPURenderPass
 | |
|  * \sa SDL_BeginGPUComputePass
 | |
|  * \sa SDL_BindGPUVertexSamplers
 | |
|  * \sa SDL_BindGPUVertexStorageTextures
 | |
|  * \sa SDL_BindGPUFragmentSamplers
 | |
|  * \sa SDL_BindGPUFragmentStorageTextures
 | |
|  * \sa SDL_BindGPUComputeStorageTextures
 | |
|  * \sa SDL_BlitGPUTexture
 | |
|  * \sa SDL_ReleaseGPUTexture
 | |
|  * \sa SDL_GPUTextureSupportsFormat
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUTexture * SDLCALL SDL_CreateGPUTexture(
 | |
|     SDL_GPUDevice *device,
 | |
|     const SDL_GPUTextureCreateInfo *createinfo);
 | |
| 
 | |
| #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT         "SDL.gpu.texture.create.d3d12.clear.r"
 | |
| #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT         "SDL.gpu.texture.create.d3d12.clear.g"
 | |
| #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT         "SDL.gpu.texture.create.d3d12.clear.b"
 | |
| #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT         "SDL.gpu.texture.create.d3d12.clear.a"
 | |
| #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT     "SDL.gpu.texture.create.d3d12.clear.depth"
 | |
| #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER  "SDL.gpu.texture.create.d3d12.clear.stencil"
 | |
| #define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING                 "SDL.gpu.texture.create.name"
 | |
| 
 | |
| /**
 | |
|  * Creates a buffer object to be used in graphics or compute workflows.
 | |
|  *
 | |
|  * The contents of this buffer are undefined until data is written to the
 | |
|  * buffer.
 | |
|  *
 | |
|  * Note that certain combinations of usage flags are invalid. For example, a
 | |
|  * buffer cannot have both the VERTEX and INDEX flags.
 | |
|  *
 | |
|  * If you use a STORAGE flag, the data in the buffer must respect std140
 | |
|  * layout conventions. In practical terms this means you must ensure that vec3
 | |
|  * and vec4 fields are 16-byte aligned.
 | |
|  *
 | |
|  * For better understanding of underlying concepts and memory management with
 | |
|  * SDL GPU API, you may refer
 | |
|  * [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/)
 | |
|  * .
 | |
|  *
 | |
|  * There are optional properties that can be provided through `props`. These
 | |
|  * are the supported properties:
 | |
|  *
 | |
|  * - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in
 | |
|  *   debugging tools.
 | |
|  *
 | |
|  * \param device a GPU Context.
 | |
|  * \param createinfo a struct describing the state of the buffer to create.
 | |
|  * \returns a buffer object on success, or NULL on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_UploadToGPUBuffer
 | |
|  * \sa SDL_DownloadFromGPUBuffer
 | |
|  * \sa SDL_CopyGPUBufferToBuffer
 | |
|  * \sa SDL_BindGPUVertexBuffers
 | |
|  * \sa SDL_BindGPUIndexBuffer
 | |
|  * \sa SDL_BindGPUVertexStorageBuffers
 | |
|  * \sa SDL_BindGPUFragmentStorageBuffers
 | |
|  * \sa SDL_DrawGPUPrimitivesIndirect
 | |
|  * \sa SDL_DrawGPUIndexedPrimitivesIndirect
 | |
|  * \sa SDL_BindGPUComputeStorageBuffers
 | |
|  * \sa SDL_DispatchGPUComputeIndirect
 | |
|  * \sa SDL_ReleaseGPUBuffer
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUBuffer * SDLCALL SDL_CreateGPUBuffer(
 | |
|     SDL_GPUDevice *device,
 | |
|     const SDL_GPUBufferCreateInfo *createinfo);
 | |
| 
 | |
| #define SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING "SDL.gpu.buffer.create.name"
 | |
| 
 | |
| /**
 | |
|  * Creates a transfer buffer to be used when uploading to or downloading from
 | |
|  * graphics resources.
 | |
|  *
 | |
|  * Download buffers can be particularly expensive to create, so it is good
 | |
|  * practice to reuse them if data will be downloaded regularly.
 | |
|  *
 | |
|  * There are optional properties that can be provided through `props`. These
 | |
|  * are the supported properties:
 | |
|  *
 | |
|  * - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be
 | |
|  *   displayed in debugging tools.
 | |
|  *
 | |
|  * \param device a GPU Context.
 | |
|  * \param createinfo a struct describing the state of the transfer buffer to
 | |
|  *                   create.
 | |
|  * \returns a transfer buffer on success, or NULL on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_UploadToGPUBuffer
 | |
|  * \sa SDL_DownloadFromGPUBuffer
 | |
|  * \sa SDL_UploadToGPUTexture
 | |
|  * \sa SDL_DownloadFromGPUTexture
 | |
|  * \sa SDL_ReleaseGPUTransferBuffer
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUTransferBuffer * SDLCALL SDL_CreateGPUTransferBuffer(
 | |
|     SDL_GPUDevice *device,
 | |
|     const SDL_GPUTransferBufferCreateInfo *createinfo);
 | |
| 
 | |
| #define SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING "SDL.gpu.transferbuffer.create.name"
 | |
| 
 | |
| /* Debug Naming */
 | |
| 
 | |
| /**
 | |
|  * Sets an arbitrary string constant to label a buffer.
 | |
|  *
 | |
|  * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with
 | |
|  * SDL_CreateGPUBuffer instead of this function to avoid thread safety issues.
 | |
|  *
 | |
|  * \param device a GPU Context.
 | |
|  * \param buffer a buffer to attach the name to.
 | |
|  * \param text a UTF-8 string constant to mark as the name of the buffer.
 | |
|  *
 | |
|  * \threadsafety This function is not thread safe, you must make sure the
 | |
|  *               buffer is not simultaneously used by any other thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUBuffer
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUBuffer *buffer,
 | |
|     const char *text);
 | |
| 
 | |
| /**
 | |
|  * Sets an arbitrary string constant to label a texture.
 | |
|  *
 | |
|  * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with
 | |
|  * SDL_CreateGPUTexture instead of this function to avoid thread safety
 | |
|  * issues.
 | |
|  *
 | |
|  * \param device a GPU Context.
 | |
|  * \param texture a texture to attach the name to.
 | |
|  * \param text a UTF-8 string constant to mark as the name of the texture.
 | |
|  *
 | |
|  * \threadsafety This function is not thread safe, you must make sure the
 | |
|  *               texture is not simultaneously used by any other thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUTexture
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUTexture *texture,
 | |
|     const char *text);
 | |
| 
 | |
| /**
 | |
|  * Inserts an arbitrary string label into the command buffer callstream.
 | |
|  *
 | |
|  * Useful for debugging.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \param text a UTF-8 string constant to insert as the label.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
 | |
|     SDL_GPUCommandBuffer *command_buffer,
 | |
|     const char *text);
 | |
| 
 | |
| /**
 | |
|  * Begins a debug group with an arbitrary name.
 | |
|  *
 | |
|  * Used for denoting groups of calls when viewing the command buffer
 | |
|  * callstream in a graphics debugging tool.
 | |
|  *
 | |
|  * Each call to SDL_PushGPUDebugGroup must have a corresponding call to
 | |
|  * SDL_PopGPUDebugGroup.
 | |
|  *
 | |
|  * On some backends (e.g. Metal), pushing a debug group during a
 | |
|  * render/blit/compute pass will create a group that is scoped to the native
 | |
|  * pass rather than the command buffer. For best results, if you push a debug
 | |
|  * group during a pass, always pop it in the same pass.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \param name a UTF-8 string constant that names the group.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_PopGPUDebugGroup
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
 | |
|     SDL_GPUCommandBuffer *command_buffer,
 | |
|     const char *name);
 | |
| 
 | |
| /**
 | |
|  * Ends the most-recently pushed debug group.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_PushGPUDebugGroup
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup(
 | |
|     SDL_GPUCommandBuffer *command_buffer);
 | |
| 
 | |
| /* Disposal */
 | |
| 
 | |
| /**
 | |
|  * Frees the given texture as soon as it is safe to do so.
 | |
|  *
 | |
|  * You must not reference the texture after calling this function.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param texture a texture to be destroyed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTexture(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUTexture *texture);
 | |
| 
 | |
| /**
 | |
|  * Frees the given sampler as soon as it is safe to do so.
 | |
|  *
 | |
|  * You must not reference the sampler after calling this function.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param sampler a sampler to be destroyed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUSampler(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUSampler *sampler);
 | |
| 
 | |
| /**
 | |
|  * Frees the given buffer as soon as it is safe to do so.
 | |
|  *
 | |
|  * You must not reference the buffer after calling this function.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param buffer a buffer to be destroyed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUBuffer *buffer);
 | |
| 
 | |
| /**
 | |
|  * Frees the given transfer buffer as soon as it is safe to do so.
 | |
|  *
 | |
|  * You must not reference the transfer buffer after calling this function.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param transfer_buffer a transfer buffer to be destroyed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUTransferBuffer *transfer_buffer);
 | |
| 
 | |
| /**
 | |
|  * Frees the given compute pipeline as soon as it is safe to do so.
 | |
|  *
 | |
|  * You must not reference the compute pipeline after calling this function.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param compute_pipeline a compute pipeline to be destroyed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUComputePipeline *compute_pipeline);
 | |
| 
 | |
| /**
 | |
|  * Frees the given shader as soon as it is safe to do so.
 | |
|  *
 | |
|  * You must not reference the shader after calling this function.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param shader a shader to be destroyed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUShader *shader);
 | |
| 
 | |
| /**
 | |
|  * Frees the given graphics pipeline as soon as it is safe to do so.
 | |
|  *
 | |
|  * You must not reference the graphics pipeline after calling this function.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param graphics_pipeline a graphics pipeline to be destroyed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUGraphicsPipeline *graphics_pipeline);
 | |
| 
 | |
| /**
 | |
|  * Acquire a command buffer.
 | |
|  *
 | |
|  * This command buffer is managed by the implementation and should not be
 | |
|  * freed by the user. The command buffer may only be used on the thread it was
 | |
|  * acquired on. The command buffer should be submitted on the thread it was
 | |
|  * acquired on.
 | |
|  *
 | |
|  * It is valid to acquire multiple command buffers on the same thread at once.
 | |
|  * In fact a common design pattern is to acquire two command buffers per frame
 | |
|  * where one is dedicated to render and compute passes and the other is
 | |
|  * dedicated to copy passes and other preparatory work such as generating
 | |
|  * mipmaps. Interleaving commands between the two command buffers reduces the
 | |
|  * total amount of passes overall which improves rendering performance.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \returns a command buffer, or NULL on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SubmitGPUCommandBuffer
 | |
|  * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUCommandBuffer * SDLCALL SDL_AcquireGPUCommandBuffer(
 | |
|     SDL_GPUDevice *device);
 | |
| 
 | |
| /* Uniform Data */
 | |
| 
 | |
| /**
 | |
|  * Pushes data to a vertex uniform slot on the command buffer.
 | |
|  *
 | |
|  * Subsequent draw calls will use this uniform data.
 | |
|  *
 | |
|  * The data being pushed must respect std140 layout conventions. In practical
 | |
|  * terms this means you must ensure that vec3 and vec4 fields are 16-byte
 | |
|  * aligned.
 | |
|  *
 | |
|  * For detailed information about accessing uniform data from a shader, please
 | |
|  * refer to SDL_CreateGPUShader.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \param slot_index the vertex uniform slot to push data to.
 | |
|  * \param data client data to write.
 | |
|  * \param length the length of the data to write.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
 | |
|     SDL_GPUCommandBuffer *command_buffer,
 | |
|     Uint32 slot_index,
 | |
|     const void *data,
 | |
|     Uint32 length);
 | |
| 
 | |
| /**
 | |
|  * Pushes data to a fragment uniform slot on the command buffer.
 | |
|  *
 | |
|  * Subsequent draw calls will use this uniform data.
 | |
|  *
 | |
|  * The data being pushed must respect std140 layout conventions. In practical
 | |
|  * terms this means you must ensure that vec3 and vec4 fields are 16-byte
 | |
|  * aligned.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \param slot_index the fragment uniform slot to push data to.
 | |
|  * \param data client data to write.
 | |
|  * \param length the length of the data to write.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
 | |
|     SDL_GPUCommandBuffer *command_buffer,
 | |
|     Uint32 slot_index,
 | |
|     const void *data,
 | |
|     Uint32 length);
 | |
| 
 | |
| /**
 | |
|  * Pushes data to a uniform slot on the command buffer.
 | |
|  *
 | |
|  * Subsequent draw calls will use this uniform data.
 | |
|  *
 | |
|  * The data being pushed must respect std140 layout conventions. In practical
 | |
|  * terms this means you must ensure that vec3 and vec4 fields are 16-byte
 | |
|  * aligned.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \param slot_index the uniform slot to push data to.
 | |
|  * \param data client data to write.
 | |
|  * \param length the length of the data to write.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
 | |
|     SDL_GPUCommandBuffer *command_buffer,
 | |
|     Uint32 slot_index,
 | |
|     const void *data,
 | |
|     Uint32 length);
 | |
| 
 | |
| /* Graphics State */
 | |
| 
 | |
| /**
 | |
|  * Begins a render pass on a command buffer.
 | |
|  *
 | |
|  * A render pass consists of a set of texture subresources (or depth slices in
 | |
|  * the 3D texture case) which will be rendered to during the render pass,
 | |
|  * along with corresponding clear values and load/store operations. All
 | |
|  * operations related to graphics pipelines must take place inside of a render
 | |
|  * pass. A default viewport and scissor state are automatically set when this
 | |
|  * is called. You cannot begin another render pass, or begin a compute pass or
 | |
|  * copy pass until you have ended the render pass.
 | |
|  *
 | |
|  * Using SDL_GPU_LOADOP_LOAD before any contents have been written to the
 | |
|  * texture subresource will result in undefined behavior. SDL_GPU_LOADOP_CLEAR
 | |
|  * will set the contents of the texture subresource to a single value before
 | |
|  * any rendering is performed. It's fine to do an empty render pass using
 | |
|  * SDL_GPU_STOREOP_STORE to clear a texture, but in general it's better to
 | |
|  * think of clearing not as an independent operation but as something that's
 | |
|  * done as the beginning of a render pass.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \param color_target_infos an array of texture subresources with
 | |
|  *                           corresponding clear values and load/store ops.
 | |
|  * \param num_color_targets the number of color targets in the
 | |
|  *                          color_target_infos array.
 | |
|  * \param depth_stencil_target_info a texture subresource with corresponding
 | |
|  *                                  clear value and load/store ops, may be
 | |
|  *                                  NULL.
 | |
|  * \returns a render pass handle.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_EndGPURenderPass
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPURenderPass * SDLCALL SDL_BeginGPURenderPass(
 | |
|     SDL_GPUCommandBuffer *command_buffer,
 | |
|     const SDL_GPUColorTargetInfo *color_target_infos,
 | |
|     Uint32 num_color_targets,
 | |
|     const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info);
 | |
| 
 | |
| /**
 | |
|  * Binds a graphics pipeline on a render pass to be used in rendering.
 | |
|  *
 | |
|  * A graphics pipeline must be bound before making any draw calls.
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param graphics_pipeline the graphics pipeline to bind.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     SDL_GPUGraphicsPipeline *graphics_pipeline);
 | |
| 
 | |
| /**
 | |
|  * Sets the current viewport state on a command buffer.
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param viewport the viewport to set.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     const SDL_GPUViewport *viewport);
 | |
| 
 | |
| /**
 | |
|  * Sets the current scissor state on a command buffer.
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param scissor the scissor area to set.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     const SDL_Rect *scissor);
 | |
| 
 | |
| /**
 | |
|  * Sets the current blend constants on a command buffer.
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param blend_constants the blend constant color.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
 | |
|  * \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     SDL_FColor blend_constants);
 | |
| 
 | |
| /**
 | |
|  * Sets the current stencil reference value on a command buffer.
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param reference the stencil reference value to set.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     Uint8 reference);
 | |
| 
 | |
| /**
 | |
|  * Binds vertex buffers on a command buffer for use with subsequent draw
 | |
|  * calls.
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param first_slot the vertex buffer slot to begin binding from.
 | |
|  * \param bindings an array of SDL_GPUBufferBinding structs containing vertex
 | |
|  *                 buffers and offset values.
 | |
|  * \param num_bindings the number of bindings in the bindings array.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     Uint32 first_slot,
 | |
|     const SDL_GPUBufferBinding *bindings,
 | |
|     Uint32 num_bindings);
 | |
| 
 | |
| /**
 | |
|  * Binds an index buffer on a command buffer for use with subsequent draw
 | |
|  * calls.
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param binding a pointer to a struct containing an index buffer and offset.
 | |
|  * \param index_element_size whether the index values in the buffer are 16- or
 | |
|  *                           32-bit.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     const SDL_GPUBufferBinding *binding,
 | |
|     SDL_GPUIndexElementSize index_element_size);
 | |
| 
 | |
| /**
 | |
|  * Binds texture-sampler pairs for use on the vertex shader.
 | |
|  *
 | |
|  * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
 | |
|  *
 | |
|  * Be sure your shader is set up according to the requirements documented in
 | |
|  * SDL_CreateGPUShader().
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param first_slot the vertex sampler slot to begin binding from.
 | |
|  * \param texture_sampler_bindings an array of texture-sampler binding
 | |
|  *                                 structs.
 | |
|  * \param num_bindings the number of texture-sampler pairs to bind from the
 | |
|  *                     array.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     Uint32 first_slot,
 | |
|     const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
 | |
|     Uint32 num_bindings);
 | |
| 
 | |
| /**
 | |
|  * Binds storage textures for use on the vertex shader.
 | |
|  *
 | |
|  * These textures must have been created with
 | |
|  * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
 | |
|  *
 | |
|  * Be sure your shader is set up according to the requirements documented in
 | |
|  * SDL_CreateGPUShader().
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param first_slot the vertex storage texture slot to begin binding from.
 | |
|  * \param storage_textures an array of storage textures.
 | |
|  * \param num_bindings the number of storage texture to bind from the array.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     Uint32 first_slot,
 | |
|     SDL_GPUTexture *const *storage_textures,
 | |
|     Uint32 num_bindings);
 | |
| 
 | |
| /**
 | |
|  * Binds storage buffers for use on the vertex shader.
 | |
|  *
 | |
|  * These buffers must have been created with
 | |
|  * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
 | |
|  *
 | |
|  * Be sure your shader is set up according to the requirements documented in
 | |
|  * SDL_CreateGPUShader().
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param first_slot the vertex storage buffer slot to begin binding from.
 | |
|  * \param storage_buffers an array of buffers.
 | |
|  * \param num_bindings the number of buffers to bind from the array.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     Uint32 first_slot,
 | |
|     SDL_GPUBuffer *const *storage_buffers,
 | |
|     Uint32 num_bindings);
 | |
| 
 | |
| /**
 | |
|  * Binds texture-sampler pairs for use on the fragment shader.
 | |
|  *
 | |
|  * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
 | |
|  *
 | |
|  * Be sure your shader is set up according to the requirements documented in
 | |
|  * SDL_CreateGPUShader().
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param first_slot the fragment sampler slot to begin binding from.
 | |
|  * \param texture_sampler_bindings an array of texture-sampler binding
 | |
|  *                                 structs.
 | |
|  * \param num_bindings the number of texture-sampler pairs to bind from the
 | |
|  *                     array.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     Uint32 first_slot,
 | |
|     const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
 | |
|     Uint32 num_bindings);
 | |
| 
 | |
| /**
 | |
|  * Binds storage textures for use on the fragment shader.
 | |
|  *
 | |
|  * These textures must have been created with
 | |
|  * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
 | |
|  *
 | |
|  * Be sure your shader is set up according to the requirements documented in
 | |
|  * SDL_CreateGPUShader().
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param first_slot the fragment storage texture slot to begin binding from.
 | |
|  * \param storage_textures an array of storage textures.
 | |
|  * \param num_bindings the number of storage textures to bind from the array.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     Uint32 first_slot,
 | |
|     SDL_GPUTexture *const *storage_textures,
 | |
|     Uint32 num_bindings);
 | |
| 
 | |
| /**
 | |
|  * Binds storage buffers for use on the fragment shader.
 | |
|  *
 | |
|  * These buffers must have been created with
 | |
|  * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
 | |
|  *
 | |
|  * Be sure your shader is set up according to the requirements documented in
 | |
|  * SDL_CreateGPUShader().
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param first_slot the fragment storage buffer slot to begin binding from.
 | |
|  * \param storage_buffers an array of storage buffers.
 | |
|  * \param num_bindings the number of storage buffers to bind from the array.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     Uint32 first_slot,
 | |
|     SDL_GPUBuffer *const *storage_buffers,
 | |
|     Uint32 num_bindings);
 | |
| 
 | |
| /* Drawing */
 | |
| 
 | |
| /**
 | |
|  * Draws data using bound graphics state with an index buffer and instancing
 | |
|  * enabled.
 | |
|  *
 | |
|  * You must not call this function before binding a graphics pipeline.
 | |
|  *
 | |
|  * Note that the `first_vertex` and `first_instance` parameters are NOT
 | |
|  * compatible with built-in vertex/instance ID variables in shaders (for
 | |
|  * example, SV_VertexID); GPU APIs and shader languages do not define these
 | |
|  * built-in variables consistently, so if your shader depends on them, the
 | |
|  * only way to keep behavior consistent and portable is to always pass 0 for
 | |
|  * the correlating parameter in the draw calls.
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param num_indices the number of indices to draw per instance.
 | |
|  * \param num_instances the number of instances to draw.
 | |
|  * \param first_index the starting index within the index buffer.
 | |
|  * \param vertex_offset value added to vertex index before indexing into the
 | |
|  *                      vertex buffer.
 | |
|  * \param first_instance the ID of the first instance to draw.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     Uint32 num_indices,
 | |
|     Uint32 num_instances,
 | |
|     Uint32 first_index,
 | |
|     Sint32 vertex_offset,
 | |
|     Uint32 first_instance);
 | |
| 
 | |
| /**
 | |
|  * Draws data using bound graphics state.
 | |
|  *
 | |
|  * You must not call this function before binding a graphics pipeline.
 | |
|  *
 | |
|  * Note that the `first_vertex` and `first_instance` parameters are NOT
 | |
|  * compatible with built-in vertex/instance ID variables in shaders (for
 | |
|  * example, SV_VertexID); GPU APIs and shader languages do not define these
 | |
|  * built-in variables consistently, so if your shader depends on them, the
 | |
|  * only way to keep behavior consistent and portable is to always pass 0 for
 | |
|  * the correlating parameter in the draw calls.
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param num_vertices the number of vertices to draw.
 | |
|  * \param num_instances the number of instances that will be drawn.
 | |
|  * \param first_vertex the index of the first vertex to draw.
 | |
|  * \param first_instance the ID of the first instance to draw.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     Uint32 num_vertices,
 | |
|     Uint32 num_instances,
 | |
|     Uint32 first_vertex,
 | |
|     Uint32 first_instance);
 | |
| 
 | |
| /**
 | |
|  * Draws data using bound graphics state and with draw parameters set from a
 | |
|  * buffer.
 | |
|  *
 | |
|  * The buffer must consist of tightly-packed draw parameter sets that each
 | |
|  * match the layout of SDL_GPUIndirectDrawCommand. You must not call this
 | |
|  * function before binding a graphics pipeline.
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param buffer a buffer containing draw parameters.
 | |
|  * \param offset the offset to start reading from the draw buffer.
 | |
|  * \param draw_count the number of draw parameter sets that should be read
 | |
|  *                   from the draw buffer.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     SDL_GPUBuffer *buffer,
 | |
|     Uint32 offset,
 | |
|     Uint32 draw_count);
 | |
| 
 | |
| /**
 | |
|  * Draws data using bound graphics state with an index buffer enabled and with
 | |
|  * draw parameters set from a buffer.
 | |
|  *
 | |
|  * The buffer must consist of tightly-packed draw parameter sets that each
 | |
|  * match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call
 | |
|  * this function before binding a graphics pipeline.
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  * \param buffer a buffer containing draw parameters.
 | |
|  * \param offset the offset to start reading from the draw buffer.
 | |
|  * \param draw_count the number of draw parameter sets that should be read
 | |
|  *                   from the draw buffer.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect(
 | |
|     SDL_GPURenderPass *render_pass,
 | |
|     SDL_GPUBuffer *buffer,
 | |
|     Uint32 offset,
 | |
|     Uint32 draw_count);
 | |
| 
 | |
| /**
 | |
|  * Ends the given render pass.
 | |
|  *
 | |
|  * All bound graphics state on the render pass command buffer is unset. The
 | |
|  * render pass handle is now invalid.
 | |
|  *
 | |
|  * \param render_pass a render pass handle.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
 | |
|     SDL_GPURenderPass *render_pass);
 | |
| 
 | |
| /* Compute Pass */
 | |
| 
 | |
| /**
 | |
|  * Begins a compute pass on a command buffer.
 | |
|  *
 | |
|  * A compute pass is defined by a set of texture subresources and buffers that
 | |
|  * may be written to by compute pipelines. These textures and buffers must
 | |
|  * have been created with the COMPUTE_STORAGE_WRITE bit or the
 | |
|  * COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture
 | |
|  * with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the
 | |
|  * texture in the compute pass. All operations related to compute pipelines
 | |
|  * must take place inside of a compute pass. You must not begin another
 | |
|  * compute pass, or a render pass or copy pass before ending the compute pass.
 | |
|  *
 | |
|  * A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT
 | |
|  * implicitly synchronized. This means you may cause data races by both
 | |
|  * reading and writing a resource region in a compute pass, or by writing
 | |
|  * multiple times to a resource region. If your compute work depends on
 | |
|  * reading the completed output from a previous dispatch, you MUST end the
 | |
|  * current compute pass and begin a new one before you can safely access the
 | |
|  * data. Otherwise you will receive unexpected results. Reading and writing a
 | |
|  * texture in the same compute pass is only supported by specific texture
 | |
|  * formats. Make sure you check the format support!
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \param storage_texture_bindings an array of writeable storage texture
 | |
|  *                                 binding structs.
 | |
|  * \param num_storage_texture_bindings the number of storage textures to bind
 | |
|  *                                     from the array.
 | |
|  * \param storage_buffer_bindings an array of writeable storage buffer binding
 | |
|  *                                structs.
 | |
|  * \param num_storage_buffer_bindings the number of storage buffers to bind
 | |
|  *                                    from the array.
 | |
|  * \returns a compute pass handle.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_EndGPUComputePass
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUComputePass * SDLCALL SDL_BeginGPUComputePass(
 | |
|     SDL_GPUCommandBuffer *command_buffer,
 | |
|     const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings,
 | |
|     Uint32 num_storage_texture_bindings,
 | |
|     const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings,
 | |
|     Uint32 num_storage_buffer_bindings);
 | |
| 
 | |
| /**
 | |
|  * Binds a compute pipeline on a command buffer for use in compute dispatch.
 | |
|  *
 | |
|  * \param compute_pass a compute pass handle.
 | |
|  * \param compute_pipeline a compute pipeline to bind.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
 | |
|     SDL_GPUComputePass *compute_pass,
 | |
|     SDL_GPUComputePipeline *compute_pipeline);
 | |
| 
 | |
| /**
 | |
|  * Binds texture-sampler pairs for use on the compute shader.
 | |
|  *
 | |
|  * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
 | |
|  *
 | |
|  * Be sure your shader is set up according to the requirements documented in
 | |
|  * SDL_CreateGPUShader().
 | |
|  *
 | |
|  * \param compute_pass a compute pass handle.
 | |
|  * \param first_slot the compute sampler slot to begin binding from.
 | |
|  * \param texture_sampler_bindings an array of texture-sampler binding
 | |
|  *                                 structs.
 | |
|  * \param num_bindings the number of texture-sampler bindings to bind from the
 | |
|  *                     array.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
 | |
|     SDL_GPUComputePass *compute_pass,
 | |
|     Uint32 first_slot,
 | |
|     const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
 | |
|     Uint32 num_bindings);
 | |
| 
 | |
| /**
 | |
|  * Binds storage textures as readonly for use on the compute pipeline.
 | |
|  *
 | |
|  * These textures must have been created with
 | |
|  * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
 | |
|  *
 | |
|  * Be sure your shader is set up according to the requirements documented in
 | |
|  * SDL_CreateGPUShader().
 | |
|  *
 | |
|  * \param compute_pass a compute pass handle.
 | |
|  * \param first_slot the compute storage texture slot to begin binding from.
 | |
|  * \param storage_textures an array of storage textures.
 | |
|  * \param num_bindings the number of storage textures to bind from the array.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
 | |
|     SDL_GPUComputePass *compute_pass,
 | |
|     Uint32 first_slot,
 | |
|     SDL_GPUTexture *const *storage_textures,
 | |
|     Uint32 num_bindings);
 | |
| 
 | |
| /**
 | |
|  * Binds storage buffers as readonly for use on the compute pipeline.
 | |
|  *
 | |
|  * These buffers must have been created with
 | |
|  * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
 | |
|  *
 | |
|  * Be sure your shader is set up according to the requirements documented in
 | |
|  * SDL_CreateGPUShader().
 | |
|  *
 | |
|  * \param compute_pass a compute pass handle.
 | |
|  * \param first_slot the compute storage buffer slot to begin binding from.
 | |
|  * \param storage_buffers an array of storage buffer binding structs.
 | |
|  * \param num_bindings the number of storage buffers to bind from the array.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateGPUShader
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
 | |
|     SDL_GPUComputePass *compute_pass,
 | |
|     Uint32 first_slot,
 | |
|     SDL_GPUBuffer *const *storage_buffers,
 | |
|     Uint32 num_bindings);
 | |
| 
 | |
| /**
 | |
|  * Dispatches compute work.
 | |
|  *
 | |
|  * You must not call this function before binding a compute pipeline.
 | |
|  *
 | |
|  * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
 | |
|  * the dispatches write to the same resource region as each other, there is no
 | |
|  * guarantee of which order the writes will occur. If the write order matters,
 | |
|  * you MUST end the compute pass and begin another one.
 | |
|  *
 | |
|  * \param compute_pass a compute pass handle.
 | |
|  * \param groupcount_x number of local workgroups to dispatch in the X
 | |
|  *                     dimension.
 | |
|  * \param groupcount_y number of local workgroups to dispatch in the Y
 | |
|  *                     dimension.
 | |
|  * \param groupcount_z number of local workgroups to dispatch in the Z
 | |
|  *                     dimension.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
 | |
|     SDL_GPUComputePass *compute_pass,
 | |
|     Uint32 groupcount_x,
 | |
|     Uint32 groupcount_y,
 | |
|     Uint32 groupcount_z);
 | |
| 
 | |
| /**
 | |
|  * Dispatches compute work with parameters set from a buffer.
 | |
|  *
 | |
|  * The buffer layout should match the layout of
 | |
|  * SDL_GPUIndirectDispatchCommand. You must not call this function before
 | |
|  * binding a compute pipeline.
 | |
|  *
 | |
|  * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
 | |
|  * the dispatches write to the same resource region as each other, there is no
 | |
|  * guarantee of which order the writes will occur. If the write order matters,
 | |
|  * you MUST end the compute pass and begin another one.
 | |
|  *
 | |
|  * \param compute_pass a compute pass handle.
 | |
|  * \param buffer a buffer containing dispatch parameters.
 | |
|  * \param offset the offset to start reading from the dispatch buffer.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect(
 | |
|     SDL_GPUComputePass *compute_pass,
 | |
|     SDL_GPUBuffer *buffer,
 | |
|     Uint32 offset);
 | |
| 
 | |
| /**
 | |
|  * Ends the current compute pass.
 | |
|  *
 | |
|  * All bound compute state on the command buffer is unset. The compute pass
 | |
|  * handle is now invalid.
 | |
|  *
 | |
|  * \param compute_pass a compute pass handle.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
 | |
|     SDL_GPUComputePass *compute_pass);
 | |
| 
 | |
| /* TransferBuffer Data */
 | |
| 
 | |
| /**
 | |
|  * Maps a transfer buffer into application address space.
 | |
|  *
 | |
|  * You must unmap the transfer buffer before encoding upload commands. The
 | |
|  * memory is owned by the graphics driver - do NOT call SDL_free() on the
 | |
|  * returned pointer.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param transfer_buffer a transfer buffer.
 | |
|  * \param cycle if true, cycles the transfer buffer if it is already bound.
 | |
|  * \returns the address of the mapped transfer buffer memory, or NULL on
 | |
|  *          failure; call SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void * SDLCALL SDL_MapGPUTransferBuffer(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUTransferBuffer *transfer_buffer,
 | |
|     bool cycle);
 | |
| 
 | |
| /**
 | |
|  * Unmaps a previously mapped transfer buffer.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param transfer_buffer a previously mapped transfer buffer.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUTransferBuffer *transfer_buffer);
 | |
| 
 | |
| /* Copy Pass */
 | |
| 
 | |
| /**
 | |
|  * Begins a copy pass on a command buffer.
 | |
|  *
 | |
|  * All operations related to copying to or from buffers or textures take place
 | |
|  * inside a copy pass. You must not begin another copy pass, or a render pass
 | |
|  * or compute pass before ending the copy pass.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \returns a copy pass handle.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_EndGPUCopyPass
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUCopyPass * SDLCALL SDL_BeginGPUCopyPass(
 | |
|     SDL_GPUCommandBuffer *command_buffer);
 | |
| 
 | |
| /**
 | |
|  * Uploads data from a transfer buffer to a texture.
 | |
|  *
 | |
|  * The upload occurs on the GPU timeline. You may assume that the upload has
 | |
|  * finished in subsequent commands.
 | |
|  *
 | |
|  * You must align the data in the transfer buffer to a multiple of the texel
 | |
|  * size of the texture format.
 | |
|  *
 | |
|  * \param copy_pass a copy pass handle.
 | |
|  * \param source the source transfer buffer with image layout information.
 | |
|  * \param destination the destination texture region.
 | |
|  * \param cycle if true, cycles the texture if the texture is bound, otherwise
 | |
|  *              overwrites the data.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
 | |
|     SDL_GPUCopyPass *copy_pass,
 | |
|     const SDL_GPUTextureTransferInfo *source,
 | |
|     const SDL_GPUTextureRegion *destination,
 | |
|     bool cycle);
 | |
| 
 | |
| /**
 | |
|  * Uploads data from a transfer buffer to a buffer.
 | |
|  *
 | |
|  * The upload occurs on the GPU timeline. You may assume that the upload has
 | |
|  * finished in subsequent commands.
 | |
|  *
 | |
|  * \param copy_pass a copy pass handle.
 | |
|  * \param source the source transfer buffer with offset.
 | |
|  * \param destination the destination buffer with offset and size.
 | |
|  * \param cycle if true, cycles the buffer if it is already bound, otherwise
 | |
|  *              overwrites the data.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer(
 | |
|     SDL_GPUCopyPass *copy_pass,
 | |
|     const SDL_GPUTransferBufferLocation *source,
 | |
|     const SDL_GPUBufferRegion *destination,
 | |
|     bool cycle);
 | |
| 
 | |
| /**
 | |
|  * Performs a texture-to-texture copy.
 | |
|  *
 | |
|  * This copy occurs on the GPU timeline. You may assume the copy has finished
 | |
|  * in subsequent commands.
 | |
|  *
 | |
|  * \param copy_pass a copy pass handle.
 | |
|  * \param source a source texture region.
 | |
|  * \param destination a destination texture region.
 | |
|  * \param w the width of the region to copy.
 | |
|  * \param h the height of the region to copy.
 | |
|  * \param d the depth of the region to copy.
 | |
|  * \param cycle if true, cycles the destination texture if the destination
 | |
|  *              texture is bound, otherwise overwrites the data.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
 | |
|     SDL_GPUCopyPass *copy_pass,
 | |
|     const SDL_GPUTextureLocation *source,
 | |
|     const SDL_GPUTextureLocation *destination,
 | |
|     Uint32 w,
 | |
|     Uint32 h,
 | |
|     Uint32 d,
 | |
|     bool cycle);
 | |
| 
 | |
| /**
 | |
|  * Performs a buffer-to-buffer copy.
 | |
|  *
 | |
|  * This copy occurs on the GPU timeline. You may assume the copy has finished
 | |
|  * in subsequent commands.
 | |
|  *
 | |
|  * \param copy_pass a copy pass handle.
 | |
|  * \param source the buffer and offset to copy from.
 | |
|  * \param destination the buffer and offset to copy to.
 | |
|  * \param size the length of the buffer to copy.
 | |
|  * \param cycle if true, cycles the destination buffer if it is already bound,
 | |
|  *              otherwise overwrites the data.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer(
 | |
|     SDL_GPUCopyPass *copy_pass,
 | |
|     const SDL_GPUBufferLocation *source,
 | |
|     const SDL_GPUBufferLocation *destination,
 | |
|     Uint32 size,
 | |
|     bool cycle);
 | |
| 
 | |
| /**
 | |
|  * Copies data from a texture to a transfer buffer on the GPU timeline.
 | |
|  *
 | |
|  * This data is not guaranteed to be copied until the command buffer fence is
 | |
|  * signaled.
 | |
|  *
 | |
|  * \param copy_pass a copy pass handle.
 | |
|  * \param source the source texture region.
 | |
|  * \param destination the destination transfer buffer with image layout
 | |
|  *                    information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture(
 | |
|     SDL_GPUCopyPass *copy_pass,
 | |
|     const SDL_GPUTextureRegion *source,
 | |
|     const SDL_GPUTextureTransferInfo *destination);
 | |
| 
 | |
| /**
 | |
|  * Copies data from a buffer to a transfer buffer on the GPU timeline.
 | |
|  *
 | |
|  * This data is not guaranteed to be copied until the command buffer fence is
 | |
|  * signaled.
 | |
|  *
 | |
|  * \param copy_pass a copy pass handle.
 | |
|  * \param source the source buffer with offset and size.
 | |
|  * \param destination the destination transfer buffer with offset.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer(
 | |
|     SDL_GPUCopyPass *copy_pass,
 | |
|     const SDL_GPUBufferRegion *source,
 | |
|     const SDL_GPUTransferBufferLocation *destination);
 | |
| 
 | |
| /**
 | |
|  * Ends the current copy pass.
 | |
|  *
 | |
|  * \param copy_pass a copy pass handle.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass(
 | |
|     SDL_GPUCopyPass *copy_pass);
 | |
| 
 | |
| /**
 | |
|  * Generates mipmaps for the given texture.
 | |
|  *
 | |
|  * This function must not be called inside of any pass.
 | |
|  *
 | |
|  * \param command_buffer a command_buffer.
 | |
|  * \param texture a texture with more than 1 mip level.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture(
 | |
|     SDL_GPUCommandBuffer *command_buffer,
 | |
|     SDL_GPUTexture *texture);
 | |
| 
 | |
| /**
 | |
|  * Blits from a source texture region to a destination texture region.
 | |
|  *
 | |
|  * This function must not be called inside of any pass.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \param info the blit info struct containing the blit parameters.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
 | |
|     SDL_GPUCommandBuffer *command_buffer,
 | |
|     const SDL_GPUBlitInfo *info);
 | |
| 
 | |
| /* Submission/Presentation */
 | |
| 
 | |
| /**
 | |
|  * Determines whether a swapchain composition is supported by the window.
 | |
|  *
 | |
|  * The window must be claimed before calling this function.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param window an SDL_Window.
 | |
|  * \param swapchain_composition the swapchain composition to check.
 | |
|  * \returns true if supported, false if unsupported.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_ClaimWindowForGPUDevice
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_Window *window,
 | |
|     SDL_GPUSwapchainComposition swapchain_composition);
 | |
| 
 | |
| /**
 | |
|  * Determines whether a presentation mode is supported by the window.
 | |
|  *
 | |
|  * The window must be claimed before calling this function.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param window an SDL_Window.
 | |
|  * \param present_mode the presentation mode to check.
 | |
|  * \returns true if supported, false if unsupported.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_ClaimWindowForGPUDevice
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_Window *window,
 | |
|     SDL_GPUPresentMode present_mode);
 | |
| 
 | |
| /**
 | |
|  * Claims a window, creating a swapchain structure for it.
 | |
|  *
 | |
|  * This must be called before SDL_AcquireGPUSwapchainTexture is called using
 | |
|  * the window. You should only call this function from the thread that created
 | |
|  * the window.
 | |
|  *
 | |
|  * The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and
 | |
|  * SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain
 | |
|  * parameters, you must call SDL_SetGPUSwapchainParameters after claiming the
 | |
|  * window.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param window an SDL_Window.
 | |
|  * \returns true on success, or false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \threadsafety This function should only be called from the thread that
 | |
|  *               created the window.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_WaitAndAcquireGPUSwapchainTexture
 | |
|  * \sa SDL_ReleaseWindowFromGPUDevice
 | |
|  * \sa SDL_WindowSupportsGPUPresentMode
 | |
|  * \sa SDL_WindowSupportsGPUSwapchainComposition
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_ClaimWindowForGPUDevice(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_Window *window);
 | |
| 
 | |
| /**
 | |
|  * Unclaims a window, destroying its swapchain structure.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param window an SDL_Window that has been claimed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_ClaimWindowForGPUDevice
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_Window *window);
 | |
| 
 | |
| /**
 | |
|  * Changes the swapchain parameters for the given claimed window.
 | |
|  *
 | |
|  * This function will fail if the requested present mode or swapchain
 | |
|  * composition are unsupported by the device. Check if the parameters are
 | |
|  * supported via SDL_WindowSupportsGPUPresentMode /
 | |
|  * SDL_WindowSupportsGPUSwapchainComposition prior to calling this function.
 | |
|  *
 | |
|  * SDL_GPU_PRESENTMODE_VSYNC with SDL_GPU_SWAPCHAINCOMPOSITION_SDR is always
 | |
|  * supported.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param window an SDL_Window that has been claimed.
 | |
|  * \param swapchain_composition the desired composition of the swapchain.
 | |
|  * \param present_mode the desired present mode for the swapchain.
 | |
|  * \returns true if successful, false on error; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_WindowSupportsGPUPresentMode
 | |
|  * \sa SDL_WindowSupportsGPUSwapchainComposition
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_Window *window,
 | |
|     SDL_GPUSwapchainComposition swapchain_composition,
 | |
|     SDL_GPUPresentMode present_mode);
 | |
| 
 | |
| /**
 | |
|  * Configures the maximum allowed number of frames in flight.
 | |
|  *
 | |
|  * The default value when the device is created is 2. This means that after
 | |
|  * you have submitted 2 frames for presentation, if the GPU has not finished
 | |
|  * working on the first frame, SDL_AcquireGPUSwapchainTexture() will fill the
 | |
|  * swapchain texture pointer with NULL, and
 | |
|  * SDL_WaitAndAcquireGPUSwapchainTexture() will block.
 | |
|  *
 | |
|  * Higher values increase throughput at the expense of visual latency. Lower
 | |
|  * values decrease visual latency at the expense of throughput.
 | |
|  *
 | |
|  * Note that calling this function will stall and flush the command queue to
 | |
|  * prevent synchronization issues.
 | |
|  *
 | |
|  * The minimum value of allowed frames in flight is 1, and the maximum is 3.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param allowed_frames_in_flight the maximum number of frames that can be
 | |
|  *                                 pending on the GPU.
 | |
|  * \returns true if successful, false on error; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUAllowedFramesInFlight(
 | |
|     SDL_GPUDevice *device,
 | |
|     Uint32 allowed_frames_in_flight);
 | |
| 
 | |
| /**
 | |
|  * Obtains the texture format of the swapchain for the given window.
 | |
|  *
 | |
|  * Note that this format can change if the swapchain parameters change.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param window an SDL_Window that has been claimed.
 | |
|  * \returns the texture format of the swapchain.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureFormat(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_Window *window);
 | |
| 
 | |
| /**
 | |
|  * Acquire a texture to use in presentation.
 | |
|  *
 | |
|  * When a swapchain texture is acquired on a command buffer, it will
 | |
|  * automatically be submitted for presentation when the command buffer is
 | |
|  * submitted. The swapchain texture should only be referenced by the command
 | |
|  * buffer used to acquire it.
 | |
|  *
 | |
|  * This function will fill the swapchain texture handle with NULL if too many
 | |
|  * frames are in flight. This is not an error. This NULL pointer should not be
 | |
|  * passed back into SDL. Instead, it should be considered as an indication to
 | |
|  * wait until the swapchain is available.
 | |
|  *
 | |
|  * If you use this function, it is possible to create a situation where many
 | |
|  * command buffers are allocated while the rendering context waits for the GPU
 | |
|  * to catch up, which will cause memory usage to grow. You should use
 | |
|  * SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing
 | |
|  * with timing.
 | |
|  *
 | |
|  * The swapchain texture is managed by the implementation and must not be
 | |
|  * freed by the user. You MUST NOT call this function from any thread other
 | |
|  * than the one that created the window.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \param window a window that has been claimed.
 | |
|  * \param swapchain_texture a pointer filled in with a swapchain texture
 | |
|  *                          handle.
 | |
|  * \param swapchain_texture_width a pointer filled in with the swapchain
 | |
|  *                                texture width, may be NULL.
 | |
|  * \param swapchain_texture_height a pointer filled in with the swapchain
 | |
|  *                                 texture height, may be NULL.
 | |
|  * \returns true on success, false on error; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \threadsafety This function should only be called from the thread that
 | |
|  *               created the window.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_ClaimWindowForGPUDevice
 | |
|  * \sa SDL_SubmitGPUCommandBuffer
 | |
|  * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
 | |
|  * \sa SDL_CancelGPUCommandBuffer
 | |
|  * \sa SDL_GetWindowSizeInPixels
 | |
|  * \sa SDL_WaitForGPUSwapchain
 | |
|  * \sa SDL_WaitAndAcquireGPUSwapchainTexture
 | |
|  * \sa SDL_SetGPUAllowedFramesInFlight
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
 | |
|     SDL_GPUCommandBuffer *command_buffer,
 | |
|     SDL_Window *window,
 | |
|     SDL_GPUTexture **swapchain_texture,
 | |
|     Uint32 *swapchain_texture_width,
 | |
|     Uint32 *swapchain_texture_height);
 | |
| 
 | |
| /**
 | |
|  * Blocks the thread until a swapchain texture is available to be acquired.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param window a window that has been claimed.
 | |
|  * \returns true on success, false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \threadsafety This function should only be called from the thread that
 | |
|  *               created the window.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AcquireGPUSwapchainTexture
 | |
|  * \sa SDL_WaitAndAcquireGPUSwapchainTexture
 | |
|  * \sa SDL_SetGPUAllowedFramesInFlight
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUSwapchain(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_Window *window);
 | |
| 
 | |
| /**
 | |
|  * Blocks the thread until a swapchain texture is available to be acquired,
 | |
|  * and then acquires it.
 | |
|  *
 | |
|  * When a swapchain texture is acquired on a command buffer, it will
 | |
|  * automatically be submitted for presentation when the command buffer is
 | |
|  * submitted. The swapchain texture should only be referenced by the command
 | |
|  * buffer used to acquire it. It is an error to call
 | |
|  * SDL_CancelGPUCommandBuffer() after a swapchain texture is acquired.
 | |
|  *
 | |
|  * This function can fill the swapchain texture handle with NULL in certain
 | |
|  * cases, for example if the window is minimized. This is not an error. You
 | |
|  * should always make sure to check whether the pointer is NULL before
 | |
|  * actually using it.
 | |
|  *
 | |
|  * The swapchain texture is managed by the implementation and must not be
 | |
|  * freed by the user. You MUST NOT call this function from any thread other
 | |
|  * than the one that created the window.
 | |
|  *
 | |
|  * The swapchain texture is write-only and cannot be used as a sampler or for
 | |
|  * another reading operation.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \param window a window that has been claimed.
 | |
|  * \param swapchain_texture a pointer filled in with a swapchain texture
 | |
|  *                          handle.
 | |
|  * \param swapchain_texture_width a pointer filled in with the swapchain
 | |
|  *                                texture width, may be NULL.
 | |
|  * \param swapchain_texture_height a pointer filled in with the swapchain
 | |
|  *                                 texture height, may be NULL.
 | |
|  * \returns true on success, false on error; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \threadsafety This function should only be called from the thread that
 | |
|  *               created the window.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SubmitGPUCommandBuffer
 | |
|  * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
 | |
|  * \sa SDL_AcquireGPUSwapchainTexture
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_WaitAndAcquireGPUSwapchainTexture(
 | |
|     SDL_GPUCommandBuffer *command_buffer,
 | |
|     SDL_Window *window,
 | |
|     SDL_GPUTexture **swapchain_texture,
 | |
|     Uint32 *swapchain_texture_width,
 | |
|     Uint32 *swapchain_texture_height);
 | |
| 
 | |
| /**
 | |
|  * Submits a command buffer so its commands can be processed on the GPU.
 | |
|  *
 | |
|  * It is invalid to use the command buffer after this is called.
 | |
|  *
 | |
|  * This must be called from the thread the command buffer was acquired on.
 | |
|  *
 | |
|  * All commands in the submission are guaranteed to begin executing before any
 | |
|  * command in a subsequent submission begins executing.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \returns true on success, false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AcquireGPUCommandBuffer
 | |
|  * \sa SDL_WaitAndAcquireGPUSwapchainTexture
 | |
|  * \sa SDL_AcquireGPUSwapchainTexture
 | |
|  * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer(
 | |
|     SDL_GPUCommandBuffer *command_buffer);
 | |
| 
 | |
| /**
 | |
|  * Submits a command buffer so its commands can be processed on the GPU, and
 | |
|  * acquires a fence associated with the command buffer.
 | |
|  *
 | |
|  * You must release this fence when it is no longer needed or it will cause a
 | |
|  * leak. It is invalid to use the command buffer after this is called.
 | |
|  *
 | |
|  * This must be called from the thread the command buffer was acquired on.
 | |
|  *
 | |
|  * All commands in the submission are guaranteed to begin executing before any
 | |
|  * command in a subsequent submission begins executing.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \returns a fence associated with the command buffer, or NULL on failure;
 | |
|  *          call SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AcquireGPUCommandBuffer
 | |
|  * \sa SDL_WaitAndAcquireGPUSwapchainTexture
 | |
|  * \sa SDL_AcquireGPUSwapchainTexture
 | |
|  * \sa SDL_SubmitGPUCommandBuffer
 | |
|  * \sa SDL_ReleaseGPUFence
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUFence * SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFence(
 | |
|     SDL_GPUCommandBuffer *command_buffer);
 | |
| 
 | |
| /**
 | |
|  * Cancels a command buffer.
 | |
|  *
 | |
|  * None of the enqueued commands are executed.
 | |
|  *
 | |
|  * It is an error to call this function after a swapchain texture has been
 | |
|  * acquired.
 | |
|  *
 | |
|  * This must be called from the thread the command buffer was acquired on.
 | |
|  *
 | |
|  * You must not reference the command buffer after calling this function.
 | |
|  *
 | |
|  * \param command_buffer a command buffer.
 | |
|  * \returns true on success, false on error; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_WaitAndAcquireGPUSwapchainTexture
 | |
|  * \sa SDL_AcquireGPUCommandBuffer
 | |
|  * \sa SDL_AcquireGPUSwapchainTexture
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_CancelGPUCommandBuffer(
 | |
|     SDL_GPUCommandBuffer *command_buffer);
 | |
| 
 | |
| /**
 | |
|  * Blocks the thread until the GPU is completely idle.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \returns true on success, false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_WaitForGPUFences
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle(
 | |
|     SDL_GPUDevice *device);
 | |
| 
 | |
| /**
 | |
|  * Blocks the thread until the given fences are signaled.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all
 | |
|  *                 fences to be signaled.
 | |
|  * \param fences an array of fences to wait on.
 | |
|  * \param num_fences the number of fences in the fences array.
 | |
|  * \returns true on success, false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
 | |
|  * \sa SDL_WaitForGPUIdle
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences(
 | |
|     SDL_GPUDevice *device,
 | |
|     bool wait_all,
 | |
|     SDL_GPUFence *const *fences,
 | |
|     Uint32 num_fences);
 | |
| 
 | |
| /**
 | |
|  * Checks the status of a fence.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param fence a fence.
 | |
|  * \returns true if the fence is signaled, false if it is not.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_QueryGPUFence(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUFence *fence);
 | |
| 
 | |
| /**
 | |
|  * Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
 | |
|  *
 | |
|  * You must not reference the fence after calling this function.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param fence a fence.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUFence *fence);
 | |
| 
 | |
| /* Format Info */
 | |
| 
 | |
| /**
 | |
|  * Obtains the texel block size for a texture format.
 | |
|  *
 | |
|  * \param format the texture format you want to know the texel size of.
 | |
|  * \returns the texel block size of the texture format.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_UploadToGPUTexture
 | |
|  */
 | |
| extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize(
 | |
|     SDL_GPUTextureFormat format);
 | |
| 
 | |
| /**
 | |
|  * Determines whether a texture format is supported for a given type and
 | |
|  * usage.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param format the texture format to check.
 | |
|  * \param type the type of texture (2D, 3D, Cube).
 | |
|  * \param usage a bitmask of all usage scenarios to check.
 | |
|  * \returns whether the texture format is supported for this type and usage.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsFormat(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUTextureFormat format,
 | |
|     SDL_GPUTextureType type,
 | |
|     SDL_GPUTextureUsageFlags usage);
 | |
| 
 | |
| /**
 | |
|  * Determines if a sample count for a texture format is supported.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  * \param format the texture format to check.
 | |
|  * \param sample_count the sample count to check.
 | |
|  * \returns whether the sample count is supported for this texture format.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsSampleCount(
 | |
|     SDL_GPUDevice *device,
 | |
|     SDL_GPUTextureFormat format,
 | |
|     SDL_GPUSampleCount sample_count);
 | |
| 
 | |
| /**
 | |
|  * Calculate the size in bytes of a texture format with dimensions.
 | |
|  *
 | |
|  * \param format a texture format.
 | |
|  * \param width width in pixels.
 | |
|  * \param height height in pixels.
 | |
|  * \param depth_or_layer_count depth for 3D textures or layer count otherwise.
 | |
|  * \returns the size of a texture with this format and dimensions.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC Uint32 SDLCALL SDL_CalculateGPUTextureFormatSize(
 | |
|     SDL_GPUTextureFormat format,
 | |
|     Uint32 width,
 | |
|     Uint32 height,
 | |
|     Uint32 depth_or_layer_count);
 | |
| 
 | |
| /**
 | |
|  * Get the SDL pixel format corresponding to a GPU texture format.
 | |
|  *
 | |
|  * \param format a texture format.
 | |
|  * \returns the corresponding pixel format, or SDL_PIXELFORMAT_UNKNOWN if
 | |
|  *          there is no corresponding pixel format.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.4.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_PixelFormat SDLCALL SDL_GetPixelFormatFromGPUTextureFormat(SDL_GPUTextureFormat format);
 | |
| 
 | |
| /**
 | |
|  * Get the GPU texture format corresponding to an SDL pixel format.
 | |
|  *
 | |
|  * \param format a pixel format.
 | |
|  * \returns the corresponding GPU texture format, or
 | |
|  *          SDL_GPU_TEXTUREFORMAT_INVALID if there is no corresponding GPU
 | |
|  *          texture format.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.4.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUTextureFormatFromPixelFormat(SDL_PixelFormat format);
 | |
| 
 | |
| #ifdef SDL_PLATFORM_GDK
 | |
| 
 | |
| /**
 | |
|  * Call this to suspend GPU operation on Xbox when you receive the
 | |
|  * SDL_EVENT_DID_ENTER_BACKGROUND event.
 | |
|  *
 | |
|  * Do NOT call any SDL_GPU functions after calling this function! This must
 | |
|  * also be called before calling SDL_GDKSuspendComplete.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AddEventWatch
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device);
 | |
| 
 | |
| /**
 | |
|  * Call this to resume GPU operation on Xbox when you receive the
 | |
|  * SDL_EVENT_WILL_ENTER_FOREGROUND event.
 | |
|  *
 | |
|  * When resuming, this function MUST be called before calling any other
 | |
|  * SDL_GPU functions.
 | |
|  *
 | |
|  * \param device a GPU context.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AddEventWatch
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device);
 | |
| 
 | |
| #endif /* SDL_PLATFORM_GDK */
 | |
| 
 | |
| #ifdef __cplusplus
 | |
| }
 | |
| #endif /* __cplusplus */
 | |
| #include <SDL3/SDL_close_code.h>
 | |
| 
 | |
| #endif /* SDL_gpu_h_ */
 |