SDL 3.0
SDL_gpu.h
Go to the documentation of this file.
1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/* WIKI CATEGORY: GPU */
23
24/**
25 * # CategoryGPU
26 *
27 * The GPU API offers a cross-platform way for apps to talk to modern graphics
28 * hardware. It offers both 3D graphics and compute support, in the style of
29 * Metal, Vulkan, and Direct3D 12.
30 *
31 * A basic workflow might be something like this:
32 *
33 * The app creates a GPU device with SDL_CreateGPUDevice(), and assigns it to
34 * a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you
35 * can render offscreen entirely, perhaps for image processing, and not use a
36 * window at all.
37 *
38 * Next, the app prepares static data (things that are created once and used
39 * over and over). For example:
40 *
41 * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
42 * - Vertex buffers (arrays of geometry data) and other rendering data: use
43 * SDL_CreateGPUBuffer() and SDL_UploadToGPUBuffer().
44 * - Textures (images): use SDL_CreateGPUTexture() and
45 * SDL_UploadToGPUTexture().
46 * - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
47 * - Render pipelines (precalculated rendering state): use
48 * SDL_CreateGPUGraphicsPipeline()
49 *
50 * To render, the app creates one or more command buffers, with
51 * SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering
52 * instructions that will be submitted to the GPU in batch. Complex scenes can
53 * use multiple command buffers, maybe configured across multiple threads in
54 * parallel, as long as they are submitted in the correct order, but many apps
55 * will just need one command buffer per frame.
56 *
57 * Rendering can happen to a texture (what other APIs call a "render target")
58 * or it can happen to the swapchain texture (which is just a special texture
59 * that represents a window's contents). The app can use
60 * SDL_WaitAndAcquireGPUSwapchainTexture() to render to the window.
61 *
62 * Rendering actually happens in a Render Pass, which is encoded into a
63 * command buffer. One can encode multiple render passes (or alternate between
64 * render and compute passes) in a single command buffer, but many apps might
65 * simply need a single render pass in a single command buffer. Render Passes
66 * can render to up to four color textures and one depth texture
67 * simultaneously. If the set of textures being rendered to needs to change,
68 * the Render Pass must be ended and a new one must be begun.
69 *
70 * The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for
71 * each draw:
72 *
73 * - SDL_BindGPUGraphicsPipeline()
74 * - SDL_SetGPUViewport()
75 * - SDL_BindGPUVertexBuffers()
76 * - SDL_BindGPUVertexSamplers()
77 * - etc
78 *
79 * Then, make the actual draw commands with these states:
80 *
81 * - SDL_DrawGPUPrimitives()
82 * - SDL_DrawGPUPrimitivesIndirect()
83 * - SDL_DrawGPUIndexedPrimitivesIndirect()
84 * - etc
85 *
86 * After all the drawing commands for a pass are complete, the app should call
87 * SDL_EndGPURenderPass(). Once a render pass ends all render-related state is
88 * reset.
89 *
90 * The app can begin new Render Passes and make new draws in the same command
91 * buffer until the entire scene is rendered.
92 *
93 * Once all of the render commands for the scene are complete, the app calls
94 * SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing.
95 *
96 * If the app needs to read back data from texture or buffers, the API has an
97 * efficient way of doing this, provided that the app is willing to tolerate
98 * some latency. When the app uses SDL_DownloadFromGPUTexture() or
99 * SDL_DownloadFromGPUBuffer(), submitting the command buffer with
100 * SDL_SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that
101 * the app can poll or wait on in a thread. Once the fence indicates that the
102 * command buffer is done processing, it is safe to read the downloaded data.
103 * Make sure to call SDL_ReleaseGPUFence() when done with the fence.
104 *
105 * The API also has "compute" support. The app calls SDL_BeginGPUComputePass()
106 * with compute-writeable textures and/or buffers, which can be written to in
107 * a compute shader. Then it sets states it needs for the compute dispatches:
108 *
109 * - SDL_BindGPUComputePipeline()
110 * - SDL_BindGPUComputeStorageBuffers()
111 * - SDL_BindGPUComputeStorageTextures()
112 *
113 * Then, dispatch compute work:
114 *
115 * - SDL_DispatchGPUCompute()
116 *
117 * For advanced users, this opens up powerful GPU-driven workflows.
118 *
119 * Graphics and compute pipelines require the use of shaders, which as
120 * mentioned above are small programs executed on the GPU. Each backend
121 * (Vulkan, Metal, D3D12) requires a different shader format. When the app
122 * creates the GPU device, the app lets the device know which shader formats
123 * the app can provide. It will then select the appropriate backend depending
124 * on the available shader formats and the backends available on the platform.
125 * When creating shaders, the app must provide the correct shader format for
126 * the selected backend. If you would like to learn more about why the API
127 * works this way, there is a detailed
128 * [blog post](https://moonside.games/posts/layers-all-the-way-down/)
129 * explaining this situation.
130 *
131 * It is optimal for apps to pre-compile the shader formats they might use,
132 * but for ease of use SDL provides a separate project,
133 * [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross)
134 * , for performing runtime shader cross-compilation. It also has a CLI
135 * interface for offline precompilation as well.
136 *
137 * This is an extremely quick overview that leaves out several important
138 * details. Already, though, one can see that GPU programming can be quite
139 * complex! If you just need simple 2D graphics, the
140 * [Render API](https://wiki.libsdl.org/SDL3/CategoryRender)
141 * is much easier to use but still hardware-accelerated. That said, even for
142 * 2D applications the performance benefits and expressiveness of the GPU API
143 * are significant.
144 *
145 * The GPU API targets a feature set with a wide range of hardware support and
146 * ease of portability. It is designed so that the app won't have to branch
147 * itself by querying feature support. If you need cutting-edge features with
148 * limited hardware support, this API is probably not for you.
149 *
150 * Examples demonstrating proper usage of this API can be found
151 * [here](https://github.com/TheSpydog/SDL_gpu_examples)
152 * .
153 *
154 * ## Performance considerations
155 *
156 * Here are some basic tips for maximizing your rendering performance.
157 *
158 * - Beginning a new render pass is relatively expensive. Use as few render
159 * passes as you can.
160 * - Minimize the amount of state changes. For example, binding a pipeline is
161 * relatively cheap, but doing it hundreds of times when you don't need to
162 * will slow the performance significantly.
163 * - Perform your data uploads as early as possible in the frame.
164 * - Don't churn resources. Creating and releasing resources is expensive.
165 * It's better to create what you need up front and cache it.
166 * - Don't use uniform buffers for large amounts of data (more than a matrix
167 * or so). Use a storage buffer instead.
168 * - Use cycling correctly. There is a detailed explanation of cycling further
169 * below.
170 * - Use culling techniques to minimize pixel writes. The less writing the GPU
171 * has to do the better. Culling can be a very advanced topic but even
172 * simple culling techniques can boost performance significantly.
173 *
174 * In general try to remember the golden rule of performance: doing things is
175 * more expensive than not doing things. Don't Touch The Driver!
176 *
177 * ## FAQ
178 *
179 * **Question: When are you adding more advanced features, like ray tracing or
180 * mesh shaders?**
181 *
182 * Answer: We don't have immediate plans to add more bleeding-edge features,
183 * but we certainly might in the future, when these features prove worthwhile,
184 * and reasonable to implement across several platforms and underlying APIs.
185 * So while these things are not in the "never" category, they are definitely
186 * not "near future" items either.
187 *
188 * **Question: Why is my shader not working?**
189 *
190 * Answer: A common oversight when using shaders is not properly laying out
191 * the shader resources/registers correctly. The GPU API is very strict with
192 * how it wants resources to be laid out and it's difficult for the API to
193 * automatically validate shaders to see if they have a compatible layout. See
194 * the documentation for SDL_CreateGPUShader() and
195 * SDL_CreateGPUComputePipeline() for information on the expected layout.
196 *
197 * Another common issue is not setting the correct number of samplers,
198 * textures, and buffers in SDL_GPUShaderCreateInfo. If possible use shader
199 * reflection to extract the required information from the shader
200 * automatically instead of manually filling in the struct's values.
201 *
202 * **Question: My application isn't performing very well. Is this the GPU
203 * API's fault?**
204 *
205 * Answer: No. Long answer: The GPU API is a relatively thin layer over the
206 * underlying graphics API. While it's possible that we have done something
207 * inefficiently, it's very unlikely especially if you are relatively
208 * inexperienced with GPU rendering. Please see the performance tips above and
209 * make sure you are following them. Additionally, tools like
210 * [RenderDoc](https://renderdoc.org/)
211 * can be very helpful for diagnosing incorrect behavior and performance
212 * issues.
213 *
214 * ## System Requirements
215 *
216 * ### Vulkan
217 *
218 * SDL driver name: "vulkan" (for use in SDL_CreateGPUDevice() and
219 * SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING)
220 *
221 * Supported on Windows, Linux, Nintendo Switch, and certain Android devices.
222 * Requires Vulkan 1.0 with the following extensions and device features:
223 *
224 * - `VK_KHR_swapchain`
225 * - `VK_KHR_maintenance1`
226 * - `independentBlend`
227 * - `imageCubeArray`
228 * - `depthClamp`
229 * - `shaderClipDistance`
230 * - `drawIndirectFirstInstance`
231 * - `sampleRateShading`
232 *
233 * You can remove some of these requirements to increase compatibility with
234 * Android devices by using these properties when creating the GPU device with
235 * SDL_CreateGPUDeviceWithProperties():
236 *
237 * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN
238 * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN
239 * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN
240 * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN
241 *
242 * ### D3D12
243 *
244 * SDL driver name: "direct3d12"
245 *
246 * Supported on Windows 10 or newer, Xbox One (GDK), and Xbox Series X|S
247 * (GDK). Requires a GPU that supports DirectX 12 Feature Level 11_0 and
248 * Resource Binding Tier 2 or above.
249 *
250 * You can remove the Tier 2 resource binding requirement to support Intel
251 * Haswell and Broadwell GPUs by using this property when creating the GPU
252 * device with SDL_CreateGPUDeviceWithProperties():
253 *
254 * - SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN
255 *
256 * ### Metal
257 *
258 * SDL driver name: "metal"
259 *
260 * Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware requirements vary by
261 * operating system:
262 *
263 * - macOS requires an Apple Silicon or
264 * [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc)
265 * GPU
266 * - iOS/tvOS requires an A9 GPU or newer
267 * - iOS Simulator and tvOS Simulator are unsupported
268 *
269 * ## Coordinate System
270 *
271 * The GPU API uses a left-handed coordinate system, following the convention
272 * of D3D12 and Metal. Specifically:
273 *
274 * - **Normalized Device Coordinates:** The lower-left corner has an x,y
275 * coordinate of `(-1.0, -1.0)`. The upper-right corner is `(1.0, 1.0)`. Z
276 * values range from `[0.0, 1.0]` where 0 is the near plane.
277 * - **Viewport Coordinates:** The top-left corner has an x,y coordinate of
278 * `(0, 0)` and extends to the bottom-right corner at `(viewportWidth,
279 * viewportHeight)`. +Y is down.
280 * - **Texture Coordinates:** The top-left corner has an x,y coordinate of
281 * `(0, 0)` and extends to the bottom-right corner at `(1.0, 1.0)`. +Y is
282 * down.
283 *
284 * If the backend driver differs from this convention (e.g. Vulkan, which has
285 * an NDC that assumes +Y is down), SDL will automatically convert the
286 * coordinate system behind the scenes, so you don't need to perform any
287 * coordinate flipping logic in your shaders.
288 *
289 * ## Uniform Data
290 *
291 * Uniforms are for passing data to shaders. The uniform data will be constant
292 * across all executions of the shader.
293 *
294 * There are 4 available uniform slots per shader stage (where the stages are
295 * vertex, fragment, and compute). Uniform data pushed to a slot on a stage
296 * keeps its value throughout the command buffer until you call the relevant
297 * Push function on that slot again.
298 *
299 * For example, you could write your vertex shaders to read a camera matrix
300 * from uniform binding slot 0, push the camera matrix at the start of the
301 * command buffer, and that data will be used for every subsequent draw call.
302 *
303 * It is valid to push uniform data during a render or compute pass.
304 *
305 * Uniforms are best for pushing small amounts of data. If you are pushing
306 * more than a matrix or two per call you should consider using a storage
307 * buffer instead.
308 *
309 * ## A Note On Cycling
310 *
311 * When using a command buffer, operations do not occur immediately - they
312 * occur some time after the command buffer is submitted.
313 *
314 * When a resource is used in a pending or active command buffer, it is
315 * considered to be "bound". When a resource is no longer used in any pending
316 * or active command buffers, it is considered to be "unbound".
317 *
318 * If data resources are bound, it is unspecified when that data will be
319 * unbound unless you acquire a fence when submitting the command buffer and
320 * wait on it. However, this doesn't mean you need to track resource usage
321 * manually.
322 *
323 * All of the functions and structs that involve writing to a resource have a
324 * "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all
325 * effectively function as ring buffers on internal resources. When cycle is
326 * true, if the resource is bound, the cycle rotates to the next unbound
327 * internal resource, or if none are available, a new one is created. This
328 * means you don't have to worry about complex state tracking and
329 * synchronization as long as cycling is correctly employed.
330 *
331 * For example: you can call SDL_MapGPUTransferBuffer(), write texture data,
332 * SDL_UnmapGPUTransferBuffer(), and then SDL_UploadToGPUTexture(). The next
333 * time you write texture data to the transfer buffer, if you set the cycle
334 * param to true, you don't have to worry about overwriting any data that is
335 * not yet uploaded.
336 *
337 * Another example: If you are using a texture in a render pass every frame,
338 * this can cause a data dependency between frames. If you set cycle to true
339 * in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.
340 *
341 * Cycling will never undefine already bound data. When cycling, all data in
342 * the resource is considered to be undefined for subsequent commands until
343 * that data is written again. You must take care not to read undefined data.
344 *
345 * Note that when cycling a texture, the entire texture will be cycled, even
346 * if only part of the texture is used in the call, so you must consider the
347 * entire texture to contain undefined data after cycling.
348 *
349 * You must also take care not to overwrite a section of data that has been
350 * referenced in a command without cycling first. It is OK to overwrite
351 * unreferenced data in a bound resource without cycling, but overwriting a
352 * section of data that has already been referenced will produce unexpected
353 * results.
354 *
355 * ## Debugging
356 *
357 * At some point of your GPU journey, you will probably encounter issues that
358 * are not traceable with regular debugger - for example, your code compiles
359 * but you get an empty screen, or your shader fails in runtime.
360 *
361 * For debugging such cases, there are tools that allow visually inspecting
362 * the whole GPU frame, every drawcall, every bound resource, memory buffers,
363 * etc. They are the following, per platform:
364 *
365 * * For Windows/Linux, use
366 * [RenderDoc](https://renderdoc.org/)
367 * * For MacOS (Metal), use Xcode built-in debugger (Open XCode, go to Debug >
368 * Debug Executable..., select your application, set "GPU Frame Capture" to
369 * "Metal" in scheme "Options" window, run your app, and click the small
370 * Metal icon on the bottom to capture a frame)
371 *
372 * Aside from that, you may want to enable additional debug layers to receive
373 * more detailed error messages, based on your GPU backend:
374 *
375 * * For D3D12, the debug layer is an optional feature that can be installed
376 * via "Windows Settings -> System -> Optional features" and adding the
377 * "Graphics Tools" optional feature.
378 * * For Vulkan, you will need to install Vulkan SDK on Windows, and on Linux,
379 * you usually have some sort of `vulkan-validation-layers` system package
380 * that should be installed.
381 * * For Metal, it should be enough just to run the application from XCode to
382 * receive detailed errors or warnings in the output.
383 *
384 * Don't hesitate to use tools as RenderDoc when encountering runtime issues
385 * or unexpected output on screen, quick GPU frame inspection can usually help
386 * you fix the majority of such problems.
387 */
388
389#ifndef SDL_gpu_h_
390#define SDL_gpu_h_
391
392#include <SDL3/SDL_stdinc.h>
393#include <SDL3/SDL_pixels.h>
394#include <SDL3/SDL_properties.h>
395#include <SDL3/SDL_rect.h>
396#include <SDL3/SDL_surface.h>
397#include <SDL3/SDL_video.h>
398
399#include <SDL3/SDL_begin_code.h>
400#ifdef __cplusplus
401extern "C" {
402#endif /* __cplusplus */
403
404/* Type Declarations */
405
406/**
407 * An opaque handle representing the SDL_GPU context.
408 *
409 * \since This struct is available since SDL 3.2.0.
410 */
412
413/**
414 * An opaque handle representing a buffer.
415 *
416 * Used for vertices, indices, indirect draw commands, and general compute
417 * data.
418 *
419 * \since This struct is available since SDL 3.2.0.
420 *
421 * \sa SDL_CreateGPUBuffer
422 * \sa SDL_UploadToGPUBuffer
423 * \sa SDL_DownloadFromGPUBuffer
424 * \sa SDL_CopyGPUBufferToBuffer
425 * \sa SDL_BindGPUVertexBuffers
426 * \sa SDL_BindGPUIndexBuffer
427 * \sa SDL_BindGPUVertexStorageBuffers
428 * \sa SDL_BindGPUFragmentStorageBuffers
429 * \sa SDL_DrawGPUPrimitivesIndirect
430 * \sa SDL_DrawGPUIndexedPrimitivesIndirect
431 * \sa SDL_BindGPUComputeStorageBuffers
432 * \sa SDL_DispatchGPUComputeIndirect
433 * \sa SDL_ReleaseGPUBuffer
434 */
436
437/**
438 * An opaque handle representing a transfer buffer.
439 *
440 * Used for transferring data to and from the device.
441 *
442 * \since This struct is available since SDL 3.2.0.
443 *
444 * \sa SDL_CreateGPUTransferBuffer
445 * \sa SDL_MapGPUTransferBuffer
446 * \sa SDL_UnmapGPUTransferBuffer
447 * \sa SDL_UploadToGPUBuffer
448 * \sa SDL_UploadToGPUTexture
449 * \sa SDL_DownloadFromGPUBuffer
450 * \sa SDL_DownloadFromGPUTexture
451 * \sa SDL_ReleaseGPUTransferBuffer
452 */
454
455/**
456 * An opaque handle representing a texture.
457 *
458 * \since This struct is available since SDL 3.2.0.
459 *
460 * \sa SDL_CreateGPUTexture
461 * \sa SDL_UploadToGPUTexture
462 * \sa SDL_DownloadFromGPUTexture
463 * \sa SDL_CopyGPUTextureToTexture
464 * \sa SDL_BindGPUVertexSamplers
465 * \sa SDL_BindGPUVertexStorageTextures
466 * \sa SDL_BindGPUFragmentSamplers
467 * \sa SDL_BindGPUFragmentStorageTextures
468 * \sa SDL_BindGPUComputeStorageTextures
469 * \sa SDL_GenerateMipmapsForGPUTexture
470 * \sa SDL_BlitGPUTexture
471 * \sa SDL_ReleaseGPUTexture
472 */
474
475/**
476 * An opaque handle representing a sampler.
477 *
478 * \since This struct is available since SDL 3.2.0.
479 *
480 * \sa SDL_CreateGPUSampler
481 * \sa SDL_BindGPUVertexSamplers
482 * \sa SDL_BindGPUFragmentSamplers
483 * \sa SDL_ReleaseGPUSampler
484 */
486
487/**
488 * An opaque handle representing a compiled shader object.
489 *
490 * \since This struct is available since SDL 3.2.0.
491 *
492 * \sa SDL_CreateGPUShader
493 * \sa SDL_CreateGPUGraphicsPipeline
494 * \sa SDL_ReleaseGPUShader
495 */
497
498/**
499 * An opaque handle representing a compute pipeline.
500 *
501 * Used during compute passes.
502 *
503 * \since This struct is available since SDL 3.2.0.
504 *
505 * \sa SDL_CreateGPUComputePipeline
506 * \sa SDL_BindGPUComputePipeline
507 * \sa SDL_ReleaseGPUComputePipeline
508 */
510
511/**
512 * An opaque handle representing a graphics pipeline.
513 *
514 * Used during render passes.
515 *
516 * \since This struct is available since SDL 3.2.0.
517 *
518 * \sa SDL_CreateGPUGraphicsPipeline
519 * \sa SDL_BindGPUGraphicsPipeline
520 * \sa SDL_ReleaseGPUGraphicsPipeline
521 */
523
524/**
525 * An opaque handle representing a command buffer.
526 *
527 * Most state is managed via command buffers. When setting state using a
528 * command buffer, that state is local to the command buffer.
529 *
530 * Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is
531 * called. Once the command buffer is submitted, it is no longer valid to use
532 * it.
533 *
534 * Command buffers are executed in submission order. If you submit command
535 * buffer A and then command buffer B all commands in A will begin executing
536 * before any command in B begins executing.
537 *
538 * In multi-threading scenarios, you should only access a command buffer on
539 * the thread you acquired it from.
540 *
541 * \since This struct is available since SDL 3.2.0.
542 *
543 * \sa SDL_AcquireGPUCommandBuffer
544 * \sa SDL_SubmitGPUCommandBuffer
545 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
546 */
548
549/**
550 * An opaque handle representing a render pass.
551 *
552 * This handle is transient and should not be held or referenced after
553 * SDL_EndGPURenderPass is called.
554 *
555 * \since This struct is available since SDL 3.2.0.
556 *
557 * \sa SDL_BeginGPURenderPass
558 * \sa SDL_EndGPURenderPass
559 */
561
562/**
563 * An opaque handle representing a compute pass.
564 *
565 * This handle is transient and should not be held or referenced after
566 * SDL_EndGPUComputePass is called.
567 *
568 * \since This struct is available since SDL 3.2.0.
569 *
570 * \sa SDL_BeginGPUComputePass
571 * \sa SDL_EndGPUComputePass
572 */
574
575/**
576 * An opaque handle representing a copy pass.
577 *
578 * This handle is transient and should not be held or referenced after
579 * SDL_EndGPUCopyPass is called.
580 *
581 * \since This struct is available since SDL 3.2.0.
582 *
583 * \sa SDL_BeginGPUCopyPass
584 * \sa SDL_EndGPUCopyPass
585 */
587
588/**
589 * An opaque handle representing a fence.
590 *
591 * \since This struct is available since SDL 3.2.0.
592 *
593 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
594 * \sa SDL_QueryGPUFence
595 * \sa SDL_WaitForGPUFences
596 * \sa SDL_ReleaseGPUFence
597 */
599
600/**
601 * Specifies the primitive topology of a graphics pipeline.
602 *
603 * If you are using POINTLIST you must include a point size output in the
604 * vertex shader.
605 *
606 * - For HLSL compiling to SPIRV you must decorate a float output with
607 * [[vk::builtin("PointSize")]].
608 * - For GLSL you must set the gl_PointSize builtin.
609 * - For MSL you must include a float output with the [[point_size]]
610 * decorator.
611 *
612 * Note that sized point topology is totally unsupported on D3D12. Any size
613 * other than 1 will be ignored. In general, you should avoid using point
614 * topology for both compatibility and performance reasons. You WILL regret
615 * using it.
616 *
617 * \since This enum is available since SDL 3.2.0.
618 *
619 * \sa SDL_CreateGPUGraphicsPipeline
620 */
622{
623 SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, /**< A series of separate triangles. */
624 SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP, /**< A series of connected triangles. */
625 SDL_GPU_PRIMITIVETYPE_LINELIST, /**< A series of separate lines. */
626 SDL_GPU_PRIMITIVETYPE_LINESTRIP, /**< A series of connected lines. */
627 SDL_GPU_PRIMITIVETYPE_POINTLIST /**< A series of separate points. */
629
630/**
631 * Specifies how the contents of a texture attached to a render pass are
632 * treated at the beginning of the render pass.
633 *
634 * \since This enum is available since SDL 3.2.0.
635 *
636 * \sa SDL_BeginGPURenderPass
637 */
638typedef enum SDL_GPULoadOp
639{
640 SDL_GPU_LOADOP_LOAD, /**< The previous contents of the texture will be preserved. */
641 SDL_GPU_LOADOP_CLEAR, /**< The contents of the texture will be cleared to a color. */
642 SDL_GPU_LOADOP_DONT_CARE /**< The previous contents of the texture need not be preserved. The contents will be undefined. */
644
645/**
646 * Specifies how the contents of a texture attached to a render pass are
647 * treated at the end of the render pass.
648 *
649 * \since This enum is available since SDL 3.2.0.
650 *
651 * \sa SDL_BeginGPURenderPass
652 */
653typedef enum SDL_GPUStoreOp
654{
655 SDL_GPU_STOREOP_STORE, /**< The contents generated during the render pass will be written to memory. */
656 SDL_GPU_STOREOP_DONT_CARE, /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
657 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. */
658 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. */
660
661/**
662 * Specifies the size of elements in an index buffer.
663 *
664 * \since This enum is available since SDL 3.2.0.
665 *
666 * \sa SDL_CreateGPUGraphicsPipeline
667 */
669{
670 SDL_GPU_INDEXELEMENTSIZE_16BIT, /**< The index elements are 16-bit. */
671 SDL_GPU_INDEXELEMENTSIZE_32BIT /**< The index elements are 32-bit. */
673
674/**
675 * Specifies the pixel format of a texture.
676 *
677 * Texture format support varies depending on driver, hardware, and usage
678 * flags. In general, you should use SDL_GPUTextureSupportsFormat to query if
679 * a format is supported before using it. However, there are a few guaranteed
680 * formats.
681 *
682 * FIXME: Check universal support for 32-bit component formats FIXME: Check
683 * universal support for SIMULTANEOUS_READ_WRITE
684 *
685 * For SAMPLER usage, the following formats are universally supported:
686 *
687 * - R8G8B8A8_UNORM
688 * - B8G8R8A8_UNORM
689 * - R8_UNORM
690 * - R8_SNORM
691 * - R8G8_UNORM
692 * - R8G8_SNORM
693 * - R8G8B8A8_SNORM
694 * - R16_FLOAT
695 * - R16G16_FLOAT
696 * - R16G16B16A16_FLOAT
697 * - R32_FLOAT
698 * - R32G32_FLOAT
699 * - R32G32B32A32_FLOAT
700 * - R11G11B10_UFLOAT
701 * - R8G8B8A8_UNORM_SRGB
702 * - B8G8R8A8_UNORM_SRGB
703 * - D16_UNORM
704 *
705 * For COLOR_TARGET usage, the following formats are universally supported:
706 *
707 * - R8G8B8A8_UNORM
708 * - B8G8R8A8_UNORM
709 * - R8_UNORM
710 * - R16_FLOAT
711 * - R16G16_FLOAT
712 * - R16G16B16A16_FLOAT
713 * - R32_FLOAT
714 * - R32G32_FLOAT
715 * - R32G32B32A32_FLOAT
716 * - R8_UINT
717 * - R8G8_UINT
718 * - R8G8B8A8_UINT
719 * - R16_UINT
720 * - R16G16_UINT
721 * - R16G16B16A16_UINT
722 * - R8_INT
723 * - R8G8_INT
724 * - R8G8B8A8_INT
725 * - R16_INT
726 * - R16G16_INT
727 * - R16G16B16A16_INT
728 * - R8G8B8A8_UNORM_SRGB
729 * - B8G8R8A8_UNORM_SRGB
730 *
731 * For STORAGE usages, the following formats are universally supported:
732 *
733 * - R8G8B8A8_UNORM
734 * - R8G8B8A8_SNORM
735 * - R16G16B16A16_FLOAT
736 * - R32_FLOAT
737 * - R32G32_FLOAT
738 * - R32G32B32A32_FLOAT
739 * - R8G8B8A8_UINT
740 * - R16G16B16A16_UINT
741 * - R8G8B8A8_INT
742 * - R16G16B16A16_INT
743 *
744 * For DEPTH_STENCIL_TARGET usage, the following formats are universally
745 * supported:
746 *
747 * - D16_UNORM
748 * - Either (but not necessarily both!) D24_UNORM or D32_FLOAT
749 * - Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_FLOAT_S8_UINT
750 *
751 * Unless D16_UNORM is sufficient for your purposes, always check which of
752 * D24/D32 is supported before creating a depth-stencil texture!
753 *
754 * \since This enum is available since SDL 3.2.0.
755 *
756 * \sa SDL_CreateGPUTexture
757 * \sa SDL_GPUTextureSupportsFormat
758 */
760{
762
763 /* Unsigned Normalized Float Color Formats */
776 /* Compressed Unsigned Normalized Float Color Formats */
783 /* Compressed Signed Float Color Formats */
785 /* Compressed Unsigned Float Color Formats */
787 /* Signed Normalized Float Color Formats */
794 /* Signed Float Color Formats */
801 /* Unsigned Float Color Formats */
803 /* Unsigned Integer Color Formats */
813 /* Signed Integer Color Formats */
823 /* SRGB Unsigned Normalized Color Formats */
826 /* Compressed SRGB Unsigned Normalized Color Formats */
831 /* Depth Formats */
837 /* Compressed ASTC Normalized Float Color Formats*/
852 /* Compressed SRGB ASTC Normalized Float Color Formats*/
867 /* Compressed ASTC Signed Float Color Formats*/
883
884/**
885 * Specifies how a texture is intended to be used by the client.
886 *
887 * A texture must have at least one usage flag. Note that some usage flag
888 * combinations are invalid.
889 *
890 * With regards to compute storage usage, READ | WRITE means that you can have
891 * shader A that only writes into the texture and shader B that only reads
892 * from the texture and bind the same texture to either shader respectively.
893 * SIMULTANEOUS means that you can do reads and writes within the same shader
894 * or compute pass. It also implies that atomic ops can be used, since those
895 * are read-modify-write operations. If you use SIMULTANEOUS, you are
896 * responsible for avoiding data races, as there is no data synchronization
897 * within a compute pass. Note that SIMULTANEOUS usage is only supported by a
898 * limited number of texture formats.
899 *
900 * \since This datatype is available since SDL 3.2.0.
901 *
902 * \sa SDL_CreateGPUTexture
903 */
905
906#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< Texture supports sampling. */
907#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< Texture is a color render target. */
908#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< Texture is a depth stencil target. */
909#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Texture supports storage reads in graphics stages. */
910#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Texture supports storage reads in the compute stage. */
911#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Texture supports storage writes in the compute stage. */
912#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. */
913
914/**
915 * Specifies the type of a texture.
916 *
917 * \since This enum is available since SDL 3.2.0.
918 *
919 * \sa SDL_CreateGPUTexture
920 */
922{
923 SDL_GPU_TEXTURETYPE_2D, /**< The texture is a 2-dimensional image. */
924 SDL_GPU_TEXTURETYPE_2D_ARRAY, /**< The texture is a 2-dimensional array image. */
925 SDL_GPU_TEXTURETYPE_3D, /**< The texture is a 3-dimensional image. */
926 SDL_GPU_TEXTURETYPE_CUBE, /**< The texture is a cube image. */
927 SDL_GPU_TEXTURETYPE_CUBE_ARRAY /**< The texture is a cube array image. */
929
930/**
931 * Specifies the sample count of a texture.
932 *
933 * Used in multisampling. Note that this value only applies when the texture
934 * is used as a render target.
935 *
936 * \since This enum is available since SDL 3.2.0.
937 *
938 * \sa SDL_CreateGPUTexture
939 * \sa SDL_GPUTextureSupportsSampleCount
940 */
942{
943 SDL_GPU_SAMPLECOUNT_1, /**< No multisampling. */
944 SDL_GPU_SAMPLECOUNT_2, /**< MSAA 2x */
945 SDL_GPU_SAMPLECOUNT_4, /**< MSAA 4x */
946 SDL_GPU_SAMPLECOUNT_8 /**< MSAA 8x */
948
949
950/**
951 * Specifies the face of a cube map.
952 *
953 * Can be passed in as the layer field in texture-related structs.
954 *
955 * \since This enum is available since SDL 3.2.0.
956 */
966
967/**
968 * Specifies how a buffer is intended to be used by the client.
969 *
970 * A buffer must have at least one usage flag. Note that some usage flag
971 * combinations are invalid.
972 *
973 * Unlike textures, READ | WRITE can be used for simultaneous read-write
974 * usage. The same data synchronization concerns as textures apply.
975 *
976 * If you use a STORAGE flag, the data in the buffer must respect std140
977 * layout conventions. In practical terms this means you must ensure that vec3
978 * and vec4 fields are 16-byte aligned.
979 *
980 * \since This datatype is available since SDL 3.2.0.
981 *
982 * \sa SDL_CreateGPUBuffer
983 */
985
986#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< Buffer is a vertex buffer. */
987#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< Buffer is an index buffer. */
988#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< Buffer is an indirect buffer. */
989#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Buffer supports storage reads in graphics stages. */
990#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Buffer supports storage reads in the compute stage. */
991#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Buffer supports storage writes in the compute stage. */
992
993/**
994 * Specifies how a transfer buffer is intended to be used by the client.
995 *
996 * Note that mapping and copying FROM an upload transfer buffer or TO a
997 * download transfer buffer is undefined behavior.
998 *
999 * \since This enum is available since SDL 3.2.0.
1000 *
1001 * \sa SDL_CreateGPUTransferBuffer
1002 */
1008
1009/**
1010 * Specifies which stage a shader program corresponds to.
1011 *
1012 * \since This enum is available since SDL 3.2.0.
1013 *
1014 * \sa SDL_CreateGPUShader
1015 */
1021
1022/**
1023 * Specifies the format of shader code.
1024 *
1025 * Each format corresponds to a specific backend that accepts it.
1026 *
1027 * \since This datatype is available since SDL 3.2.0.
1028 *
1029 * \sa SDL_CreateGPUShader
1030 */
1032
1033#define SDL_GPU_SHADERFORMAT_INVALID 0
1034#define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */
1035#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */
1036#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */
1037#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */
1038#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */
1039#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */
1040
1041/**
1042 * Specifies the format of a vertex attribute.
1043 *
1044 * \since This enum is available since SDL 3.2.0.
1045 *
1046 * \sa SDL_CreateGPUGraphicsPipeline
1047 */
1049{
1051
1052 /* 32-bit Signed Integers */
1057
1058 /* 32-bit Unsigned Integers */
1063
1064 /* 32-bit Floats */
1069
1070 /* 8-bit Signed Integers */
1073
1074 /* 8-bit Unsigned Integers */
1077
1078 /* 8-bit Signed Normalized */
1081
1082 /* 8-bit Unsigned Normalized */
1085
1086 /* 16-bit Signed Integers */
1089
1090 /* 16-bit Unsigned Integers */
1093
1094 /* 16-bit Signed Normalized */
1097
1098 /* 16-bit Unsigned Normalized */
1101
1102 /* 16-bit Floats */
1106
1107/**
1108 * Specifies the rate at which vertex attributes are pulled from buffers.
1109 *
1110 * \since This enum is available since SDL 3.2.0.
1111 *
1112 * \sa SDL_CreateGPUGraphicsPipeline
1113 */
1115{
1116 SDL_GPU_VERTEXINPUTRATE_VERTEX, /**< Attribute addressing is a function of the vertex index. */
1117 SDL_GPU_VERTEXINPUTRATE_INSTANCE /**< Attribute addressing is a function of the instance index. */
1119
1120/**
1121 * Specifies the fill mode of the graphics pipeline.
1122 *
1123 * \since This enum is available since SDL 3.2.0.
1124 *
1125 * \sa SDL_CreateGPUGraphicsPipeline
1126 */
1128{
1129 SDL_GPU_FILLMODE_FILL, /**< Polygons will be rendered via rasterization. */
1130 SDL_GPU_FILLMODE_LINE /**< Polygon edges will be drawn as line segments. */
1132
1133/**
1134 * Specifies the facing direction in which triangle faces will be culled.
1135 *
1136 * \since This enum is available since SDL 3.2.0.
1137 *
1138 * \sa SDL_CreateGPUGraphicsPipeline
1139 */
1141{
1142 SDL_GPU_CULLMODE_NONE, /**< No triangles are culled. */
1143 SDL_GPU_CULLMODE_FRONT, /**< Front-facing triangles are culled. */
1144 SDL_GPU_CULLMODE_BACK /**< Back-facing triangles are culled. */
1146
1147/**
1148 * Specifies the vertex winding that will cause a triangle to be determined to
1149 * be front-facing.
1150 *
1151 * \since This enum is available since SDL 3.2.0.
1152 *
1153 * \sa SDL_CreateGPUGraphicsPipeline
1154 */
1156{
1157 SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE, /**< A triangle with counter-clockwise vertex winding will be considered front-facing. */
1158 SDL_GPU_FRONTFACE_CLOCKWISE /**< A triangle with clockwise vertex winding will be considered front-facing. */
1160
1161/**
1162 * Specifies a comparison operator for depth, stencil and sampler operations.
1163 *
1164 * \since This enum is available since SDL 3.2.0.
1165 *
1166 * \sa SDL_CreateGPUGraphicsPipeline
1167 */
1169{
1171 SDL_GPU_COMPAREOP_NEVER, /**< The comparison always evaluates false. */
1172 SDL_GPU_COMPAREOP_LESS, /**< The comparison evaluates reference < test. */
1173 SDL_GPU_COMPAREOP_EQUAL, /**< The comparison evaluates reference == test. */
1174 SDL_GPU_COMPAREOP_LESS_OR_EQUAL, /**< The comparison evaluates reference <= test. */
1175 SDL_GPU_COMPAREOP_GREATER, /**< The comparison evaluates reference > test. */
1176 SDL_GPU_COMPAREOP_NOT_EQUAL, /**< The comparison evaluates reference != test. */
1177 SDL_GPU_COMPAREOP_GREATER_OR_EQUAL, /**< The comparison evaluates reference >= test. */
1178 SDL_GPU_COMPAREOP_ALWAYS /**< The comparison always evaluates true. */
1180
1181/**
1182 * Specifies what happens to a stored stencil value if stencil tests fail or
1183 * pass.
1184 *
1185 * \since This enum is available since SDL 3.2.0.
1186 *
1187 * \sa SDL_CreateGPUGraphicsPipeline
1188 */
1190{
1192 SDL_GPU_STENCILOP_KEEP, /**< Keeps the current value. */
1193 SDL_GPU_STENCILOP_ZERO, /**< Sets the value to 0. */
1194 SDL_GPU_STENCILOP_REPLACE, /**< Sets the value to reference. */
1195 SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP, /**< Increments the current value and clamps to the maximum value. */
1196 SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP, /**< Decrements the current value and clamps to 0. */
1197 SDL_GPU_STENCILOP_INVERT, /**< Bitwise-inverts the current value. */
1198 SDL_GPU_STENCILOP_INCREMENT_AND_WRAP, /**< Increments the current value and wraps back to 0. */
1199 SDL_GPU_STENCILOP_DECREMENT_AND_WRAP /**< Decrements the current value and wraps to the maximum value. */
1201
1202/**
1203 * Specifies the operator to be used when pixels in a render target are
1204 * blended with existing pixels in the texture.
1205 *
1206 * The source color is the value written by the fragment shader. The
1207 * destination color is the value currently existing in the texture.
1208 *
1209 * \since This enum is available since SDL 3.2.0.
1210 *
1211 * \sa SDL_CreateGPUGraphicsPipeline
1212 */
1213typedef enum SDL_GPUBlendOp
1214{
1216 SDL_GPU_BLENDOP_ADD, /**< (source * source_factor) + (destination * destination_factor) */
1217 SDL_GPU_BLENDOP_SUBTRACT, /**< (source * source_factor) - (destination * destination_factor) */
1218 SDL_GPU_BLENDOP_REVERSE_SUBTRACT, /**< (destination * destination_factor) - (source * source_factor) */
1219 SDL_GPU_BLENDOP_MIN, /**< min(source, destination) */
1220 SDL_GPU_BLENDOP_MAX /**< max(source, destination) */
1222
1223/**
1224 * Specifies a blending factor to be used when pixels in a render target are
1225 * blended with existing pixels in the texture.
1226 *
1227 * The source color is the value written by the fragment shader. The
1228 * destination color is the value currently existing in the texture.
1229 *
1230 * \since This enum is available since SDL 3.2.0.
1231 *
1232 * \sa SDL_CreateGPUGraphicsPipeline
1233 */
1251
1252/**
1253 * Specifies which color components are written in a graphics pipeline.
1254 *
1255 * \since This datatype is available since SDL 3.2.0.
1256 *
1257 * \sa SDL_CreateGPUGraphicsPipeline
1258 */
1260
1261#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */
1262#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */
1263#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */
1264#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */
1265
1266/**
1267 * Specifies a filter operation used by a sampler.
1268 *
1269 * \since This enum is available since SDL 3.2.0.
1270 *
1271 * \sa SDL_CreateGPUSampler
1272 */
1273typedef enum SDL_GPUFilter
1274{
1275 SDL_GPU_FILTER_NEAREST, /**< Point filtering. */
1276 SDL_GPU_FILTER_LINEAR /**< Linear filtering. */
1278
1279/**
1280 * Specifies a mipmap mode used by a sampler.
1281 *
1282 * \since This enum is available since SDL 3.2.0.
1283 *
1284 * \sa SDL_CreateGPUSampler
1285 */
1291
1292/**
1293 * Specifies behavior of texture sampling when the coordinates exceed the 0-1
1294 * range.
1295 *
1296 * \since This enum is available since SDL 3.2.0.
1297 *
1298 * \sa SDL_CreateGPUSampler
1299 */
1301{
1302 SDL_GPU_SAMPLERADDRESSMODE_REPEAT, /**< Specifies that the coordinates will wrap around. */
1303 SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT, /**< Specifies that the coordinates will wrap around mirrored. */
1304 SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE /**< Specifies that the coordinates will clamp to the 0-1 range. */
1306
1307/**
1308 * Specifies the timing that will be used to present swapchain textures to the
1309 * OS.
1310 *
1311 * VSYNC mode will always be supported. IMMEDIATE and MAILBOX modes may not be
1312 * supported on certain systems.
1313 *
1314 * It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming
1315 * the window if you wish to change the present mode to IMMEDIATE or MAILBOX.
1316 *
1317 * - VSYNC: Waits for vblank before presenting. No tearing is possible. If
1318 * there is a pending image to present, the new image is enqueued for
1319 * presentation. Disallows tearing at the cost of visual latency.
1320 * - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
1321 * occur.
1322 * - MAILBOX: Waits for vblank before presenting. No tearing is possible. If
1323 * there is a pending image to present, the pending image is replaced by the
1324 * new image. Similar to VSYNC, but with reduced visual latency.
1325 *
1326 * \since This enum is available since SDL 3.2.0.
1327 *
1328 * \sa SDL_SetGPUSwapchainParameters
1329 * \sa SDL_WindowSupportsGPUPresentMode
1330 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
1331 */
1338
1339/**
1340 * Specifies the texture format and colorspace of the swapchain textures.
1341 *
1342 * SDR will always be supported. Other compositions may not be supported on
1343 * certain systems.
1344 *
1345 * It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after
1346 * claiming the window if you wish to change the swapchain composition from
1347 * SDR.
1348 *
1349 * - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in sRGB encoding.
1350 * - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are
1351 * stored in memory in sRGB encoding but accessed in shaders in "linear
1352 * sRGB" encoding which is sRGB but with a linear transfer function.
1353 * - HDR_EXTENDED_LINEAR: R16G16B16A16_FLOAT swapchain. Pixel values are in
1354 * extended linear sRGB encoding and permits values outside of the [0, 1]
1355 * range.
1356 * - HDR10_ST2084: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in
1357 * BT.2020 ST2084 (PQ) encoding.
1358 *
1359 * \since This enum is available since SDL 3.2.0.
1360 *
1361 * \sa SDL_SetGPUSwapchainParameters
1362 * \sa SDL_WindowSupportsGPUSwapchainComposition
1363 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
1364 */
1372
1373/* Structures */
1374
1375/**
1376 * A structure specifying a viewport.
1377 *
1378 * \since This struct is available since SDL 3.2.0.
1379 *
1380 * \sa SDL_SetGPUViewport
1381 */
1382typedef struct SDL_GPUViewport
1383{
1384 float x; /**< The left offset of the viewport. */
1385 float y; /**< The top offset of the viewport. */
1386 float w; /**< The width of the viewport. */
1387 float h; /**< The height of the viewport. */
1388 float min_depth; /**< The minimum depth of the viewport. */
1389 float max_depth; /**< The maximum depth of the viewport. */
1391
1392/**
1393 * A structure specifying parameters related to transferring data to or from a
1394 * texture.
1395 *
1396 * If either of `pixels_per_row` or `rows_per_layer` is zero, then width and
1397 * height of passed SDL_GPUTextureRegion to SDL_UploadToGPUTexture or
1398 * SDL_DownloadFromGPUTexture are used as default values respectively and data
1399 * is considered to be tightly packed.
1400 *
1401 * **WARNING**: On some older/integrated hardware, Direct3D 12 requires texture
1402 * data row pitch to be 256 byte aligned, and offsets to be aligned to 512 bytes.
1403 * If they are not, SDL will make a temporary copy of the data that is properly
1404 * aligned, but this adds overhead to the transfer process. Apps can avoid this
1405 * by aligning their data appropriately, or using a different GPU backend than
1406 * Direct3D 12.
1407 *
1408 * \since This struct is available since SDL 3.2.0.
1409 *
1410 * \sa SDL_UploadToGPUTexture
1411 * \sa SDL_DownloadFromGPUTexture
1412 */
1414{
1415 SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
1416 Uint32 offset; /**< The starting byte of the image data in the transfer buffer. */
1417 Uint32 pixels_per_row; /**< The number of pixels from one row to the next. */
1418 Uint32 rows_per_layer; /**< The number of rows from one layer/depth-slice to the next. */
1420
1421/**
1422 * A structure specifying a location in a transfer buffer.
1423 *
1424 * Used when transferring buffer data to or from a transfer buffer.
1425 *
1426 * \since This struct is available since SDL 3.2.0.
1427 *
1428 * \sa SDL_UploadToGPUBuffer
1429 * \sa SDL_DownloadFromGPUBuffer
1430 */
1432{
1433 SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
1434 Uint32 offset; /**< The starting byte of the buffer data in the transfer buffer. */
1436
1437/**
1438 * A structure specifying a location in a texture.
1439 *
1440 * Used when copying data from one texture to another.
1441 *
1442 * \since This struct is available since SDL 3.2.0.
1443 *
1444 * \sa SDL_CopyGPUTextureToTexture
1445 */
1447{
1448 SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
1449 Uint32 mip_level; /**< The mip level index of the location. */
1450 Uint32 layer; /**< The layer index of the location. */
1451 Uint32 x; /**< The left offset of the location. */
1452 Uint32 y; /**< The top offset of the location. */
1453 Uint32 z; /**< The front offset of the location. */
1455
1456/**
1457 * A structure specifying a region of a texture.
1458 *
1459 * Used when transferring data to or from a texture.
1460 *
1461 * \since This struct is available since SDL 3.2.0.
1462 *
1463 * \sa SDL_UploadToGPUTexture
1464 * \sa SDL_DownloadFromGPUTexture
1465 * \sa SDL_CreateGPUTexture
1466 */
1468{
1469 SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
1470 Uint32 mip_level; /**< The mip level index to transfer. */
1471 Uint32 layer; /**< The layer index to transfer. */
1472 Uint32 x; /**< The left offset of the region. */
1473 Uint32 y; /**< The top offset of the region. */
1474 Uint32 z; /**< The front offset of the region. */
1475 Uint32 w; /**< The width of the region. */
1476 Uint32 h; /**< The height of the region. */
1477 Uint32 d; /**< The depth of the region. */
1479
1480/**
1481 * A structure specifying a region of a texture used in the blit operation.
1482 *
1483 * \since This struct is available since SDL 3.2.0.
1484 *
1485 * \sa SDL_BlitGPUTexture
1486 */
1487typedef struct SDL_GPUBlitRegion
1488{
1489 SDL_GPUTexture *texture; /**< The texture. */
1490 Uint32 mip_level; /**< The mip level index of the region. */
1491 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. */
1492 Uint32 x; /**< The left offset of the region. */
1493 Uint32 y; /**< The top offset of the region. */
1494 Uint32 w; /**< The width of the region. */
1495 Uint32 h; /**< The height of the region. */
1497
1498/**
1499 * A structure specifying a location in a buffer.
1500 *
1501 * Used when copying data between buffers.
1502 *
1503 * \since This struct is available since SDL 3.2.0.
1504 *
1505 * \sa SDL_CopyGPUBufferToBuffer
1506 */
1508{
1509 SDL_GPUBuffer *buffer; /**< The buffer. */
1510 Uint32 offset; /**< The starting byte within the buffer. */
1512
1513/**
1514 * A structure specifying a region of a buffer.
1515 *
1516 * Used when transferring data to or from buffers.
1517 *
1518 * \since This struct is available since SDL 3.2.0.
1519 *
1520 * \sa SDL_UploadToGPUBuffer
1521 * \sa SDL_DownloadFromGPUBuffer
1522 */
1524{
1525 SDL_GPUBuffer *buffer; /**< The buffer. */
1526 Uint32 offset; /**< The starting byte within the buffer. */
1527 Uint32 size; /**< The size in bytes of the region. */
1529
1530/**
1531 * A structure specifying the parameters of an indirect draw command.
1532 *
1533 * Note that the `first_vertex` and `first_instance` parameters are NOT
1534 * compatible with built-in vertex/instance ID variables in shaders (for
1535 * example, SV_VertexID); GPU APIs and shader languages do not define these
1536 * built-in variables consistently, so if your shader depends on them, the
1537 * only way to keep behavior consistent and portable is to always pass 0 for
1538 * the correlating parameter in the draw calls.
1539 *
1540 * \since This struct is available since SDL 3.2.0.
1541 *
1542 * \sa SDL_DrawGPUPrimitivesIndirect
1543 */
1545{
1546 Uint32 num_vertices; /**< The number of vertices to draw. */
1547 Uint32 num_instances; /**< The number of instances to draw. */
1548 Uint32 first_vertex; /**< The index of the first vertex to draw. */
1549 Uint32 first_instance; /**< The ID of the first instance to draw. */
1551
1552/**
1553 * A structure specifying the parameters of an indexed indirect draw command.
1554 *
1555 * Note that the `first_vertex` and `first_instance` parameters are NOT
1556 * compatible with built-in vertex/instance ID variables in shaders (for
1557 * example, SV_VertexID); GPU APIs and shader languages do not define these
1558 * built-in variables consistently, so if your shader depends on them, the
1559 * only way to keep behavior consistent and portable is to always pass 0 for
1560 * the correlating parameter in the draw calls.
1561 *
1562 * \since This struct is available since SDL 3.2.0.
1563 *
1564 * \sa SDL_DrawGPUIndexedPrimitivesIndirect
1565 */
1567{
1568 Uint32 num_indices; /**< The number of indices to draw per instance. */
1569 Uint32 num_instances; /**< The number of instances to draw. */
1570 Uint32 first_index; /**< The base index within the index buffer. */
1571 Sint32 vertex_offset; /**< The value added to the vertex index before indexing into the vertex buffer. */
1572 Uint32 first_instance; /**< The ID of the first instance to draw. */
1574
1575/**
1576 * A structure specifying the parameters of an indexed dispatch command.
1577 *
1578 * \since This struct is available since SDL 3.2.0.
1579 *
1580 * \sa SDL_DispatchGPUComputeIndirect
1581 */
1583{
1584 Uint32 groupcount_x; /**< The number of local workgroups to dispatch in the X dimension. */
1585 Uint32 groupcount_y; /**< The number of local workgroups to dispatch in the Y dimension. */
1586 Uint32 groupcount_z; /**< The number of local workgroups to dispatch in the Z dimension. */
1588
1589/* State structures */
1590
1591/**
1592 * A structure specifying the parameters of a sampler.
1593 *
1594 * Note that mip_lod_bias is a no-op for the Metal driver. For Metal, LOD bias
1595 * must be applied via shader instead.
1596 *
1597 * \since This function is available since SDL 3.2.0.
1598 *
1599 * \sa SDL_CreateGPUSampler
1600 * \sa SDL_GPUFilter
1601 * \sa SDL_GPUSamplerMipmapMode
1602 * \sa SDL_GPUSamplerAddressMode
1603 * \sa SDL_GPUCompareOp
1604 */
1606{
1607 SDL_GPUFilter min_filter; /**< The minification filter to apply to lookups. */
1608 SDL_GPUFilter mag_filter; /**< The magnification filter to apply to lookups. */
1609 SDL_GPUSamplerMipmapMode mipmap_mode; /**< The mipmap filter to apply to lookups. */
1610 SDL_GPUSamplerAddressMode address_mode_u; /**< The addressing mode for U coordinates outside [0, 1). */
1611 SDL_GPUSamplerAddressMode address_mode_v; /**< The addressing mode for V coordinates outside [0, 1). */
1612 SDL_GPUSamplerAddressMode address_mode_w; /**< The addressing mode for W coordinates outside [0, 1). */
1613 float mip_lod_bias; /**< The bias to be added to mipmap LOD calculation. */
1614 float max_anisotropy; /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is false, this is ignored. */
1615 SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */
1616 float min_lod; /**< Clamps the minimum of the computed LOD value. */
1617 float max_lod; /**< Clamps the maximum of the computed LOD value. */
1618 bool enable_anisotropy; /**< true to enable anisotropic filtering. */
1619 bool enable_compare; /**< true to enable comparison against a reference value during lookups. */
1622
1623 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1625
1626/**
1627 * A structure specifying the parameters of vertex buffers used in a graphics
1628 * pipeline.
1629 *
1630 * When you call SDL_BindGPUVertexBuffers, you specify the binding slots of
1631 * the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with
1632 * a first_slot of 2 and num_bindings of 3, the binding slots 2, 3, 4 would be
1633 * used by the vertex buffers you pass in.
1634 *
1635 * Vertex attributes are linked to buffers via the buffer_slot field of
1636 * SDL_GPUVertexAttribute. For example, if an attribute has a buffer_slot of
1637 * 0, then that attribute belongs to the vertex buffer bound at slot 0.
1638 *
1639 * \since This struct is available since SDL 3.2.0.
1640 *
1641 * \sa SDL_GPUVertexAttribute
1642 * \sa SDL_GPUVertexInputRate
1643 */
1645{
1646 Uint32 slot; /**< The binding slot of the vertex buffer. */
1647 Uint32 pitch; /**< The size of a single element + the offset between elements. */
1648 SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */
1649 Uint32 instance_step_rate; /**< Reserved for future use. Must be set to 0. */
1651
1652/**
1653 * A structure specifying a vertex attribute.
1654 *
1655 * All vertex attribute locations provided to an SDL_GPUVertexInputState must
1656 * be unique.
1657 *
1658 * \since This struct is available since SDL 3.2.0.
1659 *
1660 * \sa SDL_GPUVertexBufferDescription
1661 * \sa SDL_GPUVertexInputState
1662 * \sa SDL_GPUVertexElementFormat
1663 */
1665{
1666 Uint32 location; /**< The shader input location index. */
1667 Uint32 buffer_slot; /**< The binding slot of the associated vertex buffer. */
1668 SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */
1669 Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */
1671
1672/**
1673 * A structure specifying the parameters of a graphics pipeline vertex input
1674 * state.
1675 *
1676 * \since This struct is available since SDL 3.2.0.
1677 *
1678 * \sa SDL_GPUGraphicsPipelineCreateInfo
1679 * \sa SDL_GPUVertexBufferDescription
1680 * \sa SDL_GPUVertexAttribute
1681 */
1683{
1684 const SDL_GPUVertexBufferDescription *vertex_buffer_descriptions; /**< A pointer to an array of vertex buffer descriptions. */
1685 Uint32 num_vertex_buffers; /**< The number of vertex buffer descriptions in the above array. */
1686 const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */
1687 Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */
1689
1690/**
1691 * A structure specifying the stencil operation state of a graphics pipeline.
1692 *
1693 * \since This struct is available since SDL 3.2.0.
1694 *
1695 * \sa SDL_GPUDepthStencilState
1696 */
1698{
1699 SDL_GPUStencilOp fail_op; /**< The action performed on samples that fail the stencil test. */
1700 SDL_GPUStencilOp pass_op; /**< The action performed on samples that pass the depth and stencil tests. */
1701 SDL_GPUStencilOp depth_fail_op; /**< The action performed on samples that pass the stencil test and fail the depth test. */
1702 SDL_GPUCompareOp compare_op; /**< The comparison operator used in the stencil test. */
1704
1705/**
1706 * A structure specifying the blend state of a color target.
1707 *
1708 * \since This struct is available since SDL 3.2.0.
1709 *
1710 * \sa SDL_GPUColorTargetDescription
1711 * \sa SDL_GPUBlendFactor
1712 * \sa SDL_GPUBlendOp
1713 * \sa SDL_GPUColorComponentFlags
1714 */
1716{
1717 SDL_GPUBlendFactor src_color_blendfactor; /**< The value to be multiplied by the source RGB value. */
1718 SDL_GPUBlendFactor dst_color_blendfactor; /**< The value to be multiplied by the destination RGB value. */
1719 SDL_GPUBlendOp color_blend_op; /**< The blend operation for the RGB components. */
1720 SDL_GPUBlendFactor src_alpha_blendfactor; /**< The value to be multiplied by the source alpha. */
1721 SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */
1722 SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */
1723 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. */
1724 bool enable_blend; /**< Whether blending is enabled for the color target. */
1725 bool enable_color_write_mask; /**< Whether the color write mask is enabled. */
1729
1730
1731/**
1732 * A structure specifying code and metadata for creating a shader object.
1733 *
1734 * \since This struct is available since SDL 3.2.0.
1735 *
1736 * \sa SDL_CreateGPUShader
1737 * \sa SDL_GPUShaderFormat
1738 * \sa SDL_GPUShaderStage
1739 */
1741{
1742 size_t code_size; /**< The size in bytes of the code pointed to. */
1743 const Uint8 *code; /**< A pointer to shader code. */
1744 const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
1745 SDL_GPUShaderFormat format; /**< The format of the shader code. */
1746 SDL_GPUShaderStage stage; /**< The stage the shader program corresponds to. */
1747 Uint32 num_samplers; /**< The number of samplers defined in the shader. */
1748 Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */
1749 Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */
1750 Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
1751
1752 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1754
1755/**
1756 * A structure specifying the parameters of a texture.
1757 *
1758 * Usage flags can be bitwise OR'd together for combinations of usages. Note
1759 * that certain usage combinations are invalid, for example SAMPLER and
1760 * GRAPHICS_STORAGE.
1761 *
1762 * \since This struct is available since SDL 3.2.0.
1763 *
1764 * \sa SDL_CreateGPUTexture
1765 * \sa SDL_GPUTextureType
1766 * \sa SDL_GPUTextureFormat
1767 * \sa SDL_GPUTextureUsageFlags
1768 * \sa SDL_GPUSampleCount
1769 */
1771{
1772 SDL_GPUTextureType type; /**< The base dimensionality of the texture. */
1773 SDL_GPUTextureFormat format; /**< The pixel format of the texture. */
1774 SDL_GPUTextureUsageFlags usage; /**< How the texture is intended to be used by the client. */
1775 Uint32 width; /**< The width of the texture. */
1776 Uint32 height; /**< The height of the texture. */
1777 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. */
1778 Uint32 num_levels; /**< The number of mip levels in the texture. */
1779 SDL_GPUSampleCount sample_count; /**< The number of samples per texel. Only applies if the texture is used as a render target. */
1780
1781 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1783
1784/**
1785 * A structure specifying the parameters of a buffer.
1786 *
1787 * Usage flags can be bitwise OR'd together for combinations of usages. Note
1788 * that certain combinations are invalid, for example VERTEX and INDEX.
1789 *
1790 * \since This struct is available since SDL 3.2.0.
1791 *
1792 * \sa SDL_CreateGPUBuffer
1793 * \sa SDL_GPUBufferUsageFlags
1794 */
1796{
1797 SDL_GPUBufferUsageFlags usage; /**< How the buffer is intended to be used by the client. */
1798 Uint32 size; /**< The size in bytes of the buffer. */
1799
1800 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1802
1803/**
1804 * A structure specifying the parameters of a transfer buffer.
1805 *
1806 * \since This struct is available since SDL 3.2.0.
1807 *
1808 * \sa SDL_CreateGPUTransferBuffer
1809 */
1811{
1812 SDL_GPUTransferBufferUsage usage; /**< How the transfer buffer is intended to be used by the client. */
1813 Uint32 size; /**< The size in bytes of the transfer buffer. */
1814
1815 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1817
1818/* Pipeline state structures */
1819
1820/**
1821 * A structure specifying the parameters of the graphics pipeline rasterizer
1822 * state.
1823 *
1824 * Note that SDL_GPU_FILLMODE_LINE is not supported on many Android devices.
1825 * For those devices, the fill mode will automatically fall back to FILL.
1826 *
1827 * Also note that the D3D12 driver will enable depth clamping even if
1828 * enable_depth_clip is true. If you need this clamp+clip behavior, consider
1829 * enabling depth clip and then manually clamping depth in your fragment
1830 * shaders on Metal and Vulkan.
1831 *
1832 * \since This struct is available since SDL 3.2.0.
1833 *
1834 * \sa SDL_GPUGraphicsPipelineCreateInfo
1835 */
1837{
1838 SDL_GPUFillMode fill_mode; /**< Whether polygons will be filled in or drawn as lines. */
1839 SDL_GPUCullMode cull_mode; /**< The facing direction in which triangles will be culled. */
1840 SDL_GPUFrontFace front_face; /**< The vertex winding that will cause a triangle to be determined as front-facing. */
1841 float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */
1842 float depth_bias_clamp; /**< The maximum depth bias of a fragment. */
1843 float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */
1844 bool enable_depth_bias; /**< true to bias fragment depth values. */
1845 bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */
1849
1850/**
1851 * A structure specifying the parameters of the graphics pipeline multisample
1852 * state.
1853 *
1854 * \since This struct is available since SDL 3.2.0.
1855 *
1856 * \sa SDL_GPUGraphicsPipelineCreateInfo
1857 */
1859{
1860 SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */
1861 Uint32 sample_mask; /**< Reserved for future use. Must be set to 0. */
1862 bool enable_mask; /**< Reserved for future use. Must be set to false. */
1863 bool enable_alpha_to_coverage; /**< true enables the alpha-to-coverage feature. */
1867
1868/**
1869 * A structure specifying the parameters of the graphics pipeline depth
1870 * stencil state.
1871 *
1872 * \since This struct is available since SDL 3.2.0.
1873 *
1874 * \sa SDL_GPUGraphicsPipelineCreateInfo
1875 */
1877{
1878 SDL_GPUCompareOp compare_op; /**< The comparison operator used for depth testing. */
1879 SDL_GPUStencilOpState back_stencil_state; /**< The stencil op state for back-facing triangles. */
1880 SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */
1881 Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */
1882 Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */
1883 bool enable_depth_test; /**< true enables the depth test. */
1884 bool enable_depth_write; /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */
1885 bool enable_stencil_test; /**< true enables the stencil test. */
1890
1891/**
1892 * A structure specifying the parameters of color targets used in a graphics
1893 * pipeline.
1894 *
1895 * \since This struct is available since SDL 3.2.0.
1896 *
1897 * \sa SDL_GPUGraphicsPipelineTargetInfo
1898 */
1900{
1901 SDL_GPUTextureFormat format; /**< The pixel format of the texture to be used as a color target. */
1902 SDL_GPUColorTargetBlendState blend_state; /**< The blend state to be used for the color target. */
1904
1905/**
1906 * A structure specifying the descriptions of render targets used in a
1907 * graphics pipeline.
1908 *
1909 * \since This struct is available since SDL 3.2.0.
1910 *
1911 * \sa SDL_GPUGraphicsPipelineCreateInfo
1912 * \sa SDL_GPUColorTargetDescription
1913 * \sa SDL_GPUTextureFormat
1914 */
1916{
1917 const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */
1918 Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */
1919 SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */
1920 bool has_depth_stencil_target; /**< true specifies that the pipeline uses a depth-stencil target. */
1925
1926/**
1927 * A structure specifying the parameters of a graphics pipeline state.
1928 *
1929 * \since This struct is available since SDL 3.2.0.
1930 *
1931 * \sa SDL_CreateGPUGraphicsPipeline
1932 * \sa SDL_GPUShader
1933 * \sa SDL_GPUVertexInputState
1934 * \sa SDL_GPUPrimitiveType
1935 * \sa SDL_GPURasterizerState
1936 * \sa SDL_GPUMultisampleState
1937 * \sa SDL_GPUDepthStencilState
1938 * \sa SDL_GPUGraphicsPipelineTargetInfo
1939 */
1941{
1942 SDL_GPUShader *vertex_shader; /**< The vertex shader used by the graphics pipeline. */
1943 SDL_GPUShader *fragment_shader; /**< The fragment shader used by the graphics pipeline. */
1944 SDL_GPUVertexInputState vertex_input_state; /**< The vertex layout of the graphics pipeline. */
1945 SDL_GPUPrimitiveType primitive_type; /**< The primitive topology of the graphics pipeline. */
1946 SDL_GPURasterizerState rasterizer_state; /**< The rasterizer state of the graphics pipeline. */
1947 SDL_GPUMultisampleState multisample_state; /**< The multisample state of the graphics pipeline. */
1948 SDL_GPUDepthStencilState depth_stencil_state; /**< The depth-stencil state of the graphics pipeline. */
1949 SDL_GPUGraphicsPipelineTargetInfo target_info; /**< Formats and blend modes for the render targets of the graphics pipeline. */
1950
1951 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1953
1954/**
1955 * A structure specifying the parameters of a compute pipeline state.
1956 *
1957 * \since This struct is available since SDL 3.2.0.
1958 *
1959 * \sa SDL_CreateGPUComputePipeline
1960 * \sa SDL_GPUShaderFormat
1961 */
1963{
1964 size_t code_size; /**< The size in bytes of the compute shader code pointed to. */
1965 const Uint8 *code; /**< A pointer to compute shader code. */
1966 const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
1967 SDL_GPUShaderFormat format; /**< The format of the compute shader code. */
1968 Uint32 num_samplers; /**< The number of samplers defined in the shader. */
1969 Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */
1970 Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */
1971 Uint32 num_readwrite_storage_textures; /**< The number of read-write storage textures defined in the shader. */
1972 Uint32 num_readwrite_storage_buffers; /**< The number of read-write storage buffers defined in the shader. */
1973 Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
1974 Uint32 threadcount_x; /**< The number of threads in the X dimension. This should match the value in the shader. */
1975 Uint32 threadcount_y; /**< The number of threads in the Y dimension. This should match the value in the shader. */
1976 Uint32 threadcount_z; /**< The number of threads in the Z dimension. This should match the value in the shader. */
1977
1978 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1980
1981/**
1982 * A structure specifying the parameters of a color target used by a render
1983 * pass.
1984 *
1985 * The load_op field determines what is done with the texture at the beginning
1986 * of the render pass.
1987 *
1988 * - LOAD: Loads the data currently in the texture. Not recommended for
1989 * multisample textures as it requires significant memory bandwidth.
1990 * - CLEAR: Clears the texture to a single color.
1991 * - DONT_CARE: The driver will do whatever it wants with the texture memory.
1992 * This is a good option if you know that every single pixel will be touched
1993 * in the render pass.
1994 *
1995 * The store_op field determines what is done with the color results of the
1996 * render pass.
1997 *
1998 * - STORE: Stores the results of the render pass in the texture. Not
1999 * recommended for multisample textures as it requires significant memory
2000 * bandwidth.
2001 * - DONT_CARE: The driver will do whatever it wants with the texture memory.
2002 * This is often a good option for depth/stencil textures.
2003 * - RESOLVE: Resolves a multisample texture into resolve_texture, which must
2004 * have a sample count of 1. Then the driver may discard the multisample
2005 * texture memory. This is the most performant method of resolving a
2006 * multisample target.
2007 * - RESOLVE_AND_STORE: Resolves a multisample texture into the
2008 * resolve_texture, which must have a sample count of 1. Then the driver
2009 * stores the multisample texture's contents. Not recommended as it requires
2010 * significant memory bandwidth.
2011 *
2012 * \since This struct is available since SDL 3.2.0.
2013 *
2014 * \sa SDL_BeginGPURenderPass
2015 * \sa SDL_FColor
2016 */
2018{
2019 SDL_GPUTexture *texture; /**< The texture that will be used as a color target by a render pass. */
2020 Uint32 mip_level; /**< The mip level to use as a color target. */
2021 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. */
2022 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. */
2023 SDL_GPULoadOp load_op; /**< What is done with the contents of the color target at the beginning of the render pass. */
2024 SDL_GPUStoreOp store_op; /**< What is done with the results of the render pass. */
2025 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. */
2026 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. */
2027 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. */
2028 bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */
2029 bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
2033
2034/**
2035 * A structure specifying the parameters of a depth-stencil target used by a
2036 * render pass.
2037 *
2038 * The load_op field determines what is done with the depth contents of the
2039 * texture at the beginning of the render pass.
2040 *
2041 * - LOAD: Loads the depth values currently in the texture.
2042 * - CLEAR: Clears the texture to a single depth.
2043 * - DONT_CARE: The driver will do whatever it wants with the memory. This is
2044 * a good option if you know that every single pixel will be touched in the
2045 * render pass.
2046 *
2047 * The store_op field determines what is done with the depth results of the
2048 * render pass.
2049 *
2050 * - STORE: Stores the depth results in the texture.
2051 * - DONT_CARE: The driver will do whatever it wants with the depth results.
2052 * This is often a good option for depth/stencil textures that don't need to
2053 * be reused again.
2054 *
2055 * The stencil_load_op field determines what is done with the stencil contents
2056 * of the texture at the beginning of the render pass.
2057 *
2058 * - LOAD: Loads the stencil values currently in the texture.
2059 * - CLEAR: Clears the stencil values to a single value.
2060 * - DONT_CARE: The driver will do whatever it wants with the memory. This is
2061 * a good option if you know that every single pixel will be touched in the
2062 * render pass.
2063 *
2064 * The stencil_store_op field determines what is done with the stencil results
2065 * of the render pass.
2066 *
2067 * - STORE: Stores the stencil results in the texture.
2068 * - DONT_CARE: The driver will do whatever it wants with the stencil results.
2069 * This is often a good option for depth/stencil textures that don't need to
2070 * be reused again.
2071 *
2072 * Note that depth/stencil targets do not support multisample resolves.
2073 *
2074 * Due to ABI limitations, depth textures with more than 255 layers are not
2075 * supported.
2076 *
2077 * \since This struct is available since SDL 3.2.0.
2078 *
2079 * \sa SDL_BeginGPURenderPass
2080 */
2082{
2083 SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */
2084 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. */
2085 SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */
2086 SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
2087 SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
2088 SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
2089 bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
2090 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. */
2091 Uint8 mip_level; /**< The mip level to use as the depth stencil target. */
2092 Uint8 layer; /**< The layer index to use as the depth stencil target. */
2094
2095/**
2096 * A structure containing parameters for a blit command.
2097 *
2098 * \since This struct is available since SDL 3.2.0.
2099 *
2100 * \sa SDL_BlitGPUTexture
2101 */
2102typedef struct SDL_GPUBlitInfo {
2103 SDL_GPUBlitRegion source; /**< The source region for the blit. */
2104 SDL_GPUBlitRegion destination; /**< The destination region for the blit. */
2105 SDL_GPULoadOp load_op; /**< What is done with the contents of the destination before the blit. */
2106 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. */
2107 SDL_FlipMode flip_mode; /**< The flip mode for the source region. */
2108 SDL_GPUFilter filter; /**< The filter mode used when blitting. */
2109 bool cycle; /**< true cycles the destination texture if it is already bound. */
2114
2115/* Binding structs */
2116
2117/**
2118 * A structure specifying parameters in a buffer binding call.
2119 *
2120 * \since This struct is available since SDL 3.2.0.
2121 *
2122 * \sa SDL_BindGPUVertexBuffers
2123 * \sa SDL_BindGPUIndexBuffer
2124 */
2126{
2127 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. */
2128 Uint32 offset; /**< The starting byte of the data to bind in the buffer. */
2130
2131/**
2132 * A structure specifying parameters in a sampler binding call.
2133 *
2134 * \since This struct is available since SDL 3.2.0.
2135 *
2136 * \sa SDL_BindGPUVertexSamplers
2137 * \sa SDL_BindGPUFragmentSamplers
2138 * \sa SDL_GPUTexture
2139 * \sa SDL_GPUSampler
2140 */
2142{
2143 SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */
2144 SDL_GPUSampler *sampler; /**< The sampler to bind. */
2146
2147/**
2148 * A structure specifying parameters related to binding buffers in a compute
2149 * pass.
2150 *
2151 * \since This struct is available since SDL 3.2.0.
2152 *
2153 * \sa SDL_BeginGPUComputePass
2154 */
2156{
2157 SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */
2158 bool cycle; /**< true cycles the buffer if it is already bound. */
2163
2164/**
2165 * A structure specifying parameters related to binding textures in a compute
2166 * pass.
2167 *
2168 * \since This struct is available since SDL 3.2.0.
2169 *
2170 * \sa SDL_BeginGPUComputePass
2171 */
2173{
2174 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. */
2175 Uint32 mip_level; /**< The mip level index to bind. */
2176 Uint32 layer; /**< The layer index to bind. */
2177 bool cycle; /**< true cycles the texture if it is already bound. */
2182
2183/* Functions */
2184
2185/* Device */
2186
2187/**
2188 * Checks for GPU runtime support.
2189 *
2190 * \param format_flags a bitflag indicating which shader formats the app is
2191 * able to provide.
2192 * \param name the preferred GPU driver, or NULL to let SDL pick the optimal
2193 * driver.
2194 * \returns true if supported, false otherwise.
2195 *
2196 * \since This function is available since SDL 3.2.0.
2197 *
2198 * \sa SDL_CreateGPUDevice
2199 */
2200extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsShaderFormats(
2201 SDL_GPUShaderFormat format_flags,
2202 const char *name);
2203
2204/**
2205 * Checks for GPU runtime support.
2206 *
2207 * \param props the properties to use.
2208 * \returns true if supported, false otherwise.
2209 *
2210 * \since This function is available since SDL 3.2.0.
2211 *
2212 * \sa SDL_CreateGPUDeviceWithProperties
2213 */
2214extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties(
2215 SDL_PropertiesID props);
2216
2217/**
2218 * Creates a GPU context.
2219 *
2220 * The GPU driver name can be one of the following:
2221 *
2222 * - "vulkan": [Vulkan](CategoryGPU#vulkan)
2223 * - "direct3d12": [D3D12](CategoryGPU#d3d12)
2224 * - "metal": [Metal](CategoryGPU#metal)
2225 * - NULL: let SDL pick the optimal driver
2226 *
2227 * \param format_flags a bitflag indicating which shader formats the app is
2228 * able to provide.
2229 * \param debug_mode enable debug mode properties and validations.
2230 * \param name the preferred GPU driver, or NULL to let SDL pick the optimal
2231 * driver.
2232 * \returns a GPU context on success or NULL on failure; call SDL_GetError()
2233 * for more information.
2234 *
2235 * \since This function is available since SDL 3.2.0.
2236 *
2237 * \sa SDL_CreateGPUDeviceWithProperties
2238 * \sa SDL_GetGPUShaderFormats
2239 * \sa SDL_GetGPUDeviceDriver
2240 * \sa SDL_DestroyGPUDevice
2241 * \sa SDL_GPUSupportsShaderFormats
2242 */
2243extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice(
2244 SDL_GPUShaderFormat format_flags,
2245 bool debug_mode,
2246 const char *name);
2247
2248/**
2249 * Creates a GPU context.
2250 *
2251 * These are the supported properties:
2252 *
2253 * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode
2254 * properties and validations, defaults to true.
2255 * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer
2256 * energy efficiency over maximum GPU performance, defaults to false.
2257 * - `SDL_PROP_GPU_DEVICE_CREATE_VERBOSE_BOOLEAN`: enable to automatically log
2258 * useful debug information on device creation, defaults to true.
2259 * - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to
2260 * use, if a specific one is desired.
2261 * - `SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN`: Enable Vulkan
2262 * device feature shaderClipDistance. If disabled, clip distances are not
2263 * supported in shader code: gl_ClipDistance[] built-ins of GLSL,
2264 * SV_ClipDistance0/1 semantics of HLSL and [[clip_distance]] attribute of
2265 * Metal. Disabling optional features allows the application to run on some
2266 * older Android devices. Defaults to true.
2267 * - `SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN`: Enable
2268 * Vulkan device feature depthClamp. If disabled, there is no depth clamp
2269 * support and enable_depth_clip in SDL_GPURasterizerState must always be
2270 * set to true. Disabling optional features allows the application to run on
2271 * some older Android devices. Defaults to true.
2272 * - `SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN`:
2273 * Enable Vulkan device feature drawIndirectFirstInstance. If disabled, the
2274 * argument first_instance of SDL_GPUIndirectDrawCommand must be set to
2275 * zero. Disabling optional features allows the application to run on some
2276 * older Android devices. Defaults to true.
2277 * - `SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN`: Enable Vulkan
2278 * device feature samplerAnisotropy. If disabled, enable_anisotropy of
2279 * SDL_GPUSamplerCreateInfo must be set to false. Disabling optional
2280 * features allows the application to run on some older Android devices.
2281 * Defaults to true.
2282 *
2283 * These are the current shader format properties:
2284 *
2285 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to
2286 * provide shaders for an NDA platform.
2287 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to
2288 * provide SPIR-V shaders if applicable.
2289 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to
2290 * provide DXBC shaders if applicable
2291 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to
2292 * provide DXIL shaders if applicable.
2293 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to
2294 * provide MSL shaders if applicable.
2295 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to
2296 * provide Metal shader libraries if applicable.
2297 *
2298 * With the D3D12 backend:
2299 *
2300 * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to
2301 * use for all vertex semantics, default is "TEXCOORD".
2302 * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN`: By
2303 * default, Resourcing Binding Tier 2 is required for D3D12 support.
2304 * However, an application can set this property to true to enable Tier 1
2305 * support, if (and only if) the application uses 8 or fewer storage
2306 * resources across all shader stages. As of writing, this property is
2307 * useful for targeting Intel Haswell and Broadwell GPUs; other hardware
2308 * either supports Tier 2 Resource Binding or does not support D3D12 in any
2309 * capacity. Defaults to false.
2310 * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER`: Certain
2311 * feature checks are only possible on Windows 11 by default. By setting
2312 * this alongside `SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING`
2313 * and vendoring D3D12Core.dll from the D3D12 Agility SDK, you can make
2314 * those feature checks possible on older platforms. The version you provide
2315 * must match the one given in the DLL.
2316 * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING`: Certain
2317 * feature checks are only possible on Windows 11 by default. By setting
2318 * this alongside
2319 * `SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER` and
2320 * vendoring D3D12Core.dll from the D3D12 Agility SDK, you can make those
2321 * feature checks possible on older platforms. The path you provide must be
2322 * relative to the executable path of your app. Be sure not to put the DLL
2323 * in the same directory as the exe; Microsoft strongly advises against
2324 * this!
2325 *
2326 * With the Vulkan backend:
2327 *
2328 * - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN`:
2329 * By default, Vulkan device enumeration includes drivers of all types,
2330 * including software renderers (for example, the Lavapipe Mesa driver).
2331 * This can be useful if your application _requires_ SDL_GPU, but if you can
2332 * provide your own fallback renderer (for example, an OpenGL renderer) this
2333 * property can be set to true. Defaults to false.
2334 * - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER`: a pointer to an
2335 * SDL_GPUVulkanOptions structure to be processed during device creation.
2336 * This allows configuring a variety of Vulkan-specific options such as
2337 * increasing the API version and opting into extensions aside from the
2338 * minimal set SDL requires.
2339 *
2340 * With the Metal backend: -
2341 * `SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1_BOOLEAN`: By default,
2342 * macOS support requires what Apple calls "MTLGPUFamilyMac2" hardware or
2343 * newer. However, an application can set this property to true to enable
2344 * support for "MTLGPUFamilyMac1" hardware, if (and only if) the application
2345 * does not write to sRGB textures. (For history's sake: MacFamily1 also does
2346 * not support indirect command buffers, MSAA depth resolve, and stencil
2347 * resolve/feedback, but these are not exposed features in SDL_GPU.)
2348 *
2349 * \param props the properties to use.
2350 * \returns a GPU context on success or NULL on failure; call SDL_GetError()
2351 * for more information.
2352 *
2353 * \since This function is available since SDL 3.2.0.
2354 *
2355 * \sa SDL_GetGPUShaderFormats
2356 * \sa SDL_GetGPUDeviceDriver
2357 * \sa SDL_DestroyGPUDevice
2358 * \sa SDL_GPUSupportsProperties
2359 */
2361 SDL_PropertiesID props);
2362
2363#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN "SDL.gpu.device.create.debugmode"
2364#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN "SDL.gpu.device.create.preferlowpower"
2365#define SDL_PROP_GPU_DEVICE_CREATE_VERBOSE_BOOLEAN "SDL.gpu.device.create.verbose"
2366#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name"
2367#define SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN "SDL.gpu.device.create.feature.clip_distance"
2368#define SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN "SDL.gpu.device.create.feature.depth_clamping"
2369#define SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN "SDL.gpu.device.create.feature.indirect_draw_first_instance"
2370#define SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN "SDL.gpu.device.create.feature.anisotropy"
2371#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN "SDL.gpu.device.create.shaders.private"
2372#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN "SDL.gpu.device.create.shaders.spirv"
2373#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN "SDL.gpu.device.create.shaders.dxbc"
2374#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN "SDL.gpu.device.create.shaders.dxil"
2375#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN "SDL.gpu.device.create.shaders.msl"
2376#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib"
2377#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN "SDL.gpu.device.create.d3d12.allowtier1resourcebinding"
2378#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic"
2379#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER "SDL.gpu.device.create.d3d12.agility_sdk_version"
2380#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING "SDL.gpu.device.create.d3d12.agility_sdk_path"
2381#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN "SDL.gpu.device.create.vulkan.requirehardwareacceleration"
2382#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER "SDL.gpu.device.create.vulkan.options"
2383#define SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1_BOOLEAN "SDL.gpu.device.create.metal.allowmacfamily1"
2384
2385
2386/**
2387 * A structure specifying additional options when using Vulkan.
2388 *
2389 * When no such structure is provided, SDL will use Vulkan API version 1.0 and
2390 * a minimal set of features. The requested API version influences how the
2391 * feature_list is processed by SDL. When requesting API version 1.0, the
2392 * feature_list is ignored. Only the vulkan_10_physical_device_features and
2393 * the extension lists are used. When requesting API version 1.1, the
2394 * feature_list is scanned for feature structures introduced in Vulkan 1.1.
2395 * When requesting Vulkan 1.2 or higher, the feature_list is additionally
2396 * scanned for compound feature structs such as
2397 * VkPhysicalDeviceVulkan11Features. The device and instance extension lists,
2398 * as well as vulkan_10_physical_device_features, are always processed.
2399 *
2400 * \since This struct is available since SDL 3.4.0.
2401 */
2403{
2404 Uint32 vulkan_api_version; /**< The Vulkan API version to request for the instance. Use Vulkan's VK_MAKE_VERSION or VK_MAKE_API_VERSION. */
2405 void *feature_list; /**< Pointer to the first element of a chain of Vulkan feature structs. (Requires API version 1.1 or higher.)*/
2406 void *vulkan_10_physical_device_features; /**< Pointer to a VkPhysicalDeviceFeatures struct to enable additional Vulkan 1.0 features. */
2407 Uint32 device_extension_count; /**< Number of additional device extensions to require. */
2408 const char **device_extension_names; /**< Pointer to a list of additional device extensions to require. */
2409 Uint32 instance_extension_count; /**< Number of additional instance extensions to require. */
2410 const char **instance_extension_names; /**< Pointer to a list of additional instance extensions to require. */
2412
2413/**
2414 * Destroys a GPU context previously returned by SDL_CreateGPUDevice.
2415 *
2416 * \param device a GPU Context to destroy.
2417 *
2418 * \since This function is available since SDL 3.2.0.
2419 *
2420 * \sa SDL_CreateGPUDevice
2421 */
2422extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device);
2423
2424/**
2425 * Get the number of GPU drivers compiled into SDL.
2426 *
2427 * \returns the number of built in GPU drivers.
2428 *
2429 * \since This function is available since SDL 3.2.0.
2430 *
2431 * \sa SDL_GetGPUDriver
2432 */
2433extern SDL_DECLSPEC int SDLCALL SDL_GetNumGPUDrivers(void);
2434
2435/**
2436 * Get the name of a built in GPU driver.
2437 *
2438 * The GPU drivers are presented in the order in which they are normally
2439 * checked during initialization.
2440 *
2441 * The names of drivers are all simple, low-ASCII identifiers, like "vulkan",
2442 * "metal" or "direct3d12". These never have Unicode characters, and are not
2443 * meant to be proper names.
2444 *
2445 * \param index the index of a GPU driver.
2446 * \returns the name of the GPU driver with the given **index**.
2447 *
2448 * \since This function is available since SDL 3.2.0.
2449 *
2450 * \sa SDL_GetNumGPUDrivers
2451 */
2452extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDriver(int index);
2453
2454/**
2455 * Returns the name of the backend used to create this GPU context.
2456 *
2457 * \param device a GPU context to query.
2458 * \returns the name of the device's driver, or NULL on error.
2459 *
2460 * \since This function is available since SDL 3.2.0.
2461 */
2462extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDeviceDriver(SDL_GPUDevice *device);
2463
2464/**
2465 * Returns the supported shader formats for this GPU context.
2466 *
2467 * \param device a GPU context to query.
2468 * \returns a bitflag indicating which shader formats the driver is able to
2469 * consume.
2470 *
2471 * \since This function is available since SDL 3.2.0.
2472 */
2473extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUDevice *device);
2474
2475/**
2476 * Get the properties associated with a GPU device.
2477 *
2478 * All properties are optional and may differ between GPU backends and SDL
2479 * versions.
2480 *
2481 * The following properties are provided by SDL:
2482 *
2483 * `SDL_PROP_GPU_DEVICE_NAME_STRING`: Contains the name of the underlying
2484 * device as reported by the system driver. This string has no standardized
2485 * format, is highly inconsistent between hardware devices and drivers, and is
2486 * able to change at any time. Do not attempt to parse this string as it is
2487 * bound to fail at some point in the future when system drivers are updated,
2488 * new hardware devices are introduced, or when SDL adds new GPU backends or
2489 * modifies existing ones.
2490 *
2491 * Strings that have been found in the wild include:
2492 *
2493 * - GTX 970
2494 * - GeForce GTX 970
2495 * - NVIDIA GeForce GTX 970
2496 * - Microsoft Direct3D12 (NVIDIA GeForce GTX 970)
2497 * - NVIDIA Graphics Device
2498 * - GeForce GPU
2499 * - P106-100
2500 * - AMD 15D8:C9
2501 * - AMD Custom GPU 0405
2502 * - AMD Radeon (TM) Graphics
2503 * - ASUS Radeon RX 470 Series
2504 * - Intel(R) Arc(tm) A380 Graphics (DG2)
2505 * - Virtio-GPU Venus (NVIDIA TITAN V)
2506 * - SwiftShader Device (LLVM 16.0.0)
2507 * - llvmpipe (LLVM 15.0.4, 256 bits)
2508 * - Microsoft Basic Render Driver
2509 * - unknown device
2510 *
2511 * The above list shows that the same device can have different formats, the
2512 * vendor name may or may not appear in the string, the included vendor name
2513 * may not be the vendor of the chipset on the device, some manufacturers
2514 * include pseudo-legal marks while others don't, some devices may not use a
2515 * marketing name in the string, the device string may be wrapped by the name
2516 * of a translation interface, the device may be emulated in software, or the
2517 * string may contain generic text that does not identify the device at all.
2518 *
2519 * `SDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING`: Contains the self-reported name
2520 * of the underlying system driver.
2521 *
2522 * Strings that have been found in the wild include:
2523 *
2524 * - Intel Corporation
2525 * - Intel open-source Mesa driver
2526 * - Qualcomm Technologies Inc. Adreno Vulkan Driver
2527 * - MoltenVK
2528 * - Mali-G715
2529 * - venus
2530 *
2531 * `SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING`: Contains the self-reported
2532 * version of the underlying system driver. This is a relatively short version
2533 * string in an unspecified format. If SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING
2534 * is available then that property should be preferred over this one as it may
2535 * contain additional information that is useful for identifying the exact
2536 * driver version used.
2537 *
2538 * Strings that have been found in the wild include:
2539 *
2540 * - 53.0.0
2541 * - 0.405.2463
2542 * - 32.0.15.6614
2543 *
2544 * `SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING`: Contains the detailed version
2545 * information of the underlying system driver as reported by the driver. This
2546 * is an arbitrary string with no standardized format and it may contain
2547 * newlines. This property should be preferred over
2548 * SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING if it is available as it usually
2549 * contains the same information but in a format that is easier to read.
2550 *
2551 * Strings that have been found in the wild include:
2552 *
2553 * - 101.6559
2554 * - 1.2.11
2555 * - Mesa 21.2.2 (LLVM 12.0.1)
2556 * - Mesa 22.2.0-devel (git-f226222 2022-04-14 impish-oibaf-ppa)
2557 * - v1.r53p0-00eac0.824c4f31403fb1fbf8ee1042422c2129
2558 *
2559 * This string has also been observed to be a multiline string (which has a
2560 * trailing newline):
2561 *
2562 * ```
2563 * Driver Build: 85da404, I46ff5fc46f, 1606794520
2564 * Date: 11/30/20
2565 * Compiler Version: EV031.31.04.01
2566 * Driver Branch: promo490_3_Google
2567 * ```
2568 *
2569 * \param device a GPU context to query.
2570 * \returns a valid property ID on success or 0 on failure; call
2571 * SDL_GetError() for more information.
2572 *
2573 * \threadsafety It is safe to call this function from any thread.
2574 *
2575 * \since This function is available since SDL 3.4.0.
2576 */
2577extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGPUDeviceProperties(SDL_GPUDevice *device);
2578
2579#define SDL_PROP_GPU_DEVICE_NAME_STRING "SDL.gpu.device.name"
2580#define SDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING "SDL.gpu.device.driver_name"
2581#define SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING "SDL.gpu.device.driver_version"
2582#define SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING "SDL.gpu.device.driver_info"
2583
2584
2585/* State Creation */
2586
2587/**
2588 * Creates a pipeline object to be used in a compute workflow.
2589 *
2590 * Shader resource bindings must be authored to follow a particular order
2591 * depending on the shader format.
2592 *
2593 * For SPIR-V shaders, use the following resource sets:
2594 *
2595 * - 0: Sampled textures, followed by read-only storage textures, followed by
2596 * read-only storage buffers
2597 * - 1: Read-write storage textures, followed by read-write storage buffers
2598 * - 2: Uniform buffers
2599 *
2600 * For DXBC and DXIL shaders, use the following register order:
2601 *
2602 * - (t[n], space0): Sampled textures, followed by read-only storage textures,
2603 * followed by read-only storage buffers
2604 * - (u[n], space1): Read-write storage textures, followed by read-write
2605 * storage buffers
2606 * - (b[n], space2): Uniform buffers
2607 *
2608 * For MSL/metallib, use the following order:
2609 *
2610 * - [[buffer]]: Uniform buffers, followed by read-only storage buffers,
2611 * followed by read-write storage buffers
2612 * - [[texture]]: Sampled textures, followed by read-only storage textures,
2613 * followed by read-write storage textures
2614 *
2615 * There are optional properties that can be provided through `props`. These
2616 * are the supported properties:
2617 *
2618 * - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be
2619 * displayed in debugging tools.
2620 *
2621 * \param device a GPU Context.
2622 * \param createinfo a struct describing the state of the compute pipeline to
2623 * create.
2624 * \returns a compute pipeline object on success, or NULL on failure; call
2625 * SDL_GetError() for more information.
2626 *
2627 * \since This function is available since SDL 3.2.0.
2628 *
2629 * \sa SDL_BindGPUComputePipeline
2630 * \sa SDL_ReleaseGPUComputePipeline
2631 */
2633 SDL_GPUDevice *device,
2634 const SDL_GPUComputePipelineCreateInfo *createinfo);
2635
2636#define SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING "SDL.gpu.computepipeline.create.name"
2637
2638/**
2639 * Creates a pipeline object to be used in a graphics workflow.
2640 *
2641 * There are optional properties that can be provided through `props`. These
2642 * are the supported properties:
2643 *
2644 * - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be
2645 * displayed in debugging tools.
2646 *
2647 * \param device a GPU Context.
2648 * \param createinfo a struct describing the state of the graphics pipeline to
2649 * create.
2650 * \returns a graphics pipeline object on success, or NULL on failure; call
2651 * SDL_GetError() for more information.
2652 *
2653 * \since This function is available since SDL 3.2.0.
2654 *
2655 * \sa SDL_CreateGPUShader
2656 * \sa SDL_BindGPUGraphicsPipeline
2657 * \sa SDL_ReleaseGPUGraphicsPipeline
2658 */
2660 SDL_GPUDevice *device,
2661 const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
2662
2663#define SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING "SDL.gpu.graphicspipeline.create.name"
2664
2665/**
2666 * Creates a sampler object to be used when binding textures in a graphics
2667 * workflow.
2668 *
2669 * There are optional properties that can be provided through `props`. These
2670 * are the supported properties:
2671 *
2672 * - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed
2673 * in debugging tools.
2674 *
2675 * \param device a GPU Context.
2676 * \param createinfo a struct describing the state of the sampler to create.
2677 * \returns a sampler object on success, or NULL on failure; call
2678 * SDL_GetError() for more information.
2679 *
2680 * \since This function is available since SDL 3.2.0.
2681 *
2682 * \sa SDL_BindGPUVertexSamplers
2683 * \sa SDL_BindGPUFragmentSamplers
2684 * \sa SDL_ReleaseGPUSampler
2685 */
2686extern SDL_DECLSPEC SDL_GPUSampler * SDLCALL SDL_CreateGPUSampler(
2687 SDL_GPUDevice *device,
2688 const SDL_GPUSamplerCreateInfo *createinfo);
2689
2690#define SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING "SDL.gpu.sampler.create.name"
2691
2692/**
2693 * Creates a shader to be used when creating a graphics pipeline.
2694 *
2695 * Shader resource bindings must be authored to follow a particular order
2696 * depending on the shader format.
2697 *
2698 * For SPIR-V shaders, use the following resource sets:
2699 *
2700 * For vertex shaders:
2701 *
2702 * - 0: Sampled textures, followed by storage textures, followed by storage
2703 * buffers
2704 * - 1: Uniform buffers
2705 *
2706 * For fragment shaders:
2707 *
2708 * - 2: Sampled textures, followed by storage textures, followed by storage
2709 * buffers
2710 * - 3: Uniform buffers
2711 *
2712 * For DXBC and DXIL shaders, use the following register order:
2713 *
2714 * For vertex shaders:
2715 *
2716 * - (t[n], space0): Sampled textures, followed by storage textures, followed
2717 * by storage buffers
2718 * - (s[n], space0): Samplers with indices corresponding to the sampled
2719 * textures
2720 * - (b[n], space1): Uniform buffers
2721 *
2722 * For pixel shaders:
2723 *
2724 * - (t[n], space2): Sampled textures, followed by storage textures, followed
2725 * by storage buffers
2726 * - (s[n], space2): Samplers with indices corresponding to the sampled
2727 * textures
2728 * - (b[n], space3): Uniform buffers
2729 *
2730 * For MSL/metallib, use the following order:
2731 *
2732 * - [[texture]]: Sampled textures, followed by storage textures
2733 * - [[sampler]]: Samplers with indices corresponding to the sampled textures
2734 * - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0
2735 * is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on.
2736 * Rather than manually authoring vertex buffer indices, use the
2737 * [[stage_in]] attribute which will automatically use the vertex input
2738 * information from the SDL_GPUGraphicsPipeline.
2739 *
2740 * Shader semantics other than system-value semantics do not matter in D3D12
2741 * and for ease of use the SDL implementation assumes that non system-value
2742 * semantics will all be TEXCOORD. If you are using HLSL as the shader source
2743 * language, your vertex semantics should start at TEXCOORD0 and increment
2744 * like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic
2745 * prefix to something other than TEXCOORD you can use
2746 * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
2747 * SDL_CreateGPUDeviceWithProperties().
2748 *
2749 * There are optional properties that can be provided through `props`. These
2750 * are the supported properties:
2751 *
2752 * - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in
2753 * debugging tools.
2754 *
2755 * \param device a GPU Context.
2756 * \param createinfo a struct describing the state of the shader to create.
2757 * \returns a shader object on success, or NULL on failure; call
2758 * SDL_GetError() for more information.
2759 *
2760 * \since This function is available since SDL 3.2.0.
2761 *
2762 * \sa SDL_CreateGPUGraphicsPipeline
2763 * \sa SDL_ReleaseGPUShader
2764 */
2765extern SDL_DECLSPEC SDL_GPUShader * SDLCALL SDL_CreateGPUShader(
2766 SDL_GPUDevice *device,
2767 const SDL_GPUShaderCreateInfo *createinfo);
2768
2769#define SDL_PROP_GPU_SHADER_CREATE_NAME_STRING "SDL.gpu.shader.create.name"
2770
2771/**
2772 * Creates a texture object to be used in graphics or compute workflows.
2773 *
2774 * The contents of this texture are undefined until data is written to the
2775 * texture, either via SDL_UploadToGPUTexture or by performing a render or
2776 * compute pass with this texture as a target.
2777 *
2778 * Note that certain combinations of usage flags are invalid. For example, a
2779 * texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags.
2780 *
2781 * If you request a sample count higher than the hardware supports, the
2782 * implementation will automatically fall back to the highest available sample
2783 * count.
2784 *
2785 * There are optional properties that can be provided through
2786 * SDL_GPUTextureCreateInfo's `props`. These are the supported properties:
2787 *
2788 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if
2789 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2790 * to a color with this red intensity. Defaults to zero.
2791 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if
2792 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2793 * to a color with this green intensity. Defaults to zero.
2794 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if
2795 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2796 * to a color with this blue intensity. Defaults to zero.
2797 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if
2798 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2799 * to a color with this alpha intensity. Defaults to zero.
2800 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
2801 * if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
2802 * the texture to a depth of this value. Defaults to zero.
2803 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER`: (Direct3D 12
2804 * only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
2805 * clear the texture to a stencil of this Uint8 value. Defaults to zero.
2806 * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
2807 * in debugging tools.
2808 *
2809 * \param device a GPU Context.
2810 * \param createinfo a struct describing the state of the texture to create.
2811 * \returns a texture object on success, or NULL on failure; call
2812 * SDL_GetError() for more information.
2813 *
2814 * \since This function is available since SDL 3.2.0.
2815 *
2816 * \sa SDL_UploadToGPUTexture
2817 * \sa SDL_DownloadFromGPUTexture
2818 * \sa SDL_BeginGPURenderPass
2819 * \sa SDL_BeginGPUComputePass
2820 * \sa SDL_BindGPUVertexSamplers
2821 * \sa SDL_BindGPUVertexStorageTextures
2822 * \sa SDL_BindGPUFragmentSamplers
2823 * \sa SDL_BindGPUFragmentStorageTextures
2824 * \sa SDL_BindGPUComputeStorageTextures
2825 * \sa SDL_BlitGPUTexture
2826 * \sa SDL_ReleaseGPUTexture
2827 * \sa SDL_GPUTextureSupportsFormat
2828 */
2829extern SDL_DECLSPEC SDL_GPUTexture * SDLCALL SDL_CreateGPUTexture(
2830 SDL_GPUDevice *device,
2831 const SDL_GPUTextureCreateInfo *createinfo);
2832
2833#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT "SDL.gpu.texture.create.d3d12.clear.r"
2834#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT "SDL.gpu.texture.create.d3d12.clear.g"
2835#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT "SDL.gpu.texture.create.d3d12.clear.b"
2836#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT "SDL.gpu.texture.create.d3d12.clear.a"
2837#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.texture.create.d3d12.clear.depth"
2838#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER "SDL.gpu.texture.create.d3d12.clear.stencil"
2839#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name"
2840
2841/**
2842 * Creates a buffer object to be used in graphics or compute workflows.
2843 *
2844 * The contents of this buffer are undefined until data is written to the
2845 * buffer.
2846 *
2847 * Note that certain combinations of usage flags are invalid. For example, a
2848 * buffer cannot have both the VERTEX and INDEX flags.
2849 *
2850 * If you use a STORAGE flag, the data in the buffer must respect std140
2851 * layout conventions. In practical terms this means you must ensure that vec3
2852 * and vec4 fields are 16-byte aligned.
2853 *
2854 * For better understanding of underlying concepts and memory management with
2855 * SDL GPU API, you may refer
2856 * [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/)
2857 * .
2858 *
2859 * There are optional properties that can be provided through `props`. These
2860 * are the supported properties:
2861 *
2862 * - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in
2863 * debugging tools.
2864 *
2865 * \param device a GPU Context.
2866 * \param createinfo a struct describing the state of the buffer to create.
2867 * \returns a buffer object on success, or NULL on failure; call
2868 * SDL_GetError() for more information.
2869 *
2870 * \since This function is available since SDL 3.2.0.
2871 *
2872 * \sa SDL_UploadToGPUBuffer
2873 * \sa SDL_DownloadFromGPUBuffer
2874 * \sa SDL_CopyGPUBufferToBuffer
2875 * \sa SDL_BindGPUVertexBuffers
2876 * \sa SDL_BindGPUIndexBuffer
2877 * \sa SDL_BindGPUVertexStorageBuffers
2878 * \sa SDL_BindGPUFragmentStorageBuffers
2879 * \sa SDL_DrawGPUPrimitivesIndirect
2880 * \sa SDL_DrawGPUIndexedPrimitivesIndirect
2881 * \sa SDL_BindGPUComputeStorageBuffers
2882 * \sa SDL_DispatchGPUComputeIndirect
2883 * \sa SDL_ReleaseGPUBuffer
2884 */
2885extern SDL_DECLSPEC SDL_GPUBuffer * SDLCALL SDL_CreateGPUBuffer(
2886 SDL_GPUDevice *device,
2887 const SDL_GPUBufferCreateInfo *createinfo);
2888
2889#define SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING "SDL.gpu.buffer.create.name"
2890
2891/**
2892 * Creates a transfer buffer to be used when uploading to or downloading from
2893 * graphics resources.
2894 *
2895 * Download buffers can be particularly expensive to create, so it is good
2896 * practice to reuse them if data will be downloaded regularly.
2897 *
2898 * There are optional properties that can be provided through `props`. These
2899 * are the supported properties:
2900 *
2901 * - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be
2902 * displayed in debugging tools.
2903 *
2904 * \param device a GPU Context.
2905 * \param createinfo a struct describing the state of the transfer buffer to
2906 * create.
2907 * \returns a transfer buffer on success, or NULL on failure; call
2908 * SDL_GetError() for more information.
2909 *
2910 * \since This function is available since SDL 3.2.0.
2911 *
2912 * \sa SDL_UploadToGPUBuffer
2913 * \sa SDL_DownloadFromGPUBuffer
2914 * \sa SDL_UploadToGPUTexture
2915 * \sa SDL_DownloadFromGPUTexture
2916 * \sa SDL_ReleaseGPUTransferBuffer
2917 */
2919 SDL_GPUDevice *device,
2920 const SDL_GPUTransferBufferCreateInfo *createinfo);
2921
2922#define SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING "SDL.gpu.transferbuffer.create.name"
2923
2924/* Debug Naming */
2925
2926/**
2927 * Sets an arbitrary string constant to label a buffer.
2928 *
2929 * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with
2930 * SDL_CreateGPUBuffer instead of this function to avoid thread safety issues.
2931 *
2932 * \param device a GPU Context.
2933 * \param buffer a buffer to attach the name to.
2934 * \param text a UTF-8 string constant to mark as the name of the buffer.
2935 *
2936 * \threadsafety This function is not thread safe, you must make sure the
2937 * buffer is not simultaneously used by any other thread.
2938 *
2939 * \since This function is available since SDL 3.2.0.
2940 *
2941 * \sa SDL_CreateGPUBuffer
2942 */
2943extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName(
2944 SDL_GPUDevice *device,
2945 SDL_GPUBuffer *buffer,
2946 const char *text);
2947
2948/**
2949 * Sets an arbitrary string constant to label a texture.
2950 *
2951 * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with
2952 * SDL_CreateGPUTexture instead of this function to avoid thread safety
2953 * issues.
2954 *
2955 * \param device a GPU Context.
2956 * \param texture a texture to attach the name to.
2957 * \param text a UTF-8 string constant to mark as the name of the texture.
2958 *
2959 * \threadsafety This function is not thread safe, you must make sure the
2960 * texture is not simultaneously used by any other thread.
2961 *
2962 * \since This function is available since SDL 3.2.0.
2963 *
2964 * \sa SDL_CreateGPUTexture
2965 */
2966extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
2967 SDL_GPUDevice *device,
2968 SDL_GPUTexture *texture,
2969 const char *text);
2970
2971/**
2972 * Inserts an arbitrary string label into the command buffer callstream.
2973 *
2974 * Useful for debugging.
2975 *
2976 * On Direct3D 12, using SDL_InsertGPUDebugLabel requires
2977 * WinPixEventRuntime.dll to be in your PATH or in the same directory as your
2978 * executable. See
2979 * [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
2980 * for instructions on how to obtain it.
2981 *
2982 * \param command_buffer a command buffer.
2983 * \param text a UTF-8 string constant to insert as the label.
2984 *
2985 * \since This function is available since SDL 3.2.0.
2986 */
2987extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
2988 SDL_GPUCommandBuffer *command_buffer,
2989 const char *text);
2990
2991/**
2992 * Begins a debug group with an arbitrary name.
2993 *
2994 * Used for denoting groups of calls when viewing the command buffer
2995 * callstream in a graphics debugging tool.
2996 *
2997 * Each call to SDL_PushGPUDebugGroup must have a corresponding call to
2998 * SDL_PopGPUDebugGroup.
2999 *
3000 * On Direct3D 12, using SDL_PushGPUDebugGroup requires WinPixEventRuntime.dll
3001 * to be in your PATH or in the same directory as your executable. See
3002 * [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
3003 * for instructions on how to obtain it.
3004 *
3005 * On some backends (e.g. Metal), pushing a debug group during a
3006 * render/blit/compute pass will create a group that is scoped to the native
3007 * pass rather than the command buffer. For best results, if you push a debug
3008 * group during a pass, always pop it in the same pass.
3009 *
3010 * \param command_buffer a command buffer.
3011 * \param name a UTF-8 string constant that names the group.
3012 *
3013 * \since This function is available since SDL 3.2.0.
3014 *
3015 * \sa SDL_PopGPUDebugGroup
3016 */
3017extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
3018 SDL_GPUCommandBuffer *command_buffer,
3019 const char *name);
3020
3021/**
3022 * Ends the most-recently pushed debug group.
3023 *
3024 * On Direct3D 12, using SDL_PopGPUDebugGroup requires WinPixEventRuntime.dll
3025 * to be in your PATH or in the same directory as your executable. See
3026 * [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
3027 * for instructions on how to obtain it.
3028 *
3029 * \param command_buffer a command buffer.
3030 *
3031 * \since This function is available since SDL 3.2.0.
3032 *
3033 * \sa SDL_PushGPUDebugGroup
3034 */
3035extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup(
3036 SDL_GPUCommandBuffer *command_buffer);
3037
3038/* Disposal */
3039
3040/**
3041 * Frees the given texture as soon as it is safe to do so.
3042 *
3043 * You must not reference the texture after calling this function.
3044 *
3045 * \param device a GPU context.
3046 * \param texture a texture to be destroyed.
3047 *
3048 * \since This function is available since SDL 3.2.0.
3049 */
3050extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTexture(
3051 SDL_GPUDevice *device,
3052 SDL_GPUTexture *texture);
3053
3054/**
3055 * Frees the given sampler as soon as it is safe to do so.
3056 *
3057 * You must not reference the sampler after calling this function.
3058 *
3059 * \param device a GPU context.
3060 * \param sampler a sampler to be destroyed.
3061 *
3062 * \since This function is available since SDL 3.2.0.
3063 */
3064extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUSampler(
3065 SDL_GPUDevice *device,
3066 SDL_GPUSampler *sampler);
3067
3068/**
3069 * Frees the given buffer as soon as it is safe to do so.
3070 *
3071 * You must not reference the buffer after calling this function.
3072 *
3073 * \param device a GPU context.
3074 * \param buffer a buffer to be destroyed.
3075 *
3076 * \since This function is available since SDL 3.2.0.
3077 */
3078extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer(
3079 SDL_GPUDevice *device,
3080 SDL_GPUBuffer *buffer);
3081
3082/**
3083 * Frees the given transfer buffer as soon as it is safe to do so.
3084 *
3085 * You must not reference the transfer buffer after calling this function.
3086 *
3087 * \param device a GPU context.
3088 * \param transfer_buffer a transfer buffer to be destroyed.
3089 *
3090 * \since This function is available since SDL 3.2.0.
3091 */
3092extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer(
3093 SDL_GPUDevice *device,
3094 SDL_GPUTransferBuffer *transfer_buffer);
3095
3096/**
3097 * Frees the given compute pipeline as soon as it is safe to do so.
3098 *
3099 * You must not reference the compute pipeline after calling this function.
3100 *
3101 * \param device a GPU context.
3102 * \param compute_pipeline a compute pipeline to be destroyed.
3103 *
3104 * \since This function is available since SDL 3.2.0.
3105 */
3106extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline(
3107 SDL_GPUDevice *device,
3108 SDL_GPUComputePipeline *compute_pipeline);
3109
3110/**
3111 * Frees the given shader as soon as it is safe to do so.
3112 *
3113 * You must not reference the shader after calling this function.
3114 *
3115 * \param device a GPU context.
3116 * \param shader a shader to be destroyed.
3117 *
3118 * \since This function is available since SDL 3.2.0.
3119 */
3120extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader(
3121 SDL_GPUDevice *device,
3122 SDL_GPUShader *shader);
3123
3124/**
3125 * Frees the given graphics pipeline as soon as it is safe to do so.
3126 *
3127 * You must not reference the graphics pipeline after calling this function.
3128 *
3129 * \param device a GPU context.
3130 * \param graphics_pipeline a graphics pipeline to be destroyed.
3131 *
3132 * \since This function is available since SDL 3.2.0.
3133 */
3134extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
3135 SDL_GPUDevice *device,
3136 SDL_GPUGraphicsPipeline *graphics_pipeline);
3137
3138/**
3139 * Acquire a command buffer.
3140 *
3141 * This command buffer is managed by the implementation and should not be
3142 * freed by the user. The command buffer may only be used on the thread it was
3143 * acquired on. The command buffer should be submitted on the thread it was
3144 * acquired on.
3145 *
3146 * It is valid to acquire multiple command buffers on the same thread at once.
3147 * In fact a common design pattern is to acquire two command buffers per frame
3148 * where one is dedicated to render and compute passes and the other is
3149 * dedicated to copy passes and other preparatory work such as generating
3150 * mipmaps. Interleaving commands between the two command buffers reduces the
3151 * total amount of passes overall which improves rendering performance.
3152 *
3153 * \param device a GPU context.
3154 * \returns a command buffer, or NULL on failure; call SDL_GetError() for more
3155 * information.
3156 *
3157 * \since This function is available since SDL 3.2.0.
3158 *
3159 * \sa SDL_SubmitGPUCommandBuffer
3160 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3161 */
3163 SDL_GPUDevice *device);
3164
3165/* Uniform Data */
3166
3167/**
3168 * Pushes data to a vertex uniform slot on the command buffer.
3169 *
3170 * Subsequent draw calls in this command buffer will use this uniform data.
3171 *
3172 * The data being pushed must respect std140 layout conventions. In practical
3173 * terms this means you must ensure that vec3 and vec4 fields are 16-byte
3174 * aligned.
3175 *
3176 * For detailed information about accessing uniform data from a shader, please
3177 * refer to SDL_CreateGPUShader.
3178 *
3179 * \param command_buffer a command buffer.
3180 * \param slot_index the vertex uniform slot to push data to.
3181 * \param data client data to write.
3182 * \param length the length of the data to write.
3183 *
3184 * \since This function is available since SDL 3.2.0.
3185 */
3186extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
3187 SDL_GPUCommandBuffer *command_buffer,
3188 Uint32 slot_index,
3189 const void *data,
3190 Uint32 length);
3191
3192/**
3193 * Pushes data to a fragment uniform slot on the command buffer.
3194 *
3195 * Subsequent draw calls in this command buffer will use this uniform data.
3196 *
3197 * The data being pushed must respect std140 layout conventions. In practical
3198 * terms this means you must ensure that vec3 and vec4 fields are 16-byte
3199 * aligned.
3200 *
3201 * \param command_buffer a command buffer.
3202 * \param slot_index the fragment uniform slot to push data to.
3203 * \param data client data to write.
3204 * \param length the length of the data to write.
3205 *
3206 * \since This function is available since SDL 3.2.0.
3207 */
3208extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
3209 SDL_GPUCommandBuffer *command_buffer,
3210 Uint32 slot_index,
3211 const void *data,
3212 Uint32 length);
3213
3214/**
3215 * Pushes data to a uniform slot on the command buffer.
3216 *
3217 * Subsequent draw calls in this command buffer will use this uniform data.
3218 *
3219 * The data being pushed must respect std140 layout conventions. In practical
3220 * terms this means you must ensure that vec3 and vec4 fields are 16-byte
3221 * aligned.
3222 *
3223 * \param command_buffer a command buffer.
3224 * \param slot_index the uniform slot to push data to.
3225 * \param data client data to write.
3226 * \param length the length of the data to write.
3227 *
3228 * \since This function is available since SDL 3.2.0.
3229 */
3230extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
3231 SDL_GPUCommandBuffer *command_buffer,
3232 Uint32 slot_index,
3233 const void *data,
3234 Uint32 length);
3235
3236/* Graphics State */
3237
3238/**
3239 * Begins a render pass on a command buffer.
3240 *
3241 * A render pass consists of a set of texture subresources (or depth slices in
3242 * the 3D texture case) which will be rendered to during the render pass,
3243 * along with corresponding clear values and load/store operations. All
3244 * operations related to graphics pipelines must take place inside of a render
3245 * pass. A default viewport and scissor state are automatically set when this
3246 * is called. You cannot begin another render pass, or begin a compute pass or
3247 * copy pass until you have ended the render pass.
3248 *
3249 * Using SDL_GPU_LOADOP_LOAD before any contents have been written to the
3250 * texture subresource will result in undefined behavior. SDL_GPU_LOADOP_CLEAR
3251 * will set the contents of the texture subresource to a single value before
3252 * any rendering is performed. It's fine to do an empty render pass using
3253 * SDL_GPU_STOREOP_STORE to clear a texture, but in general it's better to
3254 * think of clearing not as an independent operation but as something that's
3255 * done as the beginning of a render pass.
3256 *
3257 * \param command_buffer a command buffer.
3258 * \param color_target_infos an array of texture subresources with
3259 * corresponding clear values and load/store ops.
3260 * \param num_color_targets the number of color targets in the
3261 * color_target_infos array.
3262 * \param depth_stencil_target_info a texture subresource with corresponding
3263 * clear value and load/store ops, may be
3264 * NULL.
3265 * \returns a render pass handle.
3266 *
3267 * \since This function is available since SDL 3.2.0.
3268 *
3269 * \sa SDL_EndGPURenderPass
3270 */
3271extern SDL_DECLSPEC SDL_GPURenderPass * SDLCALL SDL_BeginGPURenderPass(
3272 SDL_GPUCommandBuffer *command_buffer,
3273 const SDL_GPUColorTargetInfo *color_target_infos,
3274 Uint32 num_color_targets,
3275 const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info);
3276
3277/**
3278 * Binds a graphics pipeline on a render pass to be used in rendering.
3279 *
3280 * A graphics pipeline must be bound before making any draw calls.
3281 *
3282 * \param render_pass a render pass handle.
3283 * \param graphics_pipeline the graphics pipeline to bind.
3284 *
3285 * \since This function is available since SDL 3.2.0.
3286 */
3287extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline(
3288 SDL_GPURenderPass *render_pass,
3289 SDL_GPUGraphicsPipeline *graphics_pipeline);
3290
3291/**
3292 * Sets the current viewport state on a command buffer.
3293 *
3294 * \param render_pass a render pass handle.
3295 * \param viewport the viewport to set.
3296 *
3297 * \since This function is available since SDL 3.2.0.
3298 */
3299extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport(
3300 SDL_GPURenderPass *render_pass,
3301 const SDL_GPUViewport *viewport);
3302
3303/**
3304 * Sets the current scissor state on a command buffer.
3305 *
3306 * \param render_pass a render pass handle.
3307 * \param scissor the scissor area to set.
3308 *
3309 * \since This function is available since SDL 3.2.0.
3310 */
3311extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor(
3312 SDL_GPURenderPass *render_pass,
3313 const SDL_Rect *scissor);
3314
3315/**
3316 * Sets the current blend constants on a command buffer.
3317 *
3318 * \param render_pass a render pass handle.
3319 * \param blend_constants the blend constant color.
3320 *
3321 * \since This function is available since SDL 3.2.0.
3322 *
3323 * \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
3324 * \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
3325 */
3326extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants(
3327 SDL_GPURenderPass *render_pass,
3328 SDL_FColor blend_constants);
3329
3330/**
3331 * Sets the current stencil reference value on a command buffer.
3332 *
3333 * \param render_pass a render pass handle.
3334 * \param reference the stencil reference value to set.
3335 *
3336 * \since This function is available since SDL 3.2.0.
3337 */
3338extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
3339 SDL_GPURenderPass *render_pass,
3340 Uint8 reference);
3341
3342/**
3343 * Binds vertex buffers on a command buffer for use with subsequent draw
3344 * calls.
3345 *
3346 * \param render_pass a render pass handle.
3347 * \param first_slot the vertex buffer slot to begin binding from.
3348 * \param bindings an array of SDL_GPUBufferBinding structs containing vertex
3349 * buffers and offset values.
3350 * \param num_bindings the number of bindings in the bindings array.
3351 *
3352 * \since This function is available since SDL 3.2.0.
3353 */
3354extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers(
3355 SDL_GPURenderPass *render_pass,
3356 Uint32 first_slot,
3357 const SDL_GPUBufferBinding *bindings,
3358 Uint32 num_bindings);
3359
3360/**
3361 * Binds an index buffer on a command buffer for use with subsequent draw
3362 * calls.
3363 *
3364 * \param render_pass a render pass handle.
3365 * \param binding a pointer to a struct containing an index buffer and offset.
3366 * \param index_element_size whether the index values in the buffer are 16- or
3367 * 32-bit.
3368 *
3369 * \since This function is available since SDL 3.2.0.
3370 */
3371extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
3372 SDL_GPURenderPass *render_pass,
3373 const SDL_GPUBufferBinding *binding,
3374 SDL_GPUIndexElementSize index_element_size);
3375
3376/**
3377 * Binds texture-sampler pairs for use on the vertex shader.
3378 *
3379 * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
3380 *
3381 * Be sure your shader is set up according to the requirements documented in
3382 * SDL_CreateGPUShader().
3383 *
3384 * \param render_pass a render pass handle.
3385 * \param first_slot the vertex sampler slot to begin binding from.
3386 * \param texture_sampler_bindings an array of texture-sampler binding
3387 * structs.
3388 * \param num_bindings the number of texture-sampler pairs to bind from the
3389 * array.
3390 *
3391 * \since This function is available since SDL 3.2.0.
3392 *
3393 * \sa SDL_CreateGPUShader
3394 */
3395extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
3396 SDL_GPURenderPass *render_pass,
3397 Uint32 first_slot,
3398 const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
3399 Uint32 num_bindings);
3400
3401/**
3402 * Binds storage textures for use on the vertex shader.
3403 *
3404 * These textures must have been created with
3405 * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
3406 *
3407 * Be sure your shader is set up according to the requirements documented in
3408 * SDL_CreateGPUShader().
3409 *
3410 * \param render_pass a render pass handle.
3411 * \param first_slot the vertex storage texture slot to begin binding from.
3412 * \param storage_textures an array of storage textures.
3413 * \param num_bindings the number of storage texture to bind from the array.
3414 *
3415 * \since This function is available since SDL 3.2.0.
3416 *
3417 * \sa SDL_CreateGPUShader
3418 */
3419extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
3420 SDL_GPURenderPass *render_pass,
3421 Uint32 first_slot,
3422 SDL_GPUTexture *const *storage_textures,
3423 Uint32 num_bindings);
3424
3425/**
3426 * Binds storage buffers for use on the vertex shader.
3427 *
3428 * These buffers must have been created with
3429 * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
3430 *
3431 * Be sure your shader is set up according to the requirements documented in
3432 * SDL_CreateGPUShader().
3433 *
3434 * \param render_pass a render pass handle.
3435 * \param first_slot the vertex storage buffer slot to begin binding from.
3436 * \param storage_buffers an array of buffers.
3437 * \param num_bindings the number of buffers to bind from the array.
3438 *
3439 * \since This function is available since SDL 3.2.0.
3440 *
3441 * \sa SDL_CreateGPUShader
3442 */
3443extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
3444 SDL_GPURenderPass *render_pass,
3445 Uint32 first_slot,
3446 SDL_GPUBuffer *const *storage_buffers,
3447 Uint32 num_bindings);
3448
3449/**
3450 * Binds texture-sampler pairs for use on the fragment shader.
3451 *
3452 * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
3453 *
3454 * Be sure your shader is set up according to the requirements documented in
3455 * SDL_CreateGPUShader().
3456 *
3457 * \param render_pass a render pass handle.
3458 * \param first_slot the fragment sampler slot to begin binding from.
3459 * \param texture_sampler_bindings an array of texture-sampler binding
3460 * structs.
3461 * \param num_bindings the number of texture-sampler pairs to bind from the
3462 * array.
3463 *
3464 * \since This function is available since SDL 3.2.0.
3465 *
3466 * \sa SDL_CreateGPUShader
3467 */
3468extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
3469 SDL_GPURenderPass *render_pass,
3470 Uint32 first_slot,
3471 const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
3472 Uint32 num_bindings);
3473
3474/**
3475 * Binds storage textures for use on the fragment shader.
3476 *
3477 * These textures must have been created with
3478 * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
3479 *
3480 * Be sure your shader is set up according to the requirements documented in
3481 * SDL_CreateGPUShader().
3482 *
3483 * \param render_pass a render pass handle.
3484 * \param first_slot the fragment storage texture slot to begin binding from.
3485 * \param storage_textures an array of storage textures.
3486 * \param num_bindings the number of storage textures to bind from the array.
3487 *
3488 * \since This function is available since SDL 3.2.0.
3489 *
3490 * \sa SDL_CreateGPUShader
3491 */
3492extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
3493 SDL_GPURenderPass *render_pass,
3494 Uint32 first_slot,
3495 SDL_GPUTexture *const *storage_textures,
3496 Uint32 num_bindings);
3497
3498/**
3499 * Binds storage buffers for use on the fragment shader.
3500 *
3501 * These buffers must have been created with
3502 * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
3503 *
3504 * Be sure your shader is set up according to the requirements documented in
3505 * SDL_CreateGPUShader().
3506 *
3507 * \param render_pass a render pass handle.
3508 * \param first_slot the fragment storage buffer slot to begin binding from.
3509 * \param storage_buffers an array of storage buffers.
3510 * \param num_bindings the number of storage buffers to bind from the array.
3511 *
3512 * \since This function is available since SDL 3.2.0.
3513 *
3514 * \sa SDL_CreateGPUShader
3515 */
3516extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
3517 SDL_GPURenderPass *render_pass,
3518 Uint32 first_slot,
3519 SDL_GPUBuffer *const *storage_buffers,
3520 Uint32 num_bindings);
3521
3522/* Drawing */
3523
3524/**
3525 * Draws data using bound graphics state with an index buffer and instancing
3526 * enabled.
3527 *
3528 * You must not call this function before binding a graphics pipeline.
3529 *
3530 * Note that the `first_vertex` and `first_instance` parameters are NOT
3531 * compatible with built-in vertex/instance ID variables in shaders (for
3532 * example, SV_VertexID); GPU APIs and shader languages do not define these
3533 * built-in variables consistently, so if your shader depends on them, the
3534 * only way to keep behavior consistent and portable is to always pass 0 for
3535 * the correlating parameter in the draw calls.
3536 *
3537 * \param render_pass a render pass handle.
3538 * \param num_indices the number of indices to draw per instance.
3539 * \param num_instances the number of instances to draw.
3540 * \param first_index the starting index within the index buffer.
3541 * \param vertex_offset value added to vertex index before indexing into the
3542 * vertex buffer.
3543 * \param first_instance the ID of the first instance to draw.
3544 *
3545 * \since This function is available since SDL 3.2.0.
3546 */
3547extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives(
3548 SDL_GPURenderPass *render_pass,
3549 Uint32 num_indices,
3550 Uint32 num_instances,
3551 Uint32 first_index,
3552 Sint32 vertex_offset,
3553 Uint32 first_instance);
3554
3555/**
3556 * Draws data using bound graphics state.
3557 *
3558 * You must not call this function before binding a graphics pipeline.
3559 *
3560 * Note that the `first_vertex` and `first_instance` parameters are NOT
3561 * compatible with built-in vertex/instance ID variables in shaders (for
3562 * example, SV_VertexID); GPU APIs and shader languages do not define these
3563 * built-in variables consistently, so if your shader depends on them, the
3564 * only way to keep behavior consistent and portable is to always pass 0 for
3565 * the correlating parameter in the draw calls.
3566 *
3567 * \param render_pass a render pass handle.
3568 * \param num_vertices the number of vertices to draw.
3569 * \param num_instances the number of instances that will be drawn.
3570 * \param first_vertex the index of the first vertex to draw.
3571 * \param first_instance the ID of the first instance to draw.
3572 *
3573 * \since This function is available since SDL 3.2.0.
3574 */
3575extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
3576 SDL_GPURenderPass *render_pass,
3577 Uint32 num_vertices,
3578 Uint32 num_instances,
3579 Uint32 first_vertex,
3580 Uint32 first_instance);
3581
3582/**
3583 * Draws data using bound graphics state and with draw parameters set from a
3584 * buffer.
3585 *
3586 * The buffer must consist of tightly-packed draw parameter sets that each
3587 * match the layout of SDL_GPUIndirectDrawCommand. You must not call this
3588 * function before binding a graphics pipeline.
3589 *
3590 * \param render_pass a render pass handle.
3591 * \param buffer a buffer containing draw parameters.
3592 * \param offset the offset to start reading from the draw buffer.
3593 * \param draw_count the number of draw parameter sets that should be read
3594 * from the draw buffer.
3595 *
3596 * \since This function is available since SDL 3.2.0.
3597 */
3598extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
3599 SDL_GPURenderPass *render_pass,
3600 SDL_GPUBuffer *buffer,
3601 Uint32 offset,
3602 Uint32 draw_count);
3603
3604/**
3605 * Draws data using bound graphics state with an index buffer enabled and with
3606 * draw parameters set from a buffer.
3607 *
3608 * The buffer must consist of tightly-packed draw parameter sets that each
3609 * match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call
3610 * this function before binding a graphics pipeline.
3611 *
3612 * \param render_pass a render pass handle.
3613 * \param buffer a buffer containing draw parameters.
3614 * \param offset the offset to start reading from the draw buffer.
3615 * \param draw_count the number of draw parameter sets that should be read
3616 * from the draw buffer.
3617 *
3618 * \since This function is available since SDL 3.2.0.
3619 */
3620extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect(
3621 SDL_GPURenderPass *render_pass,
3622 SDL_GPUBuffer *buffer,
3623 Uint32 offset,
3624 Uint32 draw_count);
3625
3626/**
3627 * Ends the given render pass.
3628 *
3629 * All bound graphics state on the render pass command buffer is unset. The
3630 * render pass handle is now invalid.
3631 *
3632 * \param render_pass a render pass handle.
3633 *
3634 * \since This function is available since SDL 3.2.0.
3635 */
3636extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
3637 SDL_GPURenderPass *render_pass);
3638
3639/* Compute Pass */
3640
3641/**
3642 * Begins a compute pass on a command buffer.
3643 *
3644 * A compute pass is defined by a set of texture subresources and buffers that
3645 * may be written to by compute pipelines. These textures and buffers must
3646 * have been created with the COMPUTE_STORAGE_WRITE bit or the
3647 * COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture
3648 * with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the
3649 * texture in the compute pass. All operations related to compute pipelines
3650 * must take place inside of a compute pass. You must not begin another
3651 * compute pass, or a render pass or copy pass before ending the compute pass.
3652 *
3653 * A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT
3654 * implicitly synchronized. This means you may cause data races by both
3655 * reading and writing a resource region in a compute pass, or by writing
3656 * multiple times to a resource region. If your compute work depends on
3657 * reading the completed output from a previous dispatch, you MUST end the
3658 * current compute pass and begin a new one before you can safely access the
3659 * data. Otherwise you will receive unexpected results. Reading and writing a
3660 * texture in the same compute pass is only supported by specific texture
3661 * formats. Make sure you check the format support!
3662 *
3663 * \param command_buffer a command buffer.
3664 * \param storage_texture_bindings an array of writeable storage texture
3665 * binding structs.
3666 * \param num_storage_texture_bindings the number of storage textures to bind
3667 * from the array.
3668 * \param storage_buffer_bindings an array of writeable storage buffer binding
3669 * structs.
3670 * \param num_storage_buffer_bindings the number of storage buffers to bind
3671 * from the array.
3672 * \returns a compute pass handle.
3673 *
3674 * \since This function is available since SDL 3.2.0.
3675 *
3676 * \sa SDL_EndGPUComputePass
3677 */
3678extern SDL_DECLSPEC SDL_GPUComputePass * SDLCALL SDL_BeginGPUComputePass(
3679 SDL_GPUCommandBuffer *command_buffer,
3680 const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings,
3681 Uint32 num_storage_texture_bindings,
3682 const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings,
3683 Uint32 num_storage_buffer_bindings);
3684
3685/**
3686 * Binds a compute pipeline on a command buffer for use in compute dispatch.
3687 *
3688 * \param compute_pass a compute pass handle.
3689 * \param compute_pipeline a compute pipeline to bind.
3690 *
3691 * \since This function is available since SDL 3.2.0.
3692 */
3693extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
3694 SDL_GPUComputePass *compute_pass,
3695 SDL_GPUComputePipeline *compute_pipeline);
3696
3697/**
3698 * Binds texture-sampler pairs for use on the compute shader.
3699 *
3700 * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
3701 *
3702 * Be sure your shader is set up according to the requirements documented in
3703 * SDL_CreateGPUComputePipeline().
3704 *
3705 * \param compute_pass a compute pass handle.
3706 * \param first_slot the compute sampler slot to begin binding from.
3707 * \param texture_sampler_bindings an array of texture-sampler binding
3708 * structs.
3709 * \param num_bindings the number of texture-sampler bindings to bind from the
3710 * array.
3711 *
3712 * \since This function is available since SDL 3.2.0.
3713 *
3714 * \sa SDL_CreateGPUComputePipeline
3715 */
3716extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
3717 SDL_GPUComputePass *compute_pass,
3718 Uint32 first_slot,
3719 const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
3720 Uint32 num_bindings);
3721
3722/**
3723 * Binds storage textures as readonly for use on the compute pipeline.
3724 *
3725 * These textures must have been created with
3726 * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
3727 *
3728 * Be sure your shader is set up according to the requirements documented in
3729 * SDL_CreateGPUComputePipeline().
3730 *
3731 * \param compute_pass a compute pass handle.
3732 * \param first_slot the compute storage texture slot to begin binding from.
3733 * \param storage_textures an array of storage textures.
3734 * \param num_bindings the number of storage textures to bind from the array.
3735 *
3736 * \since This function is available since SDL 3.2.0.
3737 *
3738 * \sa SDL_CreateGPUComputePipeline
3739 */
3740extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
3741 SDL_GPUComputePass *compute_pass,
3742 Uint32 first_slot,
3743 SDL_GPUTexture *const *storage_textures,
3744 Uint32 num_bindings);
3745
3746/**
3747 * Binds storage buffers as readonly for use on the compute pipeline.
3748 *
3749 * These buffers must have been created with
3750 * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
3751 *
3752 * Be sure your shader is set up according to the requirements documented in
3753 * SDL_CreateGPUComputePipeline().
3754 *
3755 * \param compute_pass a compute pass handle.
3756 * \param first_slot the compute storage buffer slot to begin binding from.
3757 * \param storage_buffers an array of storage buffer binding structs.
3758 * \param num_bindings the number of storage buffers to bind from the array.
3759 *
3760 * \since This function is available since SDL 3.2.0.
3761 *
3762 * \sa SDL_CreateGPUComputePipeline
3763 */
3764extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
3765 SDL_GPUComputePass *compute_pass,
3766 Uint32 first_slot,
3767 SDL_GPUBuffer *const *storage_buffers,
3768 Uint32 num_bindings);
3769
3770/**
3771 * Dispatches compute work.
3772 *
3773 * You must not call this function before binding a compute pipeline.
3774 *
3775 * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
3776 * the dispatches write to the same resource region as each other, there is no
3777 * guarantee of which order the writes will occur. If the write order matters,
3778 * you MUST end the compute pass and begin another one.
3779 *
3780 * \param compute_pass a compute pass handle.
3781 * \param groupcount_x number of local workgroups to dispatch in the X
3782 * dimension.
3783 * \param groupcount_y number of local workgroups to dispatch in the Y
3784 * dimension.
3785 * \param groupcount_z number of local workgroups to dispatch in the Z
3786 * dimension.
3787 *
3788 * \since This function is available since SDL 3.2.0.
3789 */
3790extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
3791 SDL_GPUComputePass *compute_pass,
3792 Uint32 groupcount_x,
3793 Uint32 groupcount_y,
3794 Uint32 groupcount_z);
3795
3796/**
3797 * Dispatches compute work with parameters set from a buffer.
3798 *
3799 * The buffer layout should match the layout of
3800 * SDL_GPUIndirectDispatchCommand. You must not call this function before
3801 * binding a compute pipeline.
3802 *
3803 * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
3804 * the dispatches write to the same resource region as each other, there is no
3805 * guarantee of which order the writes will occur. If the write order matters,
3806 * you MUST end the compute pass and begin another one.
3807 *
3808 * \param compute_pass a compute pass handle.
3809 * \param buffer a buffer containing dispatch parameters.
3810 * \param offset the offset to start reading from the dispatch buffer.
3811 *
3812 * \since This function is available since SDL 3.2.0.
3813 */
3814extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect(
3815 SDL_GPUComputePass *compute_pass,
3816 SDL_GPUBuffer *buffer,
3817 Uint32 offset);
3818
3819/**
3820 * Ends the current compute pass.
3821 *
3822 * All bound compute state on the command buffer is unset. The compute pass
3823 * handle is now invalid.
3824 *
3825 * \param compute_pass a compute pass handle.
3826 *
3827 * \since This function is available since SDL 3.2.0.
3828 */
3829extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
3830 SDL_GPUComputePass *compute_pass);
3831
3832/* TransferBuffer Data */
3833
3834/**
3835 * Maps a transfer buffer into application address space.
3836 *
3837 * You must unmap the transfer buffer before encoding upload commands. The
3838 * memory is owned by the graphics driver - do NOT call SDL_free() on the
3839 * returned pointer.
3840 *
3841 * \param device a GPU context.
3842 * \param transfer_buffer a transfer buffer.
3843 * \param cycle if true, cycles the transfer buffer if it is already bound.
3844 * \returns the address of the mapped transfer buffer memory, or NULL on
3845 * failure; call SDL_GetError() for more information.
3846 *
3847 * \since This function is available since SDL 3.2.0.
3848 */
3849extern SDL_DECLSPEC void * SDLCALL SDL_MapGPUTransferBuffer(
3850 SDL_GPUDevice *device,
3851 SDL_GPUTransferBuffer *transfer_buffer,
3852 bool cycle);
3853
3854/**
3855 * Unmaps a previously mapped transfer buffer.
3856 *
3857 * \param device a GPU context.
3858 * \param transfer_buffer a previously mapped transfer buffer.
3859 *
3860 * \since This function is available since SDL 3.2.0.
3861 */
3862extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer(
3863 SDL_GPUDevice *device,
3864 SDL_GPUTransferBuffer *transfer_buffer);
3865
3866/* Copy Pass */
3867
3868/**
3869 * Begins a copy pass on a command buffer.
3870 *
3871 * All operations related to copying to or from buffers or textures take place
3872 * inside a copy pass. You must not begin another copy pass, or a render pass
3873 * or compute pass before ending the copy pass.
3874 *
3875 * \param command_buffer a command buffer.
3876 * \returns a copy pass handle.
3877 *
3878 * \since This function is available since SDL 3.2.0.
3879 *
3880 * \sa SDL_EndGPUCopyPass
3881 */
3882extern SDL_DECLSPEC SDL_GPUCopyPass * SDLCALL SDL_BeginGPUCopyPass(
3883 SDL_GPUCommandBuffer *command_buffer);
3884
3885/**
3886 * Uploads data from a transfer buffer to a texture.
3887 *
3888 * The upload occurs on the GPU timeline. You may assume that the upload has
3889 * finished in subsequent commands.
3890 *
3891 * You must align the data in the transfer buffer to a multiple of the texel
3892 * size of the texture format.
3893 *
3894 * \param copy_pass a copy pass handle.
3895 * \param source the source transfer buffer with image layout information.
3896 * \param destination the destination texture region.
3897 * \param cycle if true, cycles the texture if the texture is bound, otherwise
3898 * overwrites the data.
3899 *
3900 * \since This function is available since SDL 3.2.0.
3901 */
3902extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
3903 SDL_GPUCopyPass *copy_pass,
3904 const SDL_GPUTextureTransferInfo *source,
3905 const SDL_GPUTextureRegion *destination,
3906 bool cycle);
3907
3908/**
3909 * Uploads data from a transfer buffer to a buffer.
3910 *
3911 * The upload occurs on the GPU timeline. You may assume that the upload has
3912 * finished in subsequent commands.
3913 *
3914 * \param copy_pass a copy pass handle.
3915 * \param source the source transfer buffer with offset.
3916 * \param destination the destination buffer with offset and size.
3917 * \param cycle if true, cycles the buffer if it is already bound, otherwise
3918 * overwrites the data.
3919 *
3920 * \since This function is available since SDL 3.2.0.
3921 */
3922extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer(
3923 SDL_GPUCopyPass *copy_pass,
3924 const SDL_GPUTransferBufferLocation *source,
3925 const SDL_GPUBufferRegion *destination,
3926 bool cycle);
3927
3928/**
3929 * Performs a texture-to-texture copy.
3930 *
3931 * This copy occurs on the GPU timeline. You may assume the copy has finished
3932 * in subsequent commands.
3933 *
3934 * This function does not support copying between depth and color textures.
3935 * For those, copy the texture to a buffer and then to the destination
3936 * texture.
3937 *
3938 * \param copy_pass a copy pass handle.
3939 * \param source a source texture region.
3940 * \param destination a destination texture region.
3941 * \param w the width of the region to copy.
3942 * \param h the height of the region to copy.
3943 * \param d the depth of the region to copy.
3944 * \param cycle if true, cycles the destination texture if the destination
3945 * texture is bound, otherwise overwrites the data.
3946 *
3947 * \since This function is available since SDL 3.2.0.
3948 */
3949extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
3950 SDL_GPUCopyPass *copy_pass,
3951 const SDL_GPUTextureLocation *source,
3952 const SDL_GPUTextureLocation *destination,
3953 Uint32 w,
3954 Uint32 h,
3955 Uint32 d,
3956 bool cycle);
3957
3958/**
3959 * Performs a buffer-to-buffer copy.
3960 *
3961 * This copy occurs on the GPU timeline. You may assume the copy has finished
3962 * in subsequent commands.
3963 *
3964 * \param copy_pass a copy pass handle.
3965 * \param source the buffer and offset to copy from.
3966 * \param destination the buffer and offset to copy to.
3967 * \param size the length of the buffer to copy.
3968 * \param cycle if true, cycles the destination buffer if it is already bound,
3969 * otherwise overwrites the data.
3970 *
3971 * \since This function is available since SDL 3.2.0.
3972 */
3973extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer(
3974 SDL_GPUCopyPass *copy_pass,
3975 const SDL_GPUBufferLocation *source,
3976 const SDL_GPUBufferLocation *destination,
3977 Uint32 size,
3978 bool cycle);
3979
3980/**
3981 * Copies data from a texture to a transfer buffer on the GPU timeline.
3982 *
3983 * This data is not guaranteed to be copied until the command buffer fence is
3984 * signaled.
3985 *
3986 * \param copy_pass a copy pass handle.
3987 * \param source the source texture region.
3988 * \param destination the destination transfer buffer with image layout
3989 * information.
3990 *
3991 * \since This function is available since SDL 3.2.0.
3992 */
3993extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture(
3994 SDL_GPUCopyPass *copy_pass,
3995 const SDL_GPUTextureRegion *source,
3996 const SDL_GPUTextureTransferInfo *destination);
3997
3998/**
3999 * Copies data from a buffer to a transfer buffer on the GPU timeline.
4000 *
4001 * This data is not guaranteed to be copied until the command buffer fence is
4002 * signaled.
4003 *
4004 * \param copy_pass a copy pass handle.
4005 * \param source the source buffer with offset and size.
4006 * \param destination the destination transfer buffer with offset.
4007 *
4008 * \since This function is available since SDL 3.2.0.
4009 */
4010extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer(
4011 SDL_GPUCopyPass *copy_pass,
4012 const SDL_GPUBufferRegion *source,
4013 const SDL_GPUTransferBufferLocation *destination);
4014
4015/**
4016 * Ends the current copy pass.
4017 *
4018 * \param copy_pass a copy pass handle.
4019 *
4020 * \since This function is available since SDL 3.2.0.
4021 */
4022extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass(
4023 SDL_GPUCopyPass *copy_pass);
4024
4025/**
4026 * Generates mipmaps for the given texture.
4027 *
4028 * This function must not be called inside of any pass.
4029 *
4030 * \param command_buffer a command_buffer.
4031 * \param texture a texture with more than 1 mip level.
4032 *
4033 * \since This function is available since SDL 3.2.0.
4034 */
4035extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture(
4036 SDL_GPUCommandBuffer *command_buffer,
4037 SDL_GPUTexture *texture);
4038
4039/**
4040 * Blits from a source texture region to a destination texture region.
4041 *
4042 * This function must not be called inside of any pass.
4043 *
4044 * \param command_buffer a command buffer.
4045 * \param info the blit info struct containing the blit parameters.
4046 *
4047 * \since This function is available since SDL 3.2.0.
4048 */
4049extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
4050 SDL_GPUCommandBuffer *command_buffer,
4051 const SDL_GPUBlitInfo *info);
4052
4053/* Submission/Presentation */
4054
4055/**
4056 * Determines whether a swapchain composition is supported by the window.
4057 *
4058 * The window must be claimed before calling this function.
4059 *
4060 * \param device a GPU context.
4061 * \param window an SDL_Window.
4062 * \param swapchain_composition the swapchain composition to check.
4063 * \returns true if supported, false if unsupported.
4064 *
4065 * \since This function is available since SDL 3.2.0.
4066 *
4067 * \sa SDL_ClaimWindowForGPUDevice
4068 */
4069extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
4070 SDL_GPUDevice *device,
4072 SDL_GPUSwapchainComposition swapchain_composition);
4073
4074/**
4075 * Determines whether a presentation mode is supported by the window.
4076 *
4077 * The window must be claimed before calling this function.
4078 *
4079 * \param device a GPU context.
4080 * \param window an SDL_Window.
4081 * \param present_mode the presentation mode to check.
4082 * \returns true if supported, false if unsupported.
4083 *
4084 * \since This function is available since SDL 3.2.0.
4085 *
4086 * \sa SDL_ClaimWindowForGPUDevice
4087 */
4088extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode(
4089 SDL_GPUDevice *device,
4091 SDL_GPUPresentMode present_mode);
4092
4093/**
4094 * Claims a window, creating a swapchain structure for it.
4095 *
4096 * This must be called before SDL_AcquireGPUSwapchainTexture is called using
4097 * the window. You should only call this function from the thread that created
4098 * the window.
4099 *
4100 * The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and
4101 * SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain
4102 * parameters, you must call SDL_SetGPUSwapchainParameters after claiming the
4103 * window.
4104 *
4105 * \param device a GPU context.
4106 * \param window an SDL_Window.
4107 * \returns true on success, or false on failure; call SDL_GetError() for more
4108 * information.
4109 *
4110 * \threadsafety This function should only be called from the thread that
4111 * created the window.
4112 *
4113 * \since This function is available since SDL 3.2.0.
4114 *
4115 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
4116 * \sa SDL_ReleaseWindowFromGPUDevice
4117 * \sa SDL_WindowSupportsGPUPresentMode
4118 * \sa SDL_WindowSupportsGPUSwapchainComposition
4119 */
4120extern SDL_DECLSPEC bool SDLCALL SDL_ClaimWindowForGPUDevice(
4121 SDL_GPUDevice *device,
4123
4124/**
4125 * Unclaims a window, destroying its swapchain structure.
4126 *
4127 * \param device a GPU context.
4128 * \param window an SDL_Window that has been claimed.
4129 *
4130 * \since This function is available since SDL 3.2.0.
4131 *
4132 * \sa SDL_ClaimWindowForGPUDevice
4133 */
4134extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
4135 SDL_GPUDevice *device,
4137
4138/**
4139 * Changes the swapchain parameters for the given claimed window.
4140 *
4141 * This function will fail if the requested present mode or swapchain
4142 * composition are unsupported by the device. Check if the parameters are
4143 * supported via SDL_WindowSupportsGPUPresentMode /
4144 * SDL_WindowSupportsGPUSwapchainComposition prior to calling this function.
4145 *
4146 * SDL_GPU_PRESENTMODE_VSYNC with SDL_GPU_SWAPCHAINCOMPOSITION_SDR is always
4147 * supported.
4148 *
4149 * \param device a GPU context.
4150 * \param window an SDL_Window that has been claimed.
4151 * \param swapchain_composition the desired composition of the swapchain.
4152 * \param present_mode the desired present mode for the swapchain.
4153 * \returns true if successful, false on error; call SDL_GetError() for more
4154 * information.
4155 *
4156 * \since This function is available since SDL 3.2.0.
4157 *
4158 * \sa SDL_WindowSupportsGPUPresentMode
4159 * \sa SDL_WindowSupportsGPUSwapchainComposition
4160 */
4161extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters(
4162 SDL_GPUDevice *device,
4164 SDL_GPUSwapchainComposition swapchain_composition,
4165 SDL_GPUPresentMode present_mode);
4166
4167/**
4168 * Configures the maximum allowed number of frames in flight.
4169 *
4170 * The default value when the device is created is 2. This means that after
4171 * you have submitted 2 frames for presentation, if the GPU has not finished
4172 * working on the first frame, SDL_AcquireGPUSwapchainTexture() will fill the
4173 * swapchain texture pointer with NULL, and
4174 * SDL_WaitAndAcquireGPUSwapchainTexture() will block.
4175 *
4176 * Higher values increase throughput at the expense of visual latency. Lower
4177 * values decrease visual latency at the expense of throughput.
4178 *
4179 * Note that calling this function will stall and flush the command queue to
4180 * prevent synchronization issues.
4181 *
4182 * The minimum value of allowed frames in flight is 1, and the maximum is 3.
4183 *
4184 * \param device a GPU context.
4185 * \param allowed_frames_in_flight the maximum number of frames that can be
4186 * pending on the GPU.
4187 * \returns true if successful, false on error; call SDL_GetError() for more
4188 * information.
4189 *
4190 * \since This function is available since SDL 3.2.0.
4191 */
4192extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUAllowedFramesInFlight(
4193 SDL_GPUDevice *device,
4194 Uint32 allowed_frames_in_flight);
4195
4196/**
4197 * Obtains the texture format of the swapchain for the given window.
4198 *
4199 * Note that this format can change if the swapchain parameters change.
4200 *
4201 * \param device a GPU context.
4202 * \param window an SDL_Window that has been claimed.
4203 * \returns the texture format of the swapchain.
4204 *
4205 * \since This function is available since SDL 3.2.0.
4206 */
4208 SDL_GPUDevice *device,
4210
4211/**
4212 * Acquire a texture to use in presentation.
4213 *
4214 * When a swapchain texture is acquired on a command buffer, it will
4215 * automatically be submitted for presentation when the command buffer is
4216 * submitted. The swapchain texture should only be referenced by the command
4217 * buffer used to acquire it.
4218 *
4219 * This function will fill the swapchain texture handle with NULL if too many
4220 * frames are in flight. This is not an error. This NULL pointer should not be
4221 * passed back into SDL. Instead, it should be considered as an indication to
4222 * wait until the swapchain is available.
4223 *
4224 * If you use this function, it is possible to create a situation where many
4225 * command buffers are allocated while the rendering context waits for the GPU
4226 * to catch up, which will cause memory usage to grow. You should use
4227 * SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing
4228 * with timing.
4229 *
4230 * The swapchain texture is managed by the implementation and must not be
4231 * freed by the user. You MUST NOT call this function from any thread other
4232 * than the one that created the window.
4233 *
4234 * \param command_buffer a command buffer.
4235 * \param window a window that has been claimed.
4236 * \param swapchain_texture a pointer filled in with a swapchain texture
4237 * handle.
4238 * \param swapchain_texture_width a pointer filled in with the swapchain
4239 * texture width, may be NULL.
4240 * \param swapchain_texture_height a pointer filled in with the swapchain
4241 * texture height, may be NULL.
4242 * \returns true on success, false on error; call SDL_GetError() for more
4243 * information.
4244 *
4245 * \threadsafety This function should only be called from the thread that
4246 * created the window.
4247 *
4248 * \since This function is available since SDL 3.2.0.
4249 *
4250 * \sa SDL_ClaimWindowForGPUDevice
4251 * \sa SDL_SubmitGPUCommandBuffer
4252 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4253 * \sa SDL_CancelGPUCommandBuffer
4254 * \sa SDL_GetWindowSizeInPixels
4255 * \sa SDL_WaitForGPUSwapchain
4256 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
4257 * \sa SDL_SetGPUAllowedFramesInFlight
4258 */
4259extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
4260 SDL_GPUCommandBuffer *command_buffer,
4262 SDL_GPUTexture **swapchain_texture,
4263 Uint32 *swapchain_texture_width,
4264 Uint32 *swapchain_texture_height);
4265
4266/**
4267 * Blocks the thread until a swapchain texture is available to be acquired.
4268 *
4269 * \param device a GPU context.
4270 * \param window a window that has been claimed.
4271 * \returns true on success, false on failure; call SDL_GetError() for more
4272 * information.
4273 *
4274 * \threadsafety This function should only be called from the thread that
4275 * created the window.
4276 *
4277 * \since This function is available since SDL 3.2.0.
4278 *
4279 * \sa SDL_AcquireGPUSwapchainTexture
4280 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
4281 * \sa SDL_SetGPUAllowedFramesInFlight
4282 */
4283extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUSwapchain(
4284 SDL_GPUDevice *device,
4286
4287/**
4288 * Blocks the thread until a swapchain texture is available to be acquired,
4289 * and then acquires it.
4290 *
4291 * When a swapchain texture is acquired on a command buffer, it will
4292 * automatically be submitted for presentation when the command buffer is
4293 * submitted. The swapchain texture should only be referenced by the command
4294 * buffer used to acquire it. It is an error to call
4295 * SDL_CancelGPUCommandBuffer() after a swapchain texture is acquired.
4296 *
4297 * This function can fill the swapchain texture handle with NULL in certain
4298 * cases, for example if the window is minimized. This is not an error. You
4299 * should always make sure to check whether the pointer is NULL before
4300 * actually using it.
4301 *
4302 * The swapchain texture is managed by the implementation and must not be
4303 * freed by the user. You MUST NOT call this function from any thread other
4304 * than the one that created the window.
4305 *
4306 * The swapchain texture is write-only and cannot be used as a sampler or for
4307 * another reading operation.
4308 *
4309 * \param command_buffer a command buffer.
4310 * \param window a window that has been claimed.
4311 * \param swapchain_texture a pointer filled in with a swapchain texture
4312 * handle.
4313 * \param swapchain_texture_width a pointer filled in with the swapchain
4314 * texture width, may be NULL.
4315 * \param swapchain_texture_height a pointer filled in with the swapchain
4316 * texture height, may be NULL.
4317 * \returns true on success, false on error; call SDL_GetError() for more
4318 * information.
4319 *
4320 * \threadsafety This function should only be called from the thread that
4321 * created the window.
4322 *
4323 * \since This function is available since SDL 3.2.0.
4324 *
4325 * \sa SDL_SubmitGPUCommandBuffer
4326 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4327 * \sa SDL_AcquireGPUSwapchainTexture
4328 */
4329extern SDL_DECLSPEC bool SDLCALL SDL_WaitAndAcquireGPUSwapchainTexture(
4330 SDL_GPUCommandBuffer *command_buffer,
4332 SDL_GPUTexture **swapchain_texture,
4333 Uint32 *swapchain_texture_width,
4334 Uint32 *swapchain_texture_height);
4335
4336/**
4337 * Submits a command buffer so its commands can be processed on the GPU.
4338 *
4339 * It is invalid to use the command buffer after this is called.
4340 *
4341 * This must be called from the thread the command buffer was acquired on.
4342 *
4343 * All commands in the submission are guaranteed to begin executing before any
4344 * command in a subsequent submission begins executing.
4345 *
4346 * \param command_buffer a command buffer.
4347 * \returns true on success, false on failure; call SDL_GetError() for more
4348 * information.
4349 *
4350 * \since This function is available since SDL 3.2.0.
4351 *
4352 * \sa SDL_AcquireGPUCommandBuffer
4353 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
4354 * \sa SDL_AcquireGPUSwapchainTexture
4355 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4356 */
4357extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer(
4358 SDL_GPUCommandBuffer *command_buffer);
4359
4360/**
4361 * Submits a command buffer so its commands can be processed on the GPU, and
4362 * acquires a fence associated with the command buffer.
4363 *
4364 * You must release this fence when it is no longer needed or it will cause a
4365 * leak. It is invalid to use the command buffer after this is called.
4366 *
4367 * This must be called from the thread the command buffer was acquired on.
4368 *
4369 * All commands in the submission are guaranteed to begin executing before any
4370 * command in a subsequent submission begins executing.
4371 *
4372 * \param command_buffer a command buffer.
4373 * \returns a fence associated with the command buffer, or NULL on failure;
4374 * call SDL_GetError() for more information.
4375 *
4376 * \since This function is available since SDL 3.2.0.
4377 *
4378 * \sa SDL_AcquireGPUCommandBuffer
4379 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
4380 * \sa SDL_AcquireGPUSwapchainTexture
4381 * \sa SDL_SubmitGPUCommandBuffer
4382 * \sa SDL_ReleaseGPUFence
4383 */
4385 SDL_GPUCommandBuffer *command_buffer);
4386
4387/**
4388 * Cancels a command buffer.
4389 *
4390 * None of the enqueued commands are executed.
4391 *
4392 * It is an error to call this function after a swapchain texture has been
4393 * acquired.
4394 *
4395 * This must be called from the thread the command buffer was acquired on.
4396 *
4397 * You must not reference the command buffer after calling this function.
4398 *
4399 * \param command_buffer a command buffer.
4400 * \returns true on success, false on error; call SDL_GetError() for more
4401 * information.
4402 *
4403 * \since This function is available since SDL 3.2.0.
4404 *
4405 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
4406 * \sa SDL_AcquireGPUCommandBuffer
4407 * \sa SDL_AcquireGPUSwapchainTexture
4408 */
4409extern SDL_DECLSPEC bool SDLCALL SDL_CancelGPUCommandBuffer(
4410 SDL_GPUCommandBuffer *command_buffer);
4411
4412/**
4413 * Blocks the thread until the GPU is completely idle.
4414 *
4415 * \param device a GPU context.
4416 * \returns true on success, false on failure; call SDL_GetError() for more
4417 * information.
4418 *
4419 * \since This function is available since SDL 3.2.0.
4420 *
4421 * \sa SDL_WaitForGPUFences
4422 */
4423extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle(
4424 SDL_GPUDevice *device);
4425
4426/**
4427 * Blocks the thread until the given fences are signaled.
4428 *
4429 * \param device a GPU context.
4430 * \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all
4431 * fences to be signaled.
4432 * \param fences an array of fences to wait on.
4433 * \param num_fences the number of fences in the fences array.
4434 * \returns true on success, false on failure; call SDL_GetError() for more
4435 * information.
4436 *
4437 * \since This function is available since SDL 3.2.0.
4438 *
4439 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4440 * \sa SDL_WaitForGPUIdle
4441 */
4442extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences(
4443 SDL_GPUDevice *device,
4444 bool wait_all,
4445 SDL_GPUFence *const *fences,
4446 Uint32 num_fences);
4447
4448/**
4449 * Checks the status of a fence.
4450 *
4451 * \param device a GPU context.
4452 * \param fence a fence.
4453 * \returns true if the fence is signaled, false if it is not.
4454 *
4455 * \since This function is available since SDL 3.2.0.
4456 *
4457 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4458 */
4459extern SDL_DECLSPEC bool SDLCALL SDL_QueryGPUFence(
4460 SDL_GPUDevice *device,
4461 SDL_GPUFence *fence);
4462
4463/**
4464 * Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
4465 *
4466 * You must not reference the fence after calling this function.
4467 *
4468 * \param device a GPU context.
4469 * \param fence a fence.
4470 *
4471 * \since This function is available since SDL 3.2.0.
4472 *
4473 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4474 */
4475extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
4476 SDL_GPUDevice *device,
4477 SDL_GPUFence *fence);
4478
4479/* Format Info */
4480
4481/**
4482 * Obtains the texel block size for a texture format.
4483 *
4484 * \param format the texture format you want to know the texel size of.
4485 * \returns the texel block size of the texture format.
4486 *
4487 * \since This function is available since SDL 3.2.0.
4488 *
4489 * \sa SDL_UploadToGPUTexture
4490 */
4491extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize(
4492 SDL_GPUTextureFormat format);
4493
4494/**
4495 * Determines whether a texture format is supported for a given type and
4496 * usage.
4497 *
4498 * \param device a GPU context.
4499 * \param format the texture format to check.
4500 * \param type the type of texture (2D, 3D, Cube).
4501 * \param usage a bitmask of all usage scenarios to check.
4502 * \returns whether the texture format is supported for this type and usage.
4503 *
4504 * \since This function is available since SDL 3.2.0.
4505 */
4506extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsFormat(
4507 SDL_GPUDevice *device,
4508 SDL_GPUTextureFormat format,
4509 SDL_GPUTextureType type,
4511
4512/**
4513 * Determines if a sample count for a texture format is supported.
4514 *
4515 * \param device a GPU context.
4516 * \param format the texture format to check.
4517 * \param sample_count the sample count to check.
4518 * \returns whether the sample count is supported for this texture format.
4519 *
4520 * \since This function is available since SDL 3.2.0.
4521 */
4522extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsSampleCount(
4523 SDL_GPUDevice *device,
4524 SDL_GPUTextureFormat format,
4525 SDL_GPUSampleCount sample_count);
4526
4527/**
4528 * Calculate the size in bytes of a texture format with dimensions.
4529 *
4530 * \param format a texture format.
4531 * \param width width in pixels.
4532 * \param height height in pixels.
4533 * \param depth_or_layer_count depth for 3D textures or layer count otherwise.
4534 * \returns the size of a texture with this format and dimensions.
4535 *
4536 * \since This function is available since SDL 3.2.0.
4537 */
4538extern SDL_DECLSPEC Uint32 SDLCALL SDL_CalculateGPUTextureFormatSize(
4539 SDL_GPUTextureFormat format,
4540 Uint32 width,
4541 Uint32 height,
4542 Uint32 depth_or_layer_count);
4543
4544/**
4545 * Get the SDL pixel format corresponding to a GPU texture format.
4546 *
4547 * \param format a texture format.
4548 * \returns the corresponding pixel format, or SDL_PIXELFORMAT_UNKNOWN if
4549 * there is no corresponding pixel format.
4550 *
4551 * \since This function is available since SDL 3.4.0.
4552 */
4554
4555/**
4556 * Get the GPU texture format corresponding to an SDL pixel format.
4557 *
4558 * \param format a pixel format.
4559 * \returns the corresponding GPU texture format, or
4560 * SDL_GPU_TEXTUREFORMAT_INVALID if there is no corresponding GPU
4561 * texture format.
4562 *
4563 * \since This function is available since SDL 3.4.0.
4564 */
4566
4567#ifdef SDL_PLATFORM_GDK
4568
4569/**
4570 * Call this to suspend GPU operation on Xbox when you receive the
4571 * SDL_EVENT_DID_ENTER_BACKGROUND event.
4572 *
4573 * Do NOT call any SDL_GPU functions after calling this function! This must
4574 * also be called before calling SDL_GDKSuspendComplete.
4575 *
4576 * \param device a GPU context.
4577 *
4578 * \since This function is available since SDL 3.2.0.
4579 *
4580 * \sa SDL_AddEventWatch
4581 */
4582extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device);
4583
4584/**
4585 * Call this to resume GPU operation on Xbox when you receive the
4586 * SDL_EVENT_WILL_ENTER_FOREGROUND event.
4587 *
4588 * When resuming, this function MUST be called before calling any other
4589 * SDL_GPU functions.
4590 *
4591 * \param device a GPU context.
4592 *
4593 * \since This function is available since SDL 3.2.0.
4594 *
4595 * \sa SDL_AddEventWatch
4596 */
4597extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device);
4598
4599#endif /* SDL_PLATFORM_GDK */
4600
4601#ifdef __cplusplus
4602}
4603#endif /* __cplusplus */
4604#include <SDL3/SDL_close_code.h>
4605
4606#endif /* SDL_gpu_h_ */
void SDL_BindGPUComputeStorageTextures(SDL_GPUComputePass *compute_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings)
void SDL_EndGPUComputePass(SDL_GPUComputePass *compute_pass)
void SDL_DestroyGPUDevice(SDL_GPUDevice *device)
SDL_GPUSampleCount
Definition SDL_gpu.h:942
@ SDL_GPU_SAMPLECOUNT_2
Definition SDL_gpu.h:944
@ SDL_GPU_SAMPLECOUNT_8
Definition SDL_gpu.h:946
@ SDL_GPU_SAMPLECOUNT_1
Definition SDL_gpu.h:943
@ SDL_GPU_SAMPLECOUNT_4
Definition SDL_gpu.h:945
SDL_GPUTransferBuffer * SDL_CreateGPUTransferBuffer(SDL_GPUDevice *device, const SDL_GPUTransferBufferCreateInfo *createinfo)
SDL_GPUCubeMapFace
Definition SDL_gpu.h:958
@ SDL_GPU_CUBEMAPFACE_NEGATIVEY
Definition SDL_gpu.h:962
@ SDL_GPU_CUBEMAPFACE_POSITIVEY
Definition SDL_gpu.h:961
@ SDL_GPU_CUBEMAPFACE_NEGATIVEX
Definition SDL_gpu.h:960
@ SDL_GPU_CUBEMAPFACE_NEGATIVEZ
Definition SDL_gpu.h:964
@ SDL_GPU_CUBEMAPFACE_POSITIVEX
Definition SDL_gpu.h:959
@ SDL_GPU_CUBEMAPFACE_POSITIVEZ
Definition SDL_gpu.h:963
SDL_GPUDevice * SDL_CreateGPUDevice(SDL_GPUShaderFormat format_flags, bool debug_mode, const char *name)
void SDL_EndGPURenderPass(SDL_GPURenderPass *render_pass)
void SDL_ReleaseGPUComputePipeline(SDL_GPUDevice *device, SDL_GPUComputePipeline *compute_pipeline)
struct SDL_GPUTransferBuffer SDL_GPUTransferBuffer
Definition SDL_gpu.h:453
void SDL_PushGPUDebugGroup(SDL_GPUCommandBuffer *command_buffer, const char *name)
SDL_GPUFrontFace
Definition SDL_gpu.h:1156
@ SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE
Definition SDL_gpu.h:1157
@ SDL_GPU_FRONTFACE_CLOCKWISE
Definition SDL_gpu.h:1158
SDL_GPUDevice * SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
SDL_GPUVertexInputRate
Definition SDL_gpu.h:1115
@ SDL_GPU_VERTEXINPUTRATE_INSTANCE
Definition SDL_gpu.h:1117
@ SDL_GPU_VERTEXINPUTRATE_VERTEX
Definition SDL_gpu.h:1116
bool SDL_GPUTextureSupportsFormat(SDL_GPUDevice *device, SDL_GPUTextureFormat format, SDL_GPUTextureType type, SDL_GPUTextureUsageFlags usage)
SDL_GPUTexture * SDL_CreateGPUTexture(SDL_GPUDevice *device, const SDL_GPUTextureCreateInfo *createinfo)
bool SDL_SubmitGPUCommandBuffer(SDL_GPUCommandBuffer *command_buffer)
SDL_GPUPrimitiveType
Definition SDL_gpu.h:622
@ SDL_GPU_PRIMITIVETYPE_TRIANGLELIST
Definition SDL_gpu.h:623
@ SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP
Definition SDL_gpu.h:624
@ SDL_GPU_PRIMITIVETYPE_POINTLIST
Definition SDL_gpu.h:627
@ SDL_GPU_PRIMITIVETYPE_LINESTRIP
Definition SDL_gpu.h:626
@ SDL_GPU_PRIMITIVETYPE_LINELIST
Definition SDL_gpu.h:625
void SDL_DownloadFromGPUBuffer(SDL_GPUCopyPass *copy_pass, const SDL_GPUBufferRegion *source, const SDL_GPUTransferBufferLocation *destination)
SDL_GPUShader * SDL_CreateGPUShader(SDL_GPUDevice *device, const SDL_GPUShaderCreateInfo *createinfo)
void SDL_PushGPUFragmentUniformData(SDL_GPUCommandBuffer *command_buffer, Uint32 slot_index, const void *data, Uint32 length)
SDL_GPUCommandBuffer * SDL_AcquireGPUCommandBuffer(SDL_GPUDevice *device)
void SDL_EndGPUCopyPass(SDL_GPUCopyPass *copy_pass)
bool SDL_CancelGPUCommandBuffer(SDL_GPUCommandBuffer *command_buffer)
Uint32 SDL_GPUShaderFormat
Definition SDL_gpu.h:1031
void SDL_SetGPUTextureName(SDL_GPUDevice *device, SDL_GPUTexture *texture, const char *text)
struct SDL_GPURenderPass SDL_GPURenderPass
Definition SDL_gpu.h:560
SDL_GPUFillMode
Definition SDL_gpu.h:1128
@ SDL_GPU_FILLMODE_FILL
Definition SDL_gpu.h:1129
@ SDL_GPU_FILLMODE_LINE
Definition SDL_gpu.h:1130
SDL_GPUCopyPass * SDL_BeginGPUCopyPass(SDL_GPUCommandBuffer *command_buffer)
SDL_GPUIndexElementSize
Definition SDL_gpu.h:669
@ SDL_GPU_INDEXELEMENTSIZE_16BIT
Definition SDL_gpu.h:670
@ SDL_GPU_INDEXELEMENTSIZE_32BIT
Definition SDL_gpu.h:671
void SDL_PopGPUDebugGroup(SDL_GPUCommandBuffer *command_buffer)
void SDL_BindGPUVertexStorageTextures(SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings)
SDL_GPUBlendFactor
Definition SDL_gpu.h:1235
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA
Definition SDL_gpu.h:1244
@ SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
Definition SDL_gpu.h:1247
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR
Definition SDL_gpu.h:1242
@ SDL_GPU_BLENDFACTOR_INVALID
Definition SDL_gpu.h:1236
@ SDL_GPU_BLENDFACTOR_DST_ALPHA
Definition SDL_gpu.h:1245
@ SDL_GPU_BLENDFACTOR_ZERO
Definition SDL_gpu.h:1237
@ SDL_GPU_BLENDFACTOR_DST_COLOR
Definition SDL_gpu.h:1241
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA
Definition SDL_gpu.h:1246
@ SDL_GPU_BLENDFACTOR_SRC_ALPHA
Definition SDL_gpu.h:1243
@ SDL_GPU_BLENDFACTOR_SRC_COLOR
Definition SDL_gpu.h:1239
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR
Definition SDL_gpu.h:1240
@ SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE
Definition SDL_gpu.h:1249
@ SDL_GPU_BLENDFACTOR_ONE
Definition SDL_gpu.h:1238
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
Definition SDL_gpu.h:1248
const char * SDL_GetGPUDriver(int index)
SDL_GPUCullMode
Definition SDL_gpu.h:1141
@ SDL_GPU_CULLMODE_FRONT
Definition SDL_gpu.h:1143
@ SDL_GPU_CULLMODE_NONE
Definition SDL_gpu.h:1142
@ SDL_GPU_CULLMODE_BACK
Definition SDL_gpu.h:1144
void SDL_CopyGPUBufferToBuffer(SDL_GPUCopyPass *copy_pass, const SDL_GPUBufferLocation *source, const SDL_GPUBufferLocation *destination, Uint32 size, bool cycle)
void SDL_InsertGPUDebugLabel(SDL_GPUCommandBuffer *command_buffer, const char *text)
bool SDL_WaitForGPUIdle(SDL_GPUDevice *device)
SDL_GPUStoreOp
Definition SDL_gpu.h:654
@ SDL_GPU_STOREOP_RESOLVE_AND_STORE
Definition SDL_gpu.h:658
@ SDL_GPU_STOREOP_STORE
Definition SDL_gpu.h:655
@ SDL_GPU_STOREOP_DONT_CARE
Definition SDL_gpu.h:656
@ SDL_GPU_STOREOP_RESOLVE
Definition SDL_gpu.h:657
SDL_GPUShaderFormat SDL_GetGPUShaderFormats(SDL_GPUDevice *device)
void SDL_BindGPUFragmentStorageTextures(SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings)
void SDL_DispatchGPUComputeIndirect(SDL_GPUComputePass *compute_pass, SDL_GPUBuffer *buffer, Uint32 offset)
SDL_GPUSamplerMipmapMode
Definition SDL_gpu.h:1287
@ SDL_GPU_SAMPLERMIPMAPMODE_NEAREST
Definition SDL_gpu.h:1288
@ SDL_GPU_SAMPLERMIPMAPMODE_LINEAR
Definition SDL_gpu.h:1289
bool SDL_ClaimWindowForGPUDevice(SDL_GPUDevice *device, SDL_Window *window)
struct SDL_GPUSampler SDL_GPUSampler
Definition SDL_gpu.h:485
struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer
Definition SDL_gpu.h:547
SDL_GPULoadOp
Definition SDL_gpu.h:639
@ SDL_GPU_LOADOP_DONT_CARE
Definition SDL_gpu.h:642
@ SDL_GPU_LOADOP_CLEAR
Definition SDL_gpu.h:641
@ SDL_GPU_LOADOP_LOAD
Definition SDL_gpu.h:640
SDL_GPUStencilOp
Definition SDL_gpu.h:1190
@ SDL_GPU_STENCILOP_DECREMENT_AND_WRAP
Definition SDL_gpu.h:1199
@ SDL_GPU_STENCILOP_ZERO
Definition SDL_gpu.h:1193
@ SDL_GPU_STENCILOP_KEEP
Definition SDL_gpu.h:1192
@ SDL_GPU_STENCILOP_INVERT
Definition SDL_gpu.h:1197
@ SDL_GPU_STENCILOP_REPLACE
Definition SDL_gpu.h:1194
@ SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP
Definition SDL_gpu.h:1196
@ SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP
Definition SDL_gpu.h:1195
@ SDL_GPU_STENCILOP_INCREMENT_AND_WRAP
Definition SDL_gpu.h:1198
@ SDL_GPU_STENCILOP_INVALID
Definition SDL_gpu.h:1191
struct SDL_GPUFence SDL_GPUFence
Definition SDL_gpu.h:598
Uint32 SDL_GPUTextureFormatTexelBlockSize(SDL_GPUTextureFormat format)
SDL_GPUBlendOp
Definition SDL_gpu.h:1214
@ SDL_GPU_BLENDOP_MIN
Definition SDL_gpu.h:1219
@ SDL_GPU_BLENDOP_INVALID
Definition SDL_gpu.h:1215
@ SDL_GPU_BLENDOP_MAX
Definition SDL_gpu.h:1220
@ SDL_GPU_BLENDOP_REVERSE_SUBTRACT
Definition SDL_gpu.h:1218
@ SDL_GPU_BLENDOP_SUBTRACT
Definition SDL_gpu.h:1217
@ SDL_GPU_BLENDOP_ADD
Definition SDL_gpu.h:1216
void SDL_DrawGPUPrimitives(SDL_GPURenderPass *render_pass, Uint32 num_vertices, Uint32 num_instances, Uint32 first_vertex, Uint32 first_instance)
bool SDL_WindowSupportsGPUPresentMode(SDL_GPUDevice *device, SDL_Window *window, SDL_GPUPresentMode present_mode)
int SDL_GetNumGPUDrivers(void)
void SDL_ReleaseGPUSampler(SDL_GPUDevice *device, SDL_GPUSampler *sampler)
void SDL_GenerateMipmapsForGPUTexture(SDL_GPUCommandBuffer *command_buffer, SDL_GPUTexture *texture)
void SDL_BindGPUComputeStorageBuffers(SDL_GPUComputePass *compute_pass, Uint32 first_slot, SDL_GPUBuffer *const *storage_buffers, Uint32 num_bindings)
SDL_GPUGraphicsPipeline * SDL_CreateGPUGraphicsPipeline(SDL_GPUDevice *device, const SDL_GPUGraphicsPipelineCreateInfo *createinfo)
Uint8 SDL_GPUColorComponentFlags
Definition SDL_gpu.h:1259
SDL_GPUSampler * SDL_CreateGPUSampler(SDL_GPUDevice *device, const SDL_GPUSamplerCreateInfo *createinfo)
void SDL_SetGPUStencilReference(SDL_GPURenderPass *render_pass, Uint8 reference)
struct SDL_GPUGraphicsPipeline SDL_GPUGraphicsPipeline
Definition SDL_gpu.h:522
void SDL_SetGPUBlendConstants(SDL_GPURenderPass *render_pass, SDL_FColor blend_constants)
void SDL_DispatchGPUCompute(SDL_GPUComputePass *compute_pass, Uint32 groupcount_x, Uint32 groupcount_y, Uint32 groupcount_z)
bool SDL_WindowSupportsGPUSwapchainComposition(SDL_GPUDevice *device, SDL_Window *window, SDL_GPUSwapchainComposition swapchain_composition)
void SDL_ReleaseGPUTexture(SDL_GPUDevice *device, SDL_GPUTexture *texture)
void SDL_UnmapGPUTransferBuffer(SDL_GPUDevice *device, SDL_GPUTransferBuffer *transfer_buffer)
void SDL_PushGPUVertexUniformData(SDL_GPUCommandBuffer *command_buffer, Uint32 slot_index, const void *data, Uint32 length)
SDL_GPUVertexElementFormat
Definition SDL_gpu.h:1049
@ SDL_GPU_VERTEXELEMENTFORMAT_INT4
Definition SDL_gpu.h:1056
@ SDL_GPU_VERTEXELEMENTFORMAT_INT
Definition SDL_gpu.h:1053
@ SDL_GPU_VERTEXELEMENTFORMAT_INVALID
Definition SDL_gpu.h:1050
@ SDL_GPU_VERTEXELEMENTFORMAT_HALF2
Definition SDL_gpu.h:1103
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE2
Definition SDL_gpu.h:1071
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4
Definition SDL_gpu.h:1076
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT4
Definition SDL_gpu.h:1092
@ SDL_GPU_VERTEXELEMENTFORMAT_INT2
Definition SDL_gpu.h:1054
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM
Definition SDL_gpu.h:1079
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT2
Definition SDL_gpu.h:1060
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE4
Definition SDL_gpu.h:1072
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM
Definition SDL_gpu.h:1095
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4
Definition SDL_gpu.h:1068
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM
Definition SDL_gpu.h:1083
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT3
Definition SDL_gpu.h:1061
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT
Definition SDL_gpu.h:1059
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT4
Definition SDL_gpu.h:1062
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM
Definition SDL_gpu.h:1099
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3
Definition SDL_gpu.h:1067
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2
Definition SDL_gpu.h:1075
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2
Definition SDL_gpu.h:1066
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT4
Definition SDL_gpu.h:1088
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT
Definition SDL_gpu.h:1065
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT2
Definition SDL_gpu.h:1087
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM
Definition SDL_gpu.h:1080
@ SDL_GPU_VERTEXELEMENTFORMAT_HALF4
Definition SDL_gpu.h:1104
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT2
Definition SDL_gpu.h:1091
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM
Definition SDL_gpu.h:1084
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM
Definition SDL_gpu.h:1096
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM
Definition SDL_gpu.h:1100
@ SDL_GPU_VERTEXELEMENTFORMAT_INT3
Definition SDL_gpu.h:1055
SDL_PixelFormat SDL_GetPixelFormatFromGPUTextureFormat(SDL_GPUTextureFormat format)
void SDL_BindGPUComputeSamplers(SDL_GPUComputePass *compute_pass, Uint32 first_slot, const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, Uint32 num_bindings)
void SDL_ReleaseGPUShader(SDL_GPUDevice *device, SDL_GPUShader *shader)
void SDL_BlitGPUTexture(SDL_GPUCommandBuffer *command_buffer, const SDL_GPUBlitInfo *info)
struct SDL_GPUComputePipeline SDL_GPUComputePipeline
Definition SDL_gpu.h:509
SDL_GPURenderPass * SDL_BeginGPURenderPass(SDL_GPUCommandBuffer *command_buffer, const SDL_GPUColorTargetInfo *color_target_infos, Uint32 num_color_targets, const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info)
void SDL_BindGPUComputePipeline(SDL_GPUComputePass *compute_pass, SDL_GPUComputePipeline *compute_pipeline)
struct SDL_GPUTexture SDL_GPUTexture
Definition SDL_gpu.h:473
void SDL_ReleaseGPUBuffer(SDL_GPUDevice *device, SDL_GPUBuffer *buffer)
Uint32 SDL_GPUTextureUsageFlags
Definition SDL_gpu.h:904
void SDL_ReleaseGPUFence(SDL_GPUDevice *device, SDL_GPUFence *fence)
Uint32 SDL_GPUBufferUsageFlags
Definition SDL_gpu.h:984
SDL_GPUComputePass * 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)
SDL_GPUPresentMode
Definition SDL_gpu.h:1333
@ SDL_GPU_PRESENTMODE_VSYNC
Definition SDL_gpu.h:1334
@ SDL_GPU_PRESENTMODE_IMMEDIATE
Definition SDL_gpu.h:1335
@ SDL_GPU_PRESENTMODE_MAILBOX
Definition SDL_gpu.h:1336
void SDL_BindGPUVertexBuffers(SDL_GPURenderPass *render_pass, Uint32 first_slot, const SDL_GPUBufferBinding *bindings, Uint32 num_bindings)
void SDL_CopyGPUTextureToTexture(SDL_GPUCopyPass *copy_pass, const SDL_GPUTextureLocation *source, const SDL_GPUTextureLocation *destination, Uint32 w, Uint32 h, Uint32 d, bool cycle)
void SDL_BindGPUIndexBuffer(SDL_GPURenderPass *render_pass, const SDL_GPUBufferBinding *binding, SDL_GPUIndexElementSize index_element_size)
SDL_GPUBuffer * SDL_CreateGPUBuffer(SDL_GPUDevice *device, const SDL_GPUBufferCreateInfo *createinfo)
void SDL_UploadToGPUBuffer(SDL_GPUCopyPass *copy_pass, const SDL_GPUTransferBufferLocation *source, const SDL_GPUBufferRegion *destination, bool cycle)
bool SDL_WaitAndAcquireGPUSwapchainTexture(SDL_GPUCommandBuffer *command_buffer, SDL_Window *window, SDL_GPUTexture **swapchain_texture, Uint32 *swapchain_texture_width, Uint32 *swapchain_texture_height)
bool SDL_GPUTextureSupportsSampleCount(SDL_GPUDevice *device, SDL_GPUTextureFormat format, SDL_GPUSampleCount sample_count)
bool SDL_SetGPUAllowedFramesInFlight(SDL_GPUDevice *device, Uint32 allowed_frames_in_flight)
bool SDL_AcquireGPUSwapchainTexture(SDL_GPUCommandBuffer *command_buffer, SDL_Window *window, SDL_GPUTexture **swapchain_texture, Uint32 *swapchain_texture_width, Uint32 *swapchain_texture_height)
struct SDL_GPUBuffer SDL_GPUBuffer
Definition SDL_gpu.h:435
SDL_GPUCompareOp
Definition SDL_gpu.h:1169
@ SDL_GPU_COMPAREOP_NEVER
Definition SDL_gpu.h:1171
@ SDL_GPU_COMPAREOP_INVALID
Definition SDL_gpu.h:1170
@ SDL_GPU_COMPAREOP_GREATER
Definition SDL_gpu.h:1175
@ SDL_GPU_COMPAREOP_LESS
Definition SDL_gpu.h:1172
@ SDL_GPU_COMPAREOP_GREATER_OR_EQUAL
Definition SDL_gpu.h:1177
@ SDL_GPU_COMPAREOP_ALWAYS
Definition SDL_gpu.h:1178
@ SDL_GPU_COMPAREOP_LESS_OR_EQUAL
Definition SDL_gpu.h:1174
@ SDL_GPU_COMPAREOP_NOT_EQUAL
Definition SDL_gpu.h:1176
@ SDL_GPU_COMPAREOP_EQUAL
Definition SDL_gpu.h:1173
void SDL_BindGPUVertexSamplers(SDL_GPURenderPass *render_pass, Uint32 first_slot, const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, Uint32 num_bindings)
struct SDL_GPUCopyPass SDL_GPUCopyPass
Definition SDL_gpu.h:586
bool SDL_WaitForGPUFences(SDL_GPUDevice *device, bool wait_all, SDL_GPUFence *const *fences, Uint32 num_fences)
SDL_GPUComputePipeline * SDL_CreateGPUComputePipeline(SDL_GPUDevice *device, const SDL_GPUComputePipelineCreateInfo *createinfo)
bool SDL_QueryGPUFence(SDL_GPUDevice *device, SDL_GPUFence *fence)
SDL_GPUFence * SDL_SubmitGPUCommandBufferAndAcquireFence(SDL_GPUCommandBuffer *command_buffer)
void SDL_DrawGPUIndexedPrimitives(SDL_GPURenderPass *render_pass, Uint32 num_indices, Uint32 num_instances, Uint32 first_index, Sint32 vertex_offset, Uint32 first_instance)
SDL_GPUFilter
Definition SDL_gpu.h:1274
@ SDL_GPU_FILTER_NEAREST
Definition SDL_gpu.h:1275
@ SDL_GPU_FILTER_LINEAR
Definition SDL_gpu.h:1276
SDL_GPUTransferBufferUsage
Definition SDL_gpu.h:1004
@ SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD
Definition SDL_gpu.h:1006
@ SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD
Definition SDL_gpu.h:1005
void SDL_DrawGPUPrimitivesIndirect(SDL_GPURenderPass *render_pass, SDL_GPUBuffer *buffer, Uint32 offset, Uint32 draw_count)
void SDL_BindGPUGraphicsPipeline(SDL_GPURenderPass *render_pass, SDL_GPUGraphicsPipeline *graphics_pipeline)
void SDL_SetGPUViewport(SDL_GPURenderPass *render_pass, const SDL_GPUViewport *viewport)
struct SDL_GPUShader SDL_GPUShader
Definition SDL_gpu.h:496
SDL_GPUTextureFormat SDL_GetGPUSwapchainTextureFormat(SDL_GPUDevice *device, SDL_Window *window)
SDL_PropertiesID SDL_GetGPUDeviceProperties(SDL_GPUDevice *device)
bool SDL_SetGPUSwapchainParameters(SDL_GPUDevice *device, SDL_Window *window, SDL_GPUSwapchainComposition swapchain_composition, SDL_GPUPresentMode present_mode)
SDL_GPUSwapchainComposition
Definition SDL_gpu.h:1366
@ SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2084
Definition SDL_gpu.h:1370
@ SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR
Definition SDL_gpu.h:1368
@ SDL_GPU_SWAPCHAINCOMPOSITION_SDR
Definition SDL_gpu.h:1367
@ SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR
Definition SDL_gpu.h:1369
void SDL_PushGPUComputeUniformData(SDL_GPUCommandBuffer *command_buffer, Uint32 slot_index, const void *data, Uint32 length)
bool SDL_WaitForGPUSwapchain(SDL_GPUDevice *device, SDL_Window *window)
void SDL_SetGPUScissor(SDL_GPURenderPass *render_pass, const SDL_Rect *scissor)
void SDL_ReleaseGPUTransferBuffer(SDL_GPUDevice *device, SDL_GPUTransferBuffer *transfer_buffer)
SDL_GPUShaderStage
Definition SDL_gpu.h:1017
@ SDL_GPU_SHADERSTAGE_FRAGMENT
Definition SDL_gpu.h:1019
@ SDL_GPU_SHADERSTAGE_VERTEX
Definition SDL_gpu.h:1018
void SDL_ReleaseWindowFromGPUDevice(SDL_GPUDevice *device, SDL_Window *window)
void SDL_SetGPUBufferName(SDL_GPUDevice *device, SDL_GPUBuffer *buffer, const char *text)
SDL_GPUTextureFormat SDL_GetGPUTextureFormatFromPixelFormat(SDL_PixelFormat format)
void SDL_BindGPUFragmentStorageBuffers(SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUBuffer *const *storage_buffers, Uint32 num_bindings)
const char * SDL_GetGPUDeviceDriver(SDL_GPUDevice *device)
SDL_GPUTextureType
Definition SDL_gpu.h:922
@ SDL_GPU_TEXTURETYPE_CUBE_ARRAY
Definition SDL_gpu.h:927
@ SDL_GPU_TEXTURETYPE_3D
Definition SDL_gpu.h:925
@ SDL_GPU_TEXTURETYPE_CUBE
Definition SDL_gpu.h:926
@ SDL_GPU_TEXTURETYPE_2D
Definition SDL_gpu.h:923
@ SDL_GPU_TEXTURETYPE_2D_ARRAY
Definition SDL_gpu.h:924
void SDL_UploadToGPUTexture(SDL_GPUCopyPass *copy_pass, const SDL_GPUTextureTransferInfo *source, const SDL_GPUTextureRegion *destination, bool cycle)
Uint32 SDL_CalculateGPUTextureFormatSize(SDL_GPUTextureFormat format, Uint32 width, Uint32 height, Uint32 depth_or_layer_count)
void SDL_DrawGPUIndexedPrimitivesIndirect(SDL_GPURenderPass *render_pass, SDL_GPUBuffer *buffer, Uint32 offset, Uint32 draw_count)
void SDL_BindGPUFragmentSamplers(SDL_GPURenderPass *render_pass, Uint32 first_slot, const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, Uint32 num_bindings)
SDL_GPUSamplerAddressMode
Definition SDL_gpu.h:1301
@ SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT
Definition SDL_gpu.h:1303
@ SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE
Definition SDL_gpu.h:1304
@ SDL_GPU_SAMPLERADDRESSMODE_REPEAT
Definition SDL_gpu.h:1302
void SDL_ReleaseGPUGraphicsPipeline(SDL_GPUDevice *device, SDL_GPUGraphicsPipeline *graphics_pipeline)
SDL_GPUTextureFormat
Definition SDL_gpu.h:760
@ SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM
Definition SDL_gpu.h:775
@ SDL_GPU_TEXTUREFORMAT_D16_UNORM
Definition SDL_gpu.h:832
@ SDL_GPU_TEXTUREFORMAT_R16G16_INT
Definition SDL_gpu.h:818
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT
Definition SDL_gpu.h:809
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x6_FLOAT
Definition SDL_gpu.h:877
@ SDL_GPU_TEXTUREFORMAT_R8_UINT
Definition SDL_gpu.h:804
@ SDL_GPU_TEXTUREFORMAT_R8G8_SNORM
Definition SDL_gpu.h:789
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM
Definition SDL_gpu.h:770
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM
Definition SDL_gpu.h:840
@ SDL_GPU_TEXTUREFORMAT_A8_UNORM
Definition SDL_gpu.h:764
@ SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT
Definition SDL_gpu.h:784
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM_SRGB
Definition SDL_gpu.h:857
@ SDL_GPU_TEXTUREFORMAT_R16_UINT
Definition SDL_gpu.h:807
@ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM
Definition SDL_gpu.h:838
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM
Definition SDL_gpu.h:793
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM
Definition SDL_gpu.h:846
@ SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM
Definition SDL_gpu.h:781
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM
Definition SDL_gpu.h:841
@ SDL_GPU_TEXTUREFORMAT_R32_INT
Definition SDL_gpu.h:820
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x6_FLOAT
Definition SDL_gpu.h:874
@ SDL_GPU_TEXTUREFORMAT_R16_INT
Definition SDL_gpu.h:817
@ SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT
Definition SDL_gpu.h:812
@ SDL_GPU_TEXTUREFORMAT_R32G32_INT
Definition SDL_gpu.h:821
@ SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM
Definition SDL_gpu.h:780
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x10_FLOAT
Definition SDL_gpu.h:880
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM_SRGB
Definition SDL_gpu.h:861
@ SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT
Definition SDL_gpu.h:799
@ SDL_GPU_TEXTUREFORMAT_R32_UINT
Definition SDL_gpu.h:810
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM_SRGB
Definition SDL_gpu.h:856
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB
Definition SDL_gpu.h:824
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM
Definition SDL_gpu.h:790
@ SDL_GPU_TEXTUREFORMAT_R16_UNORM
Definition SDL_gpu.h:768
@ SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT
Definition SDL_gpu.h:836
@ SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT
Definition SDL_gpu.h:786
@ SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM
Definition SDL_gpu.h:782
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM
Definition SDL_gpu.h:847
@ SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM
Definition SDL_gpu.h:778
@ SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT
Definition SDL_gpu.h:800
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x6_FLOAT
Definition SDL_gpu.h:872
@ SDL_GPU_TEXTUREFORMAT_R8_SNORM
Definition SDL_gpu.h:788
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x8_FLOAT
Definition SDL_gpu.h:875
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM_SRGB
Definition SDL_gpu.h:864
@ SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB
Definition SDL_gpu.h:827
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM_SRGB
Definition SDL_gpu.h:860
@ SDL_GPU_TEXTUREFORMAT_R8_UNORM
Definition SDL_gpu.h:765
@ SDL_GPU_TEXTUREFORMAT_D24_UNORM
Definition SDL_gpu.h:833
@ SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB
Definition SDL_gpu.h:828
@ SDL_GPU_TEXTUREFORMAT_INVALID
Definition SDL_gpu.h:761
@ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM_SRGB
Definition SDL_gpu.h:853
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM_SRGB
Definition SDL_gpu.h:855
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x12_FLOAT
Definition SDL_gpu.h:881
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM_SRGB
Definition SDL_gpu.h:854
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x8_FLOAT
Definition SDL_gpu.h:878
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x4_FLOAT
Definition SDL_gpu.h:869
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x5_FLOAT
Definition SDL_gpu.h:873
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM_SRGB
Definition SDL_gpu.h:859
@ SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM
Definition SDL_gpu.h:779
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM
Definition SDL_gpu.h:849
@ SDL_GPU_TEXTUREFORMAT_R16G16_SNORM
Definition SDL_gpu.h:792
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM
Definition SDL_gpu.h:844
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x10_FLOAT
Definition SDL_gpu.h:879
@ SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM
Definition SDL_gpu.h:774
@ SDL_GPU_TEXTUREFORMAT_R8G8_INT
Definition SDL_gpu.h:815
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM
Definition SDL_gpu.h:839
@ SDL_GPU_TEXTUREFORMAT_D32_FLOAT
Definition SDL_gpu.h:834
@ SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT
Definition SDL_gpu.h:822
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM
Definition SDL_gpu.h:850
@ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_FLOAT
Definition SDL_gpu.h:868
@ SDL_GPU_TEXTUREFORMAT_R8_INT
Definition SDL_gpu.h:814
@ SDL_GPU_TEXTUREFORMAT_R8G8_UINT
Definition SDL_gpu.h:805
@ SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT
Definition SDL_gpu.h:796
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM
Definition SDL_gpu.h:848
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM
Definition SDL_gpu.h:851
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM_SRGB
Definition SDL_gpu.h:865
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM_SRGB
Definition SDL_gpu.h:858
@ SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM
Definition SDL_gpu.h:773
@ SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB
Definition SDL_gpu.h:829
@ SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM
Definition SDL_gpu.h:777
@ SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB
Definition SDL_gpu.h:830
@ SDL_GPU_TEXTUREFORMAT_R32_FLOAT
Definition SDL_gpu.h:798
@ SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT
Definition SDL_gpu.h:835
@ SDL_GPU_TEXTUREFORMAT_R32G32_UINT
Definition SDL_gpu.h:811
@ SDL_GPU_TEXTUREFORMAT_R8G8_UNORM
Definition SDL_gpu.h:766
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x5_FLOAT
Definition SDL_gpu.h:870
@ SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB
Definition SDL_gpu.h:825
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM_SRGB
Definition SDL_gpu.h:863
@ SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM
Definition SDL_gpu.h:772
@ SDL_GPU_TEXTUREFORMAT_R16G16_UNORM
Definition SDL_gpu.h:769
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM
Definition SDL_gpu.h:767
@ SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT
Definition SDL_gpu.h:802
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x5_FLOAT
Definition SDL_gpu.h:876
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT
Definition SDL_gpu.h:819
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM
Definition SDL_gpu.h:842
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT
Definition SDL_gpu.h:806
@ SDL_GPU_TEXTUREFORMAT_R16G16_UINT
Definition SDL_gpu.h:808
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT
Definition SDL_gpu.h:797
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM
Definition SDL_gpu.h:845
@ SDL_GPU_TEXTUREFORMAT_R16_SNORM
Definition SDL_gpu.h:791
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT
Definition SDL_gpu.h:816
@ SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM
Definition SDL_gpu.h:771
@ SDL_GPU_TEXTUREFORMAT_R16_FLOAT
Definition SDL_gpu.h:795
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM_SRGB
Definition SDL_gpu.h:862
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM_SRGB
Definition SDL_gpu.h:866
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x5_FLOAT
Definition SDL_gpu.h:871
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM
Definition SDL_gpu.h:843
struct SDL_GPUComputePass SDL_GPUComputePass
Definition SDL_gpu.h:573
bool SDL_GPUSupportsProperties(SDL_PropertiesID props)
bool SDL_GPUSupportsShaderFormats(SDL_GPUShaderFormat format_flags, const char *name)
void * SDL_MapGPUTransferBuffer(SDL_GPUDevice *device, SDL_GPUTransferBuffer *transfer_buffer, bool cycle)
void SDL_BindGPUVertexStorageBuffers(SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUBuffer *const *storage_buffers, Uint32 num_bindings)
struct SDL_GPUDevice SDL_GPUDevice
Definition SDL_gpu.h:411
void SDL_DownloadFromGPUTexture(SDL_GPUCopyPass *copy_pass, const SDL_GPUTextureRegion *source, const SDL_GPUTextureTransferInfo *destination)
SDL_PixelFormat
Definition SDL_pixels.h:549
Uint32 SDL_PropertiesID
uint8_t Uint8
Definition SDL_stdinc.h:446
int32_t Sint32
Definition SDL_stdinc.h:473
SDL_MALLOC size_t size
uint32_t Uint32
Definition SDL_stdinc.h:482
SDL_FlipMode
struct SDL_Window SDL_Window
Definition SDL_video.h:175
static SDL_Window * window
Definition hello.c:16
SDL_FlipMode flip_mode
Definition SDL_gpu.h:2107
SDL_FColor clear_color
Definition SDL_gpu.h:2106
SDL_GPUFilter filter
Definition SDL_gpu.h:2108
SDL_GPUBlitRegion source
Definition SDL_gpu.h:2103
SDL_GPUBlitRegion destination
Definition SDL_gpu.h:2104
SDL_GPULoadOp load_op
Definition SDL_gpu.h:2105
SDL_GPUTexture * texture
Definition SDL_gpu.h:1489
Uint32 layer_or_depth_plane
Definition SDL_gpu.h:1491
SDL_GPUBuffer * buffer
Definition SDL_gpu.h:2127
SDL_PropertiesID props
Definition SDL_gpu.h:1800
SDL_GPUBufferUsageFlags usage
Definition SDL_gpu.h:1797
SDL_GPUBuffer * buffer
Definition SDL_gpu.h:1509
SDL_GPUBuffer * buffer
Definition SDL_gpu.h:1525
SDL_GPUBlendOp color_blend_op
Definition SDL_gpu.h:1719
SDL_GPUColorComponentFlags color_write_mask
Definition SDL_gpu.h:1723
SDL_GPUBlendFactor src_alpha_blendfactor
Definition SDL_gpu.h:1720
SDL_GPUBlendOp alpha_blend_op
Definition SDL_gpu.h:1722
SDL_GPUBlendFactor dst_alpha_blendfactor
Definition SDL_gpu.h:1721
SDL_GPUBlendFactor src_color_blendfactor
Definition SDL_gpu.h:1717
SDL_GPUBlendFactor dst_color_blendfactor
Definition SDL_gpu.h:1718
SDL_GPUColorTargetBlendState blend_state
Definition SDL_gpu.h:1902
SDL_GPUTextureFormat format
Definition SDL_gpu.h:1901
SDL_FColor clear_color
Definition SDL_gpu.h:2022
SDL_GPUTexture * texture
Definition SDL_gpu.h:2019
SDL_GPULoadOp load_op
Definition SDL_gpu.h:2023
SDL_GPUTexture * resolve_texture
Definition SDL_gpu.h:2025
SDL_GPUStoreOp store_op
Definition SDL_gpu.h:2024
SDL_GPUShaderFormat format
Definition SDL_gpu.h:1967
SDL_GPUStencilOpState back_stencil_state
Definition SDL_gpu.h:1879
SDL_GPUCompareOp compare_op
Definition SDL_gpu.h:1878
SDL_GPUStencilOpState front_stencil_state
Definition SDL_gpu.h:1880
SDL_GPUTexture * texture
Definition SDL_gpu.h:2083
SDL_GPUStoreOp stencil_store_op
Definition SDL_gpu.h:2088
SDL_GPULoadOp stencil_load_op
Definition SDL_gpu.h:2087
SDL_GPUMultisampleState multisample_state
Definition SDL_gpu.h:1947
SDL_GPUPrimitiveType primitive_type
Definition SDL_gpu.h:1945
SDL_GPUDepthStencilState depth_stencil_state
Definition SDL_gpu.h:1948
SDL_GPUGraphicsPipelineTargetInfo target_info
Definition SDL_gpu.h:1949
SDL_GPUVertexInputState vertex_input_state
Definition SDL_gpu.h:1944
SDL_GPURasterizerState rasterizer_state
Definition SDL_gpu.h:1946
SDL_GPUTextureFormat depth_stencil_format
Definition SDL_gpu.h:1919
const SDL_GPUColorTargetDescription * color_target_descriptions
Definition SDL_gpu.h:1917
SDL_GPUSampleCount sample_count
Definition SDL_gpu.h:1860
SDL_GPUFrontFace front_face
Definition SDL_gpu.h:1840
SDL_GPUCullMode cull_mode
Definition SDL_gpu.h:1839
float depth_bias_constant_factor
Definition SDL_gpu.h:1841
SDL_GPUFillMode fill_mode
Definition SDL_gpu.h:1838
SDL_GPUFilter mag_filter
Definition SDL_gpu.h:1608
SDL_GPUSamplerAddressMode address_mode_u
Definition SDL_gpu.h:1610
SDL_GPUSamplerMipmapMode mipmap_mode
Definition SDL_gpu.h:1609
SDL_GPUSamplerAddressMode address_mode_v
Definition SDL_gpu.h:1611
SDL_GPUSamplerAddressMode address_mode_w
Definition SDL_gpu.h:1612
SDL_GPUFilter min_filter
Definition SDL_gpu.h:1607
SDL_PropertiesID props
Definition SDL_gpu.h:1623
SDL_GPUCompareOp compare_op
Definition SDL_gpu.h:1615
SDL_PropertiesID props
Definition SDL_gpu.h:1752
SDL_GPUShaderFormat format
Definition SDL_gpu.h:1745
const Uint8 * code
Definition SDL_gpu.h:1743
const char * entrypoint
Definition SDL_gpu.h:1744
SDL_GPUShaderStage stage
Definition SDL_gpu.h:1746
SDL_GPUStencilOp fail_op
Definition SDL_gpu.h:1699
SDL_GPUStencilOp depth_fail_op
Definition SDL_gpu.h:1701
SDL_GPUStencilOp pass_op
Definition SDL_gpu.h:1700
SDL_GPUCompareOp compare_op
Definition SDL_gpu.h:1702
SDL_PropertiesID props
Definition SDL_gpu.h:1781
SDL_GPUTextureUsageFlags usage
Definition SDL_gpu.h:1774
SDL_GPUTextureFormat format
Definition SDL_gpu.h:1773
SDL_GPUTextureType type
Definition SDL_gpu.h:1772
SDL_GPUSampleCount sample_count
Definition SDL_gpu.h:1779
SDL_GPUTexture * texture
Definition SDL_gpu.h:1448
SDL_GPUTexture * texture
Definition SDL_gpu.h:1469
SDL_GPUSampler * sampler
Definition SDL_gpu.h:2144
SDL_GPUTexture * texture
Definition SDL_gpu.h:2143
SDL_GPUTransferBuffer * transfer_buffer
Definition SDL_gpu.h:1415
SDL_GPUTransferBufferUsage usage
Definition SDL_gpu.h:1812
SDL_GPUTransferBuffer * transfer_buffer
Definition SDL_gpu.h:1433
SDL_GPUVertexElementFormat format
Definition SDL_gpu.h:1668
SDL_GPUVertexInputRate input_rate
Definition SDL_gpu.h:1648
const SDL_GPUVertexAttribute * vertex_attributes
Definition SDL_gpu.h:1686
const SDL_GPUVertexBufferDescription * vertex_buffer_descriptions
Definition SDL_gpu.h:1684
void * vulkan_10_physical_device_features
Definition SDL_gpu.h:2406
Uint32 instance_extension_count
Definition SDL_gpu.h:2409
Uint32 vulkan_api_version
Definition SDL_gpu.h:2404
const char ** device_extension_names
Definition SDL_gpu.h:2408
Uint32 device_extension_count
Definition SDL_gpu.h:2407
const char ** instance_extension_names
Definition SDL_gpu.h:2410