SDL 3.0
SDL_gpu.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2025 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 data rendering will
43 * need: use SDL_UploadToGPUBuffer().
44 * - Textures (images): use SDL_UploadToGPUTexture().
45 * - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
46 * - Render pipelines (precalculated rendering state): use
47 * SDL_CreateGPUGraphicsPipeline()
48 *
49 * To render, the app creates one or more command buffers, with
50 * SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering
51 * instructions that will be submitted to the GPU in batch. Complex scenes can
52 * use multiple command buffers, maybe configured across multiple threads in
53 * parallel, as long as they are submitted in the correct order, but many apps
54 * will just need one command buffer per frame.
55 *
56 * Rendering can happen to a texture (what other APIs call a "render target")
57 * or it can happen to the swapchain texture (which is just a special texture
58 * that represents a window's contents). The app can use
59 * SDL_WaitAndAcquireGPUSwapchainTexture() to render to the window.
60 *
61 * Rendering actually happens in a Render Pass, which is encoded into a
62 * command buffer. One can encode multiple render passes (or alternate between
63 * render and compute passes) in a single command buffer, but many apps might
64 * simply need a single render pass in a single command buffer. Render Passes
65 * can render to up to four color textures and one depth texture
66 * simultaneously. If the set of textures being rendered to needs to change,
67 * the Render Pass must be ended and a new one must be begun.
68 *
69 * The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for
70 * each draw:
71 *
72 * - SDL_BindGPUGraphicsPipeline()
73 * - SDL_SetGPUViewport()
74 * - SDL_BindGPUVertexBuffers()
75 * - SDL_BindGPUVertexSamplers()
76 * - etc
77 *
78 * Then, make the actual draw commands with these states:
79 *
80 * - SDL_DrawGPUPrimitives()
81 * - SDL_DrawGPUPrimitivesIndirect()
82 * - SDL_DrawGPUIndexedPrimitivesIndirect()
83 * - etc
84 *
85 * After all the drawing commands for a pass are complete, the app should call
86 * SDL_EndGPURenderPass(). Once a render pass ends all render-related state is
87 * reset.
88 *
89 * The app can begin new Render Passes and make new draws in the same command
90 * buffer until the entire scene is rendered.
91 *
92 * Once all of the render commands for the scene are complete, the app calls
93 * SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing.
94 *
95 * If the app needs to read back data from texture or buffers, the API has an
96 * efficient way of doing this, provided that the app is willing to tolerate
97 * some latency. When the app uses SDL_DownloadFromGPUTexture() or
98 * SDL_DownloadFromGPUBuffer(), submitting the command buffer with
99 * SDL_SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that
100 * the app can poll or wait on in a thread. Once the fence indicates that the
101 * command buffer is done processing, it is safe to read the downloaded data.
102 * Make sure to call SDL_ReleaseGPUFence() when done with the fence.
103 *
104 * The API also has "compute" support. The app calls SDL_BeginGPUComputePass()
105 * with compute-writeable textures and/or buffers, which can be written to in
106 * a compute shader. Then it sets states it needs for the compute dispatches:
107 *
108 * - SDL_BindGPUComputePipeline()
109 * - SDL_BindGPUComputeStorageBuffers()
110 * - SDL_BindGPUComputeStorageTextures()
111 *
112 * Then, dispatch compute work:
113 *
114 * - SDL_DispatchGPUCompute()
115 *
116 * For advanced users, this opens up powerful GPU-driven workflows.
117 *
118 * Graphics and compute pipelines require the use of shaders, which as
119 * mentioned above are small programs executed on the GPU. Each backend
120 * (Vulkan, Metal, D3D12) requires a different shader format. When the app
121 * creates the GPU device, the app lets the device know which shader formats
122 * the app can provide. It will then select the appropriate backend depending
123 * on the available shader formats and the backends available on the platform.
124 * When creating shaders, the app must provide the correct shader format for
125 * the selected backend. If you would like to learn more about why the API
126 * works this way, there is a detailed
127 * [blog post](https://moonside.games/posts/layers-all-the-way-down/)
128 * explaining this situation.
129 *
130 * It is optimal for apps to pre-compile the shader formats they might use,
131 * but for ease of use SDL provides a separate project,
132 * [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross)
133 * , for performing runtime shader cross-compilation.
134 *
135 * This is an extremely quick overview that leaves out several important
136 * details. Already, though, one can see that GPU programming can be quite
137 * complex! If you just need simple 2D graphics, the
138 * [Render API](https://wiki.libsdl.org/SDL3/CategoryRender)
139 * is much easier to use but still hardware-accelerated. That said, even for
140 * 2D applications the performance benefits and expressiveness of the GPU API
141 * are significant.
142 *
143 * The GPU API targets a feature set with a wide range of hardware support and
144 * ease of portability. It is designed so that the app won't have to branch
145 * itself by querying feature support. If you need cutting-edge features with
146 * limited hardware support, this API is probably not for you.
147 *
148 * Examples demonstrating proper usage of this API can be found
149 * [here](https://github.com/TheSpydog/SDL_gpu_examples)
150 * .
151 *
152 * ## Performance considerations
153 *
154 * Here are some basic tips for maximizing your rendering performance.
155 *
156 * - Beginning a new render pass is relatively expensive. Use as few render
157 * passes as you can.
158 * - Minimize the amount of state changes. For example, binding a pipeline is
159 * relatively cheap, but doing it hundreds of times when you don't need to
160 * will slow the performance significantly.
161 * - Perform your data uploads as early as possible in the frame.
162 * - Don't churn resources. Creating and releasing resources is expensive.
163 * It's better to create what you need up front and cache it.
164 * - Don't use uniform buffers for large amounts of data (more than a matrix
165 * or so). Use a storage buffer instead.
166 * - Use cycling correctly. There is a detailed explanation of cycling further
167 * below.
168 * - Use culling techniques to minimize pixel writes. The less writing the GPU
169 * has to do the better. Culling can be a very advanced topic but even
170 * simple culling techniques can boost performance significantly.
171 *
172 * In general try to remember the golden rule of performance: doing things is
173 * more expensive than not doing things. Don't Touch The Driver!
174 *
175 * ## FAQ
176 *
177 * **Question: When are you adding more advanced features, like ray tracing or
178 * mesh shaders?**
179 *
180 * Answer: We don't have immediate plans to add more bleeding-edge features,
181 * but we certainly might in the future, when these features prove worthwhile,
182 * and reasonable to implement across several platforms and underlying APIs.
183 * So while these things are not in the "never" category, they are definitely
184 * not "near future" items either.
185 *
186 * **Question: Why is my shader not working?**
187 *
188 * Answer: A common oversight when using shaders is not properly laying out
189 * the shader resources/registers correctly. The GPU API is very strict with
190 * how it wants resources to be laid out and it's difficult for the API to
191 * automatically validate shaders to see if they have a compatible layout. See
192 * the documentation for SDL_CreateGPUShader() and
193 * SDL_CreateGPUComputePipeline() for information on the expected layout.
194 *
195 * Another common issue is not setting the correct number of samplers,
196 * textures, and buffers in SDL_GPUShaderCreateInfo. If possible use shader
197 * reflection to extract the required information from the shader
198 * automatically instead of manually filling in the struct's values.
199 *
200 * **Question: My application isn't performing very well. Is this the GPU
201 * API's fault?**
202 *
203 * Answer: No. Long answer: The GPU API is a relatively thin layer over the
204 * underlying graphics API. While it's possible that we have done something
205 * inefficiently, it's very unlikely especially if you are relatively
206 * inexperienced with GPU rendering. Please see the performance tips above and
207 * make sure you are following them. Additionally, tools like RenderDoc can be
208 * very helpful for diagnosing incorrect behavior and performance issues.
209 *
210 * ## System Requirements
211 *
212 * **Vulkan:** Supported on Windows, Linux, Nintendo Switch, and certain
213 * Android devices. Requires Vulkan 1.0 with the following extensions and
214 * device features:
215 *
216 * - `VK_KHR_swapchain`
217 * - `VK_KHR_maintenance1`
218 * - `independentBlend`
219 * - `imageCubeArray`
220 * - `depthClamp`
221 * - `shaderClipDistance`
222 * - `drawIndirectFirstInstance`
223 *
224 * **D3D12:** Supported on Windows 10 or newer, Xbox One (GDK), and Xbox
225 * Series X|S (GDK). Requires a GPU that supports DirectX 12 Feature Level
226 * 11_1.
227 *
228 * **Metal:** Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware
229 * requirements vary by operating system:
230 *
231 * - macOS requires an Apple Silicon or
232 * [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc)
233 * GPU
234 * - iOS/tvOS requires an A9 GPU or newer
235 * - iOS Simulator and tvOS Simulator are unsupported
236 *
237 * ## Uniform Data
238 *
239 * Uniforms are for passing data to shaders. The uniform data will be constant
240 * across all executions of the shader.
241 *
242 * There are 4 available uniform slots per shader stage (where the stages are
243 * vertex, fragment, and compute). Uniform data pushed to a slot on a stage
244 * keeps its value throughout the command buffer until you call the relevant
245 * Push function on that slot again.
246 *
247 * For example, you could write your vertex shaders to read a camera matrix
248 * from uniform binding slot 0, push the camera matrix at the start of the
249 * command buffer, and that data will be used for every subsequent draw call.
250 *
251 * It is valid to push uniform data during a render or compute pass.
252 *
253 * Uniforms are best for pushing small amounts of data. If you are pushing
254 * more than a matrix or two per call you should consider using a storage
255 * buffer instead.
256 *
257 * ## A Note On Cycling
258 *
259 * When using a command buffer, operations do not occur immediately - they
260 * occur some time after the command buffer is submitted.
261 *
262 * When a resource is used in a pending or active command buffer, it is
263 * considered to be "bound". When a resource is no longer used in any pending
264 * or active command buffers, it is considered to be "unbound".
265 *
266 * If data resources are bound, it is unspecified when that data will be
267 * unbound unless you acquire a fence when submitting the command buffer and
268 * wait on it. However, this doesn't mean you need to track resource usage
269 * manually.
270 *
271 * All of the functions and structs that involve writing to a resource have a
272 * "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all
273 * effectively function as ring buffers on internal resources. When cycle is
274 * true, if the resource is bound, the cycle rotates to the next unbound
275 * internal resource, or if none are available, a new one is created. This
276 * means you don't have to worry about complex state tracking and
277 * synchronization as long as cycling is correctly employed.
278 *
279 * For example: you can call SDL_MapGPUTransferBuffer(), write texture data,
280 * SDL_UnmapGPUTransferBuffer(), and then SDL_UploadToGPUTexture(). The next
281 * time you write texture data to the transfer buffer, if you set the cycle
282 * param to true, you don't have to worry about overwriting any data that is
283 * not yet uploaded.
284 *
285 * Another example: If you are using a texture in a render pass every frame,
286 * this can cause a data dependency between frames. If you set cycle to true
287 * in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.
288 *
289 * Cycling will never undefine already bound data. When cycling, all data in
290 * the resource is considered to be undefined for subsequent commands until
291 * that data is written again. You must take care not to read undefined data.
292 *
293 * Note that when cycling a texture, the entire texture will be cycled, even
294 * if only part of the texture is used in the call, so you must consider the
295 * entire texture to contain undefined data after cycling.
296 *
297 * You must also take care not to overwrite a section of data that has been
298 * referenced in a command without cycling first. It is OK to overwrite
299 * unreferenced data in a bound resource without cycling, but overwriting a
300 * section of data that has already been referenced will produce unexpected
301 * results.
302 */
303
304#ifndef SDL_gpu_h_
305#define SDL_gpu_h_
306
307#include <SDL3/SDL_stdinc.h>
308#include <SDL3/SDL_pixels.h>
309#include <SDL3/SDL_properties.h>
310#include <SDL3/SDL_rect.h>
311#include <SDL3/SDL_surface.h>
312#include <SDL3/SDL_video.h>
313
314#include <SDL3/SDL_begin_code.h>
315#ifdef __cplusplus
316extern "C" {
317#endif /* __cplusplus */
318
319/* Type Declarations */
320
321/**
322 * An opaque handle representing the SDL_GPU context.
323 *
324 * \since This struct is available since SDL 3.2.0.
325 */
327
328/**
329 * An opaque handle representing a buffer.
330 *
331 * Used for vertices, indices, indirect draw commands, and general compute
332 * data.
333 *
334 * \since This struct is available since SDL 3.2.0.
335 *
336 * \sa SDL_CreateGPUBuffer
337 * \sa SDL_UploadToGPUBuffer
338 * \sa SDL_DownloadFromGPUBuffer
339 * \sa SDL_CopyGPUBufferToBuffer
340 * \sa SDL_BindGPUVertexBuffers
341 * \sa SDL_BindGPUIndexBuffer
342 * \sa SDL_BindGPUVertexStorageBuffers
343 * \sa SDL_BindGPUFragmentStorageBuffers
344 * \sa SDL_DrawGPUPrimitivesIndirect
345 * \sa SDL_DrawGPUIndexedPrimitivesIndirect
346 * \sa SDL_BindGPUComputeStorageBuffers
347 * \sa SDL_DispatchGPUComputeIndirect
348 * \sa SDL_ReleaseGPUBuffer
349 */
351
352/**
353 * An opaque handle representing a transfer buffer.
354 *
355 * Used for transferring data to and from the device.
356 *
357 * \since This struct is available since SDL 3.2.0.
358 *
359 * \sa SDL_CreateGPUTransferBuffer
360 * \sa SDL_MapGPUTransferBuffer
361 * \sa SDL_UnmapGPUTransferBuffer
362 * \sa SDL_UploadToGPUBuffer
363 * \sa SDL_UploadToGPUTexture
364 * \sa SDL_DownloadFromGPUBuffer
365 * \sa SDL_DownloadFromGPUTexture
366 * \sa SDL_ReleaseGPUTransferBuffer
367 */
369
370/**
371 * An opaque handle representing a texture.
372 *
373 * \since This struct is available since SDL 3.2.0.
374 *
375 * \sa SDL_CreateGPUTexture
376 * \sa SDL_UploadToGPUTexture
377 * \sa SDL_DownloadFromGPUTexture
378 * \sa SDL_CopyGPUTextureToTexture
379 * \sa SDL_BindGPUVertexSamplers
380 * \sa SDL_BindGPUVertexStorageTextures
381 * \sa SDL_BindGPUFragmentSamplers
382 * \sa SDL_BindGPUFragmentStorageTextures
383 * \sa SDL_BindGPUComputeStorageTextures
384 * \sa SDL_GenerateMipmapsForGPUTexture
385 * \sa SDL_BlitGPUTexture
386 * \sa SDL_ReleaseGPUTexture
387 */
389
390/**
391 * An opaque handle representing a sampler.
392 *
393 * \since This struct is available since SDL 3.2.0.
394 *
395 * \sa SDL_CreateGPUSampler
396 * \sa SDL_BindGPUVertexSamplers
397 * \sa SDL_BindGPUFragmentSamplers
398 * \sa SDL_ReleaseGPUSampler
399 */
401
402/**
403 * An opaque handle representing a compiled shader object.
404 *
405 * \since This struct is available since SDL 3.2.0.
406 *
407 * \sa SDL_CreateGPUShader
408 * \sa SDL_CreateGPUGraphicsPipeline
409 * \sa SDL_ReleaseGPUShader
410 */
412
413/**
414 * An opaque handle representing a compute pipeline.
415 *
416 * Used during compute passes.
417 *
418 * \since This struct is available since SDL 3.2.0.
419 *
420 * \sa SDL_CreateGPUComputePipeline
421 * \sa SDL_BindGPUComputePipeline
422 * \sa SDL_ReleaseGPUComputePipeline
423 */
425
426/**
427 * An opaque handle representing a graphics pipeline.
428 *
429 * Used during render passes.
430 *
431 * \since This struct is available since SDL 3.2.0.
432 *
433 * \sa SDL_CreateGPUGraphicsPipeline
434 * \sa SDL_BindGPUGraphicsPipeline
435 * \sa SDL_ReleaseGPUGraphicsPipeline
436 */
438
439/**
440 * An opaque handle representing a command buffer.
441 *
442 * Most state is managed via command buffers. When setting state using a
443 * command buffer, that state is local to the command buffer.
444 *
445 * Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is
446 * called. Once the command buffer is submitted, it is no longer valid to use
447 * it.
448 *
449 * Command buffers are executed in submission order. If you submit command
450 * buffer A and then command buffer B all commands in A will begin executing
451 * before any command in B begins executing.
452 *
453 * In multi-threading scenarios, you should only access a command buffer on
454 * the thread you acquired it from.
455 *
456 * \since This struct is available since SDL 3.2.0.
457 *
458 * \sa SDL_AcquireGPUCommandBuffer
459 * \sa SDL_SubmitGPUCommandBuffer
460 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
461 */
463
464/**
465 * An opaque handle representing a render pass.
466 *
467 * This handle is transient and should not be held or referenced after
468 * SDL_EndGPURenderPass is called.
469 *
470 * \since This struct is available since SDL 3.2.0.
471 *
472 * \sa SDL_BeginGPURenderPass
473 * \sa SDL_EndGPURenderPass
474 */
476
477/**
478 * An opaque handle representing a compute pass.
479 *
480 * This handle is transient and should not be held or referenced after
481 * SDL_EndGPUComputePass is called.
482 *
483 * \since This struct is available since SDL 3.2.0.
484 *
485 * \sa SDL_BeginGPUComputePass
486 * \sa SDL_EndGPUComputePass
487 */
489
490/**
491 * An opaque handle representing a copy pass.
492 *
493 * This handle is transient and should not be held or referenced after
494 * SDL_EndGPUCopyPass is called.
495 *
496 * \since This struct is available since SDL 3.2.0.
497 *
498 * \sa SDL_BeginGPUCopyPass
499 * \sa SDL_EndGPUCopyPass
500 */
502
503/**
504 * An opaque handle representing a fence.
505 *
506 * \since This struct is available since SDL 3.2.0.
507 *
508 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
509 * \sa SDL_QueryGPUFence
510 * \sa SDL_WaitForGPUFences
511 * \sa SDL_ReleaseGPUFence
512 */
514
515/**
516 * Specifies the primitive topology of a graphics pipeline.
517 *
518 * If you are using POINTLIST you must include a point size output in the
519 * vertex shader.
520 *
521 * - For HLSL compiling to SPIRV you must decorate a float output with
522 * [[vk::builtin("PointSize")]].
523 * - For GLSL you must set the gl_PointSize builtin.
524 * - For MSL you must include a float output with the [[point_size]]
525 * decorator.
526 *
527 * Note that sized point topology is totally unsupported on D3D12. Any size
528 * other than 1 will be ignored. In general, you should avoid using point
529 * topology for both compatibility and performance reasons. You WILL regret
530 * using it.
531 *
532 * \since This enum is available since SDL 3.2.0.
533 *
534 * \sa SDL_CreateGPUGraphicsPipeline
535 */
537{
538 SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, /**< A series of separate triangles. */
539 SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP, /**< A series of connected triangles. */
540 SDL_GPU_PRIMITIVETYPE_LINELIST, /**< A series of separate lines. */
541 SDL_GPU_PRIMITIVETYPE_LINESTRIP, /**< A series of connected lines. */
542 SDL_GPU_PRIMITIVETYPE_POINTLIST /**< A series of separate points. */
544
545/**
546 * Specifies how the contents of a texture attached to a render pass are
547 * treated at the beginning of the render pass.
548 *
549 * \since This enum is available since SDL 3.2.0.
550 *
551 * \sa SDL_BeginGPURenderPass
552 */
553typedef enum SDL_GPULoadOp
554{
555 SDL_GPU_LOADOP_LOAD, /**< The previous contents of the texture will be preserved. */
556 SDL_GPU_LOADOP_CLEAR, /**< The contents of the texture will be cleared to a color. */
557 SDL_GPU_LOADOP_DONT_CARE /**< The previous contents of the texture need not be preserved. The contents will be undefined. */
559
560/**
561 * Specifies how the contents of a texture attached to a render pass are
562 * treated at the end of the render pass.
563 *
564 * \since This enum is available since SDL 3.2.0.
565 *
566 * \sa SDL_BeginGPURenderPass
567 */
568typedef enum SDL_GPUStoreOp
569{
570 SDL_GPU_STOREOP_STORE, /**< The contents generated during the render pass will be written to memory. */
571 SDL_GPU_STOREOP_DONT_CARE, /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
572 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. */
573 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. */
575
576/**
577 * Specifies the size of elements in an index buffer.
578 *
579 * \since This enum is available since SDL 3.2.0.
580 *
581 * \sa SDL_CreateGPUGraphicsPipeline
582 */
584{
585 SDL_GPU_INDEXELEMENTSIZE_16BIT, /**< The index elements are 16-bit. */
586 SDL_GPU_INDEXELEMENTSIZE_32BIT /**< The index elements are 32-bit. */
588
589/**
590 * Specifies the pixel format of a texture.
591 *
592 * Texture format support varies depending on driver, hardware, and usage
593 * flags. In general, you should use SDL_GPUTextureSupportsFormat to query if
594 * a format is supported before using it. However, there are a few guaranteed
595 * formats.
596 *
597 * FIXME: Check universal support for 32-bit component formats FIXME: Check
598 * universal support for SIMULTANEOUS_READ_WRITE
599 *
600 * For SAMPLER usage, the following formats are universally supported:
601 *
602 * - R8G8B8A8_UNORM
603 * - B8G8R8A8_UNORM
604 * - R8_UNORM
605 * - R8_SNORM
606 * - R8G8_UNORM
607 * - R8G8_SNORM
608 * - R8G8B8A8_SNORM
609 * - R16_FLOAT
610 * - R16G16_FLOAT
611 * - R16G16B16A16_FLOAT
612 * - R32_FLOAT
613 * - R32G32_FLOAT
614 * - R32G32B32A32_FLOAT
615 * - R11G11B10_UFLOAT
616 * - R8G8B8A8_UNORM_SRGB
617 * - B8G8R8A8_UNORM_SRGB
618 * - D16_UNORM
619 *
620 * For COLOR_TARGET usage, the following formats are universally supported:
621 *
622 * - R8G8B8A8_UNORM
623 * - B8G8R8A8_UNORM
624 * - R8_UNORM
625 * - R16_FLOAT
626 * - R16G16_FLOAT
627 * - R16G16B16A16_FLOAT
628 * - R32_FLOAT
629 * - R32G32_FLOAT
630 * - R32G32B32A32_FLOAT
631 * - R8_UINT
632 * - R8G8_UINT
633 * - R8G8B8A8_UINT
634 * - R16_UINT
635 * - R16G16_UINT
636 * - R16G16B16A16_UINT
637 * - R8_INT
638 * - R8G8_INT
639 * - R8G8B8A8_INT
640 * - R16_INT
641 * - R16G16_INT
642 * - R16G16B16A16_INT
643 * - R8G8B8A8_UNORM_SRGB
644 * - B8G8R8A8_UNORM_SRGB
645 *
646 * For STORAGE usages, the following formats are universally supported:
647 *
648 * - R8G8B8A8_UNORM
649 * - R8G8B8A8_SNORM
650 * - R16G16B16A16_FLOAT
651 * - R32_FLOAT
652 * - R32G32_FLOAT
653 * - R32G32B32A32_FLOAT
654 * - R8G8B8A8_UINT
655 * - R16G16B16A16_UINT
656 * - R8G8B8A8_INT
657 * - R16G16B16A16_INT
658 *
659 * For DEPTH_STENCIL_TARGET usage, the following formats are universally
660 * supported:
661 *
662 * - D16_UNORM
663 * - Either (but not necessarily both!) D24_UNORM or D32_FLOAT
664 * - Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_FLOAT_S8_UINT
665 *
666 * Unless D16_UNORM is sufficient for your purposes, always check which of
667 * D24/D32 is supported before creating a depth-stencil texture!
668 *
669 * \since This enum is available since SDL 3.2.0.
670 *
671 * \sa SDL_CreateGPUTexture
672 * \sa SDL_GPUTextureSupportsFormat
673 */
675{
677
678 /* Unsigned Normalized Float Color Formats */
691 /* Compressed Unsigned Normalized Float Color Formats */
698 /* Compressed Signed Float Color Formats */
700 /* Compressed Unsigned Float Color Formats */
702 /* Signed Normalized Float Color Formats */
709 /* Signed Float Color Formats */
716 /* Unsigned Float Color Formats */
718 /* Unsigned Integer Color Formats */
728 /* Signed Integer Color Formats */
738 /* SRGB Unsigned Normalized Color Formats */
741 /* Compressed SRGB Unsigned Normalized Color Formats */
746 /* Depth Formats */
752 /* Compressed ASTC Normalized Float Color Formats*/
767 /* Compressed SRGB ASTC Normalized Float Color Formats*/
782 /* Compressed ASTC Signed Float Color Formats*/
798
799/**
800 * Specifies how a texture is intended to be used by the client.
801 *
802 * A texture must have at least one usage flag. Note that some usage flag
803 * combinations are invalid.
804 *
805 * With regards to compute storage usage, READ | WRITE means that you can have
806 * shader A that only writes into the texture and shader B that only reads
807 * from the texture and bind the same texture to either shader respectively.
808 * SIMULTANEOUS means that you can do reads and writes within the same shader
809 * or compute pass. It also implies that atomic ops can be used, since those
810 * are read-modify-write operations. If you use SIMULTANEOUS, you are
811 * responsible for avoiding data races, as there is no data synchronization
812 * within a compute pass. Note that SIMULTANEOUS usage is only supported by a
813 * limited number of texture formats.
814 *
815 * \since This datatype is available since SDL 3.2.0.
816 *
817 * \sa SDL_CreateGPUTexture
818 */
820
821#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< Texture supports sampling. */
822#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< Texture is a color render target. */
823#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< Texture is a depth stencil target. */
824#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Texture supports storage reads in graphics stages. */
825#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Texture supports storage reads in the compute stage. */
826#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Texture supports storage writes in the compute stage. */
827#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. */
828
829/**
830 * Specifies the type of a texture.
831 *
832 * \since This enum is available since SDL 3.2.0.
833 *
834 * \sa SDL_CreateGPUTexture
835 */
837{
838 SDL_GPU_TEXTURETYPE_2D, /**< The texture is a 2-dimensional image. */
839 SDL_GPU_TEXTURETYPE_2D_ARRAY, /**< The texture is a 2-dimensional array image. */
840 SDL_GPU_TEXTURETYPE_3D, /**< The texture is a 3-dimensional image. */
841 SDL_GPU_TEXTURETYPE_CUBE, /**< The texture is a cube image. */
842 SDL_GPU_TEXTURETYPE_CUBE_ARRAY /**< The texture is a cube array image. */
844
845/**
846 * Specifies the sample count of a texture.
847 *
848 * Used in multisampling. Note that this value only applies when the texture
849 * is used as a render target.
850 *
851 * \since This enum is available since SDL 3.2.0.
852 *
853 * \sa SDL_CreateGPUTexture
854 * \sa SDL_GPUTextureSupportsSampleCount
855 */
857{
858 SDL_GPU_SAMPLECOUNT_1, /**< No multisampling. */
859 SDL_GPU_SAMPLECOUNT_2, /**< MSAA 2x */
860 SDL_GPU_SAMPLECOUNT_4, /**< MSAA 4x */
861 SDL_GPU_SAMPLECOUNT_8 /**< MSAA 8x */
863
864
865/**
866 * Specifies the face of a cube map.
867 *
868 * Can be passed in as the layer field in texture-related structs.
869 *
870 * \since This enum is available since SDL 3.2.0.
871 */
873{
881
882/**
883 * Specifies how a buffer is intended to be used by the client.
884 *
885 * A buffer must have at least one usage flag. Note that some usage flag
886 * combinations are invalid.
887 *
888 * Unlike textures, READ | WRITE can be used for simultaneous read-write
889 * usage. The same data synchronization concerns as textures apply.
890 *
891 * \since This datatype is available since SDL 3.2.0.
892 *
893 * \sa SDL_CreateGPUBuffer
894 */
896
897#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< Buffer is a vertex buffer. */
898#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< Buffer is an index buffer. */
899#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< Buffer is an indirect buffer. */
900#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Buffer supports storage reads in graphics stages. */
901#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Buffer supports storage reads in the compute stage. */
902#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Buffer supports storage writes in the compute stage. */
903
904/**
905 * Specifies how a transfer buffer is intended to be used by the client.
906 *
907 * Note that mapping and copying FROM an upload transfer buffer or TO a
908 * download transfer buffer is undefined behavior.
909 *
910 * \since This enum is available since SDL 3.2.0.
911 *
912 * \sa SDL_CreateGPUTransferBuffer
913 */
915{
919
920/**
921 * Specifies which stage a shader program corresponds to.
922 *
923 * \since This enum is available since SDL 3.2.0.
924 *
925 * \sa SDL_CreateGPUShader
926 */
928{
932
933/**
934 * Specifies the format of shader code.
935 *
936 * Each format corresponds to a specific backend that accepts it.
937 *
938 * \since This datatype is available since SDL 3.2.0.
939 *
940 * \sa SDL_CreateGPUShader
941 */
943
944#define SDL_GPU_SHADERFORMAT_INVALID 0
945#define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */
946#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */
947#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */
948#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */
949#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */
950#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */
951
952/**
953 * Specifies the format of a vertex attribute.
954 *
955 * \since This enum is available since SDL 3.2.0.
956 *
957 * \sa SDL_CreateGPUGraphicsPipeline
958 */
960{
962
963 /* 32-bit Signed Integers */
968
969 /* 32-bit Unsigned Integers */
974
975 /* 32-bit Floats */
980
981 /* 8-bit Signed Integers */
984
985 /* 8-bit Unsigned Integers */
988
989 /* 8-bit Signed Normalized */
992
993 /* 8-bit Unsigned Normalized */
996
997 /* 16-bit Signed Integers */
1000
1001 /* 16-bit Unsigned Integers */
1004
1005 /* 16-bit Signed Normalized */
1008
1009 /* 16-bit Unsigned Normalized */
1012
1013 /* 16-bit Floats */
1017
1018/**
1019 * Specifies the rate at which vertex attributes are pulled from buffers.
1020 *
1021 * \since This enum is available since SDL 3.2.0.
1022 *
1023 * \sa SDL_CreateGPUGraphicsPipeline
1024 */
1026{
1027 SDL_GPU_VERTEXINPUTRATE_VERTEX, /**< Attribute addressing is a function of the vertex index. */
1028 SDL_GPU_VERTEXINPUTRATE_INSTANCE /**< Attribute addressing is a function of the instance index. */
1030
1031/**
1032 * Specifies the fill mode of the graphics pipeline.
1033 *
1034 * \since This enum is available since SDL 3.2.0.
1035 *
1036 * \sa SDL_CreateGPUGraphicsPipeline
1037 */
1039{
1040 SDL_GPU_FILLMODE_FILL, /**< Polygons will be rendered via rasterization. */
1041 SDL_GPU_FILLMODE_LINE /**< Polygon edges will be drawn as line segments. */
1043
1044/**
1045 * Specifies the facing direction in which triangle faces will be culled.
1046 *
1047 * \since This enum is available since SDL 3.2.0.
1048 *
1049 * \sa SDL_CreateGPUGraphicsPipeline
1050 */
1052{
1053 SDL_GPU_CULLMODE_NONE, /**< No triangles are culled. */
1054 SDL_GPU_CULLMODE_FRONT, /**< Front-facing triangles are culled. */
1055 SDL_GPU_CULLMODE_BACK /**< Back-facing triangles are culled. */
1057
1058/**
1059 * Specifies the vertex winding that will cause a triangle to be determined to
1060 * be front-facing.
1061 *
1062 * \since This enum is available since SDL 3.2.0.
1063 *
1064 * \sa SDL_CreateGPUGraphicsPipeline
1065 */
1067{
1068 SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE, /**< A triangle with counter-clockwise vertex winding will be considered front-facing. */
1069 SDL_GPU_FRONTFACE_CLOCKWISE /**< A triangle with clockwise vertex winding will be considered front-facing. */
1071
1072/**
1073 * Specifies a comparison operator for depth, stencil and sampler operations.
1074 *
1075 * \since This enum is available since SDL 3.2.0.
1076 *
1077 * \sa SDL_CreateGPUGraphicsPipeline
1078 */
1080{
1082 SDL_GPU_COMPAREOP_NEVER, /**< The comparison always evaluates false. */
1083 SDL_GPU_COMPAREOP_LESS, /**< The comparison evaluates reference < test. */
1084 SDL_GPU_COMPAREOP_EQUAL, /**< The comparison evaluates reference == test. */
1085 SDL_GPU_COMPAREOP_LESS_OR_EQUAL, /**< The comparison evaluates reference <= test. */
1086 SDL_GPU_COMPAREOP_GREATER, /**< The comparison evaluates reference > test. */
1087 SDL_GPU_COMPAREOP_NOT_EQUAL, /**< The comparison evaluates reference != test. */
1088 SDL_GPU_COMPAREOP_GREATER_OR_EQUAL, /**< The comparison evalutes reference >= test. */
1089 SDL_GPU_COMPAREOP_ALWAYS /**< The comparison always evaluates true. */
1091
1092/**
1093 * Specifies what happens to a stored stencil value if stencil tests fail or
1094 * pass.
1095 *
1096 * \since This enum is available since SDL 3.2.0.
1097 *
1098 * \sa SDL_CreateGPUGraphicsPipeline
1099 */
1101{
1103 SDL_GPU_STENCILOP_KEEP, /**< Keeps the current value. */
1104 SDL_GPU_STENCILOP_ZERO, /**< Sets the value to 0. */
1105 SDL_GPU_STENCILOP_REPLACE, /**< Sets the value to reference. */
1106 SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP, /**< Increments the current value and clamps to the maximum value. */
1107 SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP, /**< Decrements the current value and clamps to 0. */
1108 SDL_GPU_STENCILOP_INVERT, /**< Bitwise-inverts the current value. */
1109 SDL_GPU_STENCILOP_INCREMENT_AND_WRAP, /**< Increments the current value and wraps back to 0. */
1110 SDL_GPU_STENCILOP_DECREMENT_AND_WRAP /**< Decrements the current value and wraps to the maximum value. */
1112
1113/**
1114 * Specifies the operator to be used when pixels in a render target are
1115 * blended with existing pixels in the texture.
1116 *
1117 * The source color is the value written by the fragment shader. The
1118 * destination color is the value currently existing in the texture.
1119 *
1120 * \since This enum is available since SDL 3.2.0.
1121 *
1122 * \sa SDL_CreateGPUGraphicsPipeline
1123 */
1124typedef enum SDL_GPUBlendOp
1125{
1127 SDL_GPU_BLENDOP_ADD, /**< (source * source_factor) + (destination * destination_factor) */
1128 SDL_GPU_BLENDOP_SUBTRACT, /**< (source * source_factor) - (destination * destination_factor) */
1129 SDL_GPU_BLENDOP_REVERSE_SUBTRACT, /**< (destination * destination_factor) - (source * source_factor) */
1130 SDL_GPU_BLENDOP_MIN, /**< min(source, destination) */
1131 SDL_GPU_BLENDOP_MAX /**< max(source, destination) */
1133
1134/**
1135 * Specifies a blending factor to be used when pixels in a render target are
1136 * blended with existing pixels in the texture.
1137 *
1138 * The source color is the value written by the fragment shader. The
1139 * destination color is the value currently existing in the texture.
1140 *
1141 * \since This enum is available since SDL 3.2.0.
1142 *
1143 * \sa SDL_CreateGPUGraphicsPipeline
1144 */
1146{
1150 SDL_GPU_BLENDFACTOR_SRC_COLOR, /**< source color */
1152 SDL_GPU_BLENDFACTOR_DST_COLOR, /**< destination color */
1153 SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR, /**< 1 - destination color */
1154 SDL_GPU_BLENDFACTOR_SRC_ALPHA, /**< source alpha */
1156 SDL_GPU_BLENDFACTOR_DST_ALPHA, /**< destination alpha */
1157 SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA, /**< 1 - destination alpha */
1160 SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE /**< min(source alpha, 1 - destination alpha) */
1162
1163/**
1164 * Specifies which color components are written in a graphics pipeline.
1165 *
1166 * \since This datatype is available since SDL 3.2.0.
1167 *
1168 * \sa SDL_CreateGPUGraphicsPipeline
1169 */
1171
1172#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */
1173#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */
1174#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */
1175#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */
1176
1177/**
1178 * Specifies a filter operation used by a sampler.
1179 *
1180 * \since This enum is available since SDL 3.2.0.
1181 *
1182 * \sa SDL_CreateGPUSampler
1183 */
1184typedef enum SDL_GPUFilter
1185{
1186 SDL_GPU_FILTER_NEAREST, /**< Point filtering. */
1187 SDL_GPU_FILTER_LINEAR /**< Linear filtering. */
1189
1190/**
1191 * Specifies a mipmap mode used by a sampler.
1192 *
1193 * \since This enum is available since SDL 3.2.0.
1194 *
1195 * \sa SDL_CreateGPUSampler
1196 */
1198{
1199 SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, /**< Point filtering. */
1200 SDL_GPU_SAMPLERMIPMAPMODE_LINEAR /**< Linear filtering. */
1202
1203/**
1204 * Specifies behavior of texture sampling when the coordinates exceed the 0-1
1205 * range.
1206 *
1207 * \since This enum is available since SDL 3.2.0.
1208 *
1209 * \sa SDL_CreateGPUSampler
1210 */
1212{
1213 SDL_GPU_SAMPLERADDRESSMODE_REPEAT, /**< Specifies that the coordinates will wrap around. */
1214 SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT, /**< Specifies that the coordinates will wrap around mirrored. */
1215 SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE /**< Specifies that the coordinates will clamp to the 0-1 range. */
1217
1218/**
1219 * Specifies the timing that will be used to present swapchain textures to the
1220 * OS.
1221 *
1222 * VSYNC mode will always be supported. IMMEDIATE and MAILBOX modes may not be
1223 * supported on certain systems.
1224 *
1225 * It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming
1226 * the window if you wish to change the present mode to IMMEDIATE or MAILBOX.
1227 *
1228 * - VSYNC: Waits for vblank before presenting. No tearing is possible. If
1229 * there is a pending image to present, the new image is enqueued for
1230 * presentation. Disallows tearing at the cost of visual latency.
1231 * - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
1232 * occur.
1233 * - MAILBOX: Waits for vblank before presenting. No tearing is possible. If
1234 * there is a pending image to present, the pending image is replaced by the
1235 * new image. Similar to VSYNC, but with reduced visual latency.
1236 *
1237 * \since This enum is available since SDL 3.2.0.
1238 *
1239 * \sa SDL_SetGPUSwapchainParameters
1240 * \sa SDL_WindowSupportsGPUPresentMode
1241 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
1242 */
1244{
1249
1250/**
1251 * Specifies the texture format and colorspace of the swapchain textures.
1252 *
1253 * SDR will always be supported. Other compositions may not be supported on
1254 * certain systems.
1255 *
1256 * It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after
1257 * claiming the window if you wish to change the swapchain composition from
1258 * SDR.
1259 *
1260 * - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in sRGB encoding.
1261 * - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are
1262 * stored in memory in sRGB encoding but accessed in shaders in "linear
1263 * sRGB" encoding which is sRGB but with a linear transfer function.
1264 * - HDR_EXTENDED_LINEAR: R16G16B16A16_FLOAT swapchain. Pixel values are in
1265 * extended linear sRGB encoding and permits values outside of the [0, 1]
1266 * range.
1267 * - HDR10_ST2084: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in
1268 * BT.2020 ST2084 (PQ) encoding.
1269 *
1270 * \since This enum is available since SDL 3.2.0.
1271 *
1272 * \sa SDL_SetGPUSwapchainParameters
1273 * \sa SDL_WindowSupportsGPUSwapchainComposition
1274 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
1275 */
1277{
1283
1284/* Structures */
1285
1286/**
1287 * A structure specifying a viewport.
1288 *
1289 * \since This struct is available since SDL 3.2.0.
1290 *
1291 * \sa SDL_SetGPUViewport
1292 */
1293typedef struct SDL_GPUViewport
1294{
1295 float x; /**< The left offset of the viewport. */
1296 float y; /**< The top offset of the viewport. */
1297 float w; /**< The width of the viewport. */
1298 float h; /**< The height of the viewport. */
1299 float min_depth; /**< The minimum depth of the viewport. */
1300 float max_depth; /**< The maximum depth of the viewport. */
1302
1303/**
1304 * A structure specifying parameters related to transferring data to or from a
1305 * texture.
1306 *
1307 * \since This struct is available since SDL 3.2.0.
1308 *
1309 * \sa SDL_UploadToGPUTexture
1310 * \sa SDL_DownloadFromGPUTexture
1311 */
1313{
1314 SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
1315 Uint32 offset; /**< The starting byte of the image data in the transfer buffer. */
1316 Uint32 pixels_per_row; /**< The number of pixels from one row to the next. */
1317 Uint32 rows_per_layer; /**< The number of rows from one layer/depth-slice to the next. */
1319
1320/**
1321 * A structure specifying a location in a transfer buffer.
1322 *
1323 * Used when transferring buffer data to or from a transfer buffer.
1324 *
1325 * \since This struct is available since SDL 3.2.0.
1326 *
1327 * \sa SDL_UploadToGPUBuffer
1328 * \sa SDL_DownloadFromGPUBuffer
1329 */
1331{
1332 SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
1333 Uint32 offset; /**< The starting byte of the buffer data in the transfer buffer. */
1335
1336/**
1337 * A structure specifying a location in a texture.
1338 *
1339 * Used when copying data from one texture to another.
1340 *
1341 * \since This struct is available since SDL 3.2.0.
1342 *
1343 * \sa SDL_CopyGPUTextureToTexture
1344 */
1346{
1347 SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
1348 Uint32 mip_level; /**< The mip level index of the location. */
1349 Uint32 layer; /**< The layer index of the location. */
1350 Uint32 x; /**< The left offset of the location. */
1351 Uint32 y; /**< The top offset of the location. */
1352 Uint32 z; /**< The front offset of the location. */
1354
1355/**
1356 * A structure specifying a region of a texture.
1357 *
1358 * Used when transferring data to or from a texture.
1359 *
1360 * \since This struct is available since SDL 3.2.0.
1361 *
1362 * \sa SDL_UploadToGPUTexture
1363 * \sa SDL_DownloadFromGPUTexture
1364 */
1366{
1367 SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
1368 Uint32 mip_level; /**< The mip level index to transfer. */
1369 Uint32 layer; /**< The layer index to transfer. */
1370 Uint32 x; /**< The left offset of the region. */
1371 Uint32 y; /**< The top offset of the region. */
1372 Uint32 z; /**< The front offset of the region. */
1373 Uint32 w; /**< The width of the region. */
1374 Uint32 h; /**< The height of the region. */
1375 Uint32 d; /**< The depth of the region. */
1377
1378/**
1379 * A structure specifying a region of a texture used in the blit operation.
1380 *
1381 * \since This struct is available since SDL 3.2.0.
1382 *
1383 * \sa SDL_BlitGPUTexture
1384 */
1385typedef struct SDL_GPUBlitRegion
1386{
1387 SDL_GPUTexture *texture; /**< The texture. */
1388 Uint32 mip_level; /**< The mip level index of the region. */
1389 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. */
1390 Uint32 x; /**< The left offset of the region. */
1391 Uint32 y; /**< The top offset of the region. */
1392 Uint32 w; /**< The width of the region. */
1393 Uint32 h; /**< The height of the region. */
1395
1396/**
1397 * A structure specifying a location in a buffer.
1398 *
1399 * Used when copying data between buffers.
1400 *
1401 * \since This struct is available since SDL 3.2.0.
1402 *
1403 * \sa SDL_CopyGPUBufferToBuffer
1404 */
1406{
1407 SDL_GPUBuffer *buffer; /**< The buffer. */
1408 Uint32 offset; /**< The starting byte within the buffer. */
1410
1411/**
1412 * A structure specifying a region of a buffer.
1413 *
1414 * Used when transferring data to or from buffers.
1415 *
1416 * \since This struct is available since SDL 3.2.0.
1417 *
1418 * \sa SDL_UploadToGPUBuffer
1419 * \sa SDL_DownloadFromGPUBuffer
1420 */
1422{
1423 SDL_GPUBuffer *buffer; /**< The buffer. */
1424 Uint32 offset; /**< The starting byte within the buffer. */
1425 Uint32 size; /**< The size in bytes of the region. */
1427
1428/**
1429 * A structure specifying the parameters of an indirect draw command.
1430 *
1431 * Note that the `first_vertex` and `first_instance` parameters are NOT
1432 * compatible with built-in vertex/instance ID variables in shaders (for
1433 * example, SV_VertexID); GPU APIs and shader languages do not define these
1434 * built-in variables consistently, so if your shader depends on them, the
1435 * only way to keep behavior consistent and portable is to always pass 0 for
1436 * the correlating parameter in the draw calls.
1437 *
1438 * \since This struct is available since SDL 3.2.0.
1439 *
1440 * \sa SDL_DrawGPUPrimitivesIndirect
1441 */
1443{
1444 Uint32 num_vertices; /**< The number of vertices to draw. */
1445 Uint32 num_instances; /**< The number of instances to draw. */
1446 Uint32 first_vertex; /**< The index of the first vertex to draw. */
1447 Uint32 first_instance; /**< The ID of the first instance to draw. */
1449
1450/**
1451 * A structure specifying the parameters of an indexed indirect draw command.
1452 *
1453 * Note that the `first_vertex` and `first_instance` parameters are NOT
1454 * compatible with built-in vertex/instance ID variables in shaders (for
1455 * example, SV_VertexID); GPU APIs and shader languages do not define these
1456 * built-in variables consistently, so if your shader depends on them, the
1457 * only way to keep behavior consistent and portable is to always pass 0 for
1458 * the correlating parameter in the draw calls.
1459 *
1460 * \since This struct is available since SDL 3.2.0.
1461 *
1462 * \sa SDL_DrawGPUIndexedPrimitivesIndirect
1463 */
1465{
1466 Uint32 num_indices; /**< The number of indices to draw per instance. */
1467 Uint32 num_instances; /**< The number of instances to draw. */
1468 Uint32 first_index; /**< The base index within the index buffer. */
1469 Sint32 vertex_offset; /**< The value added to the vertex index before indexing into the vertex buffer. */
1470 Uint32 first_instance; /**< The ID of the first instance to draw. */
1472
1473/**
1474 * A structure specifying the parameters of an indexed dispatch command.
1475 *
1476 * \since This struct is available since SDL 3.2.0.
1477 *
1478 * \sa SDL_DispatchGPUComputeIndirect
1479 */
1481{
1482 Uint32 groupcount_x; /**< The number of local workgroups to dispatch in the X dimension. */
1483 Uint32 groupcount_y; /**< The number of local workgroups to dispatch in the Y dimension. */
1484 Uint32 groupcount_z; /**< The number of local workgroups to dispatch in the Z dimension. */
1486
1487/* State structures */
1488
1489/**
1490 * A structure specifying the parameters of a sampler.
1491 *
1492 * \since This function is available since SDL 3.2.0.
1493 *
1494 * \sa SDL_CreateGPUSampler
1495 */
1497{
1498 SDL_GPUFilter min_filter; /**< The minification filter to apply to lookups. */
1499 SDL_GPUFilter mag_filter; /**< The magnification filter to apply to lookups. */
1500 SDL_GPUSamplerMipmapMode mipmap_mode; /**< The mipmap filter to apply to lookups. */
1501 SDL_GPUSamplerAddressMode address_mode_u; /**< The addressing mode for U coordinates outside [0, 1). */
1502 SDL_GPUSamplerAddressMode address_mode_v; /**< The addressing mode for V coordinates outside [0, 1). */
1503 SDL_GPUSamplerAddressMode address_mode_w; /**< The addressing mode for W coordinates outside [0, 1). */
1504 float mip_lod_bias; /**< The bias to be added to mipmap LOD calculation. */
1505 float max_anisotropy; /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is false, this is ignored. */
1506 SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */
1507 float min_lod; /**< Clamps the minimum of the computed LOD value. */
1508 float max_lod; /**< Clamps the maximum of the computed LOD value. */
1509 bool enable_anisotropy; /**< true to enable anisotropic filtering. */
1510 bool enable_compare; /**< true to enable comparison against a reference value during lookups. */
1513
1514 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1516
1517/**
1518 * A structure specifying the parameters of vertex buffers used in a graphics
1519 * pipeline.
1520 *
1521 * When you call SDL_BindGPUVertexBuffers, you specify the binding slots of
1522 * the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with
1523 * a first_slot of 2 and num_bindings of 3, the binding slots 2, 3, 4 would be
1524 * used by the vertex buffers you pass in.
1525 *
1526 * Vertex attributes are linked to buffers via the buffer_slot field of
1527 * SDL_GPUVertexAttribute. For example, if an attribute has a buffer_slot of
1528 * 0, then that attribute belongs to the vertex buffer bound at slot 0.
1529 *
1530 * \since This struct is available since SDL 3.2.0.
1531 *
1532 * \sa SDL_GPUVertexAttribute
1533 * \sa SDL_GPUVertexInputState
1534 */
1536{
1537 Uint32 slot; /**< The binding slot of the vertex buffer. */
1538 Uint32 pitch; /**< The byte pitch between consecutive elements of the vertex buffer. */
1539 SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */
1540 Uint32 instance_step_rate; /**< The number of instances to draw using the same per-instance data before advancing in the instance buffer by one element. Ignored unless input_rate is SDL_GPU_VERTEXINPUTRATE_INSTANCE */
1542
1543/**
1544 * A structure specifying a vertex attribute.
1545 *
1546 * All vertex attribute locations provided to an SDL_GPUVertexInputState must
1547 * be unique.
1548 *
1549 * \since This struct is available since SDL 3.2.0.
1550 *
1551 * \sa SDL_GPUVertexBufferDescription
1552 * \sa SDL_GPUVertexInputState
1553 */
1555{
1556 Uint32 location; /**< The shader input location index. */
1557 Uint32 buffer_slot; /**< The binding slot of the associated vertex buffer. */
1558 SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */
1559 Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */
1561
1562/**
1563 * A structure specifying the parameters of a graphics pipeline vertex input
1564 * state.
1565 *
1566 * \since This struct is available since SDL 3.2.0.
1567 *
1568 * \sa SDL_GPUGraphicsPipelineCreateInfo
1569 * \sa SDL_GPUVertexBufferDescription
1570 * \sa SDL_GPUVertexAttribute
1571 */
1573{
1574 const SDL_GPUVertexBufferDescription *vertex_buffer_descriptions; /**< A pointer to an array of vertex buffer descriptions. */
1575 Uint32 num_vertex_buffers; /**< The number of vertex buffer descriptions in the above array. */
1576 const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */
1577 Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */
1579
1580/**
1581 * A structure specifying the stencil operation state of a graphics pipeline.
1582 *
1583 * \since This struct is available since SDL 3.2.0.
1584 *
1585 * \sa SDL_GPUDepthStencilState
1586 */
1588{
1589 SDL_GPUStencilOp fail_op; /**< The action performed on samples that fail the stencil test. */
1590 SDL_GPUStencilOp pass_op; /**< The action performed on samples that pass the depth and stencil tests. */
1591 SDL_GPUStencilOp depth_fail_op; /**< The action performed on samples that pass the stencil test and fail the depth test. */
1592 SDL_GPUCompareOp compare_op; /**< The comparison operator used in the stencil test. */
1594
1595/**
1596 * A structure specifying the blend state of a color target.
1597 *
1598 * \since This struct is available since SDL 3.2.0.
1599 *
1600 * \sa SDL_GPUColorTargetDescription
1601 */
1603{
1604 SDL_GPUBlendFactor src_color_blendfactor; /**< The value to be multiplied by the source RGB value. */
1605 SDL_GPUBlendFactor dst_color_blendfactor; /**< The value to be multiplied by the destination RGB value. */
1606 SDL_GPUBlendOp color_blend_op; /**< The blend operation for the RGB components. */
1607 SDL_GPUBlendFactor src_alpha_blendfactor; /**< The value to be multiplied by the source alpha. */
1608 SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */
1609 SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */
1610 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. */
1611 bool enable_blend; /**< Whether blending is enabled for the color target. */
1612 bool enable_color_write_mask; /**< Whether the color write mask is enabled. */
1616
1617
1618/**
1619 * A structure specifying code and metadata for creating a shader object.
1620 *
1621 * \since This struct is available since SDL 3.2.0.
1622 *
1623 * \sa SDL_CreateGPUShader
1624 */
1626{
1627 size_t code_size; /**< The size in bytes of the code pointed to. */
1628 const Uint8 *code; /**< A pointer to shader code. */
1629 const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
1630 SDL_GPUShaderFormat format; /**< The format of the shader code. */
1631 SDL_GPUShaderStage stage; /**< The stage the shader program corresponds to. */
1632 Uint32 num_samplers; /**< The number of samplers defined in the shader. */
1633 Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */
1634 Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */
1635 Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
1636
1637 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1639
1640/**
1641 * A structure specifying the parameters of a texture.
1642 *
1643 * Usage flags can be bitwise OR'd together for combinations of usages. Note
1644 * that certain usage combinations are invalid, for example SAMPLER and
1645 * GRAPHICS_STORAGE.
1646 *
1647 * \since This struct is available since SDL 3.2.0.
1648 *
1649 * \sa SDL_CreateGPUTexture
1650 * \sa SDL_GPUTextureType
1651 * \sa SDL_GPUTextureFormat
1652 * \sa SDL_GPUTextureUsageFlags
1653 * \sa SDL_GPUSampleCount
1654 */
1656{
1657 SDL_GPUTextureType type; /**< The base dimensionality of the texture. */
1658 SDL_GPUTextureFormat format; /**< The pixel format of the texture. */
1659 SDL_GPUTextureUsageFlags usage; /**< How the texture is intended to be used by the client. */
1660 Uint32 width; /**< The width of the texture. */
1661 Uint32 height; /**< The height of the texture. */
1662 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. */
1663 Uint32 num_levels; /**< The number of mip levels in the texture. */
1664 SDL_GPUSampleCount sample_count; /**< The number of samples per texel. Only applies if the texture is used as a render target. */
1665
1666 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1668
1669/**
1670 * A structure specifying the parameters of a buffer.
1671 *
1672 * Usage flags can be bitwise OR'd together for combinations of usages. Note
1673 * that certain combinations are invalid, for example VERTEX and INDEX.
1674 *
1675 * \since This struct is available since SDL 3.2.0.
1676 *
1677 * \sa SDL_CreateGPUBuffer
1678 * \sa SDL_GPUBufferUsageFlags
1679 */
1681{
1682 SDL_GPUBufferUsageFlags usage; /**< How the buffer is intended to be used by the client. */
1683 Uint32 size; /**< The size in bytes of the buffer. */
1684
1685 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1687
1688/**
1689 * A structure specifying the parameters of a transfer buffer.
1690 *
1691 * \since This struct is available since SDL 3.2.0.
1692 *
1693 * \sa SDL_CreateGPUTransferBuffer
1694 */
1696{
1697 SDL_GPUTransferBufferUsage usage; /**< How the transfer buffer is intended to be used by the client. */
1698 Uint32 size; /**< The size in bytes of the transfer buffer. */
1699
1700 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1702
1703/* Pipeline state structures */
1704
1705/**
1706 * A structure specifying the parameters of the graphics pipeline rasterizer
1707 * state.
1708 *
1709 * NOTE: Some backend APIs (D3D11/12) will enable depth clamping even if
1710 * enable_depth_clip is true. If you rely on this clamp+clip behavior,
1711 * consider enabling depth clip and then manually clamping depth in your
1712 * fragment shaders on Metal and Vulkan.
1713 *
1714 * \since This struct is available since SDL 3.2.0.
1715 *
1716 * \sa SDL_GPUGraphicsPipelineCreateInfo
1717 */
1719{
1720 SDL_GPUFillMode fill_mode; /**< Whether polygons will be filled in or drawn as lines. */
1721 SDL_GPUCullMode cull_mode; /**< The facing direction in which triangles will be culled. */
1722 SDL_GPUFrontFace front_face; /**< The vertex winding that will cause a triangle to be determined as front-facing. */
1723 float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */
1724 float depth_bias_clamp; /**< The maximum depth bias of a fragment. */
1725 float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */
1726 bool enable_depth_bias; /**< true to bias fragment depth values. */
1727 bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */
1731
1732/**
1733 * A structure specifying the parameters of the graphics pipeline multisample
1734 * state.
1735 *
1736 * \since This struct is available since SDL 3.2.0.
1737 *
1738 * \sa SDL_GPUGraphicsPipelineCreateInfo
1739 */
1741{
1742 SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */
1743 Uint32 sample_mask; /**< Determines which samples get updated in the render targets. Treated as 0xFFFFFFFF if enable_mask is false. */
1744 bool enable_mask; /**< Enables sample masking. */
1749
1750/**
1751 * A structure specifying the parameters of the graphics pipeline depth
1752 * stencil state.
1753 *
1754 * \since This struct is available since SDL 3.2.0.
1755 *
1756 * \sa SDL_GPUGraphicsPipelineCreateInfo
1757 */
1759{
1760 SDL_GPUCompareOp compare_op; /**< The comparison operator used for depth testing. */
1761 SDL_GPUStencilOpState back_stencil_state; /**< The stencil op state for back-facing triangles. */
1762 SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */
1763 Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */
1764 Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */
1765 bool enable_depth_test; /**< true enables the depth test. */
1766 bool enable_depth_write; /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */
1767 bool enable_stencil_test; /**< true enables the stencil test. */
1772
1773/**
1774 * A structure specifying the parameters of color targets used in a graphics
1775 * pipeline.
1776 *
1777 * \since This struct is available since SDL 3.2.0.
1778 *
1779 * \sa SDL_GPUGraphicsPipelineTargetInfo
1780 */
1782{
1783 SDL_GPUTextureFormat format; /**< The pixel format of the texture to be used as a color target. */
1784 SDL_GPUColorTargetBlendState blend_state; /**< The blend state to be used for the color target. */
1786
1787/**
1788 * A structure specifying the descriptions of render targets used in a
1789 * graphics pipeline.
1790 *
1791 * \since This struct is available since SDL 3.2.0.
1792 *
1793 * \sa SDL_GPUGraphicsPipelineCreateInfo
1794 */
1796{
1797 const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */
1798 Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */
1799 SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */
1800 bool has_depth_stencil_target; /**< true specifies that the pipeline uses a depth-stencil target. */
1805
1806/**
1807 * A structure specifying the parameters of a graphics pipeline state.
1808 *
1809 * \since This struct is available since SDL 3.2.0.
1810 *
1811 * \sa SDL_CreateGPUGraphicsPipeline
1812 * \sa SDL_GPUVertexInputState
1813 * \sa SDL_GPUPrimitiveType
1814 * \sa SDL_GPURasterizerState
1815 * \sa SDL_GPUMultisampleState
1816 * \sa SDL_GPUDepthStencilState
1817 * \sa SDL_GPUGraphicsPipelineTargetInfo
1818 */
1820{
1821 SDL_GPUShader *vertex_shader; /**< The vertex shader used by the graphics pipeline. */
1822 SDL_GPUShader *fragment_shader; /**< The fragment shader used by the graphics pipeline. */
1823 SDL_GPUVertexInputState vertex_input_state; /**< The vertex layout of the graphics pipeline. */
1824 SDL_GPUPrimitiveType primitive_type; /**< The primitive topology of the graphics pipeline. */
1825 SDL_GPURasterizerState rasterizer_state; /**< The rasterizer state of the graphics pipeline. */
1826 SDL_GPUMultisampleState multisample_state; /**< The multisample state of the graphics pipeline. */
1827 SDL_GPUDepthStencilState depth_stencil_state; /**< The depth-stencil state of the graphics pipeline. */
1828 SDL_GPUGraphicsPipelineTargetInfo target_info; /**< Formats and blend modes for the render targets of the graphics pipeline. */
1829
1830 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1832
1833/**
1834 * A structure specifying the parameters of a compute pipeline state.
1835 *
1836 * \since This struct is available since SDL 3.2.0.
1837 *
1838 * \sa SDL_CreateGPUComputePipeline
1839 */
1841{
1842 size_t code_size; /**< The size in bytes of the compute shader code pointed to. */
1843 const Uint8 *code; /**< A pointer to compute shader code. */
1844 const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
1845 SDL_GPUShaderFormat format; /**< The format of the compute shader code. */
1846 Uint32 num_samplers; /**< The number of samplers defined in the shader. */
1847 Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */
1848 Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */
1849 Uint32 num_readwrite_storage_textures; /**< The number of read-write storage textures defined in the shader. */
1850 Uint32 num_readwrite_storage_buffers; /**< The number of read-write storage buffers defined in the shader. */
1851 Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
1852 Uint32 threadcount_x; /**< The number of threads in the X dimension. This should match the value in the shader. */
1853 Uint32 threadcount_y; /**< The number of threads in the Y dimension. This should match the value in the shader. */
1854 Uint32 threadcount_z; /**< The number of threads in the Z dimension. This should match the value in the shader. */
1855
1856 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1858
1859/**
1860 * A structure specifying the parameters of a color target used by a render
1861 * pass.
1862 *
1863 * The load_op field determines what is done with the texture at the beginning
1864 * of the render pass.
1865 *
1866 * - LOAD: Loads the data currently in the texture. Not recommended for
1867 * multisample textures as it requires significant memory bandwidth.
1868 * - CLEAR: Clears the texture to a single color.
1869 * - DONT_CARE: The driver will do whatever it wants with the texture memory.
1870 * This is a good option if you know that every single pixel will be touched
1871 * in the render pass.
1872 *
1873 * The store_op field determines what is done with the color results of the
1874 * render pass.
1875 *
1876 * - STORE: Stores the results of the render pass in the texture. Not
1877 * recommended for multisample textures as it requires significant memory
1878 * bandwidth.
1879 * - DONT_CARE: The driver will do whatever it wants with the texture memory.
1880 * This is often a good option for depth/stencil textures.
1881 * - RESOLVE: Resolves a multisample texture into resolve_texture, which must
1882 * have a sample count of 1. Then the driver may discard the multisample
1883 * texture memory. This is the most performant method of resolving a
1884 * multisample target.
1885 * - RESOLVE_AND_STORE: Resolves a multisample texture into the
1886 * resolve_texture, which must have a sample count of 1. Then the driver
1887 * stores the multisample texture's contents. Not recommended as it requires
1888 * significant memory bandwidth.
1889 *
1890 * \since This struct is available since SDL 3.2.0.
1891 *
1892 * \sa SDL_BeginGPURenderPass
1893 */
1895{
1896 SDL_GPUTexture *texture; /**< The texture that will be used as a color target by a render pass. */
1897 Uint32 mip_level; /**< The mip level to use as a color target. */
1898 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. */
1899 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. */
1900 SDL_GPULoadOp load_op; /**< What is done with the contents of the color target at the beginning of the render pass. */
1901 SDL_GPUStoreOp store_op; /**< What is done with the results of the render pass. */
1902 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. */
1903 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. */
1904 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. */
1905 bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */
1906 bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
1910
1911/**
1912 * A structure specifying the parameters of a depth-stencil target used by a
1913 * render pass.
1914 *
1915 * The load_op field determines what is done with the depth contents of the
1916 * texture at the beginning of the render pass.
1917 *
1918 * - LOAD: Loads the depth values currently in the texture.
1919 * - CLEAR: Clears the texture to a single depth.
1920 * - DONT_CARE: The driver will do whatever it wants with the memory. This is
1921 * a good option if you know that every single pixel will be touched in the
1922 * render pass.
1923 *
1924 * The store_op field determines what is done with the depth results of the
1925 * render pass.
1926 *
1927 * - STORE: Stores the depth results in the texture.
1928 * - DONT_CARE: The driver will do whatever it wants with the depth results.
1929 * This is often a good option for depth/stencil textures that don't need to
1930 * be reused again.
1931 *
1932 * The stencil_load_op field determines what is done with the stencil contents
1933 * of the texture at the beginning of the render pass.
1934 *
1935 * - LOAD: Loads the stencil values currently in the texture.
1936 * - CLEAR: Clears the stencil values to a single value.
1937 * - DONT_CARE: The driver will do whatever it wants with the memory. This is
1938 * a good option if you know that every single pixel will be touched in the
1939 * render pass.
1940 *
1941 * The stencil_store_op field determines what is done with the stencil results
1942 * of the render pass.
1943 *
1944 * - STORE: Stores the stencil results in the texture.
1945 * - DONT_CARE: The driver will do whatever it wants with the stencil results.
1946 * This is often a good option for depth/stencil textures that don't need to
1947 * be reused again.
1948 *
1949 * Note that depth/stencil targets do not support multisample resolves.
1950 *
1951 * \since This struct is available since SDL 3.2.0.
1952 *
1953 * \sa SDL_BeginGPURenderPass
1954 */
1956{
1957 SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */
1958 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. */
1959 SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */
1960 SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
1961 SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
1962 SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
1963 bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
1964 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. */
1968
1969/**
1970 * A structure containing parameters for a blit command.
1971 *
1972 * \since This struct is available since SDL 3.2.0.
1973 *
1974 * \sa SDL_BlitGPUTexture
1975 */
1976typedef struct SDL_GPUBlitInfo {
1977 SDL_GPUBlitRegion source; /**< The source region for the blit. */
1978 SDL_GPUBlitRegion destination; /**< The destination region for the blit. */
1979 SDL_GPULoadOp load_op; /**< What is done with the contents of the destination before the blit. */
1980 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. */
1981 SDL_FlipMode flip_mode; /**< The flip mode for the source region. */
1982 SDL_GPUFilter filter; /**< The filter mode used when blitting. */
1983 bool cycle; /**< true cycles the destination texture if it is already bound. */
1988
1989/* Binding structs */
1990
1991/**
1992 * A structure specifying parameters in a buffer binding call.
1993 *
1994 * \since This struct is available since SDL 3.2.0.
1995 *
1996 * \sa SDL_BindGPUVertexBuffers
1997 * \sa SDL_BindGPUIndexBuffer
1998 */
2000{
2001 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. */
2002 Uint32 offset; /**< The starting byte of the data to bind in the buffer. */
2004
2005/**
2006 * A structure specifying parameters in a sampler binding call.
2007 *
2008 * \since This struct is available since SDL 3.2.0.
2009 *
2010 * \sa SDL_BindGPUVertexSamplers
2011 * \sa SDL_BindGPUFragmentSamplers
2012 */
2014{
2015 SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */
2016 SDL_GPUSampler *sampler; /**< The sampler to bind. */
2018
2019/**
2020 * A structure specifying parameters related to binding buffers in a compute
2021 * pass.
2022 *
2023 * \since This struct is available since SDL 3.2.0.
2024 *
2025 * \sa SDL_BeginGPUComputePass
2026 */
2028{
2029 SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */
2030 bool cycle; /**< true cycles the buffer if it is already bound. */
2035
2036/**
2037 * A structure specifying parameters related to binding textures in a compute
2038 * pass.
2039 *
2040 * \since This struct is available since SDL 3.2.0.
2041 *
2042 * \sa SDL_BeginGPUComputePass
2043 */
2045{
2046 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. */
2047 Uint32 mip_level; /**< The mip level index to bind. */
2048 Uint32 layer; /**< The layer index to bind. */
2049 bool cycle; /**< true cycles the texture if it is already bound. */
2054
2055/* Functions */
2056
2057/* Device */
2058
2059/**
2060 * Checks for GPU runtime support.
2061 *
2062 * \param format_flags a bitflag indicating which shader formats the app is
2063 * able to provide.
2064 * \param name the preferred GPU driver, or NULL to let SDL pick the optimal
2065 * driver.
2066 * \returns true if supported, false otherwise.
2067 *
2068 * \since This function is available since SDL 3.2.0.
2069 *
2070 * \sa SDL_CreateGPUDevice
2071 */
2072extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsShaderFormats(
2073 SDL_GPUShaderFormat format_flags,
2074 const char *name);
2075
2076/**
2077 * Checks for GPU runtime support.
2078 *
2079 * \param props the properties to use.
2080 * \returns true if supported, false otherwise.
2081 *
2082 * \since This function is available since SDL 3.2.0.
2083 *
2084 * \sa SDL_CreateGPUDeviceWithProperties
2085 */
2086extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties(
2087 SDL_PropertiesID props);
2088
2089/**
2090 * Creates a GPU context.
2091 *
2092 * \param format_flags a bitflag indicating which shader formats the app is
2093 * able to provide.
2094 * \param debug_mode enable debug mode properties and validations.
2095 * \param name the preferred GPU driver, or NULL to let SDL pick the optimal
2096 * driver.
2097 * \returns a GPU context on success or NULL on failure; call SDL_GetError()
2098 * for more information.
2099 *
2100 * \since This function is available since SDL 3.2.0.
2101 *
2102 * \sa SDL_GetGPUShaderFormats
2103 * \sa SDL_GetGPUDeviceDriver
2104 * \sa SDL_DestroyGPUDevice
2105 * \sa SDL_GPUSupportsShaderFormats
2106 */
2107extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
2108 SDL_GPUShaderFormat format_flags,
2109 bool debug_mode,
2110 const char *name);
2111
2112/**
2113 * Creates a GPU context.
2114 *
2115 * These are the supported properties:
2116 *
2117 * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode
2118 * properties and validations, defaults to true.
2119 * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer
2120 * energy efficiency over maximum GPU performance, defaults to false.
2121 * - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to
2122 * use, if a specific one is desired.
2123 *
2124 * These are the current shader format properties:
2125 *
2126 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to
2127 * provide shaders for an NDA platform.
2128 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to
2129 * provide SPIR-V shaders if applicable.
2130 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to
2131 * provide DXBC shaders if applicable
2132 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to
2133 * provide DXIL shaders if applicable.
2134 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to
2135 * provide MSL shaders if applicable.
2136 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to
2137 * provide Metal shader libraries if applicable.
2138 *
2139 * With the D3D12 renderer:
2140 *
2141 * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to
2142 * use for all vertex semantics, default is "TEXCOORD".
2143 *
2144 * \param props the properties to use.
2145 * \returns a GPU context on success or NULL on failure; call SDL_GetError()
2146 * for more information.
2147 *
2148 * \since This function is available since SDL 3.2.0.
2149 *
2150 * \sa SDL_GetGPUShaderFormats
2151 * \sa SDL_GetGPUDeviceDriver
2152 * \sa SDL_DestroyGPUDevice
2153 * \sa SDL_GPUSupportsProperties
2154 */
2156 SDL_PropertiesID props);
2157
2158#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN "SDL.gpu.device.create.debugmode"
2159#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN "SDL.gpu.device.create.preferlowpower"
2160#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name"
2161#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN "SDL.gpu.device.create.shaders.private"
2162#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN "SDL.gpu.device.create.shaders.spirv"
2163#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN "SDL.gpu.device.create.shaders.dxbc"
2164#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN "SDL.gpu.device.create.shaders.dxil"
2165#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN "SDL.gpu.device.create.shaders.msl"
2166#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib"
2167#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic"
2168
2169/**
2170 * Destroys a GPU context previously returned by SDL_CreateGPUDevice.
2171 *
2172 * \param device a GPU Context to destroy.
2173 *
2174 * \since This function is available since SDL 3.2.0.
2175 *
2176 * \sa SDL_CreateGPUDevice
2177 */
2178extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device);
2179
2180/**
2181 * Get the number of GPU drivers compiled into SDL.
2182 *
2183 * \returns the number of built in GPU drivers.
2184 *
2185 * \since This function is available since SDL 3.2.0.
2186 *
2187 * \sa SDL_GetGPUDriver
2188 */
2189extern SDL_DECLSPEC int SDLCALL SDL_GetNumGPUDrivers(void);
2190
2191/**
2192 * Get the name of a built in GPU driver.
2193 *
2194 * The GPU drivers are presented in the order in which they are normally
2195 * checked during initialization.
2196 *
2197 * The names of drivers are all simple, low-ASCII identifiers, like "vulkan",
2198 * "metal" or "direct3d12". These never have Unicode characters, and are not
2199 * meant to be proper names.
2200 *
2201 * \param index the index of a GPU driver.
2202 * \returns the name of the GPU driver with the given **index**.
2203 *
2204 * \since This function is available since SDL 3.2.0.
2205 *
2206 * \sa SDL_GetNumGPUDrivers
2207 */
2208extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDriver(int index);
2209
2210/**
2211 * Returns the name of the backend used to create this GPU context.
2212 *
2213 * \param device a GPU context to query.
2214 * \returns the name of the device's driver, or NULL on error.
2215 *
2216 * \since This function is available since SDL 3.2.0.
2217 */
2218extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDeviceDriver(SDL_GPUDevice *device);
2219
2220/**
2221 * Returns the supported shader formats for this GPU context.
2222 *
2223 * \param device a GPU context to query.
2224 * \returns a bitflag indicating which shader formats the driver is able to
2225 * consume.
2226 *
2227 * \since This function is available since SDL 3.2.0.
2228 */
2229extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUDevice *device);
2230
2231/* State Creation */
2232
2233/**
2234 * Creates a pipeline object to be used in a compute workflow.
2235 *
2236 * Shader resource bindings must be authored to follow a particular order
2237 * depending on the shader format.
2238 *
2239 * For SPIR-V shaders, use the following resource sets:
2240 *
2241 * - 0: Sampled textures, followed by read-only storage textures, followed by
2242 * read-only storage buffers
2243 * - 1: Read-write storage textures, followed by read-write storage buffers
2244 * - 2: Uniform buffers
2245 *
2246 * For DXBC and DXIL shaders, use the following register order:
2247 *
2248 * - (t[n], space0): Sampled textures, followed by read-only storage textures,
2249 * followed by read-only storage buffers
2250 * - (u[n], space1): Read-write storage textures, followed by read-write
2251 * storage buffers
2252 * - (b[n], space2): Uniform buffers
2253 *
2254 * For MSL/metallib, use the following order:
2255 *
2256 * - [[buffer]]: Uniform buffers, followed by read-only storage buffers,
2257 * followed by read-write storage buffers
2258 * - [[texture]]: Sampled textures, followed by read-only storage textures,
2259 * followed by read-write storage textures
2260 *
2261 * There are optional properties that can be provided through `props`. These
2262 * are the supported properties:
2263 *
2264 * - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be
2265 * displayed in debugging tools.
2266 *
2267 * \param device a GPU Context.
2268 * \param createinfo a struct describing the state of the compute pipeline to
2269 * create.
2270 * \returns a compute pipeline object on success, or NULL on failure; call
2271 * SDL_GetError() for more information.
2272 *
2273 * \since This function is available since SDL 3.2.0.
2274 *
2275 * \sa SDL_BindGPUComputePipeline
2276 * \sa SDL_ReleaseGPUComputePipeline
2277 */
2279 SDL_GPUDevice *device,
2280 const SDL_GPUComputePipelineCreateInfo *createinfo);
2281
2282#define SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING "SDL.gpu.computepipeline.create.name"
2283
2284/**
2285 * Creates a pipeline object to be used in a graphics workflow.
2286 *
2287 * There are optional properties that can be provided through `props`. These
2288 * are the supported properties:
2289 *
2290 * - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be
2291 * displayed in debugging tools.
2292 *
2293 * \param device a GPU Context.
2294 * \param createinfo a struct describing the state of the graphics pipeline to
2295 * create.
2296 * \returns a graphics pipeline object on success, or NULL on failure; call
2297 * SDL_GetError() for more information.
2298 *
2299 * \since This function is available since SDL 3.2.0.
2300 *
2301 * \sa SDL_CreateGPUShader
2302 * \sa SDL_BindGPUGraphicsPipeline
2303 * \sa SDL_ReleaseGPUGraphicsPipeline
2304 */
2306 SDL_GPUDevice *device,
2307 const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
2308
2309#define SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING "SDL.gpu.graphicspipeline.create.name"
2310
2311/**
2312 * Creates a sampler object to be used when binding textures in a graphics
2313 * workflow.
2314 *
2315 * There are optional properties that can be provided through `props`. These
2316 * are the supported properties:
2317 *
2318 * - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed
2319 * in debugging tools.
2320 *
2321 * \param device a GPU Context.
2322 * \param createinfo a struct describing the state of the sampler to create.
2323 * \returns a sampler object on success, or NULL on failure; call
2324 * SDL_GetError() for more information.
2325 *
2326 * \since This function is available since SDL 3.2.0.
2327 *
2328 * \sa SDL_BindGPUVertexSamplers
2329 * \sa SDL_BindGPUFragmentSamplers
2330 * \sa SDL_ReleaseGPUSampler
2331 */
2332extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
2333 SDL_GPUDevice *device,
2334 const SDL_GPUSamplerCreateInfo *createinfo);
2335
2336#define SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING "SDL.gpu.sampler.create.name"
2337
2338/**
2339 * Creates a shader to be used when creating a graphics pipeline.
2340 *
2341 * Shader resource bindings must be authored to follow a particular order
2342 * depending on the shader format.
2343 *
2344 * For SPIR-V shaders, use the following resource sets:
2345 *
2346 * For vertex shaders:
2347 *
2348 * - 0: Sampled textures, followed by storage textures, followed by storage
2349 * buffers
2350 * - 1: Uniform buffers
2351 *
2352 * For fragment shaders:
2353 *
2354 * - 2: Sampled textures, followed by storage textures, followed by storage
2355 * buffers
2356 * - 3: Uniform buffers
2357 *
2358 * For DXBC and DXIL shaders, use the following register order:
2359 *
2360 * For vertex shaders:
2361 *
2362 * - (t[n], space0): Sampled textures, followed by storage textures, followed
2363 * by storage buffers
2364 * - (s[n], space0): Samplers with indices corresponding to the sampled
2365 * textures
2366 * - (b[n], space1): Uniform buffers
2367 *
2368 * For pixel shaders:
2369 *
2370 * - (t[n], space2): Sampled textures, followed by storage textures, followed
2371 * by storage buffers
2372 * - (s[n], space2): Samplers with indices corresponding to the sampled
2373 * textures
2374 * - (b[n], space3): Uniform buffers
2375 *
2376 * For MSL/metallib, use the following order:
2377 *
2378 * - [[texture]]: Sampled textures, followed by storage textures
2379 * - [[sampler]]: Samplers with indices corresponding to the sampled textures
2380 * - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0
2381 * is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on.
2382 * Rather than manually authoring vertex buffer indices, use the
2383 * [[stage_in]] attribute which will automatically use the vertex input
2384 * information from the SDL_GPUGraphicsPipeline.
2385 *
2386 * Shader semantics other than system-value semantics do not matter in D3D12
2387 * and for ease of use the SDL implementation assumes that non system-value
2388 * semantics will all be TEXCOORD. If you are using HLSL as the shader source
2389 * language, your vertex semantics should start at TEXCOORD0 and increment
2390 * like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic
2391 * prefix to something other than TEXCOORD you can use
2392 * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
2393 * SDL_CreateGPUDeviceWithProperties().
2394 *
2395 * There are optional properties that can be provided through `props`. These
2396 * are the supported properties:
2397 *
2398 * - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in
2399 * debugging tools.
2400 *
2401 * \param device a GPU Context.
2402 * \param createinfo a struct describing the state of the shader to create.
2403 * \returns a shader object on success, or NULL on failure; call
2404 * SDL_GetError() for more information.
2405 *
2406 * \since This function is available since SDL 3.2.0.
2407 *
2408 * \sa SDL_CreateGPUGraphicsPipeline
2409 * \sa SDL_ReleaseGPUShader
2410 */
2411extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
2412 SDL_GPUDevice *device,
2413 const SDL_GPUShaderCreateInfo *createinfo);
2414
2415#define SDL_PROP_GPU_SHADER_CREATE_NAME_STRING "SDL.gpu.shader.create.name"
2416
2417/**
2418 * Creates a texture object to be used in graphics or compute workflows.
2419 *
2420 * The contents of this texture are undefined until data is written to the
2421 * texture.
2422 *
2423 * Note that certain combinations of usage flags are invalid. For example, a
2424 * texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags.
2425 *
2426 * If you request a sample count higher than the hardware supports, the
2427 * implementation will automatically fall back to the highest available sample
2428 * count.
2429 *
2430 * There are optional properties that can be provided through
2431 * SDL_GPUTextureCreateInfo's `props`. These are the supported properties:
2432 *
2433 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if
2434 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2435 * to a color with this red intensity. Defaults to zero.
2436 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if
2437 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2438 * to a color with this green intensity. Defaults to zero.
2439 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if
2440 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2441 * to a color with this blue intensity. Defaults to zero.
2442 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if
2443 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2444 * to a color with this alpha intensity. Defaults to zero.
2445 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
2446 * if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
2447 * the texture to a depth of this value. Defaults to zero.
2448 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12
2449 * only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
2450 * clear the texture to a stencil of this value. Defaults to zero.
2451 * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
2452 * in debugging tools.
2453 *
2454 * \param device a GPU Context.
2455 * \param createinfo a struct describing the state of the texture to create.
2456 * \returns a texture object on success, or NULL on failure; call
2457 * SDL_GetError() for more information.
2458 *
2459 * \since This function is available since SDL 3.2.0.
2460 *
2461 * \sa SDL_UploadToGPUTexture
2462 * \sa SDL_DownloadFromGPUTexture
2463 * \sa SDL_BindGPUVertexSamplers
2464 * \sa SDL_BindGPUVertexStorageTextures
2465 * \sa SDL_BindGPUFragmentSamplers
2466 * \sa SDL_BindGPUFragmentStorageTextures
2467 * \sa SDL_BindGPUComputeStorageTextures
2468 * \sa SDL_BlitGPUTexture
2469 * \sa SDL_ReleaseGPUTexture
2470 * \sa SDL_GPUTextureSupportsFormat
2471 */
2472extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
2473 SDL_GPUDevice *device,
2474 const SDL_GPUTextureCreateInfo *createinfo);
2475
2476#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT "SDL.gpu.texture.create.d3d12.clear.r"
2477#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT "SDL.gpu.texture.create.d3d12.clear.g"
2478#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT "SDL.gpu.texture.create.d3d12.clear.b"
2479#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT "SDL.gpu.texture.create.d3d12.clear.a"
2480#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.texture.create.d3d12.clear.depth"
2481#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.texture.create.d3d12.clear.stencil"
2482#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name"
2483
2484/**
2485 * Creates a buffer object to be used in graphics or compute workflows.
2486 *
2487 * The contents of this buffer are undefined until data is written to the
2488 * buffer.
2489 *
2490 * Note that certain combinations of usage flags are invalid. For example, a
2491 * buffer cannot have both the VERTEX and INDEX flags.
2492 *
2493 * For better understanding of underlying concepts and memory management with
2494 * SDL GPU API, you may refer
2495 * [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/)
2496 * .
2497 *
2498 * There are optional properties that can be provided through `props`. These
2499 * are the supported properties:
2500 *
2501 * - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in
2502 * debugging tools.
2503 *
2504 * \param device a GPU Context.
2505 * \param createinfo a struct describing the state of the buffer to create.
2506 * \returns a buffer object on success, or NULL on failure; call
2507 * SDL_GetError() for more information.
2508 *
2509 * \since This function is available since SDL 3.2.0.
2510 *
2511 * \sa SDL_UploadToGPUBuffer
2512 * \sa SDL_DownloadFromGPUBuffer
2513 * \sa SDL_CopyGPUBufferToBuffer
2514 * \sa SDL_BindGPUVertexBuffers
2515 * \sa SDL_BindGPUIndexBuffer
2516 * \sa SDL_BindGPUVertexStorageBuffers
2517 * \sa SDL_BindGPUFragmentStorageBuffers
2518 * \sa SDL_DrawGPUPrimitivesIndirect
2519 * \sa SDL_DrawGPUIndexedPrimitivesIndirect
2520 * \sa SDL_BindGPUComputeStorageBuffers
2521 * \sa SDL_DispatchGPUComputeIndirect
2522 * \sa SDL_ReleaseGPUBuffer
2523 */
2524extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
2525 SDL_GPUDevice *device,
2526 const SDL_GPUBufferCreateInfo *createinfo);
2527
2528#define SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING "SDL.gpu.buffer.create.name"
2529
2530/**
2531 * Creates a transfer buffer to be used when uploading to or downloading from
2532 * graphics resources.
2533 *
2534 * Download buffers can be particularly expensive to create, so it is good
2535 * practice to reuse them if data will be downloaded regularly.
2536 *
2537 * There are optional properties that can be provided through `props`. These
2538 * are the supported properties:
2539 *
2540 * - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be
2541 * displayed in debugging tools.
2542 *
2543 * \param device a GPU Context.
2544 * \param createinfo a struct describing the state of the transfer buffer to
2545 * create.
2546 * \returns a transfer buffer on success, or NULL on failure; call
2547 * SDL_GetError() for more information.
2548 *
2549 * \since This function is available since SDL 3.2.0.
2550 *
2551 * \sa SDL_UploadToGPUBuffer
2552 * \sa SDL_DownloadFromGPUBuffer
2553 * \sa SDL_UploadToGPUTexture
2554 * \sa SDL_DownloadFromGPUTexture
2555 * \sa SDL_ReleaseGPUTransferBuffer
2556 */
2558 SDL_GPUDevice *device,
2559 const SDL_GPUTransferBufferCreateInfo *createinfo);
2560
2561#define SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING "SDL.gpu.transferbuffer.create.name"
2562
2563/* Debug Naming */
2564
2565/**
2566 * Sets an arbitrary string constant to label a buffer.
2567 *
2568 * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with
2569 * SDL_CreateGPUBuffer instead of this function to avoid thread safety issues.
2570 *
2571 * \param device a GPU Context.
2572 * \param buffer a buffer to attach the name to.
2573 * \param text a UTF-8 string constant to mark as the name of the buffer.
2574 *
2575 * \threadsafety This function is not thread safe, you must make sure the
2576 * buffer is not simultaneously used by any other thread.
2577 *
2578 * \since This function is available since SDL 3.2.0.
2579 *
2580 * \sa SDL_CreateGPUBuffer
2581 */
2582extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName(
2583 SDL_GPUDevice *device,
2584 SDL_GPUBuffer *buffer,
2585 const char *text);
2586
2587/**
2588 * Sets an arbitrary string constant to label a texture.
2589 *
2590 * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with
2591 * SDL_CreateGPUTexture instead of this function to avoid thread safety
2592 * issues.
2593 *
2594 * \param device a GPU Context.
2595 * \param texture a texture to attach the name to.
2596 * \param text a UTF-8 string constant to mark as the name of the texture.
2597 *
2598 * \threadsafety This function is not thread safe, you must make sure the
2599 * texture is not simultaneously used by any other thread.
2600 *
2601 * \since This function is available since SDL 3.2.0.
2602 *
2603 * \sa SDL_CreateGPUTexture
2604 */
2605extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
2606 SDL_GPUDevice *device,
2607 SDL_GPUTexture *texture,
2608 const char *text);
2609
2610/**
2611 * Inserts an arbitrary string label into the command buffer callstream.
2612 *
2613 * Useful for debugging.
2614 *
2615 * \param command_buffer a command buffer.
2616 * \param text a UTF-8 string constant to insert as the label.
2617 *
2618 * \since This function is available since SDL 3.2.0.
2619 */
2620extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
2621 SDL_GPUCommandBuffer *command_buffer,
2622 const char *text);
2623
2624/**
2625 * Begins a debug group with an arbitary name.
2626 *
2627 * Used for denoting groups of calls when viewing the command buffer
2628 * callstream in a graphics debugging tool.
2629 *
2630 * Each call to SDL_PushGPUDebugGroup must have a corresponding call to
2631 * SDL_PopGPUDebugGroup.
2632 *
2633 * On some backends (e.g. Metal), pushing a debug group during a
2634 * render/blit/compute pass will create a group that is scoped to the native
2635 * pass rather than the command buffer. For best results, if you push a debug
2636 * group during a pass, always pop it in the same pass.
2637 *
2638 * \param command_buffer a command buffer.
2639 * \param name a UTF-8 string constant that names the group.
2640 *
2641 * \since This function is available since SDL 3.2.0.
2642 *
2643 * \sa SDL_PopGPUDebugGroup
2644 */
2645extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
2646 SDL_GPUCommandBuffer *command_buffer,
2647 const char *name);
2648
2649/**
2650 * Ends the most-recently pushed debug group.
2651 *
2652 * \param command_buffer a command buffer.
2653 *
2654 * \since This function is available since SDL 3.2.0.
2655 *
2656 * \sa SDL_PushGPUDebugGroup
2657 */
2658extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup(
2659 SDL_GPUCommandBuffer *command_buffer);
2660
2661/* Disposal */
2662
2663/**
2664 * Frees the given texture as soon as it is safe to do so.
2665 *
2666 * You must not reference the texture after calling this function.
2667 *
2668 * \param device a GPU context.
2669 * \param texture a texture to be destroyed.
2670 *
2671 * \since This function is available since SDL 3.2.0.
2672 */
2673extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTexture(
2674 SDL_GPUDevice *device,
2675 SDL_GPUTexture *texture);
2676
2677/**
2678 * Frees the given sampler as soon as it is safe to do so.
2679 *
2680 * You must not reference the sampler after calling this function.
2681 *
2682 * \param device a GPU context.
2683 * \param sampler a sampler to be destroyed.
2684 *
2685 * \since This function is available since SDL 3.2.0.
2686 */
2687extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUSampler(
2688 SDL_GPUDevice *device,
2689 SDL_GPUSampler *sampler);
2690
2691/**
2692 * Frees the given buffer as soon as it is safe to do so.
2693 *
2694 * You must not reference the buffer after calling this function.
2695 *
2696 * \param device a GPU context.
2697 * \param buffer a buffer to be destroyed.
2698 *
2699 * \since This function is available since SDL 3.2.0.
2700 */
2701extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer(
2702 SDL_GPUDevice *device,
2703 SDL_GPUBuffer *buffer);
2704
2705/**
2706 * Frees the given transfer buffer as soon as it is safe to do so.
2707 *
2708 * You must not reference the transfer buffer after calling this function.
2709 *
2710 * \param device a GPU context.
2711 * \param transfer_buffer a transfer buffer to be destroyed.
2712 *
2713 * \since This function is available since SDL 3.2.0.
2714 */
2715extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer(
2716 SDL_GPUDevice *device,
2717 SDL_GPUTransferBuffer *transfer_buffer);
2718
2719/**
2720 * Frees the given compute pipeline as soon as it is safe to do so.
2721 *
2722 * You must not reference the compute pipeline after calling this function.
2723 *
2724 * \param device a GPU context.
2725 * \param compute_pipeline a compute pipeline to be destroyed.
2726 *
2727 * \since This function is available since SDL 3.2.0.
2728 */
2729extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline(
2730 SDL_GPUDevice *device,
2731 SDL_GPUComputePipeline *compute_pipeline);
2732
2733/**
2734 * Frees the given shader as soon as it is safe to do so.
2735 *
2736 * You must not reference the shader after calling this function.
2737 *
2738 * \param device a GPU context.
2739 * \param shader a shader to be destroyed.
2740 *
2741 * \since This function is available since SDL 3.2.0.
2742 */
2743extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader(
2744 SDL_GPUDevice *device,
2745 SDL_GPUShader *shader);
2746
2747/**
2748 * Frees the given graphics pipeline as soon as it is safe to do so.
2749 *
2750 * You must not reference the graphics pipeline after calling this function.
2751 *
2752 * \param device a GPU context.
2753 * \param graphics_pipeline a graphics pipeline to be destroyed.
2754 *
2755 * \since This function is available since SDL 3.2.0.
2756 */
2757extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
2758 SDL_GPUDevice *device,
2759 SDL_GPUGraphicsPipeline *graphics_pipeline);
2760
2761/**
2762 * Acquire a command buffer.
2763 *
2764 * This command buffer is managed by the implementation and should not be
2765 * freed by the user. The command buffer may only be used on the thread it was
2766 * acquired on. The command buffer should be submitted on the thread it was
2767 * acquired on.
2768 *
2769 * It is valid to acquire multiple command buffers on the same thread at once.
2770 * In fact a common design pattern is to acquire two command buffers per frame
2771 * where one is dedicated to render and compute passes and the other is
2772 * dedicated to copy passes and other preparatory work such as generating
2773 * mipmaps. Interleaving commands between the two command buffers reduces the
2774 * total amount of passes overall which improves rendering performance.
2775 *
2776 * \param device a GPU context.
2777 * \returns a command buffer, or NULL on failure; call SDL_GetError() for more
2778 * information.
2779 *
2780 * \since This function is available since SDL 3.2.0.
2781 *
2782 * \sa SDL_SubmitGPUCommandBuffer
2783 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
2784 */
2786 SDL_GPUDevice *device);
2787
2788/* Uniform Data */
2789
2790/**
2791 * Pushes data to a vertex uniform slot on the command buffer.
2792 *
2793 * Subsequent draw calls will use this uniform data.
2794 *
2795 * \param command_buffer a command buffer.
2796 * \param slot_index the vertex uniform slot to push data to.
2797 * \param data client data to write.
2798 * \param length the length of the data to write.
2799 *
2800 * \since This function is available since SDL 3.2.0.
2801 */
2802extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
2803 SDL_GPUCommandBuffer *command_buffer,
2804 Uint32 slot_index,
2805 const void *data,
2806 Uint32 length);
2807
2808/**
2809 * Pushes data to a fragment uniform slot on the command buffer.
2810 *
2811 * Subsequent draw calls will use this uniform data.
2812 *
2813 * \param command_buffer a command buffer.
2814 * \param slot_index the fragment uniform slot to push data to.
2815 * \param data client data to write.
2816 * \param length the length of the data to write.
2817 *
2818 * \since This function is available since SDL 3.2.0.
2819 */
2820extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
2821 SDL_GPUCommandBuffer *command_buffer,
2822 Uint32 slot_index,
2823 const void *data,
2824 Uint32 length);
2825
2826/**
2827 * Pushes data to a uniform slot on the command buffer.
2828 *
2829 * Subsequent draw calls will use this uniform data.
2830 *
2831 * \param command_buffer a command buffer.
2832 * \param slot_index the uniform slot to push data to.
2833 * \param data client data to write.
2834 * \param length the length of the data to write.
2835 *
2836 * \since This function is available since SDL 3.2.0.
2837 */
2838extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
2839 SDL_GPUCommandBuffer *command_buffer,
2840 Uint32 slot_index,
2841 const void *data,
2842 Uint32 length);
2843
2844/* Graphics State */
2845
2846/**
2847 * Begins a render pass on a command buffer.
2848 *
2849 * A render pass consists of a set of texture subresources (or depth slices in
2850 * the 3D texture case) which will be rendered to during the render pass,
2851 * along with corresponding clear values and load/store operations. All
2852 * operations related to graphics pipelines must take place inside of a render
2853 * pass. A default viewport and scissor state are automatically set when this
2854 * is called. You cannot begin another render pass, or begin a compute pass or
2855 * copy pass until you have ended the render pass.
2856 *
2857 * \param command_buffer a command buffer.
2858 * \param color_target_infos an array of texture subresources with
2859 * corresponding clear values and load/store ops.
2860 * \param num_color_targets the number of color targets in the
2861 * color_target_infos array.
2862 * \param depth_stencil_target_info a texture subresource with corresponding
2863 * clear value and load/store ops, may be
2864 * NULL.
2865 * \returns a render pass handle.
2866 *
2867 * \since This function is available since SDL 3.2.0.
2868 *
2869 * \sa SDL_EndGPURenderPass
2870 */
2871extern SDL_DECLSPEC SDL_GPURenderPass *SDLCALL SDL_BeginGPURenderPass(
2872 SDL_GPUCommandBuffer *command_buffer,
2873 const SDL_GPUColorTargetInfo *color_target_infos,
2874 Uint32 num_color_targets,
2875 const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info);
2876
2877/**
2878 * Binds a graphics pipeline on a render pass to be used in rendering.
2879 *
2880 * A graphics pipeline must be bound before making any draw calls.
2881 *
2882 * \param render_pass a render pass handle.
2883 * \param graphics_pipeline the graphics pipeline to bind.
2884 *
2885 * \since This function is available since SDL 3.2.0.
2886 */
2887extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline(
2888 SDL_GPURenderPass *render_pass,
2889 SDL_GPUGraphicsPipeline *graphics_pipeline);
2890
2891/**
2892 * Sets the current viewport state on a command buffer.
2893 *
2894 * \param render_pass a render pass handle.
2895 * \param viewport the viewport to set.
2896 *
2897 * \since This function is available since SDL 3.2.0.
2898 */
2899extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport(
2900 SDL_GPURenderPass *render_pass,
2901 const SDL_GPUViewport *viewport);
2902
2903/**
2904 * Sets the current scissor state on a command buffer.
2905 *
2906 * \param render_pass a render pass handle.
2907 * \param scissor the scissor area to set.
2908 *
2909 * \since This function is available since SDL 3.2.0.
2910 */
2911extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor(
2912 SDL_GPURenderPass *render_pass,
2913 const SDL_Rect *scissor);
2914
2915/**
2916 * Sets the current blend constants on a command buffer.
2917 *
2918 * \param render_pass a render pass handle.
2919 * \param blend_constants the blend constant color.
2920 *
2921 * \since This function is available since SDL 3.2.0.
2922 *
2923 * \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
2924 * \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
2925 */
2926extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants(
2927 SDL_GPURenderPass *render_pass,
2928 SDL_FColor blend_constants);
2929
2930/**
2931 * Sets the current stencil reference value on a command buffer.
2932 *
2933 * \param render_pass a render pass handle.
2934 * \param reference the stencil reference value to set.
2935 *
2936 * \since This function is available since SDL 3.2.0.
2937 */
2938extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
2939 SDL_GPURenderPass *render_pass,
2940 Uint8 reference);
2941
2942/**
2943 * Binds vertex buffers on a command buffer for use with subsequent draw
2944 * calls.
2945 *
2946 * \param render_pass a render pass handle.
2947 * \param first_slot the vertex buffer slot to begin binding from.
2948 * \param bindings an array of SDL_GPUBufferBinding structs containing vertex
2949 * buffers and offset values.
2950 * \param num_bindings the number of bindings in the bindings array.
2951 *
2952 * \since This function is available since SDL 3.2.0.
2953 */
2954extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers(
2955 SDL_GPURenderPass *render_pass,
2956 Uint32 first_slot,
2957 const SDL_GPUBufferBinding *bindings,
2958 Uint32 num_bindings);
2959
2960/**
2961 * Binds an index buffer on a command buffer for use with subsequent draw
2962 * calls.
2963 *
2964 * \param render_pass a render pass handle.
2965 * \param binding a pointer to a struct containing an index buffer and offset.
2966 * \param index_element_size whether the index values in the buffer are 16- or
2967 * 32-bit.
2968 *
2969 * \since This function is available since SDL 3.2.0.
2970 */
2971extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
2972 SDL_GPURenderPass *render_pass,
2973 const SDL_GPUBufferBinding *binding,
2974 SDL_GPUIndexElementSize index_element_size);
2975
2976/**
2977 * Binds texture-sampler pairs for use on the vertex shader.
2978 *
2979 * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
2980 *
2981 * \param render_pass a render pass handle.
2982 * \param first_slot the vertex sampler slot to begin binding from.
2983 * \param texture_sampler_bindings an array of texture-sampler binding
2984 * structs.
2985 * \param num_bindings the number of texture-sampler pairs to bind from the
2986 * array.
2987 *
2988 * \since This function is available since SDL 3.2.0.
2989 */
2990extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
2991 SDL_GPURenderPass *render_pass,
2992 Uint32 first_slot,
2993 const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
2994 Uint32 num_bindings);
2995
2996/**
2997 * Binds storage textures for use on the vertex shader.
2998 *
2999 * These textures must have been created with
3000 * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
3001 *
3002 * \param render_pass a render pass handle.
3003 * \param first_slot the vertex storage texture slot to begin binding from.
3004 * \param storage_textures an array of storage textures.
3005 * \param num_bindings the number of storage texture to bind from the array.
3006 *
3007 * \since This function is available since SDL 3.2.0.
3008 */
3009extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
3010 SDL_GPURenderPass *render_pass,
3011 Uint32 first_slot,
3012 SDL_GPUTexture *const *storage_textures,
3013 Uint32 num_bindings);
3014
3015/**
3016 * Binds storage buffers for use on the vertex shader.
3017 *
3018 * These buffers must have been created with
3019 * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
3020 *
3021 * \param render_pass a render pass handle.
3022 * \param first_slot the vertex storage buffer slot to begin binding from.
3023 * \param storage_buffers an array of buffers.
3024 * \param num_bindings the number of buffers to bind from the array.
3025 *
3026 * \since This function is available since SDL 3.2.0.
3027 */
3028extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
3029 SDL_GPURenderPass *render_pass,
3030 Uint32 first_slot,
3031 SDL_GPUBuffer *const *storage_buffers,
3032 Uint32 num_bindings);
3033
3034/**
3035 * Binds texture-sampler pairs for use on the fragment shader.
3036 *
3037 * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
3038 *
3039 * \param render_pass a render pass handle.
3040 * \param first_slot the fragment sampler slot to begin binding from.
3041 * \param texture_sampler_bindings an array of texture-sampler binding
3042 * structs.
3043 * \param num_bindings the number of texture-sampler pairs to bind from the
3044 * array.
3045 *
3046 * \since This function is available since SDL 3.2.0.
3047 */
3048extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
3049 SDL_GPURenderPass *render_pass,
3050 Uint32 first_slot,
3051 const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
3052 Uint32 num_bindings);
3053
3054/**
3055 * Binds storage textures for use on the fragment shader.
3056 *
3057 * These textures must have been created with
3058 * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
3059 *
3060 * \param render_pass a render pass handle.
3061 * \param first_slot the fragment storage texture slot to begin binding from.
3062 * \param storage_textures an array of storage textures.
3063 * \param num_bindings the number of storage textures to bind from the array.
3064 *
3065 * \since This function is available since SDL 3.2.0.
3066 */
3067extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
3068 SDL_GPURenderPass *render_pass,
3069 Uint32 first_slot,
3070 SDL_GPUTexture *const *storage_textures,
3071 Uint32 num_bindings);
3072
3073/**
3074 * Binds storage buffers for use on the fragment shader.
3075 *
3076 * These buffers must have been created with
3077 * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
3078 *
3079 * \param render_pass a render pass handle.
3080 * \param first_slot the fragment storage buffer slot to begin binding from.
3081 * \param storage_buffers an array of storage buffers.
3082 * \param num_bindings the number of storage buffers to bind from the array.
3083 *
3084 * \since This function is available since SDL 3.2.0.
3085 */
3086extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
3087 SDL_GPURenderPass *render_pass,
3088 Uint32 first_slot,
3089 SDL_GPUBuffer *const *storage_buffers,
3090 Uint32 num_bindings);
3091
3092/* Drawing */
3093
3094/**
3095 * Draws data using bound graphics state with an index buffer and instancing
3096 * enabled.
3097 *
3098 * You must not call this function before binding a graphics pipeline.
3099 *
3100 * Note that the `first_vertex` and `first_instance` parameters are NOT
3101 * compatible with built-in vertex/instance ID variables in shaders (for
3102 * example, SV_VertexID); GPU APIs and shader languages do not define these
3103 * built-in variables consistently, so if your shader depends on them, the
3104 * only way to keep behavior consistent and portable is to always pass 0 for
3105 * the correlating parameter in the draw calls.
3106 *
3107 * \param render_pass a render pass handle.
3108 * \param num_indices the number of indices to draw per instance.
3109 * \param num_instances the number of instances to draw.
3110 * \param first_index the starting index within the index buffer.
3111 * \param vertex_offset value added to vertex index before indexing into the
3112 * vertex buffer.
3113 * \param first_instance the ID of the first instance to draw.
3114 *
3115 * \since This function is available since SDL 3.2.0.
3116 */
3117extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives(
3118 SDL_GPURenderPass *render_pass,
3119 Uint32 num_indices,
3120 Uint32 num_instances,
3121 Uint32 first_index,
3122 Sint32 vertex_offset,
3123 Uint32 first_instance);
3124
3125/**
3126 * Draws data using bound graphics state.
3127 *
3128 * You must not call this function before binding a graphics pipeline.
3129 *
3130 * Note that the `first_vertex` and `first_instance` parameters are NOT
3131 * compatible with built-in vertex/instance ID variables in shaders (for
3132 * example, SV_VertexID); GPU APIs and shader languages do not define these
3133 * built-in variables consistently, so if your shader depends on them, the
3134 * only way to keep behavior consistent and portable is to always pass 0 for
3135 * the correlating parameter in the draw calls.
3136 *
3137 * \param render_pass a render pass handle.
3138 * \param num_vertices the number of vertices to draw.
3139 * \param num_instances the number of instances that will be drawn.
3140 * \param first_vertex the index of the first vertex to draw.
3141 * \param first_instance the ID of the first instance to draw.
3142 *
3143 * \since This function is available since SDL 3.2.0.
3144 */
3145extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
3146 SDL_GPURenderPass *render_pass,
3147 Uint32 num_vertices,
3148 Uint32 num_instances,
3149 Uint32 first_vertex,
3150 Uint32 first_instance);
3151
3152/**
3153 * Draws data using bound graphics state and with draw parameters set from a
3154 * buffer.
3155 *
3156 * The buffer must consist of tightly-packed draw parameter sets that each
3157 * match the layout of SDL_GPUIndirectDrawCommand. You must not call this
3158 * function before binding a graphics pipeline.
3159 *
3160 * \param render_pass a render pass handle.
3161 * \param buffer a buffer containing draw parameters.
3162 * \param offset the offset to start reading from the draw buffer.
3163 * \param draw_count the number of draw parameter sets that should be read
3164 * from the draw buffer.
3165 *
3166 * \since This function is available since SDL 3.2.0.
3167 */
3168extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
3169 SDL_GPURenderPass *render_pass,
3170 SDL_GPUBuffer *buffer,
3171 Uint32 offset,
3172 Uint32 draw_count);
3173
3174/**
3175 * Draws data using bound graphics state with an index buffer enabled and with
3176 * draw parameters set from a buffer.
3177 *
3178 * The buffer must consist of tightly-packed draw parameter sets that each
3179 * match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call
3180 * this function before binding a graphics pipeline.
3181 *
3182 * \param render_pass a render pass handle.
3183 * \param buffer a buffer containing draw parameters.
3184 * \param offset the offset to start reading from the draw buffer.
3185 * \param draw_count the number of draw parameter sets that should be read
3186 * from the draw buffer.
3187 *
3188 * \since This function is available since SDL 3.2.0.
3189 */
3190extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect(
3191 SDL_GPURenderPass *render_pass,
3192 SDL_GPUBuffer *buffer,
3193 Uint32 offset,
3194 Uint32 draw_count);
3195
3196/**
3197 * Ends the given render pass.
3198 *
3199 * All bound graphics state on the render pass command buffer is unset. The
3200 * render pass handle is now invalid.
3201 *
3202 * \param render_pass a render pass handle.
3203 *
3204 * \since This function is available since SDL 3.2.0.
3205 */
3206extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
3207 SDL_GPURenderPass *render_pass);
3208
3209/* Compute Pass */
3210
3211/**
3212 * Begins a compute pass on a command buffer.
3213 *
3214 * A compute pass is defined by a set of texture subresources and buffers that
3215 * may be written to by compute pipelines. These textures and buffers must
3216 * have been created with the COMPUTE_STORAGE_WRITE bit or the
3217 * COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture
3218 * with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the
3219 * texture in the compute pass. All operations related to compute pipelines
3220 * must take place inside of a compute pass. You must not begin another
3221 * compute pass, or a render pass or copy pass before ending the compute pass.
3222 *
3223 * A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT
3224 * implicitly synchronized. This means you may cause data races by both
3225 * reading and writing a resource region in a compute pass, or by writing
3226 * multiple times to a resource region. If your compute work depends on
3227 * reading the completed output from a previous dispatch, you MUST end the
3228 * current compute pass and begin a new one before you can safely access the
3229 * data. Otherwise you will receive unexpected results. Reading and writing a
3230 * texture in the same compute pass is only supported by specific texture
3231 * formats. Make sure you check the format support!
3232 *
3233 * \param command_buffer a command buffer.
3234 * \param storage_texture_bindings an array of writeable storage texture
3235 * binding structs.
3236 * \param num_storage_texture_bindings the number of storage textures to bind
3237 * from the array.
3238 * \param storage_buffer_bindings an array of writeable storage buffer binding
3239 * structs.
3240 * \param num_storage_buffer_bindings the number of storage buffers to bind
3241 * from the array.
3242 * \returns a compute pass handle.
3243 *
3244 * \since This function is available since SDL 3.2.0.
3245 *
3246 * \sa SDL_EndGPUComputePass
3247 */
3248extern SDL_DECLSPEC SDL_GPUComputePass *SDLCALL SDL_BeginGPUComputePass(
3249 SDL_GPUCommandBuffer *command_buffer,
3250 const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings,
3251 Uint32 num_storage_texture_bindings,
3252 const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings,
3253 Uint32 num_storage_buffer_bindings);
3254
3255/**
3256 * Binds a compute pipeline on a command buffer for use in compute dispatch.
3257 *
3258 * \param compute_pass a compute pass handle.
3259 * \param compute_pipeline a compute pipeline to bind.
3260 *
3261 * \since This function is available since SDL 3.2.0.
3262 */
3263extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
3264 SDL_GPUComputePass *compute_pass,
3265 SDL_GPUComputePipeline *compute_pipeline);
3266
3267/**
3268 * Binds texture-sampler pairs for use on the compute shader.
3269 *
3270 * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
3271 *
3272 * \param compute_pass a compute pass handle.
3273 * \param first_slot the compute sampler slot to begin binding from.
3274 * \param texture_sampler_bindings an array of texture-sampler binding
3275 * structs.
3276 * \param num_bindings the number of texture-sampler bindings to bind from the
3277 * array.
3278 *
3279 * \since This function is available since SDL 3.2.0.
3280 */
3281extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
3282 SDL_GPUComputePass *compute_pass,
3283 Uint32 first_slot,
3284 const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
3285 Uint32 num_bindings);
3286
3287/**
3288 * Binds storage textures as readonly for use on the compute pipeline.
3289 *
3290 * These textures must have been created with
3291 * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
3292 *
3293 * \param compute_pass a compute pass handle.
3294 * \param first_slot the compute storage texture slot to begin binding from.
3295 * \param storage_textures an array of storage textures.
3296 * \param num_bindings the number of storage textures to bind from the array.
3297 *
3298 * \since This function is available since SDL 3.2.0.
3299 */
3300extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
3301 SDL_GPUComputePass *compute_pass,
3302 Uint32 first_slot,
3303 SDL_GPUTexture *const *storage_textures,
3304 Uint32 num_bindings);
3305
3306/**
3307 * Binds storage buffers as readonly for use on the compute pipeline.
3308 *
3309 * These buffers must have been created with
3310 * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
3311 *
3312 * \param compute_pass a compute pass handle.
3313 * \param first_slot the compute storage buffer slot to begin binding from.
3314 * \param storage_buffers an array of storage buffer binding structs.
3315 * \param num_bindings the number of storage buffers to bind from the array.
3316 *
3317 * \since This function is available since SDL 3.2.0.
3318 */
3319extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
3320 SDL_GPUComputePass *compute_pass,
3321 Uint32 first_slot,
3322 SDL_GPUBuffer *const *storage_buffers,
3323 Uint32 num_bindings);
3324
3325/**
3326 * Dispatches compute work.
3327 *
3328 * You must not call this function before binding a compute pipeline.
3329 *
3330 * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
3331 * the dispatches write to the same resource region as each other, there is no
3332 * guarantee of which order the writes will occur. If the write order matters,
3333 * you MUST end the compute pass and begin another one.
3334 *
3335 * \param compute_pass a compute pass handle.
3336 * \param groupcount_x number of local workgroups to dispatch in the X
3337 * dimension.
3338 * \param groupcount_y number of local workgroups to dispatch in the Y
3339 * dimension.
3340 * \param groupcount_z number of local workgroups to dispatch in the Z
3341 * dimension.
3342 *
3343 * \since This function is available since SDL 3.2.0.
3344 */
3345extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
3346 SDL_GPUComputePass *compute_pass,
3347 Uint32 groupcount_x,
3348 Uint32 groupcount_y,
3349 Uint32 groupcount_z);
3350
3351/**
3352 * Dispatches compute work with parameters set from a buffer.
3353 *
3354 * The buffer layout should match the layout of
3355 * SDL_GPUIndirectDispatchCommand. You must not call this function before
3356 * binding a compute pipeline.
3357 *
3358 * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
3359 * the dispatches write to the same resource region as each other, there is no
3360 * guarantee of which order the writes will occur. If the write order matters,
3361 * you MUST end the compute pass and begin another one.
3362 *
3363 * \param compute_pass a compute pass handle.
3364 * \param buffer a buffer containing dispatch parameters.
3365 * \param offset the offset to start reading from the dispatch buffer.
3366 *
3367 * \since This function is available since SDL 3.2.0.
3368 */
3369extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect(
3370 SDL_GPUComputePass *compute_pass,
3371 SDL_GPUBuffer *buffer,
3372 Uint32 offset);
3373
3374/**
3375 * Ends the current compute pass.
3376 *
3377 * All bound compute state on the command buffer is unset. The compute pass
3378 * handle is now invalid.
3379 *
3380 * \param compute_pass a compute pass handle.
3381 *
3382 * \since This function is available since SDL 3.2.0.
3383 */
3384extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
3385 SDL_GPUComputePass *compute_pass);
3386
3387/* TransferBuffer Data */
3388
3389/**
3390 * Maps a transfer buffer into application address space.
3391 *
3392 * You must unmap the transfer buffer before encoding upload commands.
3393 *
3394 * \param device a GPU context.
3395 * \param transfer_buffer a transfer buffer.
3396 * \param cycle if true, cycles the transfer buffer if it is already bound.
3397 * \returns the address of the mapped transfer buffer memory, or NULL on
3398 * failure; call SDL_GetError() for more information.
3399 *
3400 * \since This function is available since SDL 3.2.0.
3401 */
3402extern SDL_DECLSPEC void *SDLCALL SDL_MapGPUTransferBuffer(
3403 SDL_GPUDevice *device,
3404 SDL_GPUTransferBuffer *transfer_buffer,
3405 bool cycle);
3406
3407/**
3408 * Unmaps a previously mapped transfer buffer.
3409 *
3410 * \param device a GPU context.
3411 * \param transfer_buffer a previously mapped transfer buffer.
3412 *
3413 * \since This function is available since SDL 3.2.0.
3414 */
3415extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer(
3416 SDL_GPUDevice *device,
3417 SDL_GPUTransferBuffer *transfer_buffer);
3418
3419/* Copy Pass */
3420
3421/**
3422 * Begins a copy pass on a command buffer.
3423 *
3424 * All operations related to copying to or from buffers or textures take place
3425 * inside a copy pass. You must not begin another copy pass, or a render pass
3426 * or compute pass before ending the copy pass.
3427 *
3428 * \param command_buffer a command buffer.
3429 * \returns a copy pass handle.
3430 *
3431 * \since This function is available since SDL 3.2.0.
3432 */
3433extern SDL_DECLSPEC SDL_GPUCopyPass *SDLCALL SDL_BeginGPUCopyPass(
3434 SDL_GPUCommandBuffer *command_buffer);
3435
3436/**
3437 * Uploads data from a transfer buffer to a texture.
3438 *
3439 * The upload occurs on the GPU timeline. You may assume that the upload has
3440 * finished in subsequent commands.
3441 *
3442 * You must align the data in the transfer buffer to a multiple of the texel
3443 * size of the texture format.
3444 *
3445 * \param copy_pass a copy pass handle.
3446 * \param source the source transfer buffer with image layout information.
3447 * \param destination the destination texture region.
3448 * \param cycle if true, cycles the texture if the texture is bound, otherwise
3449 * overwrites the data.
3450 *
3451 * \since This function is available since SDL 3.2.0.
3452 */
3453extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
3454 SDL_GPUCopyPass *copy_pass,
3455 const SDL_GPUTextureTransferInfo *source,
3456 const SDL_GPUTextureRegion *destination,
3457 bool cycle);
3458
3459/**
3460 * Uploads data from a transfer buffer to a buffer.
3461 *
3462 * The upload occurs on the GPU timeline. You may assume that the upload has
3463 * finished in subsequent commands.
3464 *
3465 * \param copy_pass a copy pass handle.
3466 * \param source the source transfer buffer with offset.
3467 * \param destination the destination buffer with offset and size.
3468 * \param cycle if true, cycles the buffer if it is already bound, otherwise
3469 * overwrites the data.
3470 *
3471 * \since This function is available since SDL 3.2.0.
3472 */
3473extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer(
3474 SDL_GPUCopyPass *copy_pass,
3475 const SDL_GPUTransferBufferLocation *source,
3476 const SDL_GPUBufferRegion *destination,
3477 bool cycle);
3478
3479/**
3480 * Performs a texture-to-texture copy.
3481 *
3482 * This copy occurs on the GPU timeline. You may assume the copy has finished
3483 * in subsequent commands.
3484 *
3485 * \param copy_pass a copy pass handle.
3486 * \param source a source texture region.
3487 * \param destination a destination texture region.
3488 * \param w the width of the region to copy.
3489 * \param h the height of the region to copy.
3490 * \param d the depth of the region to copy.
3491 * \param cycle if true, cycles the destination texture if the destination
3492 * texture is bound, otherwise overwrites the data.
3493 *
3494 * \since This function is available since SDL 3.2.0.
3495 */
3496extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
3497 SDL_GPUCopyPass *copy_pass,
3498 const SDL_GPUTextureLocation *source,
3499 const SDL_GPUTextureLocation *destination,
3500 Uint32 w,
3501 Uint32 h,
3502 Uint32 d,
3503 bool cycle);
3504
3505/**
3506 * Performs a buffer-to-buffer copy.
3507 *
3508 * This copy occurs on the GPU timeline. You may assume the copy has finished
3509 * in subsequent commands.
3510 *
3511 * \param copy_pass a copy pass handle.
3512 * \param source the buffer and offset to copy from.
3513 * \param destination the buffer and offset to copy to.
3514 * \param size the length of the buffer to copy.
3515 * \param cycle if true, cycles the destination buffer if it is already bound,
3516 * otherwise overwrites the data.
3517 *
3518 * \since This function is available since SDL 3.2.0.
3519 */
3520extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer(
3521 SDL_GPUCopyPass *copy_pass,
3522 const SDL_GPUBufferLocation *source,
3523 const SDL_GPUBufferLocation *destination,
3524 Uint32 size,
3525 bool cycle);
3526
3527/**
3528 * Copies data from a texture to a transfer buffer on the GPU timeline.
3529 *
3530 * This data is not guaranteed to be copied until the command buffer fence is
3531 * signaled.
3532 *
3533 * \param copy_pass a copy pass handle.
3534 * \param source the source texture region.
3535 * \param destination the destination transfer buffer with image layout
3536 * information.
3537 *
3538 * \since This function is available since SDL 3.2.0.
3539 */
3540extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture(
3541 SDL_GPUCopyPass *copy_pass,
3542 const SDL_GPUTextureRegion *source,
3543 const SDL_GPUTextureTransferInfo *destination);
3544
3545/**
3546 * Copies data from a buffer to a transfer buffer on the GPU timeline.
3547 *
3548 * This data is not guaranteed to be copied until the command buffer fence is
3549 * signaled.
3550 *
3551 * \param copy_pass a copy pass handle.
3552 * \param source the source buffer with offset and size.
3553 * \param destination the destination transfer buffer with offset.
3554 *
3555 * \since This function is available since SDL 3.2.0.
3556 */
3557extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer(
3558 SDL_GPUCopyPass *copy_pass,
3559 const SDL_GPUBufferRegion *source,
3560 const SDL_GPUTransferBufferLocation *destination);
3561
3562/**
3563 * Ends the current copy pass.
3564 *
3565 * \param copy_pass a copy pass handle.
3566 *
3567 * \since This function is available since SDL 3.2.0.
3568 */
3569extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass(
3570 SDL_GPUCopyPass *copy_pass);
3571
3572/**
3573 * Generates mipmaps for the given texture.
3574 *
3575 * This function must not be called inside of any pass.
3576 *
3577 * \param command_buffer a command_buffer.
3578 * \param texture a texture with more than 1 mip level.
3579 *
3580 * \since This function is available since SDL 3.2.0.
3581 */
3582extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture(
3583 SDL_GPUCommandBuffer *command_buffer,
3584 SDL_GPUTexture *texture);
3585
3586/**
3587 * Blits from a source texture region to a destination texture region.
3588 *
3589 * This function must not be called inside of any pass.
3590 *
3591 * \param command_buffer a command buffer.
3592 * \param info the blit info struct containing the blit parameters.
3593 *
3594 * \since This function is available since SDL 3.2.0.
3595 */
3596extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
3597 SDL_GPUCommandBuffer *command_buffer,
3598 const SDL_GPUBlitInfo *info);
3599
3600/* Submission/Presentation */
3601
3602/**
3603 * Determines whether a swapchain composition is supported by the window.
3604 *
3605 * The window must be claimed before calling this function.
3606 *
3607 * \param device a GPU context.
3608 * \param window an SDL_Window.
3609 * \param swapchain_composition the swapchain composition to check.
3610 * \returns true if supported, false if unsupported.
3611 *
3612 * \since This function is available since SDL 3.2.0.
3613 *
3614 * \sa SDL_ClaimWindowForGPUDevice
3615 */
3616extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
3617 SDL_GPUDevice *device,
3619 SDL_GPUSwapchainComposition swapchain_composition);
3620
3621/**
3622 * Determines whether a presentation mode is supported by the window.
3623 *
3624 * The window must be claimed before calling this function.
3625 *
3626 * \param device a GPU context.
3627 * \param window an SDL_Window.
3628 * \param present_mode the presentation mode to check.
3629 * \returns true if supported, false if unsupported.
3630 *
3631 * \since This function is available since SDL 3.2.0.
3632 *
3633 * \sa SDL_ClaimWindowForGPUDevice
3634 */
3635extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode(
3636 SDL_GPUDevice *device,
3638 SDL_GPUPresentMode present_mode);
3639
3640/**
3641 * Claims a window, creating a swapchain structure for it.
3642 *
3643 * This must be called before SDL_AcquireGPUSwapchainTexture is called using
3644 * the window. You should only call this function from the thread that created
3645 * the window.
3646 *
3647 * The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and
3648 * SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain
3649 * parameters, you must call SDL_SetGPUSwapchainParameters after claiming the
3650 * window.
3651 *
3652 * \param device a GPU context.
3653 * \param window an SDL_Window.
3654 * \returns true on success, or false on failure; call SDL_GetError() for more
3655 * information.
3656 *
3657 * \threadsafety This function should only be called from the thread that
3658 * created the window.
3659 *
3660 * \since This function is available since SDL 3.2.0.
3661 *
3662 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
3663 * \sa SDL_ReleaseWindowFromGPUDevice
3664 * \sa SDL_WindowSupportsGPUPresentMode
3665 * \sa SDL_WindowSupportsGPUSwapchainComposition
3666 */
3667extern SDL_DECLSPEC bool SDLCALL SDL_ClaimWindowForGPUDevice(
3668 SDL_GPUDevice *device,
3670
3671/**
3672 * Unclaims a window, destroying its swapchain structure.
3673 *
3674 * \param device a GPU context.
3675 * \param window an SDL_Window that has been claimed.
3676 *
3677 * \since This function is available since SDL 3.2.0.
3678 *
3679 * \sa SDL_ClaimWindowForGPUDevice
3680 */
3681extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
3682 SDL_GPUDevice *device,
3684
3685/**
3686 * Changes the swapchain parameters for the given claimed window.
3687 *
3688 * This function will fail if the requested present mode or swapchain
3689 * composition are unsupported by the device. Check if the parameters are
3690 * supported via SDL_WindowSupportsGPUPresentMode /
3691 * SDL_WindowSupportsGPUSwapchainComposition prior to calling this function.
3692 *
3693 * SDL_GPU_PRESENTMODE_VSYNC and SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always
3694 * supported.
3695 *
3696 * \param device a GPU context.
3697 * \param window an SDL_Window that has been claimed.
3698 * \param swapchain_composition the desired composition of the swapchain.
3699 * \param present_mode the desired present mode for the swapchain.
3700 * \returns true if successful, false on error; call SDL_GetError() for more
3701 * information.
3702 *
3703 * \since This function is available since SDL 3.2.0.
3704 *
3705 * \sa SDL_WindowSupportsGPUPresentMode
3706 * \sa SDL_WindowSupportsGPUSwapchainComposition
3707 */
3708extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters(
3709 SDL_GPUDevice *device,
3711 SDL_GPUSwapchainComposition swapchain_composition,
3712 SDL_GPUPresentMode present_mode);
3713
3714/**
3715 * Configures the maximum allowed number of frames in flight.
3716 *
3717 * The default value when the device is created is 2. This means that after
3718 * you have submitted 2 frames for presentation, if the GPU has not finished
3719 * working on the first frame, SDL_AcquireGPUSwapchainTexture() will fill the
3720 * swapchain texture pointer with NULL, and
3721 * SDL_WaitAndAcquireGPUSwapchainTexture() will block.
3722 *
3723 * Higher values increase throughput at the expense of visual latency. Lower
3724 * values decrease visual latency at the expense of throughput.
3725 *
3726 * Note that calling this function will stall and flush the command queue to
3727 * prevent synchronization issues.
3728 *
3729 * The minimum value of allowed frames in flight is 1, and the maximum is 3.
3730 *
3731 * \param device a GPU context.
3732 * \param allowed_frames_in_flight the maximum number of frames that can be
3733 * pending on the GPU.
3734 * \returns true if successful, false on error; call SDL_GetError() for more
3735 * information.
3736 *
3737 * \since This function is available since SDL 3.2.0.
3738 */
3739extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUAllowedFramesInFlight(
3740 SDL_GPUDevice *device,
3741 Uint32 allowed_frames_in_flight);
3742
3743/**
3744 * Obtains the texture format of the swapchain for the given window.
3745 *
3746 * Note that this format can change if the swapchain parameters change.
3747 *
3748 * \param device a GPU context.
3749 * \param window an SDL_Window that has been claimed.
3750 * \returns the texture format of the swapchain.
3751 *
3752 * \since This function is available since SDL 3.2.0.
3753 */
3755 SDL_GPUDevice *device,
3757
3758/**
3759 * Acquire a texture to use in presentation.
3760 *
3761 * When a swapchain texture is acquired on a command buffer, it will
3762 * automatically be submitted for presentation when the command buffer is
3763 * submitted. The swapchain texture should only be referenced by the command
3764 * buffer used to acquire it.
3765 *
3766 * This function will fill the swapchain texture handle with NULL if too many
3767 * frames are in flight. This is not an error.
3768 *
3769 * If you use this function, it is possible to create a situation where many
3770 * command buffers are allocated while the rendering context waits for the GPU
3771 * to catch up, which will cause memory usage to grow. You should use
3772 * SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing
3773 * with timing.
3774 *
3775 * The swapchain texture is managed by the implementation and must not be
3776 * freed by the user. You MUST NOT call this function from any thread other
3777 * than the one that created the window.
3778 *
3779 * \param command_buffer a command buffer.
3780 * \param window a window that has been claimed.
3781 * \param swapchain_texture a pointer filled in with a swapchain texture
3782 * handle.
3783 * \param swapchain_texture_width a pointer filled in with the swapchain
3784 * texture width, may be NULL.
3785 * \param swapchain_texture_height a pointer filled in with the swapchain
3786 * texture height, may be NULL.
3787 * \returns true on success, false on error; call SDL_GetError() for more
3788 * information.
3789 *
3790 * \threadsafety This function should only be called from the thread that
3791 * created the window.
3792 *
3793 * \since This function is available since SDL 3.2.0.
3794 *
3795 * \sa SDL_ClaimWindowForGPUDevice
3796 * \sa SDL_SubmitGPUCommandBuffer
3797 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3798 * \sa SDL_CancelGPUCommandBuffer
3799 * \sa SDL_GetWindowSizeInPixels
3800 * \sa SDL_WaitForGPUSwapchain
3801 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
3802 * \sa SDL_SetGPUAllowedFramesInFlight
3803 */
3804extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
3805 SDL_GPUCommandBuffer *command_buffer,
3807 SDL_GPUTexture **swapchain_texture,
3808 Uint32 *swapchain_texture_width,
3809 Uint32 *swapchain_texture_height);
3810
3811/**
3812 * Blocks the thread until a swapchain texture is available to be acquired.
3813 *
3814 * \param device a GPU context.
3815 * \param window a window that has been claimed.
3816 * \returns true on success, false on failure; call SDL_GetError() for more
3817 * information.
3818 *
3819 * \threadsafety This function should only be called from the thread that
3820 * created the window.
3821 *
3822 * \since This function is available since SDL 3.2.0.
3823 *
3824 * \sa SDL_AcquireGPUSwapchainTexture
3825 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
3826 * \sa SDL_SetGPUAllowedFramesInFlight
3827 */
3828extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUSwapchain(
3829 SDL_GPUDevice *device,
3831
3832/**
3833 * Blocks the thread until a swapchain texture is available to be acquired,
3834 * and then acquires it.
3835 *
3836 * When a swapchain texture is acquired on a command buffer, it will
3837 * automatically be submitted for presentation when the command buffer is
3838 * submitted. The swapchain texture should only be referenced by the command
3839 * buffer used to acquire it. It is an error to call
3840 * SDL_CancelGPUCommandBuffer() after a swapchain texture is acquired.
3841 *
3842 * This function can fill the swapchain texture handle with NULL in certain
3843 * cases, for example if the window is minimized. This is not an error. You
3844 * should always make sure to check whether the pointer is NULL before
3845 * actually using it.
3846 *
3847 * The swapchain texture is managed by the implementation and must not be
3848 * freed by the user. You MUST NOT call this function from any thread other
3849 * than the one that created the window.
3850 *
3851 * \param command_buffer a command buffer.
3852 * \param window a window that has been claimed.
3853 * \param swapchain_texture a pointer filled in with a swapchain texture
3854 * handle.
3855 * \param swapchain_texture_width a pointer filled in with the swapchain
3856 * texture width, may be NULL.
3857 * \param swapchain_texture_height a pointer filled in with the swapchain
3858 * texture height, may be NULL.
3859 * \returns true on success, false on error; call SDL_GetError() for more
3860 * information.
3861 *
3862 * \threadsafety This function should only be called from the thread that
3863 * created the window.
3864 *
3865 * \since This function is available since SDL 3.2.0.
3866 *
3867 * \sa SDL_SubmitGPUCommandBuffer
3868 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3869 */
3870extern SDL_DECLSPEC bool SDLCALL SDL_WaitAndAcquireGPUSwapchainTexture(
3871 SDL_GPUCommandBuffer *command_buffer,
3873 SDL_GPUTexture **swapchain_texture,
3874 Uint32 *swapchain_texture_width,
3875 Uint32 *swapchain_texture_height);
3876
3877/**
3878 * Submits a command buffer so its commands can be processed on the GPU.
3879 *
3880 * It is invalid to use the command buffer after this is called.
3881 *
3882 * This must be called from the thread the command buffer was acquired on.
3883 *
3884 * All commands in the submission are guaranteed to begin executing before any
3885 * command in a subsequent submission begins executing.
3886 *
3887 * \param command_buffer a command buffer.
3888 * \returns true on success, false on failure; call SDL_GetError() for more
3889 * information.
3890 *
3891 * \since This function is available since SDL 3.2.0.
3892 *
3893 * \sa SDL_AcquireGPUCommandBuffer
3894 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
3895 * \sa SDL_AcquireGPUSwapchainTexture
3896 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3897 */
3898extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer(
3899 SDL_GPUCommandBuffer *command_buffer);
3900
3901/**
3902 * Submits a command buffer so its commands can be processed on the GPU, and
3903 * acquires a fence associated with the command buffer.
3904 *
3905 * You must release this fence when it is no longer needed or it will cause a
3906 * leak. It is invalid to use the command buffer after this is called.
3907 *
3908 * This must be called from the thread the command buffer was acquired on.
3909 *
3910 * All commands in the submission are guaranteed to begin executing before any
3911 * command in a subsequent submission begins executing.
3912 *
3913 * \param command_buffer a command buffer.
3914 * \returns a fence associated with the command buffer, or NULL on failure;
3915 * call SDL_GetError() for more information.
3916 *
3917 * \since This function is available since SDL 3.2.0.
3918 *
3919 * \sa SDL_AcquireGPUCommandBuffer
3920 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
3921 * \sa SDL_AcquireGPUSwapchainTexture
3922 * \sa SDL_SubmitGPUCommandBuffer
3923 * \sa SDL_ReleaseGPUFence
3924 */
3926 SDL_GPUCommandBuffer *command_buffer);
3927
3928/**
3929 * Cancels a command buffer.
3930 *
3931 * None of the enqueued commands are executed.
3932 *
3933 * It is an error to call this function after a swapchain texture has been
3934 * acquired.
3935 *
3936 * This must be called from the thread the command buffer was acquired on.
3937 *
3938 * You must not reference the command buffer after calling this function.
3939 *
3940 * \param command_buffer a command buffer.
3941 * \returns true on success, false on error; call SDL_GetError() for more
3942 * information.
3943 *
3944 * \since This function is available since SDL 3.2.0.
3945 *
3946 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
3947 * \sa SDL_AcquireGPUCommandBuffer
3948 * \sa SDL_AcquireGPUSwapchainTexture
3949 */
3950extern SDL_DECLSPEC bool SDLCALL SDL_CancelGPUCommandBuffer(
3951 SDL_GPUCommandBuffer *command_buffer);
3952
3953/**
3954 * Blocks the thread until the GPU is completely idle.
3955 *
3956 * \param device a GPU context.
3957 * \returns true on success, false on failure; call SDL_GetError() for more
3958 * information.
3959 *
3960 * \since This function is available since SDL 3.2.0.
3961 *
3962 * \sa SDL_WaitForGPUFences
3963 */
3964extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle(
3965 SDL_GPUDevice *device);
3966
3967/**
3968 * Blocks the thread until the given fences are signaled.
3969 *
3970 * \param device a GPU context.
3971 * \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all
3972 * fences to be signaled.
3973 * \param fences an array of fences to wait on.
3974 * \param num_fences the number of fences in the fences array.
3975 * \returns true on success, false on failure; call SDL_GetError() for more
3976 * information.
3977 *
3978 * \since This function is available since SDL 3.2.0.
3979 *
3980 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3981 * \sa SDL_WaitForGPUIdle
3982 */
3983extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences(
3984 SDL_GPUDevice *device,
3985 bool wait_all,
3986 SDL_GPUFence *const *fences,
3987 Uint32 num_fences);
3988
3989/**
3990 * Checks the status of a fence.
3991 *
3992 * \param device a GPU context.
3993 * \param fence a fence.
3994 * \returns true if the fence is signaled, false if it is not.
3995 *
3996 * \since This function is available since SDL 3.2.0.
3997 *
3998 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3999 */
4000extern SDL_DECLSPEC bool SDLCALL SDL_QueryGPUFence(
4001 SDL_GPUDevice *device,
4002 SDL_GPUFence *fence);
4003
4004/**
4005 * Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
4006 *
4007 * \param device a GPU context.
4008 * \param fence a fence.
4009 *
4010 * \since This function is available since SDL 3.2.0.
4011 *
4012 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4013 */
4014extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
4015 SDL_GPUDevice *device,
4016 SDL_GPUFence *fence);
4017
4018/* Format Info */
4019
4020/**
4021 * Obtains the texel block size for a texture format.
4022 *
4023 * \param format the texture format you want to know the texel size of.
4024 * \returns the texel block size of the texture format.
4025 *
4026 * \since This function is available since SDL 3.2.0.
4027 *
4028 * \sa SDL_UploadToGPUTexture
4029 */
4030extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize(
4031 SDL_GPUTextureFormat format);
4032
4033/**
4034 * Determines whether a texture format is supported for a given type and
4035 * usage.
4036 *
4037 * \param device a GPU context.
4038 * \param format the texture format to check.
4039 * \param type the type of texture (2D, 3D, Cube).
4040 * \param usage a bitmask of all usage scenarios to check.
4041 * \returns whether the texture format is supported for this type and usage.
4042 *
4043 * \since This function is available since SDL 3.2.0.
4044 */
4045extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsFormat(
4046 SDL_GPUDevice *device,
4047 SDL_GPUTextureFormat format,
4048 SDL_GPUTextureType type,
4050
4051/**
4052 * Determines if a sample count for a texture format is supported.
4053 *
4054 * \param device a GPU context.
4055 * \param format the texture format to check.
4056 * \param sample_count the sample count to check.
4057 * \returns a hardware-specific version of min(preferred, possible).
4058 *
4059 * \since This function is available since SDL 3.2.0.
4060 */
4061extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsSampleCount(
4062 SDL_GPUDevice *device,
4063 SDL_GPUTextureFormat format,
4064 SDL_GPUSampleCount sample_count);
4065
4066/**
4067 * Calculate the size in bytes of a texture format with dimensions.
4068 *
4069 * \param format a texture format.
4070 * \param width width in pixels.
4071 * \param height height in pixels.
4072 * \param depth_or_layer_count depth for 3D textures or layer count otherwise.
4073 * \returns the size of a texture with this format and dimensions.
4074 *
4075 * \since This function is available since SDL 3.2.0.
4076 */
4077extern SDL_DECLSPEC Uint32 SDLCALL SDL_CalculateGPUTextureFormatSize(
4078 SDL_GPUTextureFormat format,
4079 Uint32 width,
4080 Uint32 height,
4081 Uint32 depth_or_layer_count);
4082
4083#ifdef SDL_PLATFORM_GDK
4084
4085/**
4086 * Call this to suspend GPU operation on Xbox when you receive the
4087 * SDL_EVENT_DID_ENTER_BACKGROUND event.
4088 *
4089 * Do NOT call any SDL_GPU functions after calling this function! This must
4090 * also be called before calling SDL_GDKSuspendComplete.
4091 *
4092 * \param device a GPU context.
4093 *
4094 * \since This function is available since SDL 3.2.0.
4095 *
4096 * \sa SDL_AddEventWatch
4097 */
4098extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device);
4099
4100/**
4101 * Call this to resume GPU operation on Xbox when you receive the
4102 * SDL_EVENT_WILL_ENTER_FOREGROUND event.
4103 *
4104 * When resuming, this function MUST be called before calling any other
4105 * SDL_GPU functions.
4106 *
4107 * \param device a GPU context.
4108 *
4109 * \since This function is available since SDL 3.2.0.
4110 *
4111 * \sa SDL_AddEventWatch
4112 */
4113extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device);
4114
4115#endif /* SDL_PLATFORM_GDK */
4116
4117#ifdef __cplusplus
4118}
4119#endif /* __cplusplus */
4120#include <SDL3/SDL_close_code.h>
4121
4122#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:857
@ SDL_GPU_SAMPLECOUNT_2
Definition: SDL_gpu.h:859
@ SDL_GPU_SAMPLECOUNT_8
Definition: SDL_gpu.h:861
@ SDL_GPU_SAMPLECOUNT_1
Definition: SDL_gpu.h:858
@ SDL_GPU_SAMPLECOUNT_4
Definition: SDL_gpu.h:860
SDL_GPUTransferBuffer * SDL_CreateGPUTransferBuffer(SDL_GPUDevice *device, const SDL_GPUTransferBufferCreateInfo *createinfo)
SDL_GPUCubeMapFace
Definition: SDL_gpu.h:873
@ SDL_GPU_CUBEMAPFACE_NEGATIVEY
Definition: SDL_gpu.h:877
@ SDL_GPU_CUBEMAPFACE_POSITIVEY
Definition: SDL_gpu.h:876
@ SDL_GPU_CUBEMAPFACE_NEGATIVEX
Definition: SDL_gpu.h:875
@ SDL_GPU_CUBEMAPFACE_NEGATIVEZ
Definition: SDL_gpu.h:879
@ SDL_GPU_CUBEMAPFACE_POSITIVEX
Definition: SDL_gpu.h:874
@ SDL_GPU_CUBEMAPFACE_POSITIVEZ
Definition: SDL_gpu.h:878
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:368
void SDL_PushGPUDebugGroup(SDL_GPUCommandBuffer *command_buffer, const char *name)
SDL_GPUFrontFace
Definition: SDL_gpu.h:1067
@ SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE
Definition: SDL_gpu.h:1068
@ SDL_GPU_FRONTFACE_CLOCKWISE
Definition: SDL_gpu.h:1069
SDL_GPUDevice * SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
SDL_GPUVertexInputRate
Definition: SDL_gpu.h:1026
@ SDL_GPU_VERTEXINPUTRATE_INSTANCE
Definition: SDL_gpu.h:1028
@ SDL_GPU_VERTEXINPUTRATE_VERTEX
Definition: SDL_gpu.h:1027
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:537
@ SDL_GPU_PRIMITIVETYPE_TRIANGLELIST
Definition: SDL_gpu.h:538
@ SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP
Definition: SDL_gpu.h:539
@ SDL_GPU_PRIMITIVETYPE_POINTLIST
Definition: SDL_gpu.h:542
@ SDL_GPU_PRIMITIVETYPE_LINESTRIP
Definition: SDL_gpu.h:541
@ SDL_GPU_PRIMITIVETYPE_LINELIST
Definition: SDL_gpu.h:540
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:942
void SDL_SetGPUTextureName(SDL_GPUDevice *device, SDL_GPUTexture *texture, const char *text)
struct SDL_GPURenderPass SDL_GPURenderPass
Definition: SDL_gpu.h:475
SDL_GPUFillMode
Definition: SDL_gpu.h:1039
@ SDL_GPU_FILLMODE_FILL
Definition: SDL_gpu.h:1040
@ SDL_GPU_FILLMODE_LINE
Definition: SDL_gpu.h:1041
SDL_GPUCopyPass * SDL_BeginGPUCopyPass(SDL_GPUCommandBuffer *command_buffer)
SDL_GPUIndexElementSize
Definition: SDL_gpu.h:584
@ SDL_GPU_INDEXELEMENTSIZE_16BIT
Definition: SDL_gpu.h:585
@ SDL_GPU_INDEXELEMENTSIZE_32BIT
Definition: SDL_gpu.h:586
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:1146
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA
Definition: SDL_gpu.h:1155
@ SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
Definition: SDL_gpu.h:1158
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR
Definition: SDL_gpu.h:1153
@ SDL_GPU_BLENDFACTOR_INVALID
Definition: SDL_gpu.h:1147
@ SDL_GPU_BLENDFACTOR_DST_ALPHA
Definition: SDL_gpu.h:1156
@ SDL_GPU_BLENDFACTOR_ZERO
Definition: SDL_gpu.h:1148
@ SDL_GPU_BLENDFACTOR_DST_COLOR
Definition: SDL_gpu.h:1152
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA
Definition: SDL_gpu.h:1157
@ SDL_GPU_BLENDFACTOR_SRC_ALPHA
Definition: SDL_gpu.h:1154
@ SDL_GPU_BLENDFACTOR_SRC_COLOR
Definition: SDL_gpu.h:1150
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR
Definition: SDL_gpu.h:1151
@ SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE
Definition: SDL_gpu.h:1160
@ SDL_GPU_BLENDFACTOR_ONE
Definition: SDL_gpu.h:1149
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
Definition: SDL_gpu.h:1159
const char * SDL_GetGPUDriver(int index)
SDL_GPUCullMode
Definition: SDL_gpu.h:1052
@ SDL_GPU_CULLMODE_FRONT
Definition: SDL_gpu.h:1054
@ SDL_GPU_CULLMODE_NONE
Definition: SDL_gpu.h:1053
@ SDL_GPU_CULLMODE_BACK
Definition: SDL_gpu.h:1055
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:569
@ SDL_GPU_STOREOP_RESOLVE_AND_STORE
Definition: SDL_gpu.h:573
@ SDL_GPU_STOREOP_STORE
Definition: SDL_gpu.h:570
@ SDL_GPU_STOREOP_DONT_CARE
Definition: SDL_gpu.h:571
@ SDL_GPU_STOREOP_RESOLVE
Definition: SDL_gpu.h:572
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:1198
@ SDL_GPU_SAMPLERMIPMAPMODE_NEAREST
Definition: SDL_gpu.h:1199
@ SDL_GPU_SAMPLERMIPMAPMODE_LINEAR
Definition: SDL_gpu.h:1200
bool SDL_ClaimWindowForGPUDevice(SDL_GPUDevice *device, SDL_Window *window)
struct SDL_GPUSampler SDL_GPUSampler
Definition: SDL_gpu.h:400
struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer
Definition: SDL_gpu.h:462
SDL_GPULoadOp
Definition: SDL_gpu.h:554
@ SDL_GPU_LOADOP_DONT_CARE
Definition: SDL_gpu.h:557
@ SDL_GPU_LOADOP_CLEAR
Definition: SDL_gpu.h:556
@ SDL_GPU_LOADOP_LOAD
Definition: SDL_gpu.h:555
SDL_GPUStencilOp
Definition: SDL_gpu.h:1101
@ SDL_GPU_STENCILOP_DECREMENT_AND_WRAP
Definition: SDL_gpu.h:1110
@ SDL_GPU_STENCILOP_ZERO
Definition: SDL_gpu.h:1104
@ SDL_GPU_STENCILOP_KEEP
Definition: SDL_gpu.h:1103
@ SDL_GPU_STENCILOP_INVERT
Definition: SDL_gpu.h:1108
@ SDL_GPU_STENCILOP_REPLACE
Definition: SDL_gpu.h:1105
@ SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP
Definition: SDL_gpu.h:1107
@ SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP
Definition: SDL_gpu.h:1106
@ SDL_GPU_STENCILOP_INCREMENT_AND_WRAP
Definition: SDL_gpu.h:1109
@ SDL_GPU_STENCILOP_INVALID
Definition: SDL_gpu.h:1102
struct SDL_GPUFence SDL_GPUFence
Definition: SDL_gpu.h:513
Uint32 SDL_GPUTextureFormatTexelBlockSize(SDL_GPUTextureFormat format)
SDL_GPUBlendOp
Definition: SDL_gpu.h:1125
@ SDL_GPU_BLENDOP_MIN
Definition: SDL_gpu.h:1130
@ SDL_GPU_BLENDOP_INVALID
Definition: SDL_gpu.h:1126
@ SDL_GPU_BLENDOP_MAX
Definition: SDL_gpu.h:1131
@ SDL_GPU_BLENDOP_REVERSE_SUBTRACT
Definition: SDL_gpu.h:1129
@ SDL_GPU_BLENDOP_SUBTRACT
Definition: SDL_gpu.h:1128
@ SDL_GPU_BLENDOP_ADD
Definition: SDL_gpu.h:1127
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:1170
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:437
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:960
@ SDL_GPU_VERTEXELEMENTFORMAT_INT4
Definition: SDL_gpu.h:967
@ SDL_GPU_VERTEXELEMENTFORMAT_INT
Definition: SDL_gpu.h:964
@ SDL_GPU_VERTEXELEMENTFORMAT_INVALID
Definition: SDL_gpu.h:961
@ SDL_GPU_VERTEXELEMENTFORMAT_HALF2
Definition: SDL_gpu.h:1014
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE2
Definition: SDL_gpu.h:982
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4
Definition: SDL_gpu.h:987
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT4
Definition: SDL_gpu.h:1003
@ SDL_GPU_VERTEXELEMENTFORMAT_INT2
Definition: SDL_gpu.h:965
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM
Definition: SDL_gpu.h:990
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT2
Definition: SDL_gpu.h:971
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE4
Definition: SDL_gpu.h:983
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM
Definition: SDL_gpu.h:1006
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4
Definition: SDL_gpu.h:979
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM
Definition: SDL_gpu.h:994
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT3
Definition: SDL_gpu.h:972
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT
Definition: SDL_gpu.h:970
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT4
Definition: SDL_gpu.h:973
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM
Definition: SDL_gpu.h:1010
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3
Definition: SDL_gpu.h:978
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2
Definition: SDL_gpu.h:986
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2
Definition: SDL_gpu.h:977
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT4
Definition: SDL_gpu.h:999
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT
Definition: SDL_gpu.h:976
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT2
Definition: SDL_gpu.h:998
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM
Definition: SDL_gpu.h:991
@ SDL_GPU_VERTEXELEMENTFORMAT_HALF4
Definition: SDL_gpu.h:1015
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT2
Definition: SDL_gpu.h:1002
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM
Definition: SDL_gpu.h:995
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM
Definition: SDL_gpu.h:1007
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM
Definition: SDL_gpu.h:1011
@ SDL_GPU_VERTEXELEMENTFORMAT_INT3
Definition: SDL_gpu.h:966
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:424
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:388
void SDL_ReleaseGPUBuffer(SDL_GPUDevice *device, SDL_GPUBuffer *buffer)
Uint32 SDL_GPUTextureUsageFlags
Definition: SDL_gpu.h:819
void SDL_ReleaseGPUFence(SDL_GPUDevice *device, SDL_GPUFence *fence)
Uint32 SDL_GPUBufferUsageFlags
Definition: SDL_gpu.h:895
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:1244
@ SDL_GPU_PRESENTMODE_VSYNC
Definition: SDL_gpu.h:1245
@ SDL_GPU_PRESENTMODE_IMMEDIATE
Definition: SDL_gpu.h:1246
@ SDL_GPU_PRESENTMODE_MAILBOX
Definition: SDL_gpu.h:1247
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:350
SDL_GPUCompareOp
Definition: SDL_gpu.h:1080
@ SDL_GPU_COMPAREOP_NEVER
Definition: SDL_gpu.h:1082
@ SDL_GPU_COMPAREOP_INVALID
Definition: SDL_gpu.h:1081
@ SDL_GPU_COMPAREOP_GREATER
Definition: SDL_gpu.h:1086
@ SDL_GPU_COMPAREOP_LESS
Definition: SDL_gpu.h:1083
@ SDL_GPU_COMPAREOP_GREATER_OR_EQUAL
Definition: SDL_gpu.h:1088
@ SDL_GPU_COMPAREOP_ALWAYS
Definition: SDL_gpu.h:1089
@ SDL_GPU_COMPAREOP_LESS_OR_EQUAL
Definition: SDL_gpu.h:1085
@ SDL_GPU_COMPAREOP_NOT_EQUAL
Definition: SDL_gpu.h:1087
@ SDL_GPU_COMPAREOP_EQUAL
Definition: SDL_gpu.h:1084
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:501
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:1185
@ SDL_GPU_FILTER_NEAREST
Definition: SDL_gpu.h:1186
@ SDL_GPU_FILTER_LINEAR
Definition: SDL_gpu.h:1187
SDL_GPUTransferBufferUsage
Definition: SDL_gpu.h:915
@ SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD
Definition: SDL_gpu.h:917
@ SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD
Definition: SDL_gpu.h:916
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:411
SDL_GPUTextureFormat SDL_GetGPUSwapchainTextureFormat(SDL_GPUDevice *device, SDL_Window *window)
bool SDL_SetGPUSwapchainParameters(SDL_GPUDevice *device, SDL_Window *window, SDL_GPUSwapchainComposition swapchain_composition, SDL_GPUPresentMode present_mode)
SDL_GPUSwapchainComposition
Definition: SDL_gpu.h:1277
@ SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2084
Definition: SDL_gpu.h:1281
@ SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR
Definition: SDL_gpu.h:1279
@ SDL_GPU_SWAPCHAINCOMPOSITION_SDR
Definition: SDL_gpu.h:1278
@ SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR
Definition: SDL_gpu.h:1280
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:928
@ SDL_GPU_SHADERSTAGE_FRAGMENT
Definition: SDL_gpu.h:930
@ SDL_GPU_SHADERSTAGE_VERTEX
Definition: SDL_gpu.h:929
void SDL_ReleaseWindowFromGPUDevice(SDL_GPUDevice *device, SDL_Window *window)
void SDL_SetGPUBufferName(SDL_GPUDevice *device, SDL_GPUBuffer *buffer, const char *text)
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:837
@ SDL_GPU_TEXTURETYPE_CUBE_ARRAY
Definition: SDL_gpu.h:842
@ SDL_GPU_TEXTURETYPE_3D
Definition: SDL_gpu.h:840
@ SDL_GPU_TEXTURETYPE_CUBE
Definition: SDL_gpu.h:841
@ SDL_GPU_TEXTURETYPE_2D
Definition: SDL_gpu.h:838
@ SDL_GPU_TEXTURETYPE_2D_ARRAY
Definition: SDL_gpu.h:839
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:1212
@ SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT
Definition: SDL_gpu.h:1214
@ SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE
Definition: SDL_gpu.h:1215
@ SDL_GPU_SAMPLERADDRESSMODE_REPEAT
Definition: SDL_gpu.h:1213
void SDL_ReleaseGPUGraphicsPipeline(SDL_GPUDevice *device, SDL_GPUGraphicsPipeline *graphics_pipeline)
SDL_GPUTextureFormat
Definition: SDL_gpu.h:675
@ SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM
Definition: SDL_gpu.h:690
@ SDL_GPU_TEXTUREFORMAT_D16_UNORM
Definition: SDL_gpu.h:747
@ SDL_GPU_TEXTUREFORMAT_R16G16_INT
Definition: SDL_gpu.h:733
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT
Definition: SDL_gpu.h:724
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x6_FLOAT
Definition: SDL_gpu.h:792
@ SDL_GPU_TEXTUREFORMAT_R8_UINT
Definition: SDL_gpu.h:719
@ SDL_GPU_TEXTUREFORMAT_R8G8_SNORM
Definition: SDL_gpu.h:704
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM
Definition: SDL_gpu.h:685
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM
Definition: SDL_gpu.h:755
@ SDL_GPU_TEXTUREFORMAT_A8_UNORM
Definition: SDL_gpu.h:679
@ SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT
Definition: SDL_gpu.h:699
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM_SRGB
Definition: SDL_gpu.h:772
@ SDL_GPU_TEXTUREFORMAT_R16_UINT
Definition: SDL_gpu.h:722
@ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM
Definition: SDL_gpu.h:753
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM
Definition: SDL_gpu.h:708
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM
Definition: SDL_gpu.h:761
@ SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM
Definition: SDL_gpu.h:696
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM
Definition: SDL_gpu.h:756
@ SDL_GPU_TEXTUREFORMAT_R32_INT
Definition: SDL_gpu.h:735
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x6_FLOAT
Definition: SDL_gpu.h:789
@ SDL_GPU_TEXTUREFORMAT_R16_INT
Definition: SDL_gpu.h:732
@ SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT
Definition: SDL_gpu.h:727
@ SDL_GPU_TEXTUREFORMAT_R32G32_INT
Definition: SDL_gpu.h:736
@ SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM
Definition: SDL_gpu.h:695
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x10_FLOAT
Definition: SDL_gpu.h:795
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM_SRGB
Definition: SDL_gpu.h:776
@ SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT
Definition: SDL_gpu.h:714
@ SDL_GPU_TEXTUREFORMAT_R32_UINT
Definition: SDL_gpu.h:725
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM_SRGB
Definition: SDL_gpu.h:771
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB
Definition: SDL_gpu.h:739
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM
Definition: SDL_gpu.h:705
@ SDL_GPU_TEXTUREFORMAT_R16_UNORM
Definition: SDL_gpu.h:683
@ SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT
Definition: SDL_gpu.h:751
@ SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT
Definition: SDL_gpu.h:701
@ SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM
Definition: SDL_gpu.h:697
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM
Definition: SDL_gpu.h:762
@ SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM
Definition: SDL_gpu.h:693
@ SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT
Definition: SDL_gpu.h:715
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x6_FLOAT
Definition: SDL_gpu.h:787
@ SDL_GPU_TEXTUREFORMAT_R8_SNORM
Definition: SDL_gpu.h:703
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x8_FLOAT
Definition: SDL_gpu.h:790
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM_SRGB
Definition: SDL_gpu.h:779
@ SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB
Definition: SDL_gpu.h:742
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM_SRGB
Definition: SDL_gpu.h:775
@ SDL_GPU_TEXTUREFORMAT_R8_UNORM
Definition: SDL_gpu.h:680
@ SDL_GPU_TEXTUREFORMAT_D24_UNORM
Definition: SDL_gpu.h:748
@ SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB
Definition: SDL_gpu.h:743
@ SDL_GPU_TEXTUREFORMAT_INVALID
Definition: SDL_gpu.h:676
@ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM_SRGB
Definition: SDL_gpu.h:768
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM_SRGB
Definition: SDL_gpu.h:770
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x12_FLOAT
Definition: SDL_gpu.h:796
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM_SRGB
Definition: SDL_gpu.h:769
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x8_FLOAT
Definition: SDL_gpu.h:793
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x4_FLOAT
Definition: SDL_gpu.h:784
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x5_FLOAT
Definition: SDL_gpu.h:788
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM_SRGB
Definition: SDL_gpu.h:774
@ SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM
Definition: SDL_gpu.h:694
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM
Definition: SDL_gpu.h:764
@ SDL_GPU_TEXTUREFORMAT_R16G16_SNORM
Definition: SDL_gpu.h:707
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM
Definition: SDL_gpu.h:759
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x10_FLOAT
Definition: SDL_gpu.h:794
@ SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM
Definition: SDL_gpu.h:689
@ SDL_GPU_TEXTUREFORMAT_R8G8_INT
Definition: SDL_gpu.h:730
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM
Definition: SDL_gpu.h:754
@ SDL_GPU_TEXTUREFORMAT_D32_FLOAT
Definition: SDL_gpu.h:749
@ SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT
Definition: SDL_gpu.h:737
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM
Definition: SDL_gpu.h:765
@ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_FLOAT
Definition: SDL_gpu.h:783
@ SDL_GPU_TEXTUREFORMAT_R8_INT
Definition: SDL_gpu.h:729
@ SDL_GPU_TEXTUREFORMAT_R8G8_UINT
Definition: SDL_gpu.h:720
@ SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT
Definition: SDL_gpu.h:711
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM
Definition: SDL_gpu.h:763
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM
Definition: SDL_gpu.h:766
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM_SRGB
Definition: SDL_gpu.h:780
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM_SRGB
Definition: SDL_gpu.h:773
@ SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM
Definition: SDL_gpu.h:688
@ SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB
Definition: SDL_gpu.h:744
@ SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM
Definition: SDL_gpu.h:692
@ SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB
Definition: SDL_gpu.h:745
@ SDL_GPU_TEXTUREFORMAT_R32_FLOAT
Definition: SDL_gpu.h:713
@ SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT
Definition: SDL_gpu.h:750
@ SDL_GPU_TEXTUREFORMAT_R32G32_UINT
Definition: SDL_gpu.h:726
@ SDL_GPU_TEXTUREFORMAT_R8G8_UNORM
Definition: SDL_gpu.h:681
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x5_FLOAT
Definition: SDL_gpu.h:785
@ SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB
Definition: SDL_gpu.h:740
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM_SRGB
Definition: SDL_gpu.h:778
@ SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM
Definition: SDL_gpu.h:687
@ SDL_GPU_TEXTUREFORMAT_R16G16_UNORM
Definition: SDL_gpu.h:684
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM
Definition: SDL_gpu.h:682
@ SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT
Definition: SDL_gpu.h:717
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x5_FLOAT
Definition: SDL_gpu.h:791
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT
Definition: SDL_gpu.h:734
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM
Definition: SDL_gpu.h:757
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT
Definition: SDL_gpu.h:721
@ SDL_GPU_TEXTUREFORMAT_R16G16_UINT
Definition: SDL_gpu.h:723
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT
Definition: SDL_gpu.h:712
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM
Definition: SDL_gpu.h:760
@ SDL_GPU_TEXTUREFORMAT_R16_SNORM
Definition: SDL_gpu.h:706
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT
Definition: SDL_gpu.h:731
@ SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM
Definition: SDL_gpu.h:686
@ SDL_GPU_TEXTUREFORMAT_R16_FLOAT
Definition: SDL_gpu.h:710
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM_SRGB
Definition: SDL_gpu.h:777
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM_SRGB
Definition: SDL_gpu.h:781
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x5_FLOAT
Definition: SDL_gpu.h:786
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM
Definition: SDL_gpu.h:758
struct SDL_GPUComputePass SDL_GPUComputePass
Definition: SDL_gpu.h:488
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:326
void SDL_DownloadFromGPUTexture(SDL_GPUCopyPass *copy_pass, const SDL_GPUTextureRegion *source, const SDL_GPUTextureTransferInfo *destination)
Uint32 SDL_PropertiesID
uint8_t Uint8
Definition: SDL_stdinc.h:425
int32_t Sint32
Definition: SDL_stdinc.h:452
SDL_MALLOC size_t size
Definition: SDL_stdinc.h:1338
uint32_t Uint32
Definition: SDL_stdinc.h:461
SDL_FlipMode
Definition: SDL_surface.h:95
struct SDL_Window SDL_Window
Definition: SDL_video.h:173
static SDL_Window * window
Definition: hello.c:16
SDL_FlipMode flip_mode
Definition: SDL_gpu.h:1981
Uint8 padding1
Definition: SDL_gpu.h:1984
Uint8 padding2
Definition: SDL_gpu.h:1985
SDL_FColor clear_color
Definition: SDL_gpu.h:1980
SDL_GPUFilter filter
Definition: SDL_gpu.h:1982
SDL_GPUBlitRegion source
Definition: SDL_gpu.h:1977
SDL_GPUBlitRegion destination
Definition: SDL_gpu.h:1978
SDL_GPULoadOp load_op
Definition: SDL_gpu.h:1979
Uint8 padding3
Definition: SDL_gpu.h:1986
SDL_GPUTexture * texture
Definition: SDL_gpu.h:1387
Uint32 layer_or_depth_plane
Definition: SDL_gpu.h:1389
Uint32 mip_level
Definition: SDL_gpu.h:1388
SDL_GPUBuffer * buffer
Definition: SDL_gpu.h:2001
SDL_PropertiesID props
Definition: SDL_gpu.h:1685
SDL_GPUBufferUsageFlags usage
Definition: SDL_gpu.h:1682
SDL_GPUBuffer * buffer
Definition: SDL_gpu.h:1407
SDL_GPUBuffer * buffer
Definition: SDL_gpu.h:1423
SDL_GPUBlendOp color_blend_op
Definition: SDL_gpu.h:1606
SDL_GPUColorComponentFlags color_write_mask
Definition: SDL_gpu.h:1610
SDL_GPUBlendFactor src_alpha_blendfactor
Definition: SDL_gpu.h:1607
SDL_GPUBlendOp alpha_blend_op
Definition: SDL_gpu.h:1609
SDL_GPUBlendFactor dst_alpha_blendfactor
Definition: SDL_gpu.h:1608
SDL_GPUBlendFactor src_color_blendfactor
Definition: SDL_gpu.h:1604
SDL_GPUBlendFactor dst_color_blendfactor
Definition: SDL_gpu.h:1605
SDL_GPUColorTargetBlendState blend_state
Definition: SDL_gpu.h:1784
SDL_GPUTextureFormat format
Definition: SDL_gpu.h:1783
SDL_FColor clear_color
Definition: SDL_gpu.h:1899
SDL_GPUTexture * texture
Definition: SDL_gpu.h:1896
SDL_GPULoadOp load_op
Definition: SDL_gpu.h:1900
Uint32 layer_or_depth_plane
Definition: SDL_gpu.h:1898
SDL_GPUTexture * resolve_texture
Definition: SDL_gpu.h:1902
SDL_GPUStoreOp store_op
Definition: SDL_gpu.h:1901
SDL_GPUShaderFormat format
Definition: SDL_gpu.h:1845
SDL_GPUStencilOpState back_stencil_state
Definition: SDL_gpu.h:1761
SDL_GPUCompareOp compare_op
Definition: SDL_gpu.h:1760
SDL_GPUStencilOpState front_stencil_state
Definition: SDL_gpu.h:1762
SDL_GPUTexture * texture
Definition: SDL_gpu.h:1957
SDL_GPUStoreOp stencil_store_op
Definition: SDL_gpu.h:1962
SDL_GPULoadOp stencil_load_op
Definition: SDL_gpu.h:1961
SDL_GPUShader * fragment_shader
Definition: SDL_gpu.h:1822
SDL_GPUMultisampleState multisample_state
Definition: SDL_gpu.h:1826
SDL_GPUPrimitiveType primitive_type
Definition: SDL_gpu.h:1824
SDL_GPUDepthStencilState depth_stencil_state
Definition: SDL_gpu.h:1827
SDL_GPUGraphicsPipelineTargetInfo target_info
Definition: SDL_gpu.h:1828
SDL_GPUVertexInputState vertex_input_state
Definition: SDL_gpu.h:1823
SDL_GPURasterizerState rasterizer_state
Definition: SDL_gpu.h:1825
SDL_GPUTextureFormat depth_stencil_format
Definition: SDL_gpu.h:1799
const SDL_GPUColorTargetDescription * color_target_descriptions
Definition: SDL_gpu.h:1797
SDL_GPUSampleCount sample_count
Definition: SDL_gpu.h:1742
float depth_bias_slope_factor
Definition: SDL_gpu.h:1725
SDL_GPUFrontFace front_face
Definition: SDL_gpu.h:1722
SDL_GPUCullMode cull_mode
Definition: SDL_gpu.h:1721
float depth_bias_constant_factor
Definition: SDL_gpu.h:1723
SDL_GPUFillMode fill_mode
Definition: SDL_gpu.h:1720
SDL_GPUFilter mag_filter
Definition: SDL_gpu.h:1499
SDL_GPUSamplerAddressMode address_mode_u
Definition: SDL_gpu.h:1501
SDL_GPUSamplerMipmapMode mipmap_mode
Definition: SDL_gpu.h:1500
SDL_GPUSamplerAddressMode address_mode_v
Definition: SDL_gpu.h:1502
SDL_GPUSamplerAddressMode address_mode_w
Definition: SDL_gpu.h:1503
SDL_GPUFilter min_filter
Definition: SDL_gpu.h:1498
SDL_PropertiesID props
Definition: SDL_gpu.h:1514
SDL_GPUCompareOp compare_op
Definition: SDL_gpu.h:1506
SDL_PropertiesID props
Definition: SDL_gpu.h:1637
SDL_GPUShaderFormat format
Definition: SDL_gpu.h:1630
const Uint8 * code
Definition: SDL_gpu.h:1628
const char * entrypoint
Definition: SDL_gpu.h:1629
SDL_GPUShaderStage stage
Definition: SDL_gpu.h:1631
SDL_GPUStencilOp fail_op
Definition: SDL_gpu.h:1589
SDL_GPUStencilOp depth_fail_op
Definition: SDL_gpu.h:1591
SDL_GPUStencilOp pass_op
Definition: SDL_gpu.h:1590
SDL_GPUCompareOp compare_op
Definition: SDL_gpu.h:1592
SDL_PropertiesID props
Definition: SDL_gpu.h:1666
SDL_GPUTextureUsageFlags usage
Definition: SDL_gpu.h:1659
SDL_GPUTextureFormat format
Definition: SDL_gpu.h:1658
SDL_GPUTextureType type
Definition: SDL_gpu.h:1657
SDL_GPUSampleCount sample_count
Definition: SDL_gpu.h:1664
SDL_GPUTexture * texture
Definition: SDL_gpu.h:1347
SDL_GPUTexture * texture
Definition: SDL_gpu.h:1367
SDL_GPUSampler * sampler
Definition: SDL_gpu.h:2016
SDL_GPUTexture * texture
Definition: SDL_gpu.h:2015
SDL_GPUTransferBuffer * transfer_buffer
Definition: SDL_gpu.h:1314
SDL_GPUTransferBufferUsage usage
Definition: SDL_gpu.h:1697
SDL_GPUTransferBuffer * transfer_buffer
Definition: SDL_gpu.h:1332
SDL_GPUVertexElementFormat format
Definition: SDL_gpu.h:1558
SDL_GPUVertexInputRate input_rate
Definition: SDL_gpu.h:1539
const SDL_GPUVertexAttribute * vertex_attributes
Definition: SDL_gpu.h:1576
Uint32 num_vertex_attributes
Definition: SDL_gpu.h:1577
const SDL_GPUVertexBufferDescription * vertex_buffer_descriptions
Definition: SDL_gpu.h:1574
float min_depth
Definition: SDL_gpu.h:1299
float max_depth
Definition: SDL_gpu.h:1300