Files
kaizen/include/SDL3/SDL_gpu.h
irisz64 b22c6238d5 Squashed 'external/SDL/' changes from 90fd2a3cbe..279dabfc96
279dabfc96 cocoa: Don't use trick of briefly focusing the Dock on newer macOS releases.
afa27243df Ignore sensor delta values that look like they're out of range
cd98b66114 Allow overriding SDL_FORK_MESSAGEBOX in build environment
8d5bf053f7 Fixed detecting 8BitDo sensor timestamp on older firmware
0ac1241b7a x11: Always update the borders on frame extent events
f40bf44928 Removed unnecessary include
6d3e8b749e add 8BitDo Controller sensor_timestamp (#13278)
727b4924c8 Update the viewport when logical presentation changes
de6a23028a Fix #13276: Crash in SDL_GetAudioDeviceChannelMap
8442d4f0f7 joystick: Add support Xbox Adaptive Controller
3cd979b353 SDL_render.h: enum SDL_TextureAddressMode: Removed trailing comma
db3a35e9bc joystick: Fix MSVC errors C2099 with `/fp:strict`
9ed83e71f6 Fixed memory leaks in KMSDRM property handling
603118c340 Sync SDL3 wiki -> header
aa4f916b71 Renamed SDL_PROP_AUDIOSTREAM_KEEP_ON_SHUTDOWN_BOOLEAN to SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN
6cfe211142 Sync SDL3 wiki -> header
274aa0242e audio: Let apps save an audio stream from destruction during SDL_Quit(). (#13244)
af8bee2dd1 alsa: change an SDL_LogError into SDL_LogDebug.
bbc674b9e7 test: Fix resource paths in testtray
796961acec Resolve bug for calibration Nintendo Switch Pro Controller (#13260)
3a6f9e01f8 Fixed Nintendo Switch thumbstick calibration
038a3806eb Fixed Nintendo Switch Pro thumbstick calibration
e6c2649afc Updated testffmpeg for ffmpeg 7.1
e80d084766 expose events originating from a live-resize set the data1 field to 1.
6aedc488d3 win32: Invalidate window message mouse button flags when reading buttons from raw input or GameInput
81e3066303 hidapi/libusb: disable C5287 warning in MSVC builds
7d9fd48557 alsa: recover from snd_pcm_avail() returning -EPIPE
e68f5ca99a alsa: use udev if available instead of a hotplug thread
051ce0ff89 alsa: fixed disconnecting the microphone when opened
5fcc83d93b Vita Render: Limit the scope of cliprect to viewport
1bd5110ff0 Vita: Fixed absence of clipping when viewport is set
eb04219efe audio: Enumerating audio devices will skip zombie devices still in the hash.
d06b6e42d2 Sync SDL3 wiki -> header
c19ad189dc Clarify that SDL_GetAudioStreamDevice() returns the logical device.
7882e60f0e Don't log an error for disconnected audio devices
e4e29b8601 Fix support for F21 to F24 scancodes on Linux
d7939abf42 Use consistent style for pointer declarations and casts
390fe65323 test: Fix a window parenting bug in testmodal
ca9b7c8ea3 video: Explicitly disallow setting the parent of a window to itself
c04624972e alsa: Simplify ALSA_WaitDevice.
b4ac5f43f5 include: Fixed copy/paste error in endian-specific SDL_Read function docs.
3896b1b3f4 wikiheaders: Let each subproject specify how to find their property symbols.
efed3c63b3 Added support for an alternate version of the Vader 4 Pro
d6bae53341 Added support for an alternate version of the Vader 4 Pro
f62c982bcf Reverted Accelerometer and Gyro displays to throttled display (10hz)
b833c618a9 Improved reliability detecting FlyDigi Vader controllers
0e262dfd44 Sync SDL3 wiki -> header
6c406dd122 include: a couple of documentation tweaks and typo fixes.
42c9fe119d Sync SDL3 wiki -> header
f5d1402c28 Flydigi Vader 4 Pro IMU rate correction (#13215)
1e886c8a2f 8 bitdo polling rate corrections (#13221)
913b611ccd Added tools for evaluating gyroscope accuracy and IMU polling rates. (#13209)
e2239c36d3 wayland: Ensure that the tablet tool list is always initialized to empty
ec1297199e wayland: Implement the pointer warp protocol
558a89fdb6 Read Switch controller gyro/accel sensitivity coeffs (SDL3)
fd4ffa6d27 Sync SDL3 wiki -> header
c5b1341757 Tweak Vulkan include guard check and 64-bit platform defines (#13210)
e18a6313de Added gyro support for the Flydigi Vader 3 Pro controller
71f479b4aa Fix a broken link inside README-cmake.md that's meant to send to README-linux.md also made said link more consistent with other links by adding .md suffix
f2bcfe3dd2 Correct the texture format used for the N-Gage (#13192)
685f1720fe Revert "[Nokia N-Gage] Fix alpha transparency in 4K color mode using BitBltMasked"
a89a20a9ab Fix Markdown typo in Arch Linux dependencies docs
cbc9d662ea [Nokia N-Gage] Add define to disable FPS counter by default.
d9af41b5ac cmake: more private definitions
5826966873 Fixed replacing existing specific gamepad mappings
f90a21483c Added support for the ZEROPLUS P4 Wired Gamepad
638acdc02a Remove the CRC from automatically generated gamepad mappings
45eb6310a8 x11: Resize fixed-size windows after mapping on xmonad
7dd5e765df joystick: Report battery on GIP controllers
c54a017f47 joystick: Clean up Elite Button handling
559efd58e2 joystick: Add headset stub to GIP driver
7cc3feeb1b keyboard: Search for the correct base key value when querying the keycode from a scancode
22fa45b3c1 win32: Ensure that text input is initially disabled when creating a window
c240ed976f Sync SDL3 wiki -> header
27464ffb08 Clarify that icon and cursor alternate images are added with SDL_AddSurfaceAlternateImage()
2ef7944170 [Nokia N-Gage] Fix alpha transparency in 4K color mode using BitBltMasked
d86fb8a83a gdk: Ignore focus loss events caused by text input showing the OSK
6622f4e1ea Added support for the NACON Revolution X Unlimited controller on macOS
45aa497813 [Nokia N-Gage] Fix SDL_GetPerformanceFrequency and SDL_GetPerformanceCounter
7457857304 Fixed input from the MayFlash GameCube adapter with version 7 firmware
1ec12b38e5 Sync SDL3 wiki -> header
b6c4a46b85 workflows: Use stable Steam Runtime 3 on both x86_64 and arm64
fbba5b272a GPU: Binding validation and prevent null dereference if expected binding is missing (#13164)
cf6c42e6e6 Use HEAPU8.set rather than Module.HEAPU8.set (thanks @sbc100!)
4b0f48c4cf Mark gamepads as invalid if they can't be opened
a314a58e7e Sync SDL3 wiki -> header
d283f4651c Sync SDL3 wiki -> header
8510331f66 .wikiheaders-options: Add Tray to quickreference categories.
b8187e2abd wikiheaders: Trim whitespace from end of lines in section headers.
9e0d9f30a7 x11: Be a little less aggressive with Xinput2IsInitialized checks.
57b6e6c7f9 Checks if xinput is loaded before trying to call xinput functions
ac3ab026fe audio: corrected comment about device format minimums.
83cc3bc234 audio: Opened device spec must be >= simple minimums, not device's defaults.
14a4ae521a pulseaudio: Request more recording data per-fragment.
3a4de2ad89 Sync SDL3 wiki -> header
47717f22fd cocoa: Always add a window-sized NSTrackingArea to each window.
f61d956a04 cocoa: add explicit tracking areas to the window.
58afb0d8ae wayland: Update xkbcommon names and types
c764e8864b wayland: Update xkbcommon to avoid using deprecated modifier names
b61586b492 [Nokia N-Gage] Increase max. texture size from 256 to 1024; the previous setting was chosen at random and does not necessarily make sense in practice.
329b5f27d6 fix preprocessor directive for SDL_RESTRICT definition in C99 case.
0d58594e66 fix inverted __STDC_VERSION__ condition in SDL_RESTRICT definition.
6a686185f7 SDL_begin_code.h: Actually define SDL_RESTRICT.
51dfca813b Pass text input rect to steam deck keyboard invocation
520d73ae57 include/SDL_gpu: fix bool members documentation indentation
a26e5f32e0 Gyro degrees per second is 2000 across all 8bitdo controllers (#13147)
fc1c0618de kmsdrm: fixed creating GBM surfaces on NVIDIA cards
03a6d98aee Update SDL_pixels.h
885e611f3c Added macros to push/pop error messages while cleaning up
61d105247e Fixed typos
7db0ac7380 Updated SDL_StretchSurface() documentation
ca988dbc2c Bail out if Xrandr returns zero CRTCs in the X11 messagebox implementation
c147ddf3e3 Do not use Xrandr if the extension is not queryable in the X11 messagebox implementation
df07c09f55 Use visuals and colormapsin the X11 messagebox implementation
737b9e117d Removed obsolete documentation
d2be547642 Removed spurious parentheses
36936cbf37 Set the serial number to the Bluetooth MAC address for 8BitDo controllers
f80e819c5b Sync SDL3 wiki -> header
b7082e7e18 Sync SDL3 wiki -> header
3940c660be begin_code: Added SDL_ALIGNED macro.
aa870d511e Disable SDL_HINT_JOYSTICK_RAWINPUT by default
db972604a8 gpu: Xbox buildfix
8a2e2e75d1 Simplified loop logic
b4f7948410 Ensure that report 06 command reads normally
e3d44cdd51 wayland: Use raw timestamps to calculate the elapsed repeat time on a key up event
b51273512b Sync SDL3 wiki -> header
988c0be934 Sync SDL3 wiki -> header
9b025e3cab PSP fullscreen is the only mode (#13125)
08b6f6175a Sync SDL3 wiki -> header
5e50d39b38 audio: Added SDL_PutAudioStreamDataNoCopy.
25db127450 SDL_video.c: remove two stray line continuation chars .
168d1a9253 emscripten: Proxy Emscripten_GetSystemTheme and EMSCRIPTENAUDIO_OpenDevice to the main thread.
f62572344f Clean up INTERFACE_COMPILE_OPTIONS
b70919ecd9 x11: Assume the window was mapped after showing
0657ece55d x11: Always send fullscreen dimensions except on XWayland
1f6b5c681d Set the initial axis values for HIDAPI and XInput controllers
fdc4f8fa39 x11: Include the XTest header when needed
2b4d61e4a6 VITA: support only fullscreen windows. Fixes #13079
4cd889cb13 joystick: Several minor GIP fixes
0a7548230c Sync SDL3 wiki -> header
c9cf4c42e0 Improved HIDAPI support for Flydigi controllers
ead32c706d fix error handling in WideCharToMultiByte
8ddb074889 bugfix advancing UTF-8 length in UTF-16 string
dcdbc0bf9f README-documentation-rules: Add a note about being UTF-8 only!
56bb73a8d2 README-ngage.md: Really actually got all the non-UTF-8 characters this time!
ecef0d3564 README-ngage.md: Found a few more non-UTF-8 things.
fb7afabbd6 README-ngage.md: Removed non-UTF-8 character.
73ca59b423 Sync SDL3 wiki -> header
136a44b0bd Sync SDL3 wiki -> header
7ae64592c9 Restore support for the Nokia N-Gage (#12148)
26f9940f82 Sync SDL3 wiki -> header
6f994cc7a8 Fixed macOS build
354895d975 Add Flydigi VADER 4 Pro HIDAPI support (#12874)
8d9a4fe843 stdinc: Corrected documentation for SDL_atan2 and SDL_atan2f.
abcfa1b7de wayland: Use SDL_memcpy instead of SDL_copyp to copy the repeated text string
22828d5f2a Fix #13083 segfault in `SDL_RemoveTrayEntry()` for submenu entries
264eb8d440 Fixed the Bluetooth flag for the combined Joy-Con controller
05f779f61e wayland: Cap the max key repeat elapsed time
20e8ac0075 wayland: Fix keymap changed event spam with non-latin keyboard layouts
b8e055ce64 use SDL style - else on same line as closing brace
8e22194217 get preferred locales on android
c08b1049d3 gpu/d3d12: Acknowledge that we've bound vertex buffers (#13088)
c89357bf60 Fix wrong callback type
f4942b3eae GPU: Update D3D12 to create multisample textures with default MSAA alignment
c7549eb0b6 wayland: Set the text input cursor rect properly
3be57ec774 docs: fix man page return value section generation
2dad6534b8 GPU: Add missing compute-writeable texture formats
992e4c59bd Fixed rare crash trying to interrupt SDL_WaitEvent()
4db8fe2f9b Sync SDL3 wiki -> header
6c61a94a4b wayland: Don't add the nanosecond timestamp offset to the pre-conversion millisecond value
25f2376e79 Fixed touch not being delivered as mouse events by default on Vita
afd1e51023 Fix: GameCube controller adapter hotplug not working
510126ee63 gpu: Check shader format support in PrepareDriver
8289656a4e GPU: Update to set supported shader formats inside CreateDevice
514d96de07 Sync SDL3 wiki -> header
d6a99752b7 Fix properties name in SDL_CreateGPUDeviceWithProperties
3dceb728b7 Suppress spammy gamepad and joystick update events
b0a282e31f wayland: Enable relative pointer mode based on the window flag
968222e74f Fix #13057 - fixes bug with NSEventTypeMouseMoved having a NULL window causing us to suppress future mouse move events because the window was considered out of focus.
d16371b923 Fix reference to nonexistent "README-3ds.md"
945eb6dc87 MacOS: fix cocoa clipboard text
b08d79b832 GPU: Check that a texture format is valid for compute writes (#13044)
604c192154 GPU: Always return NULL if beginning a pass fails an assert check
252129f433 GPU: Debug mode layer and level index checks
db154c8b9b Added HIDAPI mapping for the 8BitDo SF30 Pro
ec685e87fd Clarify logic in UpdateLogicalPresentation()
8aa5b97bb5 renderer: Always use the output size when updating the main view
1f7aa16eae wikiheaders: Man pages should escape apostrophe chars.
cf62637261 joystick: Add support for Xbox One Chatpad attachment
83cbf7f811 Sync SDL3 wiki -> header
f85f83ec7c SDL GPU: Implemented opt out Vulkan device features (#13016)
1eeffc5933 Revert "x11: Send key events for dead keys consumed by the IME"
3304d24bea Revert "x11: Filter out duplicate key presses when an IME is active"
cd95152b2c Fixed crash if out of memory in the Vulkan GPU driver
70b2d162e3 audio: Assert that all devices from device_hash are the appropriate type
83d4dce697 wayland: Remove all window references from seats when destroying a window
0a34279578 audio: Fix SDL_GetAudioDeviceName() not working with logical devices.
e2f7c4046c Sync SDL3 wiki -> header
f6c1e81394 [Process API] Quoting enhancements (#12946)
9a6f70d75a tray: Fix wrong `fByPositon` parameter of SetMenuItemInfoW in SDL_SetTrayEntryLabel
38da39c8c9 Added rightx and righty
2ae3418260 GPU Vulkan: set correct destination usage mode for storage buffer read/write bindings (#13009)
c6e9d6cc79 AAudio: Implemented sample frames hint
aaa5d70efc wayland: Check the cursor visibility flag when updating seat pointers
e1066ceea1 Revert "pulseaudio: cleanup TLS every time we finish a threaded-mainloop callback."
84308e7fba x11: Fix the Openbox quirk flag
6344712b04 GPU Vulkan: fix for Swapchain Semaphore Reuse
3f2226a917 Add progress bar support for Linux
e90f7ac4a8 Add hid_version and hid_version_str to renamed LIBUSB impl symbols
f92843da83 Sync SDL3 wiki -> header
86b206dadf GPU: Special case to avoid assert on GenerateMipmaps (#12995)
7b3bd8c538 joystick: Improve GIP metadata retry
367cf9ba63 joystick: Always continue processing GIP packets
955a49c883 joystick: Add quirk for no impulse vibration on the Spectra Pro
82899501b5 joystick: Fix GIP fast ACK issue
9e0edea16f joystick: Assume GIP gamepads have the LED command if no metadata is present
9a96960728 joystick: Sort out GIP vendor messages into the supported interfaces
72dd79752e joystick: Add initial support for GIP flight sticks
2248d3812e joystick: Rework GIP code to allow separate states for individual attachments
87fe9ef79b Fixed crash if WGI isn't correlated in RAWINPUT_JoystickRumble()
29d2116495 Define illegal_instruction() when it will be actually used
2aa0957081 Fixed 8BitDo Ultimate 2 Wireless controller on macOS
ad55597715 ci: Update Steam Linux Runtime tasks.
36c3a7a5e2 ci: Add slrsniper-arm64 task
8690a9ab54 Prefer the HIDAPI driver for 8BitDo controllers on macOS
2b57d58f7d Added GCController mapping for the 8BitDo SN30 Pro on macOS
d157600d3d Added GCController mapping for the 8BitDo Pro 2 on macOS
09c8d4b556 Sync SDL3 wiki -> header
37b86a6d2f windows: fix Unicode function and type inconsistencies
d9e58baa6d fixed the  field of SDL_MouseMotionTransformCallback
e7a765d648 Replace SDL_free with delete for new-allocated objects
5bee85408c Cleanup 8BitDo HIDAPI support for SF30 Pro and SN30 Pro
89a8cf2505 Sync SDL3 wiki -> header
6b048f59d7 fix #12963
2b3c481215 add 8BitDo Controller (#12964)
ca47dc59a9 Fixed building with the OpenVR video driver
195ad85ba4 Fixed typo
f4813ca2cf x11: Filter out duplicate key presses when an IME is active
8e1f4bafb4 [emscripten] Remove referenc to Module['createContext']
1dbb813316 VITA: fix audio playback
20f783532b Sync SDL3 wiki -> header
bbd973c8d2 Sync SDL3 wiki -> header
71303b41bf Sync SDL3 wiki -> header
a7344206e8 wikiheaders: Patched to compile.
06c2f9fcfc wikiheaders: Correct wiki README digest links.
ad46394e82 wikiheaders: README.md should be READMEs.md
2c97a48c51 wikiheaders: READMEs go in the base dir of the wiki now.
92a5417a98 docs: Tweak some minor things to keep wikiheaders happy.
d357aa29a3 Fixed initializing the OpenVR driver
f8c77908ad Use motor sequence ID 0 in the HIDAPI GIP driver
33e5f4885a x11: Don't update grab on enter when the mouse is captured
1abac3ccc3 Revert "x11: Better handle XInput2 mouse tracking outside the window"
85d2345bd8 Sync SDL3 wiki -> header
5bd886519b Sync SDL3 wiki -> header
c6362b4788 tests: Revert some leftover testing code
c91f9f6968 x11: #ifdef the XRandR path in the message box code
7490471796 cpuinfo: Use auxv for AltiVec on Linux if possible
17bba029ba don't prototype strdup() for __clang_analyzer__ case in windows builds.
15c6acf74f capture g27 shifter r input
795d1ae1fb testmessage: Don't push the event if "Retry" was chosen.
d73fe0bc53 win32: Hide the borders when showing a fullscreen window
ab12b7cbba Added support for the share button on the GameSir-K1 FLUX controller
1e6a25324c Added support for the PowerA Battle Dragon Advanced Wireless Controller
57346f2ba8 dialog: Cocoa backend should reactivate the app after the modal dialog.
caf269ce00 Added a link to the GIP documentation
34c045aa39 Fixed paddles on the Xbox Elite controller using the GIP driver
0447c2f3c3 events: Add integer wheel fields for sdl2-compat
ae251a05be Fixed warning: no previous prototype for function 'GIP_ParseMetadata'
193b0c8963 uikit: Use SDL_RunOnMainThread instead of dispatch_sync for message boxes.
691cc5bb5e dialog: Cocoa shouldn't crash if there's a '.' in the filters.
4ef8b6ce1b X11: Center Message Box on Multi Monitor Displays (#12819)
c5d5967c3a video: Store the preferred fullscreen display in a property for sdl2-compat
11e1d4a145 Sync SDL3 wiki -> header
00f3a82ada Joystick: Add new GIP driver to replace old Xbox One wired driver
48dfc03a87 Added the gamepad hint SDL_GAMECONTROLLER_USE_GAMECUBE_LABELS
21a7bbbf14 Restore compatibility with older GameCube mappings
3730128e33 Simplify WIN_CreateHCursor (#12933)
6a0505c090 wayland: Remove unnecessary function call
fdd8b5d630 wayland: Query the mouse global button states from the seats
e3df61b070 Fixed right mouse button emulation when using a pen
106ccc722e Fixed missing simulated mouse events using a Wacom tablet
8ae962c904 Fixed build
e04064350f Fixed right click mouse emulation for the Wacom tablet
a163257295 GPU: Validate that textures are not bound for both read and write on render passes (#12925)
ea67133e4f pen: Windows can't check WM_POINTER[DOWN|UP] for touches directly.
f131791005 Sync SDL3 wiki -> header
e1a41c1c97 GPU Vulkan: Add locks for layout object lookups (#12924)
fd5380ffc6 Sync SDL3 wiki -> header
b871ac0d97 Add support for non-constrained and non-grabbing popups
8abcc27535 Removed timeout in SDL_RunOnMainThread()
ef54c3bf18 Always enable D3D12 GPU on Windows
39d3148185 events: Fix undefined behavior when disabling some event types
510c7edd9b migrate usage of SetCursor(NULL) to RedrawCursor()
4779499048 Split the redraw effect to own function
6c172e5220 SDL_SetCursor should not skip focus check
cbf44700d8 bytepusher example: always render text to render target and remove unused variable
faddff1bcc Sync SDL3 wiki -> header
31650d566c Added SDL_GAMEPAD_TYPE_GAMECUBE
c4d5cc358f streamline boolean logic
441e7e488f invert cursor_visible to hide_cursor
d553372682 rename cursor_shown to cursor_visible
016ba86f93 tray, unix: make pointers g_object_ref and g_object_ref_sink static
6f5892e543 cocoa: Immediately update the mouse focus when showing/hiding a popup menu
8c733d1f7b x11: Better handle XInput2 mouse tracking outside the window
0dbf585ace fix SDL_audiocvt.c MSVC build.
af0972c33f audio: SDL_PutAudioStreamPlanarData should take a channel count.
5f03cb3882 d3d12: Patched to compile with GDK builds.
360cc2791f test/msdf_font.bmp: mark as non-executable.
34fe967f3e Sync SDL3 wiki -> header
22692e308f events: Added SDL_GetEventDescription().
c2ed58db7b windows: Fix stale zoom/iconic state in WM_WINDOWPOSCHANGED handler
14ae45c2b8 GDK: Handle ProjectDir with space
faa2e40406 gpu: Warn about Direct3D 12 texture alignment requirements.
2e45198299 Sync SDL3 wiki -> header
608f706a95 audio: Added SDL_SetAudioIterationCallbacks().
18a86ea6bb testaudio: Use SDL_SetAppMetadata at startup.
a9bee3c0bf pipewire: Use a more specific stream name than "Audio Stream".
2767c1a440 aaudio: We PlayDevice first and WaitDevice after; reduce semaphore count by 1.
7642c0468d Log information about Wayland environment detection
5b1e92ae88 cmake: use CMAKE_ANDROID_NDK variable as root of Android ndk
09b2aae47e cocoa: Popup menus always accept first click
29ef31d589 Sync SDL3 wiki -> header
15cb9bd610 Sync SDL3 wiki -> header
b28449a58c audio: Tweak SDL_GetAudioDeviceName.
da3c864d4c Reset the keyboard when entering a modal loop on Windows
a82f70dc21 use GetMessagePos instead of GetCursorPos
bfbeaca29f inline WIN_UpdateMouseCapture
de2c5c33b7 SDL_hidapi_steamdeck: report touch controller events
5cacdf2513 Fix crash in UIKit indirect pointer handling
32bbabe2a5 Add Padix Rockfire devices (#12884)
7e1d4f843c Emscripten: fix incorrect error check for WebGL context creation
fcdaff4110 Fixed compiler warning
dd625a6763 defer clipcursor refresh unto pump finish
c84c2aa2c4 pass ground-truth cursor pos to WIN_UpdateFocus
11a3296a42 x11: Handle size/position events arriving before state events
d50520462a Add and use SDL_HapticEffectID typedef
fb940fff80 audio: Fix warning C4701: potentially uninitialized local variable 'isstack' used
e8bd9cc150 audio: SDL_GetAudioDeviceName() doesn't need a full device lock.
3343cb2147 gpu: rework alpha-to-coverage validation
ceb9fecfc1 Joystick: Add trigger rumble resend
c81b62293a GPU D3D12 - Update to use typeless formats for depth buffer (#12701)
27b256022b SDL_GetRectIntersectionFloat(): Allow rendering zero-sized srcrect
d04b28926c GPU: Make D3D12 debug layers optional
695cad459b Corrected documentation for SDL_SetGPUSwapchainParameters()
2b16c961ea Add and use typedefs SDL_HapticEffectType and SDL_HapticDirectionType
a1332d77f6 wayland: Cleanup timestamp handling
b5ed0d0138 stb_image.h: apply mainstream PR/1736
e3181a0bcd Sync SDL3 wiki -> header
e3507b390e examples: added audio/05-planar-data
3905aa0587 audio: Added SDL_PutAudioStreamPlanarData.
483d1c36ed comments: Fixed a few typos I ran into in the audio code.
727a5fae59 Sync SDL3 wiki -> header
5a8be8e4c2 Fixed formatting
6e4ace310c GPU: Validate shader bytecode
89d7d406ab Added tests to cover invalid surface blits
fe849f1572 SDL_BlitSurfaceScaled(): Do not divide by zero
8017d38adc SDL_BlitSurfaceScaled(): Do not blit if surfaces have no pixel data
18fbe6a92f Renamed SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 to SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER
6a6917b0df Sync SDL3 wiki -> header
e70a49892b Add missing type suffix to SDL_PROP_WINDOW_OPENVR_OVERLAY_ID
a696b108ac SDL_BlitSurface() comment: Remove sentence about final blit rect being stored in srcrect and dstrect
c076b0d17f Removed incorrect documentation for SDL_RenderViewportSet()
47162a4168 x11: Send key events for dead keys consumed by the IME
3aed80cd82 Updated documentation for SDL_HINT_GPU_DRIVER
86b3369491 wayland: Check the origin of clipboard offers before forwarding them to the client
23a7a74133 Sync SDL3 wiki -> header
3be0ec5631 Sync SDL3 wiki -> header
5bd1578a45 wayland: Account for timer rollover when calculating the elapsed time for key repeats.
10f51da28d cocoa: Use CGFLOAT_MAX for unbounded max window dimensions
3519a59d8f The SDL_BUTTON_*MASK defines must come immediately after the SDL_MouseButtonFlags typedef to be associated
8e0b39f465 Sync SDL3 wiki -> header
9da46bc37f win32: Check internal data when positioning child windows

git-subtree-dir: external/SDL
git-subtree-split: 279dabfc96631965f8dad2e39d57daa4b9130d24
2025-06-26 22:23:47 +02:00

4451 lines
168 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: GPU */
/**
* # CategoryGPU
*
* The GPU API offers a cross-platform way for apps to talk to modern graphics
* hardware. It offers both 3D graphics and compute support, in the style of
* Metal, Vulkan, and Direct3D 12.
*
* A basic workflow might be something like this:
*
* The app creates a GPU device with SDL_CreateGPUDevice(), and assigns it to
* a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you
* can render offscreen entirely, perhaps for image processing, and not use a
* window at all.
*
* Next, the app prepares static data (things that are created once and used
* over and over). For example:
*
* - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
* - Vertex buffers (arrays of geometry data) and other rendering data: use
* SDL_CreateGPUBuffer() and SDL_UploadToGPUBuffer().
* - Textures (images): use SDL_CreateGPUTexture() and
* SDL_UploadToGPUTexture().
* - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
* - Render pipelines (precalculated rendering state): use
* SDL_CreateGPUGraphicsPipeline()
*
* To render, the app creates one or more command buffers, with
* SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering
* instructions that will be submitted to the GPU in batch. Complex scenes can
* use multiple command buffers, maybe configured across multiple threads in
* parallel, as long as they are submitted in the correct order, but many apps
* will just need one command buffer per frame.
*
* Rendering can happen to a texture (what other APIs call a "render target")
* or it can happen to the swapchain texture (which is just a special texture
* that represents a window's contents). The app can use
* SDL_WaitAndAcquireGPUSwapchainTexture() to render to the window.
*
* Rendering actually happens in a Render Pass, which is encoded into a
* command buffer. One can encode multiple render passes (or alternate between
* render and compute passes) in a single command buffer, but many apps might
* simply need a single render pass in a single command buffer. Render Passes
* can render to up to four color textures and one depth texture
* simultaneously. If the set of textures being rendered to needs to change,
* the Render Pass must be ended and a new one must be begun.
*
* The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for
* each draw:
*
* - SDL_BindGPUGraphicsPipeline()
* - SDL_SetGPUViewport()
* - SDL_BindGPUVertexBuffers()
* - SDL_BindGPUVertexSamplers()
* - etc
*
* Then, make the actual draw commands with these states:
*
* - SDL_DrawGPUPrimitives()
* - SDL_DrawGPUPrimitivesIndirect()
* - SDL_DrawGPUIndexedPrimitivesIndirect()
* - etc
*
* After all the drawing commands for a pass are complete, the app should call
* SDL_EndGPURenderPass(). Once a render pass ends all render-related state is
* reset.
*
* The app can begin new Render Passes and make new draws in the same command
* buffer until the entire scene is rendered.
*
* Once all of the render commands for the scene are complete, the app calls
* SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing.
*
* If the app needs to read back data from texture or buffers, the API has an
* efficient way of doing this, provided that the app is willing to tolerate
* some latency. When the app uses SDL_DownloadFromGPUTexture() or
* SDL_DownloadFromGPUBuffer(), submitting the command buffer with
* SDL_SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that
* the app can poll or wait on in a thread. Once the fence indicates that the
* command buffer is done processing, it is safe to read the downloaded data.
* Make sure to call SDL_ReleaseGPUFence() when done with the fence.
*
* The API also has "compute" support. The app calls SDL_BeginGPUComputePass()
* with compute-writeable textures and/or buffers, which can be written to in
* a compute shader. Then it sets states it needs for the compute dispatches:
*
* - SDL_BindGPUComputePipeline()
* - SDL_BindGPUComputeStorageBuffers()
* - SDL_BindGPUComputeStorageTextures()
*
* Then, dispatch compute work:
*
* - SDL_DispatchGPUCompute()
*
* For advanced users, this opens up powerful GPU-driven workflows.
*
* Graphics and compute pipelines require the use of shaders, which as
* mentioned above are small programs executed on the GPU. Each backend
* (Vulkan, Metal, D3D12) requires a different shader format. When the app
* creates the GPU device, the app lets the device know which shader formats
* the app can provide. It will then select the appropriate backend depending
* on the available shader formats and the backends available on the platform.
* When creating shaders, the app must provide the correct shader format for
* the selected backend. If you would like to learn more about why the API
* works this way, there is a detailed
* [blog post](https://moonside.games/posts/layers-all-the-way-down/)
* explaining this situation.
*
* It is optimal for apps to pre-compile the shader formats they might use,
* but for ease of use SDL provides a separate project,
* [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross)
* , for performing runtime shader cross-compilation. It also has a CLI
* interface for offline precompilation as well.
*
* This is an extremely quick overview that leaves out several important
* details. Already, though, one can see that GPU programming can be quite
* complex! If you just need simple 2D graphics, the
* [Render API](https://wiki.libsdl.org/SDL3/CategoryRender)
* is much easier to use but still hardware-accelerated. That said, even for
* 2D applications the performance benefits and expressiveness of the GPU API
* are significant.
*
* The GPU API targets a feature set with a wide range of hardware support and
* ease of portability. It is designed so that the app won't have to branch
* itself by querying feature support. If you need cutting-edge features with
* limited hardware support, this API is probably not for you.
*
* Examples demonstrating proper usage of this API can be found
* [here](https://github.com/TheSpydog/SDL_gpu_examples)
* .
*
* ## Performance considerations
*
* Here are some basic tips for maximizing your rendering performance.
*
* - Beginning a new render pass is relatively expensive. Use as few render
* passes as you can.
* - Minimize the amount of state changes. For example, binding a pipeline is
* relatively cheap, but doing it hundreds of times when you don't need to
* will slow the performance significantly.
* - Perform your data uploads as early as possible in the frame.
* - Don't churn resources. Creating and releasing resources is expensive.
* It's better to create what you need up front and cache it.
* - Don't use uniform buffers for large amounts of data (more than a matrix
* or so). Use a storage buffer instead.
* - Use cycling correctly. There is a detailed explanation of cycling further
* below.
* - Use culling techniques to minimize pixel writes. The less writing the GPU
* has to do the better. Culling can be a very advanced topic but even
* simple culling techniques can boost performance significantly.
*
* In general try to remember the golden rule of performance: doing things is
* more expensive than not doing things. Don't Touch The Driver!
*
* ## FAQ
*
* **Question: When are you adding more advanced features, like ray tracing or
* mesh shaders?**
*
* Answer: We don't have immediate plans to add more bleeding-edge features,
* but we certainly might in the future, when these features prove worthwhile,
* and reasonable to implement across several platforms and underlying APIs.
* So while these things are not in the "never" category, they are definitely
* not "near future" items either.
*
* **Question: Why is my shader not working?**
*
* Answer: A common oversight when using shaders is not properly laying out
* the shader resources/registers correctly. The GPU API is very strict with
* how it wants resources to be laid out and it's difficult for the API to
* automatically validate shaders to see if they have a compatible layout. See
* the documentation for SDL_CreateGPUShader() and
* SDL_CreateGPUComputePipeline() for information on the expected layout.
*
* Another common issue is not setting the correct number of samplers,
* textures, and buffers in SDL_GPUShaderCreateInfo. If possible use shader
* reflection to extract the required information from the shader
* automatically instead of manually filling in the struct's values.
*
* **Question: My application isn't performing very well. Is this the GPU
* API's fault?**
*
* Answer: No. Long answer: The GPU API is a relatively thin layer over the
* underlying graphics API. While it's possible that we have done something
* inefficiently, it's very unlikely especially if you are relatively
* inexperienced with GPU rendering. Please see the performance tips above and
* make sure you are following them. Additionally, tools like
* [RenderDoc](https://renderdoc.org/)
* can be very helpful for diagnosing incorrect behavior and performance
* issues.
*
* ## System Requirements
*
* ### Vulkan
*
* SDL driver name: "vulkan" (for use in SDL_CreateGPUDevice() and
* SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING)
*
* Supported on Windows, Linux, Nintendo Switch, and certain Android devices.
* Requires Vulkan 1.0 with the following extensions and device features:
*
* - `VK_KHR_swapchain`
* - `VK_KHR_maintenance1`
* - `independentBlend`
* - `imageCubeArray`
* - `depthClamp`
* - `shaderClipDistance`
* - `drawIndirectFirstInstance`
* - `sampleRateShading`
*
* ### D3D12
*
* SDL driver name: "direct3d12"
*
* Supported on Windows 10 or newer, Xbox One (GDK), and Xbox Series X|S
* (GDK). Requires a GPU that supports DirectX 12 Feature Level 11_1.
*
* ### Metal
*
* SDL driver name: "metal"
*
* Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware requirements vary by
* operating system:
*
* - macOS requires an Apple Silicon or
* [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc)
* GPU
* - iOS/tvOS requires an A9 GPU or newer
* - iOS Simulator and tvOS Simulator are unsupported
*
* ## Coordinate System
*
* The GPU API uses a left-handed coordinate system, following the convention
* of D3D12 and Metal. Specifically:
*
* - **Normalized Device Coordinates:** The lower-left corner has an x,y
* coordinate of `(-1.0, -1.0)`. The upper-right corner is `(1.0, 1.0)`. Z
* values range from `[0.0, 1.0]` where 0 is the near plane.
* - **Viewport Coordinates:** The top-left corner has an x,y coordinate of
* `(0, 0)` and extends to the bottom-right corner at `(viewportWidth,
* viewportHeight)`. +Y is down.
* - **Texture Coordinates:** The top-left corner has an x,y coordinate of
* `(0, 0)` and extends to the bottom-right corner at `(1.0, 1.0)`. +Y is
* down.
*
* If the backend driver differs from this convention (e.g. Vulkan, which has
* an NDC that assumes +Y is down), SDL will automatically convert the
* coordinate system behind the scenes, so you don't need to perform any
* coordinate flipping logic in your shaders.
*
* ## Uniform Data
*
* Uniforms are for passing data to shaders. The uniform data will be constant
* across all executions of the shader.
*
* There are 4 available uniform slots per shader stage (where the stages are
* vertex, fragment, and compute). Uniform data pushed to a slot on a stage
* keeps its value throughout the command buffer until you call the relevant
* Push function on that slot again.
*
* For example, you could write your vertex shaders to read a camera matrix
* from uniform binding slot 0, push the camera matrix at the start of the
* command buffer, and that data will be used for every subsequent draw call.
*
* It is valid to push uniform data during a render or compute pass.
*
* Uniforms are best for pushing small amounts of data. If you are pushing
* more than a matrix or two per call you should consider using a storage
* buffer instead.
*
* ## A Note On Cycling
*
* When using a command buffer, operations do not occur immediately - they
* occur some time after the command buffer is submitted.
*
* When a resource is used in a pending or active command buffer, it is
* considered to be "bound". When a resource is no longer used in any pending
* or active command buffers, it is considered to be "unbound".
*
* If data resources are bound, it is unspecified when that data will be
* unbound unless you acquire a fence when submitting the command buffer and
* wait on it. However, this doesn't mean you need to track resource usage
* manually.
*
* All of the functions and structs that involve writing to a resource have a
* "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all
* effectively function as ring buffers on internal resources. When cycle is
* true, if the resource is bound, the cycle rotates to the next unbound
* internal resource, or if none are available, a new one is created. This
* means you don't have to worry about complex state tracking and
* synchronization as long as cycling is correctly employed.
*
* For example: you can call SDL_MapGPUTransferBuffer(), write texture data,
* SDL_UnmapGPUTransferBuffer(), and then SDL_UploadToGPUTexture(). The next
* time you write texture data to the transfer buffer, if you set the cycle
* param to true, you don't have to worry about overwriting any data that is
* not yet uploaded.
*
* Another example: If you are using a texture in a render pass every frame,
* this can cause a data dependency between frames. If you set cycle to true
* in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.
*
* Cycling will never undefine already bound data. When cycling, all data in
* the resource is considered to be undefined for subsequent commands until
* that data is written again. You must take care not to read undefined data.
*
* Note that when cycling a texture, the entire texture will be cycled, even
* if only part of the texture is used in the call, so you must consider the
* entire texture to contain undefined data after cycling.
*
* You must also take care not to overwrite a section of data that has been
* referenced in a command without cycling first. It is OK to overwrite
* unreferenced data in a bound resource without cycling, but overwriting a
* section of data that has already been referenced will produce unexpected
* results.
*
* ## Debugging
*
* At some point of your GPU journey, you will probably encounter issues that
* are not traceable with regular debugger - for example, your code compiles
* but you get an empty screen, or your shader fails in runtime.
*
* For debugging such cases, there are tools that allow visually inspecting
* the whole GPU frame, every drawcall, every bound resource, memory buffers,
* etc. They are the following, per platform:
*
* * For Windows/Linux, use
* [RenderDoc](https://renderdoc.org/)
* * For MacOS (Metal), use Xcode built-in debugger (Open XCode, go to Debug >
* Debug Executable..., select your application, set "GPU Frame Capture" to
* "Metal" in scheme "Options" window, run your app, and click the small
* Metal icon on the bottom to capture a frame)
*
* Aside from that, you may want to enable additional debug layers to receive
* more detailed error messages, based on your GPU backend:
*
* * For D3D12, the debug layer is an optional feature that can be installed
* via "Windows Settings -> System -> Optional features" and adding the
* "Graphics Tools" optional feature.
* * For Vulkan, you will need to install Vulkan SDK on Windows, and on Linux,
* you usually have some sort of `vulkan-validation-layers` system package
* that should be installed.
* * For Metal, it should be enough just to run the application from XCode to
* receive detailed errors or warnings in the output.
*
* Don't hesitate to use tools as RenderDoc when encountering runtime issues
* or unexpected output on screen, quick GPU frame inspection can usually help
* you fix the majority of such problems.
*/
#ifndef SDL_gpu_h_
#define SDL_gpu_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_pixels.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_surface.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_begin_code.h>
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
/* Type Declarations */
/**
* An opaque handle representing the SDL_GPU context.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_GPUDevice SDL_GPUDevice;
/**
* An opaque handle representing a buffer.
*
* Used for vertices, indices, indirect draw commands, and general compute
* data.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUBuffer
* \sa SDL_UploadToGPUBuffer
* \sa SDL_DownloadFromGPUBuffer
* \sa SDL_CopyGPUBufferToBuffer
* \sa SDL_BindGPUVertexBuffers
* \sa SDL_BindGPUIndexBuffer
* \sa SDL_BindGPUVertexStorageBuffers
* \sa SDL_BindGPUFragmentStorageBuffers
* \sa SDL_DrawGPUPrimitivesIndirect
* \sa SDL_DrawGPUIndexedPrimitivesIndirect
* \sa SDL_BindGPUComputeStorageBuffers
* \sa SDL_DispatchGPUComputeIndirect
* \sa SDL_ReleaseGPUBuffer
*/
typedef struct SDL_GPUBuffer SDL_GPUBuffer;
/**
* An opaque handle representing a transfer buffer.
*
* Used for transferring data to and from the device.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUTransferBuffer
* \sa SDL_MapGPUTransferBuffer
* \sa SDL_UnmapGPUTransferBuffer
* \sa SDL_UploadToGPUBuffer
* \sa SDL_UploadToGPUTexture
* \sa SDL_DownloadFromGPUBuffer
* \sa SDL_DownloadFromGPUTexture
* \sa SDL_ReleaseGPUTransferBuffer
*/
typedef struct SDL_GPUTransferBuffer SDL_GPUTransferBuffer;
/**
* An opaque handle representing a texture.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUTexture
* \sa SDL_UploadToGPUTexture
* \sa SDL_DownloadFromGPUTexture
* \sa SDL_CopyGPUTextureToTexture
* \sa SDL_BindGPUVertexSamplers
* \sa SDL_BindGPUVertexStorageTextures
* \sa SDL_BindGPUFragmentSamplers
* \sa SDL_BindGPUFragmentStorageTextures
* \sa SDL_BindGPUComputeStorageTextures
* \sa SDL_GenerateMipmapsForGPUTexture
* \sa SDL_BlitGPUTexture
* \sa SDL_ReleaseGPUTexture
*/
typedef struct SDL_GPUTexture SDL_GPUTexture;
/**
* An opaque handle representing a sampler.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUSampler
* \sa SDL_BindGPUVertexSamplers
* \sa SDL_BindGPUFragmentSamplers
* \sa SDL_ReleaseGPUSampler
*/
typedef struct SDL_GPUSampler SDL_GPUSampler;
/**
* An opaque handle representing a compiled shader object.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
* \sa SDL_CreateGPUGraphicsPipeline
* \sa SDL_ReleaseGPUShader
*/
typedef struct SDL_GPUShader SDL_GPUShader;
/**
* An opaque handle representing a compute pipeline.
*
* Used during compute passes.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUComputePipeline
* \sa SDL_BindGPUComputePipeline
* \sa SDL_ReleaseGPUComputePipeline
*/
typedef struct SDL_GPUComputePipeline SDL_GPUComputePipeline;
/**
* An opaque handle representing a graphics pipeline.
*
* Used during render passes.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
* \sa SDL_BindGPUGraphicsPipeline
* \sa SDL_ReleaseGPUGraphicsPipeline
*/
typedef struct SDL_GPUGraphicsPipeline SDL_GPUGraphicsPipeline;
/**
* An opaque handle representing a command buffer.
*
* Most state is managed via command buffers. When setting state using a
* command buffer, that state is local to the command buffer.
*
* Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is
* called. Once the command buffer is submitted, it is no longer valid to use
* it.
*
* Command buffers are executed in submission order. If you submit command
* buffer A and then command buffer B all commands in A will begin executing
* before any command in B begins executing.
*
* In multi-threading scenarios, you should only access a command buffer on
* the thread you acquired it from.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_AcquireGPUCommandBuffer
* \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
typedef struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer;
/**
* An opaque handle representing a render pass.
*
* This handle is transient and should not be held or referenced after
* SDL_EndGPURenderPass is called.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_BeginGPURenderPass
* \sa SDL_EndGPURenderPass
*/
typedef struct SDL_GPURenderPass SDL_GPURenderPass;
/**
* An opaque handle representing a compute pass.
*
* This handle is transient and should not be held or referenced after
* SDL_EndGPUComputePass is called.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_BeginGPUComputePass
* \sa SDL_EndGPUComputePass
*/
typedef struct SDL_GPUComputePass SDL_GPUComputePass;
/**
* An opaque handle representing a copy pass.
*
* This handle is transient and should not be held or referenced after
* SDL_EndGPUCopyPass is called.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_BeginGPUCopyPass
* \sa SDL_EndGPUCopyPass
*/
typedef struct SDL_GPUCopyPass SDL_GPUCopyPass;
/**
* An opaque handle representing a fence.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
* \sa SDL_QueryGPUFence
* \sa SDL_WaitForGPUFences
* \sa SDL_ReleaseGPUFence
*/
typedef struct SDL_GPUFence SDL_GPUFence;
/**
* Specifies the primitive topology of a graphics pipeline.
*
* If you are using POINTLIST you must include a point size output in the
* vertex shader.
*
* - For HLSL compiling to SPIRV you must decorate a float output with
* [[vk::builtin("PointSize")]].
* - For GLSL you must set the gl_PointSize builtin.
* - For MSL you must include a float output with the [[point_size]]
* decorator.
*
* Note that sized point topology is totally unsupported on D3D12. Any size
* other than 1 will be ignored. In general, you should avoid using point
* topology for both compatibility and performance reasons. You WILL regret
* using it.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef enum SDL_GPUPrimitiveType
{
SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, /**< A series of separate triangles. */
SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP, /**< A series of connected triangles. */
SDL_GPU_PRIMITIVETYPE_LINELIST, /**< A series of separate lines. */
SDL_GPU_PRIMITIVETYPE_LINESTRIP, /**< A series of connected lines. */
SDL_GPU_PRIMITIVETYPE_POINTLIST /**< A series of separate points. */
} SDL_GPUPrimitiveType;
/**
* Specifies how the contents of a texture attached to a render pass are
* treated at the beginning of the render pass.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_BeginGPURenderPass
*/
typedef enum SDL_GPULoadOp
{
SDL_GPU_LOADOP_LOAD, /**< The previous contents of the texture will be preserved. */
SDL_GPU_LOADOP_CLEAR, /**< The contents of the texture will be cleared to a color. */
SDL_GPU_LOADOP_DONT_CARE /**< The previous contents of the texture need not be preserved. The contents will be undefined. */
} SDL_GPULoadOp;
/**
* Specifies how the contents of a texture attached to a render pass are
* treated at the end of the render pass.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_BeginGPURenderPass
*/
typedef enum SDL_GPUStoreOp
{
SDL_GPU_STOREOP_STORE, /**< The contents generated during the render pass will be written to memory. */
SDL_GPU_STOREOP_DONT_CARE, /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
SDL_GPU_STOREOP_RESOLVE, /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined. */
SDL_GPU_STOREOP_RESOLVE_AND_STORE /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory. */
} SDL_GPUStoreOp;
/**
* Specifies the size of elements in an index buffer.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef enum SDL_GPUIndexElementSize
{
SDL_GPU_INDEXELEMENTSIZE_16BIT, /**< The index elements are 16-bit. */
SDL_GPU_INDEXELEMENTSIZE_32BIT /**< The index elements are 32-bit. */
} SDL_GPUIndexElementSize;
/**
* Specifies the pixel format of a texture.
*
* Texture format support varies depending on driver, hardware, and usage
* flags. In general, you should use SDL_GPUTextureSupportsFormat to query if
* a format is supported before using it. However, there are a few guaranteed
* formats.
*
* FIXME: Check universal support for 32-bit component formats FIXME: Check
* universal support for SIMULTANEOUS_READ_WRITE
*
* For SAMPLER usage, the following formats are universally supported:
*
* - R8G8B8A8_UNORM
* - B8G8R8A8_UNORM
* - R8_UNORM
* - R8_SNORM
* - R8G8_UNORM
* - R8G8_SNORM
* - R8G8B8A8_SNORM
* - R16_FLOAT
* - R16G16_FLOAT
* - R16G16B16A16_FLOAT
* - R32_FLOAT
* - R32G32_FLOAT
* - R32G32B32A32_FLOAT
* - R11G11B10_UFLOAT
* - R8G8B8A8_UNORM_SRGB
* - B8G8R8A8_UNORM_SRGB
* - D16_UNORM
*
* For COLOR_TARGET usage, the following formats are universally supported:
*
* - R8G8B8A8_UNORM
* - B8G8R8A8_UNORM
* - R8_UNORM
* - R16_FLOAT
* - R16G16_FLOAT
* - R16G16B16A16_FLOAT
* - R32_FLOAT
* - R32G32_FLOAT
* - R32G32B32A32_FLOAT
* - R8_UINT
* - R8G8_UINT
* - R8G8B8A8_UINT
* - R16_UINT
* - R16G16_UINT
* - R16G16B16A16_UINT
* - R8_INT
* - R8G8_INT
* - R8G8B8A8_INT
* - R16_INT
* - R16G16_INT
* - R16G16B16A16_INT
* - R8G8B8A8_UNORM_SRGB
* - B8G8R8A8_UNORM_SRGB
*
* For STORAGE usages, the following formats are universally supported:
*
* - R8G8B8A8_UNORM
* - R8G8B8A8_SNORM
* - R16G16B16A16_FLOAT
* - R32_FLOAT
* - R32G32_FLOAT
* - R32G32B32A32_FLOAT
* - R8G8B8A8_UINT
* - R16G16B16A16_UINT
* - R8G8B8A8_INT
* - R16G16B16A16_INT
*
* For DEPTH_STENCIL_TARGET usage, the following formats are universally
* supported:
*
* - D16_UNORM
* - Either (but not necessarily both!) D24_UNORM or D32_FLOAT
* - Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_FLOAT_S8_UINT
*
* Unless D16_UNORM is sufficient for your purposes, always check which of
* D24/D32 is supported before creating a depth-stencil texture!
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUTexture
* \sa SDL_GPUTextureSupportsFormat
*/
typedef enum SDL_GPUTextureFormat
{
SDL_GPU_TEXTUREFORMAT_INVALID,
/* Unsigned Normalized Float Color Formats */
SDL_GPU_TEXTUREFORMAT_A8_UNORM,
SDL_GPU_TEXTUREFORMAT_R8_UNORM,
SDL_GPU_TEXTUREFORMAT_R8G8_UNORM,
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
SDL_GPU_TEXTUREFORMAT_R16_UNORM,
SDL_GPU_TEXTUREFORMAT_R16G16_UNORM,
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM,
SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM,
SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM,
SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM,
SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM,
SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM,
/* Compressed Unsigned Normalized Float Color Formats */
SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM,
SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM,
SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM,
SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM,
SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM,
SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM,
/* Compressed Signed Float Color Formats */
SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT,
/* Compressed Unsigned Float Color Formats */
SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT,
/* Signed Normalized Float Color Formats */
SDL_GPU_TEXTUREFORMAT_R8_SNORM,
SDL_GPU_TEXTUREFORMAT_R8G8_SNORM,
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM,
SDL_GPU_TEXTUREFORMAT_R16_SNORM,
SDL_GPU_TEXTUREFORMAT_R16G16_SNORM,
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM,
/* Signed Float Color Formats */
SDL_GPU_TEXTUREFORMAT_R16_FLOAT,
SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT,
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT,
SDL_GPU_TEXTUREFORMAT_R32_FLOAT,
SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT,
SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT,
/* Unsigned Float Color Formats */
SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT,
/* Unsigned Integer Color Formats */
SDL_GPU_TEXTUREFORMAT_R8_UINT,
SDL_GPU_TEXTUREFORMAT_R8G8_UINT,
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT,
SDL_GPU_TEXTUREFORMAT_R16_UINT,
SDL_GPU_TEXTUREFORMAT_R16G16_UINT,
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT,
SDL_GPU_TEXTUREFORMAT_R32_UINT,
SDL_GPU_TEXTUREFORMAT_R32G32_UINT,
SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT,
/* Signed Integer Color Formats */
SDL_GPU_TEXTUREFORMAT_R8_INT,
SDL_GPU_TEXTUREFORMAT_R8G8_INT,
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT,
SDL_GPU_TEXTUREFORMAT_R16_INT,
SDL_GPU_TEXTUREFORMAT_R16G16_INT,
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT,
SDL_GPU_TEXTUREFORMAT_R32_INT,
SDL_GPU_TEXTUREFORMAT_R32G32_INT,
SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT,
/* SRGB Unsigned Normalized Color Formats */
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB,
/* Compressed SRGB Unsigned Normalized Color Formats */
SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB,
/* Depth Formats */
SDL_GPU_TEXTUREFORMAT_D16_UNORM,
SDL_GPU_TEXTUREFORMAT_D24_UNORM,
SDL_GPU_TEXTUREFORMAT_D32_FLOAT,
SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT,
SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT,
/* Compressed ASTC Normalized Float Color Formats*/
SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM,
/* Compressed SRGB ASTC Normalized Float Color Formats*/
SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM_SRGB,
/* Compressed ASTC Signed Float Color Formats*/
SDL_GPU_TEXTUREFORMAT_ASTC_4x4_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_5x4_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_5x5_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_6x5_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_6x6_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_8x5_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_8x6_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_8x8_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_10x5_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_10x6_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_10x8_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_10x10_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_12x10_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_12x12_FLOAT
} SDL_GPUTextureFormat;
/**
* Specifies how a texture is intended to be used by the client.
*
* A texture must have at least one usage flag. Note that some usage flag
* combinations are invalid.
*
* With regards to compute storage usage, READ | WRITE means that you can have
* shader A that only writes into the texture and shader B that only reads
* from the texture and bind the same texture to either shader respectively.
* SIMULTANEOUS means that you can do reads and writes within the same shader
* or compute pass. It also implies that atomic ops can be used, since those
* are read-modify-write operations. If you use SIMULTANEOUS, you are
* responsible for avoiding data races, as there is no data synchronization
* within a compute pass. Note that SIMULTANEOUS usage is only supported by a
* limited number of texture formats.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUTexture
*/
typedef Uint32 SDL_GPUTextureUsageFlags;
#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< Texture supports sampling. */
#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< Texture is a color render target. */
#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< Texture is a depth stencil target. */
#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Texture supports storage reads in graphics stages. */
#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Texture supports storage reads in the compute stage. */
#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Texture supports storage writes in the compute stage. */
#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE (1u << 6) /**< Texture supports reads and writes in the same compute shader. This is NOT equivalent to READ | WRITE. */
/**
* Specifies the type of a texture.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUTexture
*/
typedef enum SDL_GPUTextureType
{
SDL_GPU_TEXTURETYPE_2D, /**< The texture is a 2-dimensional image. */
SDL_GPU_TEXTURETYPE_2D_ARRAY, /**< The texture is a 2-dimensional array image. */
SDL_GPU_TEXTURETYPE_3D, /**< The texture is a 3-dimensional image. */
SDL_GPU_TEXTURETYPE_CUBE, /**< The texture is a cube image. */
SDL_GPU_TEXTURETYPE_CUBE_ARRAY /**< The texture is a cube array image. */
} SDL_GPUTextureType;
/**
* Specifies the sample count of a texture.
*
* Used in multisampling. Note that this value only applies when the texture
* is used as a render target.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUTexture
* \sa SDL_GPUTextureSupportsSampleCount
*/
typedef enum SDL_GPUSampleCount
{
SDL_GPU_SAMPLECOUNT_1, /**< No multisampling. */
SDL_GPU_SAMPLECOUNT_2, /**< MSAA 2x */
SDL_GPU_SAMPLECOUNT_4, /**< MSAA 4x */
SDL_GPU_SAMPLECOUNT_8 /**< MSAA 8x */
} SDL_GPUSampleCount;
/**
* Specifies the face of a cube map.
*
* Can be passed in as the layer field in texture-related structs.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_GPUCubeMapFace
{
SDL_GPU_CUBEMAPFACE_POSITIVEX,
SDL_GPU_CUBEMAPFACE_NEGATIVEX,
SDL_GPU_CUBEMAPFACE_POSITIVEY,
SDL_GPU_CUBEMAPFACE_NEGATIVEY,
SDL_GPU_CUBEMAPFACE_POSITIVEZ,
SDL_GPU_CUBEMAPFACE_NEGATIVEZ
} SDL_GPUCubeMapFace;
/**
* Specifies how a buffer is intended to be used by the client.
*
* A buffer must have at least one usage flag. Note that some usage flag
* combinations are invalid.
*
* Unlike textures, READ | WRITE can be used for simultaneous read-write
* usage. The same data synchronization concerns as textures apply.
*
* If you use a STORAGE flag, the data in the buffer must respect std140
* layout conventions. In practical terms this means you must ensure that vec3
* and vec4 fields are 16-byte aligned.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUBuffer
*/
typedef Uint32 SDL_GPUBufferUsageFlags;
#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< Buffer is a vertex buffer. */
#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< Buffer is an index buffer. */
#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< Buffer is an indirect buffer. */
#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Buffer supports storage reads in graphics stages. */
#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Buffer supports storage reads in the compute stage. */
#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Buffer supports storage writes in the compute stage. */
/**
* Specifies how a transfer buffer is intended to be used by the client.
*
* Note that mapping and copying FROM an upload transfer buffer or TO a
* download transfer buffer is undefined behavior.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUTransferBuffer
*/
typedef enum SDL_GPUTransferBufferUsage
{
SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD
} SDL_GPUTransferBufferUsage;
/**
* Specifies which stage a shader program corresponds to.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
typedef enum SDL_GPUShaderStage
{
SDL_GPU_SHADERSTAGE_VERTEX,
SDL_GPU_SHADERSTAGE_FRAGMENT
} SDL_GPUShaderStage;
/**
* Specifies the format of shader code.
*
* Each format corresponds to a specific backend that accepts it.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
typedef Uint32 SDL_GPUShaderFormat;
#define SDL_GPU_SHADERFORMAT_INVALID 0
#define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */
#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */
#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */
#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */
#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */
#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */
/**
* Specifies the format of a vertex attribute.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef enum SDL_GPUVertexElementFormat
{
SDL_GPU_VERTEXELEMENTFORMAT_INVALID,
/* 32-bit Signed Integers */
SDL_GPU_VERTEXELEMENTFORMAT_INT,
SDL_GPU_VERTEXELEMENTFORMAT_INT2,
SDL_GPU_VERTEXELEMENTFORMAT_INT3,
SDL_GPU_VERTEXELEMENTFORMAT_INT4,
/* 32-bit Unsigned Integers */
SDL_GPU_VERTEXELEMENTFORMAT_UINT,
SDL_GPU_VERTEXELEMENTFORMAT_UINT2,
SDL_GPU_VERTEXELEMENTFORMAT_UINT3,
SDL_GPU_VERTEXELEMENTFORMAT_UINT4,
/* 32-bit Floats */
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT,
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
/* 8-bit Signed Integers */
SDL_GPU_VERTEXELEMENTFORMAT_BYTE2,
SDL_GPU_VERTEXELEMENTFORMAT_BYTE4,
/* 8-bit Unsigned Integers */
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2,
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4,
/* 8-bit Signed Normalized */
SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM,
SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM,
/* 8-bit Unsigned Normalized */
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM,
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM,
/* 16-bit Signed Integers */
SDL_GPU_VERTEXELEMENTFORMAT_SHORT2,
SDL_GPU_VERTEXELEMENTFORMAT_SHORT4,
/* 16-bit Unsigned Integers */
SDL_GPU_VERTEXELEMENTFORMAT_USHORT2,
SDL_GPU_VERTEXELEMENTFORMAT_USHORT4,
/* 16-bit Signed Normalized */
SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM,
SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM,
/* 16-bit Unsigned Normalized */
SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM,
SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM,
/* 16-bit Floats */
SDL_GPU_VERTEXELEMENTFORMAT_HALF2,
SDL_GPU_VERTEXELEMENTFORMAT_HALF4
} SDL_GPUVertexElementFormat;
/**
* Specifies the rate at which vertex attributes are pulled from buffers.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef enum SDL_GPUVertexInputRate
{
SDL_GPU_VERTEXINPUTRATE_VERTEX, /**< Attribute addressing is a function of the vertex index. */
SDL_GPU_VERTEXINPUTRATE_INSTANCE /**< Attribute addressing is a function of the instance index. */
} SDL_GPUVertexInputRate;
/**
* Specifies the fill mode of the graphics pipeline.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef enum SDL_GPUFillMode
{
SDL_GPU_FILLMODE_FILL, /**< Polygons will be rendered via rasterization. */
SDL_GPU_FILLMODE_LINE /**< Polygon edges will be drawn as line segments. */
} SDL_GPUFillMode;
/**
* Specifies the facing direction in which triangle faces will be culled.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef enum SDL_GPUCullMode
{
SDL_GPU_CULLMODE_NONE, /**< No triangles are culled. */
SDL_GPU_CULLMODE_FRONT, /**< Front-facing triangles are culled. */
SDL_GPU_CULLMODE_BACK /**< Back-facing triangles are culled. */
} SDL_GPUCullMode;
/**
* Specifies the vertex winding that will cause a triangle to be determined to
* be front-facing.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef enum SDL_GPUFrontFace
{
SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE, /**< A triangle with counter-clockwise vertex winding will be considered front-facing. */
SDL_GPU_FRONTFACE_CLOCKWISE /**< A triangle with clockwise vertex winding will be considered front-facing. */
} SDL_GPUFrontFace;
/**
* Specifies a comparison operator for depth, stencil and sampler operations.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef enum SDL_GPUCompareOp
{
SDL_GPU_COMPAREOP_INVALID,
SDL_GPU_COMPAREOP_NEVER, /**< The comparison always evaluates false. */
SDL_GPU_COMPAREOP_LESS, /**< The comparison evaluates reference < test. */
SDL_GPU_COMPAREOP_EQUAL, /**< The comparison evaluates reference == test. */
SDL_GPU_COMPAREOP_LESS_OR_EQUAL, /**< The comparison evaluates reference <= test. */
SDL_GPU_COMPAREOP_GREATER, /**< The comparison evaluates reference > test. */
SDL_GPU_COMPAREOP_NOT_EQUAL, /**< The comparison evaluates reference != test. */
SDL_GPU_COMPAREOP_GREATER_OR_EQUAL, /**< The comparison evalutes reference >= test. */
SDL_GPU_COMPAREOP_ALWAYS /**< The comparison always evaluates true. */
} SDL_GPUCompareOp;
/**
* Specifies what happens to a stored stencil value if stencil tests fail or
* pass.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef enum SDL_GPUStencilOp
{
SDL_GPU_STENCILOP_INVALID,
SDL_GPU_STENCILOP_KEEP, /**< Keeps the current value. */
SDL_GPU_STENCILOP_ZERO, /**< Sets the value to 0. */
SDL_GPU_STENCILOP_REPLACE, /**< Sets the value to reference. */
SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP, /**< Increments the current value and clamps to the maximum value. */
SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP, /**< Decrements the current value and clamps to 0. */
SDL_GPU_STENCILOP_INVERT, /**< Bitwise-inverts the current value. */
SDL_GPU_STENCILOP_INCREMENT_AND_WRAP, /**< Increments the current value and wraps back to 0. */
SDL_GPU_STENCILOP_DECREMENT_AND_WRAP /**< Decrements the current value and wraps to the maximum value. */
} SDL_GPUStencilOp;
/**
* Specifies the operator to be used when pixels in a render target are
* blended with existing pixels in the texture.
*
* The source color is the value written by the fragment shader. The
* destination color is the value currently existing in the texture.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef enum SDL_GPUBlendOp
{
SDL_GPU_BLENDOP_INVALID,
SDL_GPU_BLENDOP_ADD, /**< (source * source_factor) + (destination * destination_factor) */
SDL_GPU_BLENDOP_SUBTRACT, /**< (source * source_factor) - (destination * destination_factor) */
SDL_GPU_BLENDOP_REVERSE_SUBTRACT, /**< (destination * destination_factor) - (source * source_factor) */
SDL_GPU_BLENDOP_MIN, /**< min(source, destination) */
SDL_GPU_BLENDOP_MAX /**< max(source, destination) */
} SDL_GPUBlendOp;
/**
* Specifies a blending factor to be used when pixels in a render target are
* blended with existing pixels in the texture.
*
* The source color is the value written by the fragment shader. The
* destination color is the value currently existing in the texture.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef enum SDL_GPUBlendFactor
{
SDL_GPU_BLENDFACTOR_INVALID,
SDL_GPU_BLENDFACTOR_ZERO, /**< 0 */
SDL_GPU_BLENDFACTOR_ONE, /**< 1 */
SDL_GPU_BLENDFACTOR_SRC_COLOR, /**< source color */
SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR, /**< 1 - source color */
SDL_GPU_BLENDFACTOR_DST_COLOR, /**< destination color */
SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR, /**< 1 - destination color */
SDL_GPU_BLENDFACTOR_SRC_ALPHA, /**< source alpha */
SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, /**< 1 - source alpha */
SDL_GPU_BLENDFACTOR_DST_ALPHA, /**< destination alpha */
SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA, /**< 1 - destination alpha */
SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, /**< blend constant */
SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR, /**< 1 - blend constant */
SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE /**< min(source alpha, 1 - destination alpha) */
} SDL_GPUBlendFactor;
/**
* Specifies which color components are written in a graphics pipeline.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef Uint8 SDL_GPUColorComponentFlags;
#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */
#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */
#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */
#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */
/**
* Specifies a filter operation used by a sampler.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUSampler
*/
typedef enum SDL_GPUFilter
{
SDL_GPU_FILTER_NEAREST, /**< Point filtering. */
SDL_GPU_FILTER_LINEAR /**< Linear filtering. */
} SDL_GPUFilter;
/**
* Specifies a mipmap mode used by a sampler.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUSampler
*/
typedef enum SDL_GPUSamplerMipmapMode
{
SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, /**< Point filtering. */
SDL_GPU_SAMPLERMIPMAPMODE_LINEAR /**< Linear filtering. */
} SDL_GPUSamplerMipmapMode;
/**
* Specifies behavior of texture sampling when the coordinates exceed the 0-1
* range.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUSampler
*/
typedef enum SDL_GPUSamplerAddressMode
{
SDL_GPU_SAMPLERADDRESSMODE_REPEAT, /**< Specifies that the coordinates will wrap around. */
SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT, /**< Specifies that the coordinates will wrap around mirrored. */
SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE /**< Specifies that the coordinates will clamp to the 0-1 range. */
} SDL_GPUSamplerAddressMode;
/**
* Specifies the timing that will be used to present swapchain textures to the
* OS.
*
* VSYNC mode will always be supported. IMMEDIATE and MAILBOX modes may not be
* supported on certain systems.
*
* It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming
* the window if you wish to change the present mode to IMMEDIATE or MAILBOX.
*
* - VSYNC: Waits for vblank before presenting. No tearing is possible. If
* there is a pending image to present, the new image is enqueued for
* presentation. Disallows tearing at the cost of visual latency.
* - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
* occur.
* - MAILBOX: Waits for vblank before presenting. No tearing is possible. If
* there is a pending image to present, the pending image is replaced by the
* new image. Similar to VSYNC, but with reduced visual latency.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_SetGPUSwapchainParameters
* \sa SDL_WindowSupportsGPUPresentMode
* \sa SDL_WaitAndAcquireGPUSwapchainTexture
*/
typedef enum SDL_GPUPresentMode
{
SDL_GPU_PRESENTMODE_VSYNC,
SDL_GPU_PRESENTMODE_IMMEDIATE,
SDL_GPU_PRESENTMODE_MAILBOX
} SDL_GPUPresentMode;
/**
* Specifies the texture format and colorspace of the swapchain textures.
*
* SDR will always be supported. Other compositions may not be supported on
* certain systems.
*
* It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after
* claiming the window if you wish to change the swapchain composition from
* SDR.
*
* - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in sRGB encoding.
* - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are
* stored in memory in sRGB encoding but accessed in shaders in "linear
* sRGB" encoding which is sRGB but with a linear transfer function.
* - HDR_EXTENDED_LINEAR: R16G16B16A16_FLOAT swapchain. Pixel values are in
* extended linear sRGB encoding and permits values outside of the [0, 1]
* range.
* - HDR10_ST2084: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in
* BT.2020 ST2084 (PQ) encoding.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_SetGPUSwapchainParameters
* \sa SDL_WindowSupportsGPUSwapchainComposition
* \sa SDL_WaitAndAcquireGPUSwapchainTexture
*/
typedef enum SDL_GPUSwapchainComposition
{
SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR,
SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR,
SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2084
} SDL_GPUSwapchainComposition;
/* Structures */
/**
* A structure specifying a viewport.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_SetGPUViewport
*/
typedef struct SDL_GPUViewport
{
float x; /**< The left offset of the viewport. */
float y; /**< The top offset of the viewport. */
float w; /**< The width of the viewport. */
float h; /**< The height of the viewport. */
float min_depth; /**< The minimum depth of the viewport. */
float max_depth; /**< The maximum depth of the viewport. */
} SDL_GPUViewport;
/**
* A structure specifying parameters related to transferring data to or from a
* texture.
*
* If either of `pixels_per_row` or `rows_per_layer` is zero, then width and
* height of passed SDL_GPUTextureRegion to SDL_UploadToGPUTexture or
* SDL_DownloadFromGPUTexture are used as default values respectively and data
* is considered to be tightly packed.
*
* **WARNING**: Direct3D 12 requires texture data row pitch to be 256 byte
* aligned, and offsets to be aligned to 512 bytes. If they are not, SDL will
* make a temporary copy of the data that is properly aligned, but this adds
* overhead to the transfer process. Apps can avoid this by aligning their
* data appropriately, or using a different GPU backend than Direct3D 12.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_UploadToGPUTexture
* \sa SDL_DownloadFromGPUTexture
*/
typedef struct SDL_GPUTextureTransferInfo
{
SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
Uint32 offset; /**< The starting byte of the image data in the transfer buffer. */
Uint32 pixels_per_row; /**< The number of pixels from one row to the next. */
Uint32 rows_per_layer; /**< The number of rows from one layer/depth-slice to the next. */
} SDL_GPUTextureTransferInfo;
/**
* A structure specifying a location in a transfer buffer.
*
* Used when transferring buffer data to or from a transfer buffer.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_UploadToGPUBuffer
* \sa SDL_DownloadFromGPUBuffer
*/
typedef struct SDL_GPUTransferBufferLocation
{
SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
Uint32 offset; /**< The starting byte of the buffer data in the transfer buffer. */
} SDL_GPUTransferBufferLocation;
/**
* A structure specifying a location in a texture.
*
* Used when copying data from one texture to another.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CopyGPUTextureToTexture
*/
typedef struct SDL_GPUTextureLocation
{
SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
Uint32 mip_level; /**< The mip level index of the location. */
Uint32 layer; /**< The layer index of the location. */
Uint32 x; /**< The left offset of the location. */
Uint32 y; /**< The top offset of the location. */
Uint32 z; /**< The front offset of the location. */
} SDL_GPUTextureLocation;
/**
* A structure specifying a region of a texture.
*
* Used when transferring data to or from a texture.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_UploadToGPUTexture
* \sa SDL_DownloadFromGPUTexture
* \sa SDL_CreateGPUTexture
*/
typedef struct SDL_GPUTextureRegion
{
SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
Uint32 mip_level; /**< The mip level index to transfer. */
Uint32 layer; /**< The layer index to transfer. */
Uint32 x; /**< The left offset of the region. */
Uint32 y; /**< The top offset of the region. */
Uint32 z; /**< The front offset of the region. */
Uint32 w; /**< The width of the region. */
Uint32 h; /**< The height of the region. */
Uint32 d; /**< The depth of the region. */
} SDL_GPUTextureRegion;
/**
* A structure specifying a region of a texture used in the blit operation.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_BlitGPUTexture
*/
typedef struct SDL_GPUBlitRegion
{
SDL_GPUTexture *texture; /**< The texture. */
Uint32 mip_level; /**< The mip level index of the region. */
Uint32 layer_or_depth_plane; /**< The layer index or depth plane of the region. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
Uint32 x; /**< The left offset of the region. */
Uint32 y; /**< The top offset of the region. */
Uint32 w; /**< The width of the region. */
Uint32 h; /**< The height of the region. */
} SDL_GPUBlitRegion;
/**
* A structure specifying a location in a buffer.
*
* Used when copying data between buffers.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CopyGPUBufferToBuffer
*/
typedef struct SDL_GPUBufferLocation
{
SDL_GPUBuffer *buffer; /**< The buffer. */
Uint32 offset; /**< The starting byte within the buffer. */
} SDL_GPUBufferLocation;
/**
* A structure specifying a region of a buffer.
*
* Used when transferring data to or from buffers.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_UploadToGPUBuffer
* \sa SDL_DownloadFromGPUBuffer
*/
typedef struct SDL_GPUBufferRegion
{
SDL_GPUBuffer *buffer; /**< The buffer. */
Uint32 offset; /**< The starting byte within the buffer. */
Uint32 size; /**< The size in bytes of the region. */
} SDL_GPUBufferRegion;
/**
* A structure specifying the parameters of an indirect draw command.
*
* Note that the `first_vertex` and `first_instance` parameters are NOT
* compatible with built-in vertex/instance ID variables in shaders (for
* example, SV_VertexID); GPU APIs and shader languages do not define these
* built-in variables consistently, so if your shader depends on them, the
* only way to keep behavior consistent and portable is to always pass 0 for
* the correlating parameter in the draw calls.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_DrawGPUPrimitivesIndirect
*/
typedef struct SDL_GPUIndirectDrawCommand
{
Uint32 num_vertices; /**< The number of vertices to draw. */
Uint32 num_instances; /**< The number of instances to draw. */
Uint32 first_vertex; /**< The index of the first vertex to draw. */
Uint32 first_instance; /**< The ID of the first instance to draw. */
} SDL_GPUIndirectDrawCommand;
/**
* A structure specifying the parameters of an indexed indirect draw command.
*
* Note that the `first_vertex` and `first_instance` parameters are NOT
* compatible with built-in vertex/instance ID variables in shaders (for
* example, SV_VertexID); GPU APIs and shader languages do not define these
* built-in variables consistently, so if your shader depends on them, the
* only way to keep behavior consistent and portable is to always pass 0 for
* the correlating parameter in the draw calls.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_DrawGPUIndexedPrimitivesIndirect
*/
typedef struct SDL_GPUIndexedIndirectDrawCommand
{
Uint32 num_indices; /**< The number of indices to draw per instance. */
Uint32 num_instances; /**< The number of instances to draw. */
Uint32 first_index; /**< The base index within the index buffer. */
Sint32 vertex_offset; /**< The value added to the vertex index before indexing into the vertex buffer. */
Uint32 first_instance; /**< The ID of the first instance to draw. */
} SDL_GPUIndexedIndirectDrawCommand;
/**
* A structure specifying the parameters of an indexed dispatch command.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_DispatchGPUComputeIndirect
*/
typedef struct SDL_GPUIndirectDispatchCommand
{
Uint32 groupcount_x; /**< The number of local workgroups to dispatch in the X dimension. */
Uint32 groupcount_y; /**< The number of local workgroups to dispatch in the Y dimension. */
Uint32 groupcount_z; /**< The number of local workgroups to dispatch in the Z dimension. */
} SDL_GPUIndirectDispatchCommand;
/* State structures */
/**
* A structure specifying the parameters of a sampler.
*
* Note that mip_lod_bias is a no-op for the Metal driver. For Metal, LOD bias
* must be applied via shader instead.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUSampler
* \sa SDL_GPUFilter
* \sa SDL_GPUSamplerMipmapMode
* \sa SDL_GPUSamplerAddressMode
* \sa SDL_GPUCompareOp
*/
typedef struct SDL_GPUSamplerCreateInfo
{
SDL_GPUFilter min_filter; /**< The minification filter to apply to lookups. */
SDL_GPUFilter mag_filter; /**< The magnification filter to apply to lookups. */
SDL_GPUSamplerMipmapMode mipmap_mode; /**< The mipmap filter to apply to lookups. */
SDL_GPUSamplerAddressMode address_mode_u; /**< The addressing mode for U coordinates outside [0, 1). */
SDL_GPUSamplerAddressMode address_mode_v; /**< The addressing mode for V coordinates outside [0, 1). */
SDL_GPUSamplerAddressMode address_mode_w; /**< The addressing mode for W coordinates outside [0, 1). */
float mip_lod_bias; /**< The bias to be added to mipmap LOD calculation. */
float max_anisotropy; /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is false, this is ignored. */
SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */
float min_lod; /**< Clamps the minimum of the computed LOD value. */
float max_lod; /**< Clamps the maximum of the computed LOD value. */
bool enable_anisotropy; /**< true to enable anisotropic filtering. */
bool enable_compare; /**< true to enable comparison against a reference value during lookups. */
Uint8 padding1;
Uint8 padding2;
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUSamplerCreateInfo;
/**
* A structure specifying the parameters of vertex buffers used in a graphics
* pipeline.
*
* When you call SDL_BindGPUVertexBuffers, you specify the binding slots of
* the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with
* a first_slot of 2 and num_bindings of 3, the binding slots 2, 3, 4 would be
* used by the vertex buffers you pass in.
*
* Vertex attributes are linked to buffers via the buffer_slot field of
* SDL_GPUVertexAttribute. For example, if an attribute has a buffer_slot of
* 0, then that attribute belongs to the vertex buffer bound at slot 0.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GPUVertexAttribute
* \sa SDL_GPUVertexInputRate
*/
typedef struct SDL_GPUVertexBufferDescription
{
Uint32 slot; /**< The binding slot of the vertex buffer. */
Uint32 pitch; /**< The byte pitch between consecutive elements of the vertex buffer. */
SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */
Uint32 instance_step_rate; /**< Reserved for future use. Must be set to 0. */
} SDL_GPUVertexBufferDescription;
/**
* A structure specifying a vertex attribute.
*
* All vertex attribute locations provided to an SDL_GPUVertexInputState must
* be unique.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GPUVertexBufferDescription
* \sa SDL_GPUVertexInputState
* \sa SDL_GPUVertexElementFormat
*/
typedef struct SDL_GPUVertexAttribute
{
Uint32 location; /**< The shader input location index. */
Uint32 buffer_slot; /**< The binding slot of the associated vertex buffer. */
SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */
Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */
} SDL_GPUVertexAttribute;
/**
* A structure specifying the parameters of a graphics pipeline vertex input
* state.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GPUGraphicsPipelineCreateInfo
* \sa SDL_GPUVertexBufferDescription
* \sa SDL_GPUVertexAttribute
*/
typedef struct SDL_GPUVertexInputState
{
const SDL_GPUVertexBufferDescription *vertex_buffer_descriptions; /**< A pointer to an array of vertex buffer descriptions. */
Uint32 num_vertex_buffers; /**< The number of vertex buffer descriptions in the above array. */
const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */
Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */
} SDL_GPUVertexInputState;
/**
* A structure specifying the stencil operation state of a graphics pipeline.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GPUDepthStencilState
*/
typedef struct SDL_GPUStencilOpState
{
SDL_GPUStencilOp fail_op; /**< The action performed on samples that fail the stencil test. */
SDL_GPUStencilOp pass_op; /**< The action performed on samples that pass the depth and stencil tests. */
SDL_GPUStencilOp depth_fail_op; /**< The action performed on samples that pass the stencil test and fail the depth test. */
SDL_GPUCompareOp compare_op; /**< The comparison operator used in the stencil test. */
} SDL_GPUStencilOpState;
/**
* A structure specifying the blend state of a color target.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GPUColorTargetDescription
* \sa SDL_GPUBlendFactor
* \sa SDL_GPUBlendOp
* \sa SDL_GPUColorComponentFlags
*/
typedef struct SDL_GPUColorTargetBlendState
{
SDL_GPUBlendFactor src_color_blendfactor; /**< The value to be multiplied by the source RGB value. */
SDL_GPUBlendFactor dst_color_blendfactor; /**< The value to be multiplied by the destination RGB value. */
SDL_GPUBlendOp color_blend_op; /**< The blend operation for the RGB components. */
SDL_GPUBlendFactor src_alpha_blendfactor; /**< The value to be multiplied by the source alpha. */
SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */
SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */
SDL_GPUColorComponentFlags color_write_mask; /**< A bitmask specifying which of the RGBA components are enabled for writing. Writes to all channels if enable_color_write_mask is false. */
bool enable_blend; /**< Whether blending is enabled for the color target. */
bool enable_color_write_mask; /**< Whether the color write mask is enabled. */
Uint8 padding1;
Uint8 padding2;
} SDL_GPUColorTargetBlendState;
/**
* A structure specifying code and metadata for creating a shader object.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
* \sa SDL_GPUShaderFormat
* \sa SDL_GPUShaderStage
*/
typedef struct SDL_GPUShaderCreateInfo
{
size_t code_size; /**< The size in bytes of the code pointed to. */
const Uint8 *code; /**< A pointer to shader code. */
const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
SDL_GPUShaderFormat format; /**< The format of the shader code. */
SDL_GPUShaderStage stage; /**< The stage the shader program corresponds to. */
Uint32 num_samplers; /**< The number of samplers defined in the shader. */
Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */
Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */
Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUShaderCreateInfo;
/**
* A structure specifying the parameters of a texture.
*
* Usage flags can be bitwise OR'd together for combinations of usages. Note
* that certain usage combinations are invalid, for example SAMPLER and
* GRAPHICS_STORAGE.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUTexture
* \sa SDL_GPUTextureType
* \sa SDL_GPUTextureFormat
* \sa SDL_GPUTextureUsageFlags
* \sa SDL_GPUSampleCount
*/
typedef struct SDL_GPUTextureCreateInfo
{
SDL_GPUTextureType type; /**< The base dimensionality of the texture. */
SDL_GPUTextureFormat format; /**< The pixel format of the texture. */
SDL_GPUTextureUsageFlags usage; /**< How the texture is intended to be used by the client. */
Uint32 width; /**< The width of the texture. */
Uint32 height; /**< The height of the texture. */
Uint32 layer_count_or_depth; /**< The layer count or depth of the texture. This value is treated as a layer count on 2D array textures, and as a depth value on 3D textures. */
Uint32 num_levels; /**< The number of mip levels in the texture. */
SDL_GPUSampleCount sample_count; /**< The number of samples per texel. Only applies if the texture is used as a render target. */
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUTextureCreateInfo;
/**
* A structure specifying the parameters of a buffer.
*
* Usage flags can be bitwise OR'd together for combinations of usages. Note
* that certain combinations are invalid, for example VERTEX and INDEX.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUBuffer
* \sa SDL_GPUBufferUsageFlags
*/
typedef struct SDL_GPUBufferCreateInfo
{
SDL_GPUBufferUsageFlags usage; /**< How the buffer is intended to be used by the client. */
Uint32 size; /**< The size in bytes of the buffer. */
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUBufferCreateInfo;
/**
* A structure specifying the parameters of a transfer buffer.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUTransferBuffer
*/
typedef struct SDL_GPUTransferBufferCreateInfo
{
SDL_GPUTransferBufferUsage usage; /**< How the transfer buffer is intended to be used by the client. */
Uint32 size; /**< The size in bytes of the transfer buffer. */
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUTransferBufferCreateInfo;
/* Pipeline state structures */
/**
* A structure specifying the parameters of the graphics pipeline rasterizer
* state.
*
* Note that SDL_GPU_FILLMODE_LINE is not supported on many Android devices.
* For those devices, the fill mode will automatically fall back to FILL.
*
* Also note that the D3D12 driver will enable depth clamping even if
* enable_depth_clip is true. If you need this clamp+clip behavior, consider
* enabling depth clip and then manually clamping depth in your fragment
* shaders on Metal and Vulkan.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GPUGraphicsPipelineCreateInfo
*/
typedef struct SDL_GPURasterizerState
{
SDL_GPUFillMode fill_mode; /**< Whether polygons will be filled in or drawn as lines. */
SDL_GPUCullMode cull_mode; /**< The facing direction in which triangles will be culled. */
SDL_GPUFrontFace front_face; /**< The vertex winding that will cause a triangle to be determined as front-facing. */
float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */
float depth_bias_clamp; /**< The maximum depth bias of a fragment. */
float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */
bool enable_depth_bias; /**< true to bias fragment depth values. */
bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */
Uint8 padding1;
Uint8 padding2;
} SDL_GPURasterizerState;
/**
* A structure specifying the parameters of the graphics pipeline multisample
* state.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GPUGraphicsPipelineCreateInfo
*/
typedef struct SDL_GPUMultisampleState
{
SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */
Uint32 sample_mask; /**< Reserved for future use. Must be set to 0. */
bool enable_mask; /**< Reserved for future use. Must be set to false. */
bool enable_alpha_to_coverage; /**< true enables the alpha-to-coverage feature. */
Uint8 padding2;
Uint8 padding3;
} SDL_GPUMultisampleState;
/**
* A structure specifying the parameters of the graphics pipeline depth
* stencil state.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GPUGraphicsPipelineCreateInfo
*/
typedef struct SDL_GPUDepthStencilState
{
SDL_GPUCompareOp compare_op; /**< The comparison operator used for depth testing. */
SDL_GPUStencilOpState back_stencil_state; /**< The stencil op state for back-facing triangles. */
SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */
Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */
Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */
bool enable_depth_test; /**< true enables the depth test. */
bool enable_depth_write; /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */
bool enable_stencil_test; /**< true enables the stencil test. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_GPUDepthStencilState;
/**
* A structure specifying the parameters of color targets used in a graphics
* pipeline.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GPUGraphicsPipelineTargetInfo
*/
typedef struct SDL_GPUColorTargetDescription
{
SDL_GPUTextureFormat format; /**< The pixel format of the texture to be used as a color target. */
SDL_GPUColorTargetBlendState blend_state; /**< The blend state to be used for the color target. */
} SDL_GPUColorTargetDescription;
/**
* A structure specifying the descriptions of render targets used in a
* graphics pipeline.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GPUGraphicsPipelineCreateInfo
* \sa SDL_GPUColorTargetDescription
* \sa SDL_GPUTextureFormat
*/
typedef struct SDL_GPUGraphicsPipelineTargetInfo
{
const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */
Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */
SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */
bool has_depth_stencil_target; /**< true specifies that the pipeline uses a depth-stencil target. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_GPUGraphicsPipelineTargetInfo;
/**
* A structure specifying the parameters of a graphics pipeline state.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
* \sa SDL_GPUShader
* \sa SDL_GPUVertexInputState
* \sa SDL_GPUPrimitiveType
* \sa SDL_GPURasterizerState
* \sa SDL_GPUMultisampleState
* \sa SDL_GPUDepthStencilState
* \sa SDL_GPUGraphicsPipelineTargetInfo
*/
typedef struct SDL_GPUGraphicsPipelineCreateInfo
{
SDL_GPUShader *vertex_shader; /**< The vertex shader used by the graphics pipeline. */
SDL_GPUShader *fragment_shader; /**< The fragment shader used by the graphics pipeline. */
SDL_GPUVertexInputState vertex_input_state; /**< The vertex layout of the graphics pipeline. */
SDL_GPUPrimitiveType primitive_type; /**< The primitive topology of the graphics pipeline. */
SDL_GPURasterizerState rasterizer_state; /**< The rasterizer state of the graphics pipeline. */
SDL_GPUMultisampleState multisample_state; /**< The multisample state of the graphics pipeline. */
SDL_GPUDepthStencilState depth_stencil_state; /**< The depth-stencil state of the graphics pipeline. */
SDL_GPUGraphicsPipelineTargetInfo target_info; /**< Formats and blend modes for the render targets of the graphics pipeline. */
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUGraphicsPipelineCreateInfo;
/**
* A structure specifying the parameters of a compute pipeline state.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUComputePipeline
* \sa SDL_GPUShaderFormat
*/
typedef struct SDL_GPUComputePipelineCreateInfo
{
size_t code_size; /**< The size in bytes of the compute shader code pointed to. */
const Uint8 *code; /**< A pointer to compute shader code. */
const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
SDL_GPUShaderFormat format; /**< The format of the compute shader code. */
Uint32 num_samplers; /**< The number of samplers defined in the shader. */
Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */
Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */
Uint32 num_readwrite_storage_textures; /**< The number of read-write storage textures defined in the shader. */
Uint32 num_readwrite_storage_buffers; /**< The number of read-write storage buffers defined in the shader. */
Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
Uint32 threadcount_x; /**< The number of threads in the X dimension. This should match the value in the shader. */
Uint32 threadcount_y; /**< The number of threads in the Y dimension. This should match the value in the shader. */
Uint32 threadcount_z; /**< The number of threads in the Z dimension. This should match the value in the shader. */
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUComputePipelineCreateInfo;
/**
* A structure specifying the parameters of a color target used by a render
* pass.
*
* The load_op field determines what is done with the texture at the beginning
* of the render pass.
*
* - LOAD: Loads the data currently in the texture. Not recommended for
* multisample textures as it requires significant memory bandwidth.
* - CLEAR: Clears the texture to a single color.
* - DONT_CARE: The driver will do whatever it wants with the texture memory.
* This is a good option if you know that every single pixel will be touched
* in the render pass.
*
* The store_op field determines what is done with the color results of the
* render pass.
*
* - STORE: Stores the results of the render pass in the texture. Not
* recommended for multisample textures as it requires significant memory
* bandwidth.
* - DONT_CARE: The driver will do whatever it wants with the texture memory.
* This is often a good option for depth/stencil textures.
* - RESOLVE: Resolves a multisample texture into resolve_texture, which must
* have a sample count of 1. Then the driver may discard the multisample
* texture memory. This is the most performant method of resolving a
* multisample target.
* - RESOLVE_AND_STORE: Resolves a multisample texture into the
* resolve_texture, which must have a sample count of 1. Then the driver
* stores the multisample texture's contents. Not recommended as it requires
* significant memory bandwidth.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_BeginGPURenderPass
*/
typedef struct SDL_GPUColorTargetInfo
{
SDL_GPUTexture *texture; /**< The texture that will be used as a color target by a render pass. */
Uint32 mip_level; /**< The mip level to use as a color target. */
Uint32 layer_or_depth_plane; /**< The layer index or depth plane to use as a color target. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
SDL_FColor clear_color; /**< The color to clear the color target to at the start of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
SDL_GPULoadOp load_op; /**< What is done with the contents of the color target at the beginning of the render pass. */
SDL_GPUStoreOp store_op; /**< What is done with the results of the render pass. */
SDL_GPUTexture *resolve_texture; /**< The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used. */
Uint32 resolve_mip_level; /**< The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
Uint32 resolve_layer; /**< The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */
bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
Uint8 padding1;
Uint8 padding2;
} SDL_GPUColorTargetInfo;
/**
* A structure specifying the parameters of a depth-stencil target used by a
* render pass.
*
* The load_op field determines what is done with the depth contents of the
* texture at the beginning of the render pass.
*
* - LOAD: Loads the depth values currently in the texture.
* - CLEAR: Clears the texture to a single depth.
* - DONT_CARE: The driver will do whatever it wants with the memory. This is
* a good option if you know that every single pixel will be touched in the
* render pass.
*
* The store_op field determines what is done with the depth results of the
* render pass.
*
* - STORE: Stores the depth results in the texture.
* - DONT_CARE: The driver will do whatever it wants with the depth results.
* This is often a good option for depth/stencil textures that don't need to
* be reused again.
*
* The stencil_load_op field determines what is done with the stencil contents
* of the texture at the beginning of the render pass.
*
* - LOAD: Loads the stencil values currently in the texture.
* - CLEAR: Clears the stencil values to a single value.
* - DONT_CARE: The driver will do whatever it wants with the memory. This is
* a good option if you know that every single pixel will be touched in the
* render pass.
*
* The stencil_store_op field determines what is done with the stencil results
* of the render pass.
*
* - STORE: Stores the stencil results in the texture.
* - DONT_CARE: The driver will do whatever it wants with the stencil results.
* This is often a good option for depth/stencil textures that don't need to
* be reused again.
*
* Note that depth/stencil targets do not support multisample resolves.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_BeginGPURenderPass
*/
typedef struct SDL_GPUDepthStencilTargetInfo
{
SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */
float clear_depth; /**< The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */
SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
Uint8 clear_stencil; /**< The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
Uint8 padding1;
Uint8 padding2;
} SDL_GPUDepthStencilTargetInfo;
/**
* A structure containing parameters for a blit command.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_BlitGPUTexture
*/
typedef struct SDL_GPUBlitInfo {
SDL_GPUBlitRegion source; /**< The source region for the blit. */
SDL_GPUBlitRegion destination; /**< The destination region for the blit. */
SDL_GPULoadOp load_op; /**< What is done with the contents of the destination before the blit. */
SDL_FColor clear_color; /**< The color to clear the destination region to before the blit. Ignored if load_op is not SDL_GPU_LOADOP_CLEAR. */
SDL_FlipMode flip_mode; /**< The flip mode for the source region. */
SDL_GPUFilter filter; /**< The filter mode used when blitting. */
bool cycle; /**< true cycles the destination texture if it is already bound. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_GPUBlitInfo;
/* Binding structs */
/**
* A structure specifying parameters in a buffer binding call.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_BindGPUVertexBuffers
* \sa SDL_BindGPUIndexBuffer
*/
typedef struct SDL_GPUBufferBinding
{
SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_VERTEX for SDL_BindGPUVertexBuffers, or SDL_GPU_BUFFERUSAGE_INDEX for SDL_BindGPUIndexBuffer. */
Uint32 offset; /**< The starting byte of the data to bind in the buffer. */
} SDL_GPUBufferBinding;
/**
* A structure specifying parameters in a sampler binding call.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_BindGPUVertexSamplers
* \sa SDL_BindGPUFragmentSamplers
*/
typedef struct SDL_GPUTextureSamplerBinding
{
SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */
SDL_GPUSampler *sampler; /**< The sampler to bind. */
} SDL_GPUTextureSamplerBinding;
/**
* A structure specifying parameters related to binding buffers in a compute
* pass.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_BeginGPUComputePass
*/
typedef struct SDL_GPUStorageBufferReadWriteBinding
{
SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */
bool cycle; /**< true cycles the buffer if it is already bound. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_GPUStorageBufferReadWriteBinding;
/**
* A structure specifying parameters related to binding textures in a compute
* pass.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_BeginGPUComputePass
*/
typedef struct SDL_GPUStorageTextureReadWriteBinding
{
SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE or SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE. */
Uint32 mip_level; /**< The mip level index to bind. */
Uint32 layer; /**< The layer index to bind. */
bool cycle; /**< true cycles the texture if it is already bound. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_GPUStorageTextureReadWriteBinding;
/* Functions */
/* Device */
/**
* Checks for GPU runtime support.
*
* \param format_flags a bitflag indicating which shader formats the app is
* able to provide.
* \param name the preferred GPU driver, or NULL to let SDL pick the optimal
* driver.
* \returns true if supported, false otherwise.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUDevice
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsShaderFormats(
SDL_GPUShaderFormat format_flags,
const char *name);
/**
* Checks for GPU runtime support.
*
* \param props the properties to use.
* \returns true if supported, false otherwise.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUDeviceWithProperties
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties(
SDL_PropertiesID props);
/**
* Creates a GPU context.
*
* The GPU driver name can be one of the following:
*
* - "vulkan": [Vulkan](CategoryGPU#vulkan)
* - "direct3d12": [D3D12](CategoryGPU#d3d12)
* - "metal": [Metal](CategoryGPU#metal)
* - NULL: let SDL pick the optimal driver
*
* \param format_flags a bitflag indicating which shader formats the app is
* able to provide.
* \param debug_mode enable debug mode properties and validations.
* \param name the preferred GPU driver, or NULL to let SDL pick the optimal
* driver.
* \returns a GPU context on success or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUDeviceWithProperties
* \sa SDL_GetGPUShaderFormats
* \sa SDL_GetGPUDeviceDriver
* \sa SDL_DestroyGPUDevice
* \sa SDL_GPUSupportsShaderFormats
*/
extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice(
SDL_GPUShaderFormat format_flags,
bool debug_mode,
const char *name);
/**
* Creates a GPU context.
*
* These are the supported properties:
*
* - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode
* properties and validations, defaults to true.
* - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer
* energy efficiency over maximum GPU performance, defaults to false.
* - `SDL_PROP_GPU_DEVICE_CREATE_VERBOSE_BOOLEAN`: enable to automatically log
* useful debug information on device creation, defaults to true.
* - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to
* use, if a specific one is desired.
*
* These are the current shader format properties:
*
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to
* provide shaders for an NDA platform.
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to
* provide SPIR-V shaders if applicable.
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to
* provide DXBC shaders if applicable
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to
* provide DXIL shaders if applicable.
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to
* provide MSL shaders if applicable.
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to
* provide Metal shader libraries if applicable.
*
* With the D3D12 renderer:
*
* - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to
* use for all vertex semantics, default is "TEXCOORD".
*
* With the Vulkan renderer:
*
* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOLEAN`: Enable
* device feature shaderClipDistance. If disabled, clip distances are not
* supported in shader code: gl_ClipDistance[] built-ins of GLSL,
* SV_ClipDistance0/1 semantics of HLSL and [[clip_distance]] attribute of
* Metal. Defaults to true.
* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOLEAN`: Enable device
* feature depthClamp. If disabled, there is no depth clamp support and
* enable_depth_clip in SDL_GPURasterizerState must always be set to true.
* Defaults to true.
* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOLEAN`: Enable
* device feature drawIndirectFirstInstance. If disabled, the argument
* first_instance of SDL_GPUIndirectDrawCommand must be set to zero.
* Defaults to true.
* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SAMPLERANISOTROPY_BOOLEAN`: Enable
* device feature samplerAnisotropy. If disabled, enable_anisotropy of
* SDL_GPUSamplerCreateInfo must be set to false. Defaults to true.
*
* \param props the properties to use.
* \returns a GPU context on success or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGPUShaderFormats
* \sa SDL_GetGPUDeviceDriver
* \sa SDL_DestroyGPUDevice
* \sa SDL_GPUSupportsProperties
*/
extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDeviceWithProperties(
SDL_PropertiesID props);
#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN "SDL.gpu.device.create.debugmode"
#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN "SDL.gpu.device.create.preferlowpower"
#define SDL_PROP_GPU_DEVICE_CREATE_VERBOSE_BOOLEAN "SDL.gpu.device.create.verbose"
#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name"
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN "SDL.gpu.device.create.shaders.private"
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN "SDL.gpu.device.create.shaders.spirv"
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN "SDL.gpu.device.create.shaders.dxbc"
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN "SDL.gpu.device.create.shaders.dxil"
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN "SDL.gpu.device.create.shaders.msl"
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib"
#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic"
#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOLEAN "SDL.gpu.device.create.vulkan.shaderclipdistance"
#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOLEAN "SDL.gpu.device.create.vulkan.depthclamp"
#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOLEAN "SDL.gpu.device.create.vulkan.drawindirectfirstinstance"
#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SAMPLERANISOTROPY_BOOLEAN "SDL.gpu.device.create.vulkan.sampleranisotropy"
/**
* Destroys a GPU context previously returned by SDL_CreateGPUDevice.
*
* \param device a GPU Context to destroy.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUDevice
*/
extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device);
/**
* Get the number of GPU drivers compiled into SDL.
*
* \returns the number of built in GPU drivers.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGPUDriver
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetNumGPUDrivers(void);
/**
* Get the name of a built in GPU driver.
*
* The GPU drivers are presented in the order in which they are normally
* checked during initialization.
*
* The names of drivers are all simple, low-ASCII identifiers, like "vulkan",
* "metal" or "direct3d12". These never have Unicode characters, and are not
* meant to be proper names.
*
* \param index the index of a GPU driver.
* \returns the name of the GPU driver with the given **index**.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetNumGPUDrivers
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDriver(int index);
/**
* Returns the name of the backend used to create this GPU context.
*
* \param device a GPU context to query.
* \returns the name of the device's driver, or NULL on error.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDeviceDriver(SDL_GPUDevice *device);
/**
* Returns the supported shader formats for this GPU context.
*
* \param device a GPU context to query.
* \returns a bitflag indicating which shader formats the driver is able to
* consume.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUDevice *device);
/**
* Get the properties associated with a GPU device.
*
* All properties are optional and may differ between GPU backends and SDL
* versions.
*
* The following properties are provided by SDL:
*
* `SDL_PROP_GPU_DEVICE_NAME_STRING`: Contains the name of the underlying
* device as reported by the system driver. This string has no standardized
* format, is highly inconsistent between hardware devices and drivers, and is
* able to change at any time. Do not attempt to parse this string as it is
* bound to fail at some point in the future when system drivers are updated,
* new hardware devices are introduced, or when SDL adds new GPU backends or
* modifies existing ones.
*
* Strings that have been found in the wild include:
*
* - GTX 970
* - GeForce GTX 970
* - NVIDIA GeForce GTX 970
* - Microsoft Direct3D12 (NVIDIA GeForce GTX 970)
* - NVIDIA Graphics Device
* - GeForce GPU
* - P106-100
* - AMD 15D8:C9
* - AMD Custom GPU 0405
* - AMD Radeon (TM) Graphics
* - ASUS Radeon RX 470 Series
* - Intel(R) Arc(tm) A380 Graphics (DG2)
* - Virtio-GPU Venus (NVIDIA TITAN V)
* - SwiftShader Device (LLVM 16.0.0)
* - llvmpipe (LLVM 15.0.4, 256 bits)
* - Microsoft Basic Render Driver
* - unknown device
*
* The above list shows that the same device can have different formats, the
* vendor name may or may not appear in the string, the included vendor name
* may not be the vendor of the chipset on the device, some manufacturers
* include pseudo-legal marks while others don't, some devices may not use a
* marketing name in the string, the device string may be wrapped by the name
* of a translation interface, the device may be emulated in software, or the
* string may contain generic text that does not identify the device at all.
*
* `SDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING`: Contains the self-reported name
* of the underlying system driver.
*
* Strings that have been found in the wild include:
*
* - Intel Corporation
* - Intel open-source Mesa driver
* - Qualcomm Technologies Inc. Adreno Vulkan Driver
* - MoltenVK
* - Mali-G715
* - venus
*
* `SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING`: Contains the self-reported
* version of the underlying system driver. This is a relatively short version
* string in an unspecified format. If SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING
* is available then that property should be preferred over this one as it may
* contain additional information that is useful for identifying the exact
* driver version used.
*
* Strings that have been found in the wild include:
*
* - 53.0.0
* - 0.405.2463
* - 32.0.15.6614
*
* `SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING`: Contains the detailed version
* information of the underlying system driver as reported by the driver. This
* is an arbitrary string with no standardized format and it may contain
* newlines. This property should be preferred over
* SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING if it is available as it usually
* contains the same information but in a format that is easier to read.
*
* Strings that have been found in the wild include:
*
* - 101.6559
* - 1.2.11
* - Mesa 21.2.2 (LLVM 12.0.1)
* - Mesa 22.2.0-devel (git-f226222 2022-04-14 impish-oibaf-ppa)
* - v1.r53p0-00eac0.824c4f31403fb1fbf8ee1042422c2129
*
* This string has also been observed to be a multiline string (which has a
* trailing newline):
*
* ```
* Driver Build: 85da404, I46ff5fc46f, 1606794520
* Date: 11/30/20
* Compiler Version: EV031.31.04.01
* Driver Branch: promo490_3_Google
* ```
*
* \param device a GPU context to query.
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.4.0.
*/
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGPUDeviceProperties(SDL_GPUDevice *device);
#define SDL_PROP_GPU_DEVICE_NAME_STRING "SDL.gpu.device.name"
#define SDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING "SDL.gpu.device.driver_name"
#define SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING "SDL.gpu.device.driver_version"
#define SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING "SDL.gpu.device.driver_info"
/* State Creation */
/**
* Creates a pipeline object to be used in a compute workflow.
*
* Shader resource bindings must be authored to follow a particular order
* depending on the shader format.
*
* For SPIR-V shaders, use the following resource sets:
*
* - 0: Sampled textures, followed by read-only storage textures, followed by
* read-only storage buffers
* - 1: Read-write storage textures, followed by read-write storage buffers
* - 2: Uniform buffers
*
* For DXBC and DXIL shaders, use the following register order:
*
* - (t[n], space0): Sampled textures, followed by read-only storage textures,
* followed by read-only storage buffers
* - (u[n], space1): Read-write storage textures, followed by read-write
* storage buffers
* - (b[n], space2): Uniform buffers
*
* For MSL/metallib, use the following order:
*
* - [[buffer]]: Uniform buffers, followed by read-only storage buffers,
* followed by read-write storage buffers
* - [[texture]]: Sampled textures, followed by read-only storage textures,
* followed by read-write storage textures
*
* There are optional properties that can be provided through `props`. These
* are the supported properties:
*
* - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be
* displayed in debugging tools.
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the compute pipeline to
* create.
* \returns a compute pipeline object on success, or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_BindGPUComputePipeline
* \sa SDL_ReleaseGPUComputePipeline
*/
extern SDL_DECLSPEC SDL_GPUComputePipeline * SDLCALL SDL_CreateGPUComputePipeline(
SDL_GPUDevice *device,
const SDL_GPUComputePipelineCreateInfo *createinfo);
#define SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING "SDL.gpu.computepipeline.create.name"
/**
* Creates a pipeline object to be used in a graphics workflow.
*
* There are optional properties that can be provided through `props`. These
* are the supported properties:
*
* - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be
* displayed in debugging tools.
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the graphics pipeline to
* create.
* \returns a graphics pipeline object on success, or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
* \sa SDL_BindGPUGraphicsPipeline
* \sa SDL_ReleaseGPUGraphicsPipeline
*/
extern SDL_DECLSPEC SDL_GPUGraphicsPipeline * SDLCALL SDL_CreateGPUGraphicsPipeline(
SDL_GPUDevice *device,
const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
#define SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING "SDL.gpu.graphicspipeline.create.name"
/**
* Creates a sampler object to be used when binding textures in a graphics
* workflow.
*
* There are optional properties that can be provided through `props`. These
* are the supported properties:
*
* - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed
* in debugging tools.
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the sampler to create.
* \returns a sampler object on success, or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_BindGPUVertexSamplers
* \sa SDL_BindGPUFragmentSamplers
* \sa SDL_ReleaseGPUSampler
*/
extern SDL_DECLSPEC SDL_GPUSampler * SDLCALL SDL_CreateGPUSampler(
SDL_GPUDevice *device,
const SDL_GPUSamplerCreateInfo *createinfo);
#define SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING "SDL.gpu.sampler.create.name"
/**
* Creates a shader to be used when creating a graphics pipeline.
*
* Shader resource bindings must be authored to follow a particular order
* depending on the shader format.
*
* For SPIR-V shaders, use the following resource sets:
*
* For vertex shaders:
*
* - 0: Sampled textures, followed by storage textures, followed by storage
* buffers
* - 1: Uniform buffers
*
* For fragment shaders:
*
* - 2: Sampled textures, followed by storage textures, followed by storage
* buffers
* - 3: Uniform buffers
*
* For DXBC and DXIL shaders, use the following register order:
*
* For vertex shaders:
*
* - (t[n], space0): Sampled textures, followed by storage textures, followed
* by storage buffers
* - (s[n], space0): Samplers with indices corresponding to the sampled
* textures
* - (b[n], space1): Uniform buffers
*
* For pixel shaders:
*
* - (t[n], space2): Sampled textures, followed by storage textures, followed
* by storage buffers
* - (s[n], space2): Samplers with indices corresponding to the sampled
* textures
* - (b[n], space3): Uniform buffers
*
* For MSL/metallib, use the following order:
*
* - [[texture]]: Sampled textures, followed by storage textures
* - [[sampler]]: Samplers with indices corresponding to the sampled textures
* - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0
* is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on.
* Rather than manually authoring vertex buffer indices, use the
* [[stage_in]] attribute which will automatically use the vertex input
* information from the SDL_GPUGraphicsPipeline.
*
* Shader semantics other than system-value semantics do not matter in D3D12
* and for ease of use the SDL implementation assumes that non system-value
* semantics will all be TEXCOORD. If you are using HLSL as the shader source
* language, your vertex semantics should start at TEXCOORD0 and increment
* like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic
* prefix to something other than TEXCOORD you can use
* SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
* SDL_CreateGPUDeviceWithProperties().
*
* There are optional properties that can be provided through `props`. These
* are the supported properties:
*
* - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in
* debugging tools.
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the shader to create.
* \returns a shader object on success, or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUGraphicsPipeline
* \sa SDL_ReleaseGPUShader
*/
extern SDL_DECLSPEC SDL_GPUShader * SDLCALL SDL_CreateGPUShader(
SDL_GPUDevice *device,
const SDL_GPUShaderCreateInfo *createinfo);
#define SDL_PROP_GPU_SHADER_CREATE_NAME_STRING "SDL.gpu.shader.create.name"
/**
* Creates a texture object to be used in graphics or compute workflows.
*
* The contents of this texture are undefined until data is written to the
* texture.
*
* Note that certain combinations of usage flags are invalid. For example, a
* texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags.
*
* If you request a sample count higher than the hardware supports, the
* implementation will automatically fall back to the highest available sample
* count.
*
* There are optional properties that can be provided through
* SDL_GPUTextureCreateInfo's `props`. These are the supported properties:
*
* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if
* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
* to a color with this red intensity. Defaults to zero.
* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if
* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
* to a color with this green intensity. Defaults to zero.
* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if
* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
* to a color with this blue intensity. Defaults to zero.
* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if
* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
* to a color with this alpha intensity. Defaults to zero.
* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
* if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
* the texture to a depth of this value. Defaults to zero.
* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER`: (Direct3D 12
* only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
* clear the texture to a stencil of this Uint8 value. Defaults to zero.
* - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
* in debugging tools.
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the texture to create.
* \returns a texture object on success, or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_UploadToGPUTexture
* \sa SDL_DownloadFromGPUTexture
* \sa SDL_BindGPUVertexSamplers
* \sa SDL_BindGPUVertexStorageTextures
* \sa SDL_BindGPUFragmentSamplers
* \sa SDL_BindGPUFragmentStorageTextures
* \sa SDL_BindGPUComputeStorageTextures
* \sa SDL_BlitGPUTexture
* \sa SDL_ReleaseGPUTexture
* \sa SDL_GPUTextureSupportsFormat
*/
extern SDL_DECLSPEC SDL_GPUTexture * SDLCALL SDL_CreateGPUTexture(
SDL_GPUDevice *device,
const SDL_GPUTextureCreateInfo *createinfo);
#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT "SDL.gpu.texture.create.d3d12.clear.r"
#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT "SDL.gpu.texture.create.d3d12.clear.g"
#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT "SDL.gpu.texture.create.d3d12.clear.b"
#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT "SDL.gpu.texture.create.d3d12.clear.a"
#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.texture.create.d3d12.clear.depth"
#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER "SDL.gpu.texture.create.d3d12.clear.stencil"
#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name"
/**
* Creates a buffer object to be used in graphics or compute workflows.
*
* The contents of this buffer are undefined until data is written to the
* buffer.
*
* Note that certain combinations of usage flags are invalid. For example, a
* buffer cannot have both the VERTEX and INDEX flags.
*
* If you use a STORAGE flag, the data in the buffer must respect std140
* layout conventions. In practical terms this means you must ensure that vec3
* and vec4 fields are 16-byte aligned.
*
* For better understanding of underlying concepts and memory management with
* SDL GPU API, you may refer
* [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/)
* .
*
* There are optional properties that can be provided through `props`. These
* are the supported properties:
*
* - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in
* debugging tools.
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the buffer to create.
* \returns a buffer object on success, or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_UploadToGPUBuffer
* \sa SDL_DownloadFromGPUBuffer
* \sa SDL_CopyGPUBufferToBuffer
* \sa SDL_BindGPUVertexBuffers
* \sa SDL_BindGPUIndexBuffer
* \sa SDL_BindGPUVertexStorageBuffers
* \sa SDL_BindGPUFragmentStorageBuffers
* \sa SDL_DrawGPUPrimitivesIndirect
* \sa SDL_DrawGPUIndexedPrimitivesIndirect
* \sa SDL_BindGPUComputeStorageBuffers
* \sa SDL_DispatchGPUComputeIndirect
* \sa SDL_ReleaseGPUBuffer
*/
extern SDL_DECLSPEC SDL_GPUBuffer * SDLCALL SDL_CreateGPUBuffer(
SDL_GPUDevice *device,
const SDL_GPUBufferCreateInfo *createinfo);
#define SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING "SDL.gpu.buffer.create.name"
/**
* Creates a transfer buffer to be used when uploading to or downloading from
* graphics resources.
*
* Download buffers can be particularly expensive to create, so it is good
* practice to reuse them if data will be downloaded regularly.
*
* There are optional properties that can be provided through `props`. These
* are the supported properties:
*
* - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be
* displayed in debugging tools.
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the transfer buffer to
* create.
* \returns a transfer buffer on success, or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_UploadToGPUBuffer
* \sa SDL_DownloadFromGPUBuffer
* \sa SDL_UploadToGPUTexture
* \sa SDL_DownloadFromGPUTexture
* \sa SDL_ReleaseGPUTransferBuffer
*/
extern SDL_DECLSPEC SDL_GPUTransferBuffer * SDLCALL SDL_CreateGPUTransferBuffer(
SDL_GPUDevice *device,
const SDL_GPUTransferBufferCreateInfo *createinfo);
#define SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING "SDL.gpu.transferbuffer.create.name"
/* Debug Naming */
/**
* Sets an arbitrary string constant to label a buffer.
*
* You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with
* SDL_CreateGPUBuffer instead of this function to avoid thread safety issues.
*
* \param device a GPU Context.
* \param buffer a buffer to attach the name to.
* \param text a UTF-8 string constant to mark as the name of the buffer.
*
* \threadsafety This function is not thread safe, you must make sure the
* buffer is not simultaneously used by any other thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUBuffer
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName(
SDL_GPUDevice *device,
SDL_GPUBuffer *buffer,
const char *text);
/**
* Sets an arbitrary string constant to label a texture.
*
* You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with
* SDL_CreateGPUTexture instead of this function to avoid thread safety
* issues.
*
* \param device a GPU Context.
* \param texture a texture to attach the name to.
* \param text a UTF-8 string constant to mark as the name of the texture.
*
* \threadsafety This function is not thread safe, you must make sure the
* texture is not simultaneously used by any other thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUTexture
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
SDL_GPUDevice *device,
SDL_GPUTexture *texture,
const char *text);
/**
* Inserts an arbitrary string label into the command buffer callstream.
*
* Useful for debugging.
*
* \param command_buffer a command buffer.
* \param text a UTF-8 string constant to insert as the label.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
SDL_GPUCommandBuffer *command_buffer,
const char *text);
/**
* Begins a debug group with an arbitary name.
*
* Used for denoting groups of calls when viewing the command buffer
* callstream in a graphics debugging tool.
*
* Each call to SDL_PushGPUDebugGroup must have a corresponding call to
* SDL_PopGPUDebugGroup.
*
* On some backends (e.g. Metal), pushing a debug group during a
* render/blit/compute pass will create a group that is scoped to the native
* pass rather than the command buffer. For best results, if you push a debug
* group during a pass, always pop it in the same pass.
*
* \param command_buffer a command buffer.
* \param name a UTF-8 string constant that names the group.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_PopGPUDebugGroup
*/
extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
SDL_GPUCommandBuffer *command_buffer,
const char *name);
/**
* Ends the most-recently pushed debug group.
*
* \param command_buffer a command buffer.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_PushGPUDebugGroup
*/
extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup(
SDL_GPUCommandBuffer *command_buffer);
/* Disposal */
/**
* Frees the given texture as soon as it is safe to do so.
*
* You must not reference the texture after calling this function.
*
* \param device a GPU context.
* \param texture a texture to be destroyed.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTexture(
SDL_GPUDevice *device,
SDL_GPUTexture *texture);
/**
* Frees the given sampler as soon as it is safe to do so.
*
* You must not reference the sampler after calling this function.
*
* \param device a GPU context.
* \param sampler a sampler to be destroyed.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUSampler(
SDL_GPUDevice *device,
SDL_GPUSampler *sampler);
/**
* Frees the given buffer as soon as it is safe to do so.
*
* You must not reference the buffer after calling this function.
*
* \param device a GPU context.
* \param buffer a buffer to be destroyed.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer(
SDL_GPUDevice *device,
SDL_GPUBuffer *buffer);
/**
* Frees the given transfer buffer as soon as it is safe to do so.
*
* You must not reference the transfer buffer after calling this function.
*
* \param device a GPU context.
* \param transfer_buffer a transfer buffer to be destroyed.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer(
SDL_GPUDevice *device,
SDL_GPUTransferBuffer *transfer_buffer);
/**
* Frees the given compute pipeline as soon as it is safe to do so.
*
* You must not reference the compute pipeline after calling this function.
*
* \param device a GPU context.
* \param compute_pipeline a compute pipeline to be destroyed.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline(
SDL_GPUDevice *device,
SDL_GPUComputePipeline *compute_pipeline);
/**
* Frees the given shader as soon as it is safe to do so.
*
* You must not reference the shader after calling this function.
*
* \param device a GPU context.
* \param shader a shader to be destroyed.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader(
SDL_GPUDevice *device,
SDL_GPUShader *shader);
/**
* Frees the given graphics pipeline as soon as it is safe to do so.
*
* You must not reference the graphics pipeline after calling this function.
*
* \param device a GPU context.
* \param graphics_pipeline a graphics pipeline to be destroyed.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
SDL_GPUDevice *device,
SDL_GPUGraphicsPipeline *graphics_pipeline);
/**
* Acquire a command buffer.
*
* This command buffer is managed by the implementation and should not be
* freed by the user. The command buffer may only be used on the thread it was
* acquired on. The command buffer should be submitted on the thread it was
* acquired on.
*
* It is valid to acquire multiple command buffers on the same thread at once.
* In fact a common design pattern is to acquire two command buffers per frame
* where one is dedicated to render and compute passes and the other is
* dedicated to copy passes and other preparatory work such as generating
* mipmaps. Interleaving commands between the two command buffers reduces the
* total amount of passes overall which improves rendering performance.
*
* \param device a GPU context.
* \returns a command buffer, or NULL on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC SDL_GPUCommandBuffer * SDLCALL SDL_AcquireGPUCommandBuffer(
SDL_GPUDevice *device);
/* Uniform Data */
/**
* Pushes data to a vertex uniform slot on the command buffer.
*
* Subsequent draw calls will use this uniform data.
*
* The data being pushed must respect std140 layout conventions. In practical
* terms this means you must ensure that vec3 and vec4 fields are 16-byte
* aligned.
*
* For detailed information about accessing uniform data from a shader, please
* refer to SDL_CreateGPUShader.
*
* \param command_buffer a command buffer.
* \param slot_index the vertex uniform slot to push data to.
* \param data client data to write.
* \param length the length of the data to write.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
SDL_GPUCommandBuffer *command_buffer,
Uint32 slot_index,
const void *data,
Uint32 length);
/**
* Pushes data to a fragment uniform slot on the command buffer.
*
* Subsequent draw calls will use this uniform data.
*
* The data being pushed must respect std140 layout conventions. In practical
* terms this means you must ensure that vec3 and vec4 fields are 16-byte
* aligned.
*
* \param command_buffer a command buffer.
* \param slot_index the fragment uniform slot to push data to.
* \param data client data to write.
* \param length the length of the data to write.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
SDL_GPUCommandBuffer *command_buffer,
Uint32 slot_index,
const void *data,
Uint32 length);
/**
* Pushes data to a uniform slot on the command buffer.
*
* Subsequent draw calls will use this uniform data.
*
* The data being pushed must respect std140 layout conventions. In practical
* terms this means you must ensure that vec3 and vec4 fields are 16-byte
* aligned.
*
* \param command_buffer a command buffer.
* \param slot_index the uniform slot to push data to.
* \param data client data to write.
* \param length the length of the data to write.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
SDL_GPUCommandBuffer *command_buffer,
Uint32 slot_index,
const void *data,
Uint32 length);
/* Graphics State */
/**
* Begins a render pass on a command buffer.
*
* A render pass consists of a set of texture subresources (or depth slices in
* the 3D texture case) which will be rendered to during the render pass,
* along with corresponding clear values and load/store operations. All
* operations related to graphics pipelines must take place inside of a render
* pass. A default viewport and scissor state are automatically set when this
* is called. You cannot begin another render pass, or begin a compute pass or
* copy pass until you have ended the render pass.
*
* \param command_buffer a command buffer.
* \param color_target_infos an array of texture subresources with
* corresponding clear values and load/store ops.
* \param num_color_targets the number of color targets in the
* color_target_infos array.
* \param depth_stencil_target_info a texture subresource with corresponding
* clear value and load/store ops, may be
* NULL.
* \returns a render pass handle.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_EndGPURenderPass
*/
extern SDL_DECLSPEC SDL_GPURenderPass * SDLCALL SDL_BeginGPURenderPass(
SDL_GPUCommandBuffer *command_buffer,
const SDL_GPUColorTargetInfo *color_target_infos,
Uint32 num_color_targets,
const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info);
/**
* Binds a graphics pipeline on a render pass to be used in rendering.
*
* A graphics pipeline must be bound before making any draw calls.
*
* \param render_pass a render pass handle.
* \param graphics_pipeline the graphics pipeline to bind.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline(
SDL_GPURenderPass *render_pass,
SDL_GPUGraphicsPipeline *graphics_pipeline);
/**
* Sets the current viewport state on a command buffer.
*
* \param render_pass a render pass handle.
* \param viewport the viewport to set.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport(
SDL_GPURenderPass *render_pass,
const SDL_GPUViewport *viewport);
/**
* Sets the current scissor state on a command buffer.
*
* \param render_pass a render pass handle.
* \param scissor the scissor area to set.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor(
SDL_GPURenderPass *render_pass,
const SDL_Rect *scissor);
/**
* Sets the current blend constants on a command buffer.
*
* \param render_pass a render pass handle.
* \param blend_constants the blend constant color.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
* \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants(
SDL_GPURenderPass *render_pass,
SDL_FColor blend_constants);
/**
* Sets the current stencil reference value on a command buffer.
*
* \param render_pass a render pass handle.
* \param reference the stencil reference value to set.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
SDL_GPURenderPass *render_pass,
Uint8 reference);
/**
* Binds vertex buffers on a command buffer for use with subsequent draw
* calls.
*
* \param render_pass a render pass handle.
* \param first_slot the vertex buffer slot to begin binding from.
* \param bindings an array of SDL_GPUBufferBinding structs containing vertex
* buffers and offset values.
* \param num_bindings the number of bindings in the bindings array.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
const SDL_GPUBufferBinding *bindings,
Uint32 num_bindings);
/**
* Binds an index buffer on a command buffer for use with subsequent draw
* calls.
*
* \param render_pass a render pass handle.
* \param binding a pointer to a struct containing an index buffer and offset.
* \param index_element_size whether the index values in the buffer are 16- or
* 32-bit.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
SDL_GPURenderPass *render_pass,
const SDL_GPUBufferBinding *binding,
SDL_GPUIndexElementSize index_element_size);
/**
* Binds texture-sampler pairs for use on the vertex shader.
*
* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
*
* Be sure your shader is set up according to the requirements documented in
* SDL_CreateGPUShader().
*
* \param render_pass a render pass handle.
* \param first_slot the vertex sampler slot to begin binding from.
* \param texture_sampler_bindings an array of texture-sampler binding
* structs.
* \param num_bindings the number of texture-sampler pairs to bind from the
* array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
Uint32 num_bindings);
/**
* Binds storage textures for use on the vertex shader.
*
* These textures must have been created with
* SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in
* SDL_CreateGPUShader().
*
* \param render_pass a render pass handle.
* \param first_slot the vertex storage texture slot to begin binding from.
* \param storage_textures an array of storage textures.
* \param num_bindings the number of storage texture to bind from the array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
SDL_GPUTexture *const *storage_textures,
Uint32 num_bindings);
/**
* Binds storage buffers for use on the vertex shader.
*
* These buffers must have been created with
* SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in
* SDL_CreateGPUShader().
*
* \param render_pass a render pass handle.
* \param first_slot the vertex storage buffer slot to begin binding from.
* \param storage_buffers an array of buffers.
* \param num_bindings the number of buffers to bind from the array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
SDL_GPUBuffer *const *storage_buffers,
Uint32 num_bindings);
/**
* Binds texture-sampler pairs for use on the fragment shader.
*
* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
*
* Be sure your shader is set up according to the requirements documented in
* SDL_CreateGPUShader().
*
* \param render_pass a render pass handle.
* \param first_slot the fragment sampler slot to begin binding from.
* \param texture_sampler_bindings an array of texture-sampler binding
* structs.
* \param num_bindings the number of texture-sampler pairs to bind from the
* array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
Uint32 num_bindings);
/**
* Binds storage textures for use on the fragment shader.
*
* These textures must have been created with
* SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in
* SDL_CreateGPUShader().
*
* \param render_pass a render pass handle.
* \param first_slot the fragment storage texture slot to begin binding from.
* \param storage_textures an array of storage textures.
* \param num_bindings the number of storage textures to bind from the array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
SDL_GPUTexture *const *storage_textures,
Uint32 num_bindings);
/**
* Binds storage buffers for use on the fragment shader.
*
* These buffers must have been created with
* SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in
* SDL_CreateGPUShader().
*
* \param render_pass a render pass handle.
* \param first_slot the fragment storage buffer slot to begin binding from.
* \param storage_buffers an array of storage buffers.
* \param num_bindings the number of storage buffers to bind from the array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
SDL_GPUBuffer *const *storage_buffers,
Uint32 num_bindings);
/* Drawing */
/**
* Draws data using bound graphics state with an index buffer and instancing
* enabled.
*
* You must not call this function before binding a graphics pipeline.
*
* Note that the `first_vertex` and `first_instance` parameters are NOT
* compatible with built-in vertex/instance ID variables in shaders (for
* example, SV_VertexID); GPU APIs and shader languages do not define these
* built-in variables consistently, so if your shader depends on them, the
* only way to keep behavior consistent and portable is to always pass 0 for
* the correlating parameter in the draw calls.
*
* \param render_pass a render pass handle.
* \param num_indices the number of indices to draw per instance.
* \param num_instances the number of instances to draw.
* \param first_index the starting index within the index buffer.
* \param vertex_offset value added to vertex index before indexing into the
* vertex buffer.
* \param first_instance the ID of the first instance to draw.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives(
SDL_GPURenderPass *render_pass,
Uint32 num_indices,
Uint32 num_instances,
Uint32 first_index,
Sint32 vertex_offset,
Uint32 first_instance);
/**
* Draws data using bound graphics state.
*
* You must not call this function before binding a graphics pipeline.
*
* Note that the `first_vertex` and `first_instance` parameters are NOT
* compatible with built-in vertex/instance ID variables in shaders (for
* example, SV_VertexID); GPU APIs and shader languages do not define these
* built-in variables consistently, so if your shader depends on them, the
* only way to keep behavior consistent and portable is to always pass 0 for
* the correlating parameter in the draw calls.
*
* \param render_pass a render pass handle.
* \param num_vertices the number of vertices to draw.
* \param num_instances the number of instances that will be drawn.
* \param first_vertex the index of the first vertex to draw.
* \param first_instance the ID of the first instance to draw.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
SDL_GPURenderPass *render_pass,
Uint32 num_vertices,
Uint32 num_instances,
Uint32 first_vertex,
Uint32 first_instance);
/**
* Draws data using bound graphics state and with draw parameters set from a
* buffer.
*
* The buffer must consist of tightly-packed draw parameter sets that each
* match the layout of SDL_GPUIndirectDrawCommand. You must not call this
* function before binding a graphics pipeline.
*
* \param render_pass a render pass handle.
* \param buffer a buffer containing draw parameters.
* \param offset the offset to start reading from the draw buffer.
* \param draw_count the number of draw parameter sets that should be read
* from the draw buffer.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
SDL_GPURenderPass *render_pass,
SDL_GPUBuffer *buffer,
Uint32 offset,
Uint32 draw_count);
/**
* Draws data using bound graphics state with an index buffer enabled and with
* draw parameters set from a buffer.
*
* The buffer must consist of tightly-packed draw parameter sets that each
* match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call
* this function before binding a graphics pipeline.
*
* \param render_pass a render pass handle.
* \param buffer a buffer containing draw parameters.
* \param offset the offset to start reading from the draw buffer.
* \param draw_count the number of draw parameter sets that should be read
* from the draw buffer.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect(
SDL_GPURenderPass *render_pass,
SDL_GPUBuffer *buffer,
Uint32 offset,
Uint32 draw_count);
/**
* Ends the given render pass.
*
* All bound graphics state on the render pass command buffer is unset. The
* render pass handle is now invalid.
*
* \param render_pass a render pass handle.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
SDL_GPURenderPass *render_pass);
/* Compute Pass */
/**
* Begins a compute pass on a command buffer.
*
* A compute pass is defined by a set of texture subresources and buffers that
* may be written to by compute pipelines. These textures and buffers must
* have been created with the COMPUTE_STORAGE_WRITE bit or the
* COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture
* with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the
* texture in the compute pass. All operations related to compute pipelines
* must take place inside of a compute pass. You must not begin another
* compute pass, or a render pass or copy pass before ending the compute pass.
*
* A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT
* implicitly synchronized. This means you may cause data races by both
* reading and writing a resource region in a compute pass, or by writing
* multiple times to a resource region. If your compute work depends on
* reading the completed output from a previous dispatch, you MUST end the
* current compute pass and begin a new one before you can safely access the
* data. Otherwise you will receive unexpected results. Reading and writing a
* texture in the same compute pass is only supported by specific texture
* formats. Make sure you check the format support!
*
* \param command_buffer a command buffer.
* \param storage_texture_bindings an array of writeable storage texture
* binding structs.
* \param num_storage_texture_bindings the number of storage textures to bind
* from the array.
* \param storage_buffer_bindings an array of writeable storage buffer binding
* structs.
* \param num_storage_buffer_bindings the number of storage buffers to bind
* from the array.
* \returns a compute pass handle.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_EndGPUComputePass
*/
extern SDL_DECLSPEC SDL_GPUComputePass * SDLCALL SDL_BeginGPUComputePass(
SDL_GPUCommandBuffer *command_buffer,
const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings,
Uint32 num_storage_texture_bindings,
const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings,
Uint32 num_storage_buffer_bindings);
/**
* Binds a compute pipeline on a command buffer for use in compute dispatch.
*
* \param compute_pass a compute pass handle.
* \param compute_pipeline a compute pipeline to bind.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
SDL_GPUComputePass *compute_pass,
SDL_GPUComputePipeline *compute_pipeline);
/**
* Binds texture-sampler pairs for use on the compute shader.
*
* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
*
* Be sure your shader is set up according to the requirements documented in
* SDL_CreateGPUShader().
*
* \param compute_pass a compute pass handle.
* \param first_slot the compute sampler slot to begin binding from.
* \param texture_sampler_bindings an array of texture-sampler binding
* structs.
* \param num_bindings the number of texture-sampler bindings to bind from the
* array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
SDL_GPUComputePass *compute_pass,
Uint32 first_slot,
const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
Uint32 num_bindings);
/**
* Binds storage textures as readonly for use on the compute pipeline.
*
* These textures must have been created with
* SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in
* SDL_CreateGPUShader().
*
* \param compute_pass a compute pass handle.
* \param first_slot the compute storage texture slot to begin binding from.
* \param storage_textures an array of storage textures.
* \param num_bindings the number of storage textures to bind from the array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
SDL_GPUComputePass *compute_pass,
Uint32 first_slot,
SDL_GPUTexture *const *storage_textures,
Uint32 num_bindings);
/**
* Binds storage buffers as readonly for use on the compute pipeline.
*
* These buffers must have been created with
* SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in
* SDL_CreateGPUShader().
*
* \param compute_pass a compute pass handle.
* \param first_slot the compute storage buffer slot to begin binding from.
* \param storage_buffers an array of storage buffer binding structs.
* \param num_bindings the number of storage buffers to bind from the array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
SDL_GPUComputePass *compute_pass,
Uint32 first_slot,
SDL_GPUBuffer *const *storage_buffers,
Uint32 num_bindings);
/**
* Dispatches compute work.
*
* You must not call this function before binding a compute pipeline.
*
* A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
* the dispatches write to the same resource region as each other, there is no
* guarantee of which order the writes will occur. If the write order matters,
* you MUST end the compute pass and begin another one.
*
* \param compute_pass a compute pass handle.
* \param groupcount_x number of local workgroups to dispatch in the X
* dimension.
* \param groupcount_y number of local workgroups to dispatch in the Y
* dimension.
* \param groupcount_z number of local workgroups to dispatch in the Z
* dimension.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
SDL_GPUComputePass *compute_pass,
Uint32 groupcount_x,
Uint32 groupcount_y,
Uint32 groupcount_z);
/**
* Dispatches compute work with parameters set from a buffer.
*
* The buffer layout should match the layout of
* SDL_GPUIndirectDispatchCommand. You must not call this function before
* binding a compute pipeline.
*
* A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
* the dispatches write to the same resource region as each other, there is no
* guarantee of which order the writes will occur. If the write order matters,
* you MUST end the compute pass and begin another one.
*
* \param compute_pass a compute pass handle.
* \param buffer a buffer containing dispatch parameters.
* \param offset the offset to start reading from the dispatch buffer.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect(
SDL_GPUComputePass *compute_pass,
SDL_GPUBuffer *buffer,
Uint32 offset);
/**
* Ends the current compute pass.
*
* All bound compute state on the command buffer is unset. The compute pass
* handle is now invalid.
*
* \param compute_pass a compute pass handle.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
SDL_GPUComputePass *compute_pass);
/* TransferBuffer Data */
/**
* Maps a transfer buffer into application address space.
*
* You must unmap the transfer buffer before encoding upload commands. The
* memory is owned by the graphics driver - do NOT call SDL_free() on the
* returned pointer.
*
* \param device a GPU context.
* \param transfer_buffer a transfer buffer.
* \param cycle if true, cycles the transfer buffer if it is already bound.
* \returns the address of the mapped transfer buffer memory, or NULL on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void * SDLCALL SDL_MapGPUTransferBuffer(
SDL_GPUDevice *device,
SDL_GPUTransferBuffer *transfer_buffer,
bool cycle);
/**
* Unmaps a previously mapped transfer buffer.
*
* \param device a GPU context.
* \param transfer_buffer a previously mapped transfer buffer.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer(
SDL_GPUDevice *device,
SDL_GPUTransferBuffer *transfer_buffer);
/* Copy Pass */
/**
* Begins a copy pass on a command buffer.
*
* All operations related to copying to or from buffers or textures take place
* inside a copy pass. You must not begin another copy pass, or a render pass
* or compute pass before ending the copy pass.
*
* \param command_buffer a command buffer.
* \returns a copy pass handle.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_GPUCopyPass * SDLCALL SDL_BeginGPUCopyPass(
SDL_GPUCommandBuffer *command_buffer);
/**
* Uploads data from a transfer buffer to a texture.
*
* The upload occurs on the GPU timeline. You may assume that the upload has
* finished in subsequent commands.
*
* You must align the data in the transfer buffer to a multiple of the texel
* size of the texture format.
*
* \param copy_pass a copy pass handle.
* \param source the source transfer buffer with image layout information.
* \param destination the destination texture region.
* \param cycle if true, cycles the texture if the texture is bound, otherwise
* overwrites the data.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
SDL_GPUCopyPass *copy_pass,
const SDL_GPUTextureTransferInfo *source,
const SDL_GPUTextureRegion *destination,
bool cycle);
/**
* Uploads data from a transfer buffer to a buffer.
*
* The upload occurs on the GPU timeline. You may assume that the upload has
* finished in subsequent commands.
*
* \param copy_pass a copy pass handle.
* \param source the source transfer buffer with offset.
* \param destination the destination buffer with offset and size.
* \param cycle if true, cycles the buffer if it is already bound, otherwise
* overwrites the data.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer(
SDL_GPUCopyPass *copy_pass,
const SDL_GPUTransferBufferLocation *source,
const SDL_GPUBufferRegion *destination,
bool cycle);
/**
* Performs a texture-to-texture copy.
*
* This copy occurs on the GPU timeline. You may assume the copy has finished
* in subsequent commands.
*
* \param copy_pass a copy pass handle.
* \param source a source texture region.
* \param destination a destination texture region.
* \param w the width of the region to copy.
* \param h the height of the region to copy.
* \param d the depth of the region to copy.
* \param cycle if true, cycles the destination texture if the destination
* texture is bound, otherwise overwrites the data.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
SDL_GPUCopyPass *copy_pass,
const SDL_GPUTextureLocation *source,
const SDL_GPUTextureLocation *destination,
Uint32 w,
Uint32 h,
Uint32 d,
bool cycle);
/**
* Performs a buffer-to-buffer copy.
*
* This copy occurs on the GPU timeline. You may assume the copy has finished
* in subsequent commands.
*
* \param copy_pass a copy pass handle.
* \param source the buffer and offset to copy from.
* \param destination the buffer and offset to copy to.
* \param size the length of the buffer to copy.
* \param cycle if true, cycles the destination buffer if it is already bound,
* otherwise overwrites the data.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer(
SDL_GPUCopyPass *copy_pass,
const SDL_GPUBufferLocation *source,
const SDL_GPUBufferLocation *destination,
Uint32 size,
bool cycle);
/**
* Copies data from a texture to a transfer buffer on the GPU timeline.
*
* This data is not guaranteed to be copied until the command buffer fence is
* signaled.
*
* \param copy_pass a copy pass handle.
* \param source the source texture region.
* \param destination the destination transfer buffer with image layout
* information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture(
SDL_GPUCopyPass *copy_pass,
const SDL_GPUTextureRegion *source,
const SDL_GPUTextureTransferInfo *destination);
/**
* Copies data from a buffer to a transfer buffer on the GPU timeline.
*
* This data is not guaranteed to be copied until the command buffer fence is
* signaled.
*
* \param copy_pass a copy pass handle.
* \param source the source buffer with offset and size.
* \param destination the destination transfer buffer with offset.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer(
SDL_GPUCopyPass *copy_pass,
const SDL_GPUBufferRegion *source,
const SDL_GPUTransferBufferLocation *destination);
/**
* Ends the current copy pass.
*
* \param copy_pass a copy pass handle.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass(
SDL_GPUCopyPass *copy_pass);
/**
* Generates mipmaps for the given texture.
*
* This function must not be called inside of any pass.
*
* \param command_buffer a command_buffer.
* \param texture a texture with more than 1 mip level.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture(
SDL_GPUCommandBuffer *command_buffer,
SDL_GPUTexture *texture);
/**
* Blits from a source texture region to a destination texture region.
*
* This function must not be called inside of any pass.
*
* \param command_buffer a command buffer.
* \param info the blit info struct containing the blit parameters.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
SDL_GPUCommandBuffer *command_buffer,
const SDL_GPUBlitInfo *info);
/* Submission/Presentation */
/**
* Determines whether a swapchain composition is supported by the window.
*
* The window must be claimed before calling this function.
*
* \param device a GPU context.
* \param window an SDL_Window.
* \param swapchain_composition the swapchain composition to check.
* \returns true if supported, false if unsupported.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ClaimWindowForGPUDevice
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
SDL_GPUDevice *device,
SDL_Window *window,
SDL_GPUSwapchainComposition swapchain_composition);
/**
* Determines whether a presentation mode is supported by the window.
*
* The window must be claimed before calling this function.
*
* \param device a GPU context.
* \param window an SDL_Window.
* \param present_mode the presentation mode to check.
* \returns true if supported, false if unsupported.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ClaimWindowForGPUDevice
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode(
SDL_GPUDevice *device,
SDL_Window *window,
SDL_GPUPresentMode present_mode);
/**
* Claims a window, creating a swapchain structure for it.
*
* This must be called before SDL_AcquireGPUSwapchainTexture is called using
* the window. You should only call this function from the thread that created
* the window.
*
* The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and
* SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain
* parameters, you must call SDL_SetGPUSwapchainParameters after claiming the
* window.
*
* \param device a GPU context.
* \param window an SDL_Window.
* \returns true on success, or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called from the thread that
* created the window.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_WaitAndAcquireGPUSwapchainTexture
* \sa SDL_ReleaseWindowFromGPUDevice
* \sa SDL_WindowSupportsGPUPresentMode
* \sa SDL_WindowSupportsGPUSwapchainComposition
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ClaimWindowForGPUDevice(
SDL_GPUDevice *device,
SDL_Window *window);
/**
* Unclaims a window, destroying its swapchain structure.
*
* \param device a GPU context.
* \param window an SDL_Window that has been claimed.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ClaimWindowForGPUDevice
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
SDL_GPUDevice *device,
SDL_Window *window);
/**
* Changes the swapchain parameters for the given claimed window.
*
* This function will fail if the requested present mode or swapchain
* composition are unsupported by the device. Check if the parameters are
* supported via SDL_WindowSupportsGPUPresentMode /
* SDL_WindowSupportsGPUSwapchainComposition prior to calling this function.
*
* SDL_GPU_PRESENTMODE_VSYNC with SDL_GPU_SWAPCHAINCOMPOSITION_SDR is always
* supported.
*
* \param device a GPU context.
* \param window an SDL_Window that has been claimed.
* \param swapchain_composition the desired composition of the swapchain.
* \param present_mode the desired present mode for the swapchain.
* \returns true if successful, false on error; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_WindowSupportsGPUPresentMode
* \sa SDL_WindowSupportsGPUSwapchainComposition
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters(
SDL_GPUDevice *device,
SDL_Window *window,
SDL_GPUSwapchainComposition swapchain_composition,
SDL_GPUPresentMode present_mode);
/**
* Configures the maximum allowed number of frames in flight.
*
* The default value when the device is created is 2. This means that after
* you have submitted 2 frames for presentation, if the GPU has not finished
* working on the first frame, SDL_AcquireGPUSwapchainTexture() will fill the
* swapchain texture pointer with NULL, and
* SDL_WaitAndAcquireGPUSwapchainTexture() will block.
*
* Higher values increase throughput at the expense of visual latency. Lower
* values decrease visual latency at the expense of throughput.
*
* Note that calling this function will stall and flush the command queue to
* prevent synchronization issues.
*
* The minimum value of allowed frames in flight is 1, and the maximum is 3.
*
* \param device a GPU context.
* \param allowed_frames_in_flight the maximum number of frames that can be
* pending on the GPU.
* \returns true if successful, false on error; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUAllowedFramesInFlight(
SDL_GPUDevice *device,
Uint32 allowed_frames_in_flight);
/**
* Obtains the texture format of the swapchain for the given window.
*
* Note that this format can change if the swapchain parameters change.
*
* \param device a GPU context.
* \param window an SDL_Window that has been claimed.
* \returns the texture format of the swapchain.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureFormat(
SDL_GPUDevice *device,
SDL_Window *window);
/**
* Acquire a texture to use in presentation.
*
* When a swapchain texture is acquired on a command buffer, it will
* automatically be submitted for presentation when the command buffer is
* submitted. The swapchain texture should only be referenced by the command
* buffer used to acquire it.
*
* This function will fill the swapchain texture handle with NULL if too many
* frames are in flight. This is not an error. This NULL pointer should not be
* passed back into SDL. Instead, it should be considered as an indication to
* wait until the swapchain is available.
*
* If you use this function, it is possible to create a situation where many
* command buffers are allocated while the rendering context waits for the GPU
* to catch up, which will cause memory usage to grow. You should use
* SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing
* with timing.
*
* The swapchain texture is managed by the implementation and must not be
* freed by the user. You MUST NOT call this function from any thread other
* than the one that created the window.
*
* \param command_buffer a command buffer.
* \param window a window that has been claimed.
* \param swapchain_texture a pointer filled in with a swapchain texture
* handle.
* \param swapchain_texture_width a pointer filled in with the swapchain
* texture width, may be NULL.
* \param swapchain_texture_height a pointer filled in with the swapchain
* texture height, may be NULL.
* \returns true on success, false on error; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called from the thread that
* created the window.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ClaimWindowForGPUDevice
* \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
* \sa SDL_CancelGPUCommandBuffer
* \sa SDL_GetWindowSizeInPixels
* \sa SDL_WaitForGPUSwapchain
* \sa SDL_WaitAndAcquireGPUSwapchainTexture
* \sa SDL_SetGPUAllowedFramesInFlight
*/
extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
SDL_GPUCommandBuffer *command_buffer,
SDL_Window *window,
SDL_GPUTexture **swapchain_texture,
Uint32 *swapchain_texture_width,
Uint32 *swapchain_texture_height);
/**
* Blocks the thread until a swapchain texture is available to be acquired.
*
* \param device a GPU context.
* \param window a window that has been claimed.
* \returns true on success, false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called from the thread that
* created the window.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AcquireGPUSwapchainTexture
* \sa SDL_WaitAndAcquireGPUSwapchainTexture
* \sa SDL_SetGPUAllowedFramesInFlight
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUSwapchain(
SDL_GPUDevice *device,
SDL_Window *window);
/**
* Blocks the thread until a swapchain texture is available to be acquired,
* and then acquires it.
*
* When a swapchain texture is acquired on a command buffer, it will
* automatically be submitted for presentation when the command buffer is
* submitted. The swapchain texture should only be referenced by the command
* buffer used to acquire it. It is an error to call
* SDL_CancelGPUCommandBuffer() after a swapchain texture is acquired.
*
* This function can fill the swapchain texture handle with NULL in certain
* cases, for example if the window is minimized. This is not an error. You
* should always make sure to check whether the pointer is NULL before
* actually using it.
*
* The swapchain texture is managed by the implementation and must not be
* freed by the user. You MUST NOT call this function from any thread other
* than the one that created the window.
*
* The swapchain texture is write-only and cannot be used as a sampler or for
* another reading operation.
*
* \param command_buffer a command buffer.
* \param window a window that has been claimed.
* \param swapchain_texture a pointer filled in with a swapchain texture
* handle.
* \param swapchain_texture_width a pointer filled in with the swapchain
* texture width, may be NULL.
* \param swapchain_texture_height a pointer filled in with the swapchain
* texture height, may be NULL.
* \returns true on success, false on error; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called from the thread that
* created the window.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
* \sa SDL_AcquireGPUSwapchainTexture
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WaitAndAcquireGPUSwapchainTexture(
SDL_GPUCommandBuffer *command_buffer,
SDL_Window *window,
SDL_GPUTexture **swapchain_texture,
Uint32 *swapchain_texture_width,
Uint32 *swapchain_texture_height);
/**
* Submits a command buffer so its commands can be processed on the GPU.
*
* It is invalid to use the command buffer after this is called.
*
* This must be called from the thread the command buffer was acquired on.
*
* All commands in the submission are guaranteed to begin executing before any
* command in a subsequent submission begins executing.
*
* \param command_buffer a command buffer.
* \returns true on success, false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AcquireGPUCommandBuffer
* \sa SDL_WaitAndAcquireGPUSwapchainTexture
* \sa SDL_AcquireGPUSwapchainTexture
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer(
SDL_GPUCommandBuffer *command_buffer);
/**
* Submits a command buffer so its commands can be processed on the GPU, and
* acquires a fence associated with the command buffer.
*
* You must release this fence when it is no longer needed or it will cause a
* leak. It is invalid to use the command buffer after this is called.
*
* This must be called from the thread the command buffer was acquired on.
*
* All commands in the submission are guaranteed to begin executing before any
* command in a subsequent submission begins executing.
*
* \param command_buffer a command buffer.
* \returns a fence associated with the command buffer, or NULL on failure;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AcquireGPUCommandBuffer
* \sa SDL_WaitAndAcquireGPUSwapchainTexture
* \sa SDL_AcquireGPUSwapchainTexture
* \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_ReleaseGPUFence
*/
extern SDL_DECLSPEC SDL_GPUFence * SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFence(
SDL_GPUCommandBuffer *command_buffer);
/**
* Cancels a command buffer.
*
* None of the enqueued commands are executed.
*
* It is an error to call this function after a swapchain texture has been
* acquired.
*
* This must be called from the thread the command buffer was acquired on.
*
* You must not reference the command buffer after calling this function.
*
* \param command_buffer a command buffer.
* \returns true on success, false on error; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_WaitAndAcquireGPUSwapchainTexture
* \sa SDL_AcquireGPUCommandBuffer
* \sa SDL_AcquireGPUSwapchainTexture
*/
extern SDL_DECLSPEC bool SDLCALL SDL_CancelGPUCommandBuffer(
SDL_GPUCommandBuffer *command_buffer);
/**
* Blocks the thread until the GPU is completely idle.
*
* \param device a GPU context.
* \returns true on success, false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_WaitForGPUFences
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle(
SDL_GPUDevice *device);
/**
* Blocks the thread until the given fences are signaled.
*
* \param device a GPU context.
* \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all
* fences to be signaled.
* \param fences an array of fences to wait on.
* \param num_fences the number of fences in the fences array.
* \returns true on success, false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
* \sa SDL_WaitForGPUIdle
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences(
SDL_GPUDevice *device,
bool wait_all,
SDL_GPUFence *const *fences,
Uint32 num_fences);
/**
* Checks the status of a fence.
*
* \param device a GPU context.
* \param fence a fence.
* \returns true if the fence is signaled, false if it is not.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC bool SDLCALL SDL_QueryGPUFence(
SDL_GPUDevice *device,
SDL_GPUFence *fence);
/**
* Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
*
* You must not reference the fence after calling this function.
*
* \param device a GPU context.
* \param fence a fence.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
SDL_GPUDevice *device,
SDL_GPUFence *fence);
/* Format Info */
/**
* Obtains the texel block size for a texture format.
*
* \param format the texture format you want to know the texel size of.
* \returns the texel block size of the texture format.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_UploadToGPUTexture
*/
extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize(
SDL_GPUTextureFormat format);
/**
* Determines whether a texture format is supported for a given type and
* usage.
*
* \param device a GPU context.
* \param format the texture format to check.
* \param type the type of texture (2D, 3D, Cube).
* \param usage a bitmask of all usage scenarios to check.
* \returns whether the texture format is supported for this type and usage.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsFormat(
SDL_GPUDevice *device,
SDL_GPUTextureFormat format,
SDL_GPUTextureType type,
SDL_GPUTextureUsageFlags usage);
/**
* Determines if a sample count for a texture format is supported.
*
* \param device a GPU context.
* \param format the texture format to check.
* \param sample_count the sample count to check.
* \returns whether the sample count is supported for this texture format.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsSampleCount(
SDL_GPUDevice *device,
SDL_GPUTextureFormat format,
SDL_GPUSampleCount sample_count);
/**
* Calculate the size in bytes of a texture format with dimensions.
*
* \param format a texture format.
* \param width width in pixels.
* \param height height in pixels.
* \param depth_or_layer_count depth for 3D textures or layer count otherwise.
* \returns the size of a texture with this format and dimensions.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC Uint32 SDLCALL SDL_CalculateGPUTextureFormatSize(
SDL_GPUTextureFormat format,
Uint32 width,
Uint32 height,
Uint32 depth_or_layer_count);
#ifdef SDL_PLATFORM_GDK
/**
* Call this to suspend GPU operation on Xbox when you receive the
* SDL_EVENT_DID_ENTER_BACKGROUND event.
*
* Do NOT call any SDL_GPU functions after calling this function! This must
* also be called before calling SDL_GDKSuspendComplete.
*
* \param device a GPU context.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AddEventWatch
*/
extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device);
/**
* Call this to resume GPU operation on Xbox when you receive the
* SDL_EVENT_WILL_ENTER_FOREGROUND event.
*
* When resuming, this function MUST be called before calling any other
* SDL_GPU functions.
*
* \param device a GPU context.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AddEventWatch
*/
extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device);
#endif /* SDL_PLATFORM_GDK */
#ifdef __cplusplus
}
#endif /* __cplusplus */
#include <SDL3/SDL_close_code.h>
#endif /* SDL_gpu_h_ */