SDL 3.0
SDL_gpu.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
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9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
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13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
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19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/* WIKI CATEGORY: GPU */
23
24/**
25 * # CategoryGPU
26 *
27 * The GPU API offers a cross-platform way for apps to talk to modern graphics
28 * hardware. It offers both 3D graphics and compute support, in the style of
29 * Metal, Vulkan, and Direct3D 12.
30 *
31 * A basic workflow might be something like this:
32 *
33 * The app creates a GPU device with SDL_CreateGPUDevice(), and assigns it to
34 * a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you
35 * can render offscreen entirely, perhaps for image processing, and not use a
36 * window at all.
37 *
38 * Next, the app prepares static data (things that are created once and used
39 * over and over). For example:
40 *
41 * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
42 * - Vertex buffers (arrays of geometry data) and other rendering data: use
43 * SDL_CreateGPUBuffer() and SDL_UploadToGPUBuffer().
44 * - Textures (images): use SDL_CreateGPUTexture() and
45 * SDL_UploadToGPUTexture().
46 * - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
47 * - Render pipelines (precalculated rendering state): use
48 * SDL_CreateGPUGraphicsPipeline()
49 *
50 * To render, the app creates one or more command buffers, with
51 * SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering
52 * instructions that will be submitted to the GPU in batch. Complex scenes can
53 * use multiple command buffers, maybe configured across multiple threads in
54 * parallel, as long as they are submitted in the correct order, but many apps
55 * will just need one command buffer per frame.
56 *
57 * Rendering can happen to a texture (what other APIs call a "render target")
58 * or it can happen to the swapchain texture (which is just a special texture
59 * that represents a window's contents). The app can use
60 * SDL_WaitAndAcquireGPUSwapchainTexture() to render to the window.
61 *
62 * Rendering actually happens in a Render Pass, which is encoded into a
63 * command buffer. One can encode multiple render passes (or alternate between
64 * render and compute passes) in a single command buffer, but many apps might
65 * simply need a single render pass in a single command buffer. Render Passes
66 * can render to up to four color textures and one depth texture
67 * simultaneously. If the set of textures being rendered to needs to change,
68 * the Render Pass must be ended and a new one must be begun.
69 *
70 * The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for
71 * each draw:
72 *
73 * - SDL_BindGPUGraphicsPipeline()
74 * - SDL_SetGPUViewport()
75 * - SDL_BindGPUVertexBuffers()
76 * - SDL_BindGPUVertexSamplers()
77 * - etc
78 *
79 * Then, make the actual draw commands with these states:
80 *
81 * - SDL_DrawGPUPrimitives()
82 * - SDL_DrawGPUPrimitivesIndirect()
83 * - SDL_DrawGPUIndexedPrimitivesIndirect()
84 * - etc
85 *
86 * After all the drawing commands for a pass are complete, the app should call
87 * SDL_EndGPURenderPass(). Once a render pass ends all render-related state is
88 * reset.
89 *
90 * The app can begin new Render Passes and make new draws in the same command
91 * buffer until the entire scene is rendered.
92 *
93 * Once all of the render commands for the scene are complete, the app calls
94 * SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing.
95 *
96 * If the app needs to read back data from texture or buffers, the API has an
97 * efficient way of doing this, provided that the app is willing to tolerate
98 * some latency. When the app uses SDL_DownloadFromGPUTexture() or
99 * SDL_DownloadFromGPUBuffer(), submitting the command buffer with
100 * SDL_SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that
101 * the app can poll or wait on in a thread. Once the fence indicates that the
102 * command buffer is done processing, it is safe to read the downloaded data.
103 * Make sure to call SDL_ReleaseGPUFence() when done with the fence.
104 *
105 * The API also has "compute" support. The app calls SDL_BeginGPUComputePass()
106 * with compute-writeable textures and/or buffers, which can be written to in
107 * a compute shader. Then it sets states it needs for the compute dispatches:
108 *
109 * - SDL_BindGPUComputePipeline()
110 * - SDL_BindGPUComputeStorageBuffers()
111 * - SDL_BindGPUComputeStorageTextures()
112 *
113 * Then, dispatch compute work:
114 *
115 * - SDL_DispatchGPUCompute()
116 *
117 * For advanced users, this opens up powerful GPU-driven workflows.
118 *
119 * Graphics and compute pipelines require the use of shaders, which as
120 * mentioned above are small programs executed on the GPU. Each backend
121 * (Vulkan, Metal, D3D12) requires a different shader format. When the app
122 * creates the GPU device, the app lets the device know which shader formats
123 * the app can provide. It will then select the appropriate backend depending
124 * on the available shader formats and the backends available on the platform.
125 * When creating shaders, the app must provide the correct shader format for
126 * the selected backend. If you would like to learn more about why the API
127 * works this way, there is a detailed
128 * [blog post](https://moonside.games/posts/layers-all-the-way-down/)
129 * explaining this situation.
130 *
131 * It is optimal for apps to pre-compile the shader formats they might use,
132 * but for ease of use SDL provides a separate project,
133 * [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross)
134 * , for performing runtime shader cross-compilation. It also has a CLI
135 * interface for offline precompilation as well.
136 *
137 * This is an extremely quick overview that leaves out several important
138 * details. Already, though, one can see that GPU programming can be quite
139 * complex! If you just need simple 2D graphics, the
140 * [Render API](https://wiki.libsdl.org/SDL3/CategoryRender)
141 * is much easier to use but still hardware-accelerated. That said, even for
142 * 2D applications the performance benefits and expressiveness of the GPU API
143 * are significant.
144 *
145 * The GPU API targets a feature set with a wide range of hardware support and
146 * ease of portability. It is designed so that the app won't have to branch
147 * itself by querying feature support. If you need cutting-edge features with
148 * limited hardware support, this API is probably not for you.
149 *
150 * Examples demonstrating proper usage of this API can be found
151 * [here](https://github.com/TheSpydog/SDL_gpu_examples)
152 * .
153 *
154 * ## Performance considerations
155 *
156 * Here are some basic tips for maximizing your rendering performance.
157 *
158 * - Beginning a new render pass is relatively expensive. Use as few render
159 * passes as you can.
160 * - Minimize the amount of state changes. For example, binding a pipeline is
161 * relatively cheap, but doing it hundreds of times when you don't need to
162 * will slow the performance significantly.
163 * - Perform your data uploads as early as possible in the frame.
164 * - Don't churn resources. Creating and releasing resources is expensive.
165 * It's better to create what you need up front and cache it.
166 * - Don't use uniform buffers for large amounts of data (more than a matrix
167 * or so). Use a storage buffer instead.
168 * - Use cycling correctly. There is a detailed explanation of cycling further
169 * below.
170 * - Use culling techniques to minimize pixel writes. The less writing the GPU
171 * has to do the better. Culling can be a very advanced topic but even
172 * simple culling techniques can boost performance significantly.
173 *
174 * In general try to remember the golden rule of performance: doing things is
175 * more expensive than not doing things. Don't Touch The Driver!
176 *
177 * ## FAQ
178 *
179 * **Question: When are you adding more advanced features, like ray tracing or
180 * mesh shaders?**
181 *
182 * Answer: We don't have immediate plans to add more bleeding-edge features,
183 * but we certainly might in the future, when these features prove worthwhile,
184 * and reasonable to implement across several platforms and underlying APIs.
185 * So while these things are not in the "never" category, they are definitely
186 * not "near future" items either.
187 *
188 * **Question: Why is my shader not working?**
189 *
190 * Answer: A common oversight when using shaders is not properly laying out
191 * the shader resources/registers correctly. The GPU API is very strict with
192 * how it wants resources to be laid out and it's difficult for the API to
193 * automatically validate shaders to see if they have a compatible layout. See
194 * the documentation for SDL_CreateGPUShader() and
195 * SDL_CreateGPUComputePipeline() for information on the expected layout.
196 *
197 * Another common issue is not setting the correct number of samplers,
198 * textures, and buffers in SDL_GPUShaderCreateInfo. If possible use shader
199 * reflection to extract the required information from the shader
200 * automatically instead of manually filling in the struct's values.
201 *
202 * **Question: My application isn't performing very well. Is this the GPU
203 * API's fault?**
204 *
205 * Answer: No. Long answer: The GPU API is a relatively thin layer over the
206 * underlying graphics API. While it's possible that we have done something
207 * inefficiently, it's very unlikely especially if you are relatively
208 * inexperienced with GPU rendering. Please see the performance tips above and
209 * make sure you are following them. Additionally, tools like
210 * [RenderDoc](https://renderdoc.org/)
211 * can be very helpful for diagnosing incorrect behavior and performance
212 * issues.
213 *
214 * ## System Requirements
215 *
216 * ### Vulkan
217 *
218 * SDL driver name: "vulkan" (for use in SDL_CreateGPUDevice() and
219 * SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING)
220 *
221 * Supported on Windows, Linux, Nintendo Switch, and certain Android devices.
222 * Requires Vulkan 1.0 with the following extensions and device features:
223 *
224 * - `VK_KHR_swapchain`
225 * - `VK_KHR_maintenance1`
226 * - `independentBlend`
227 * - `imageCubeArray`
228 * - `depthClamp`
229 * - `shaderClipDistance`
230 * - `drawIndirectFirstInstance`
231 * - `sampleRateShading`
232 *
233 * You can remove some of these requirements to increase compatibility with
234 * Android devices by using these properties when creating the GPU device with
235 * SDL_CreateGPUDeviceWithProperties():
236 *
237 * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN
238 * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN
239 * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN
240 * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN
241 *
242 * ### D3D12
243 *
244 * SDL driver name: "direct3d12"
245 *
246 * Supported on Windows 10 or newer, Xbox One (GDK), and Xbox Series X|S
247 * (GDK). Requires a GPU that supports DirectX 12 Feature Level 11_0 and
248 * Resource Binding Tier 2 or above.
249 *
250 * You can remove the Tier 2 resource binding requirement to support Intel
251 * Haswell and Broadwell GPUs by using this property when creating the GPU
252 * device with SDL_CreateGPUDeviceWithProperties():
253 *
254 * - SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN
255 *
256 * ### Metal
257 *
258 * SDL driver name: "metal"
259 *
260 * Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware requirements vary by
261 * operating system:
262 *
263 * - macOS requires an Apple Silicon or
264 * [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc)
265 * GPU
266 * - iOS/tvOS requires an A9 GPU or newer
267 * - iOS Simulator and tvOS Simulator are unsupported
268 *
269 * ## Coordinate System
270 *
271 * The GPU API uses a left-handed coordinate system, following the convention
272 * of D3D12 and Metal. Specifically:
273 *
274 * - **Normalized Device Coordinates:** The lower-left corner has an x,y
275 * coordinate of `(-1.0, -1.0)`. The upper-right corner is `(1.0, 1.0)`. Z
276 * values range from `[0.0, 1.0]` where 0 is the near plane.
277 * - **Viewport Coordinates:** The top-left corner has an x,y coordinate of
278 * `(0, 0)` and extends to the bottom-right corner at `(viewportWidth,
279 * viewportHeight)`. +Y is down.
280 * - **Texture Coordinates:** The top-left corner has an x,y coordinate of
281 * `(0, 0)` and extends to the bottom-right corner at `(1.0, 1.0)`. +Y is
282 * down.
283 *
284 * If the backend driver differs from this convention (e.g. Vulkan, which has
285 * an NDC that assumes +Y is down), SDL will automatically convert the
286 * coordinate system behind the scenes, so you don't need to perform any
287 * coordinate flipping logic in your shaders.
288 *
289 * ## Uniform Data
290 *
291 * Uniforms are for passing data to shaders. The uniform data will be constant
292 * across all executions of the shader.
293 *
294 * There are 4 available uniform slots per shader stage (where the stages are
295 * vertex, fragment, and compute). Uniform data pushed to a slot on a stage
296 * keeps its value throughout the command buffer until you call the relevant
297 * Push function on that slot again.
298 *
299 * For example, you could write your vertex shaders to read a camera matrix
300 * from uniform binding slot 0, push the camera matrix at the start of the
301 * command buffer, and that data will be used for every subsequent draw call.
302 *
303 * It is valid to push uniform data during a render or compute pass.
304 *
305 * Uniforms are best for pushing small amounts of data. If you are pushing
306 * more than a matrix or two per call you should consider using a storage
307 * buffer instead.
308 *
309 * ## A Note On Cycling
310 *
311 * When using a command buffer, operations do not occur immediately - they
312 * occur some time after the command buffer is submitted.
313 *
314 * When a resource is used in a pending or active command buffer, it is
315 * considered to be "bound". When a resource is no longer used in any pending
316 * or active command buffers, it is considered to be "unbound".
317 *
318 * If data resources are bound, it is unspecified when that data will be
319 * unbound unless you acquire a fence when submitting the command buffer and
320 * wait on it. However, this doesn't mean you need to track resource usage
321 * manually.
322 *
323 * All of the functions and structs that involve writing to a resource have a
324 * "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all
325 * effectively function as ring buffers on internal resources. When cycle is
326 * true, if the resource is bound, the cycle rotates to the next unbound
327 * internal resource, or if none are available, a new one is created. This
328 * means you don't have to worry about complex state tracking and
329 * synchronization as long as cycling is correctly employed.
330 *
331 * For example: you can call SDL_MapGPUTransferBuffer(), write texture data,
332 * SDL_UnmapGPUTransferBuffer(), and then SDL_UploadToGPUTexture(). The next
333 * time you write texture data to the transfer buffer, if you set the cycle
334 * param to true, you don't have to worry about overwriting any data that is
335 * not yet uploaded.
336 *
337 * Another example: If you are using a texture in a render pass every frame,
338 * this can cause a data dependency between frames. If you set cycle to true
339 * in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.
340 *
341 * Cycling will never undefine already bound data. When cycling, all data in
342 * the resource is considered to be undefined for subsequent commands until
343 * that data is written again. You must take care not to read undefined data.
344 *
345 * Note that when cycling a texture, the entire texture will be cycled, even
346 * if only part of the texture is used in the call, so you must consider the
347 * entire texture to contain undefined data after cycling.
348 *
349 * You must also take care not to overwrite a section of data that has been
350 * referenced in a command without cycling first. It is OK to overwrite
351 * unreferenced data in a bound resource without cycling, but overwriting a
352 * section of data that has already been referenced will produce unexpected
353 * results.
354 *
355 * ## Debugging
356 *
357 * At some point of your GPU journey, you will probably encounter issues that
358 * are not traceable with regular debugger - for example, your code compiles
359 * but you get an empty screen, or your shader fails in runtime.
360 *
361 * For debugging such cases, there are tools that allow visually inspecting
362 * the whole GPU frame, every drawcall, every bound resource, memory buffers,
363 * etc. They are the following, per platform:
364 *
365 * * For Windows/Linux, use
366 * [RenderDoc](https://renderdoc.org/)
367 * * For MacOS (Metal), use Xcode built-in debugger (Open XCode, go to Debug >
368 * Debug Executable..., select your application, set "GPU Frame Capture" to
369 * "Metal" in scheme "Options" window, run your app, and click the small
370 * Metal icon on the bottom to capture a frame)
371 *
372 * Aside from that, you may want to enable additional debug layers to receive
373 * more detailed error messages, based on your GPU backend:
374 *
375 * * For D3D12, the debug layer is an optional feature that can be installed
376 * via "Windows Settings -> System -> Optional features" and adding the
377 * "Graphics Tools" optional feature.
378 * * For Vulkan, you will need to install Vulkan SDK on Windows, and on Linux,
379 * you usually have some sort of `vulkan-validation-layers` system package
380 * that should be installed.
381 * * For Metal, it should be enough just to run the application from XCode to
382 * receive detailed errors or warnings in the output.
383 *
384 * Don't hesitate to use tools as RenderDoc when encountering runtime issues
385 * or unexpected output on screen, quick GPU frame inspection can usually help
386 * you fix the majority of such problems.
387 */
388
389#ifndef SDL_gpu_h_
390#define SDL_gpu_h_
391
392#include <SDL3/SDL_stdinc.h>
393#include <SDL3/SDL_pixels.h>
394#include <SDL3/SDL_properties.h>
395#include <SDL3/SDL_rect.h>
396#include <SDL3/SDL_surface.h>
397#include <SDL3/SDL_video.h>
398
399#include <SDL3/SDL_begin_code.h>
400#ifdef __cplusplus
401extern "C" {
402#endif /* __cplusplus */
403
404/* Type Declarations */
405
406/**
407 * An opaque handle representing the SDL_GPU context.
408 *
409 * \since This struct is available since SDL 3.2.0.
410 */
412
413/**
414 * An opaque handle representing a buffer.
415 *
416 * Used for vertices, indices, indirect draw commands, and general compute
417 * data.
418 *
419 * \since This struct is available since SDL 3.2.0.
420 *
421 * \sa SDL_CreateGPUBuffer
422 * \sa SDL_UploadToGPUBuffer
423 * \sa SDL_DownloadFromGPUBuffer
424 * \sa SDL_CopyGPUBufferToBuffer
425 * \sa SDL_BindGPUVertexBuffers
426 * \sa SDL_BindGPUIndexBuffer
427 * \sa SDL_BindGPUVertexStorageBuffers
428 * \sa SDL_BindGPUFragmentStorageBuffers
429 * \sa SDL_DrawGPUPrimitivesIndirect
430 * \sa SDL_DrawGPUIndexedPrimitivesIndirect
431 * \sa SDL_BindGPUComputeStorageBuffers
432 * \sa SDL_DispatchGPUComputeIndirect
433 * \sa SDL_ReleaseGPUBuffer
434 */
436
437/**
438 * An opaque handle representing a transfer buffer.
439 *
440 * Used for transferring data to and from the device.
441 *
442 * \since This struct is available since SDL 3.2.0.
443 *
444 * \sa SDL_CreateGPUTransferBuffer
445 * \sa SDL_MapGPUTransferBuffer
446 * \sa SDL_UnmapGPUTransferBuffer
447 * \sa SDL_UploadToGPUBuffer
448 * \sa SDL_UploadToGPUTexture
449 * \sa SDL_DownloadFromGPUBuffer
450 * \sa SDL_DownloadFromGPUTexture
451 * \sa SDL_ReleaseGPUTransferBuffer
452 */
454
455/**
456 * An opaque handle representing a texture.
457 *
458 * \since This struct is available since SDL 3.2.0.
459 *
460 * \sa SDL_CreateGPUTexture
461 * \sa SDL_UploadToGPUTexture
462 * \sa SDL_DownloadFromGPUTexture
463 * \sa SDL_CopyGPUTextureToTexture
464 * \sa SDL_BindGPUVertexSamplers
465 * \sa SDL_BindGPUVertexStorageTextures
466 * \sa SDL_BindGPUFragmentSamplers
467 * \sa SDL_BindGPUFragmentStorageTextures
468 * \sa SDL_BindGPUComputeStorageTextures
469 * \sa SDL_GenerateMipmapsForGPUTexture
470 * \sa SDL_BlitGPUTexture
471 * \sa SDL_ReleaseGPUTexture
472 */
474
475/**
476 * An opaque handle representing a sampler.
477 *
478 * \since This struct is available since SDL 3.2.0.
479 *
480 * \sa SDL_CreateGPUSampler
481 * \sa SDL_BindGPUVertexSamplers
482 * \sa SDL_BindGPUFragmentSamplers
483 * \sa SDL_ReleaseGPUSampler
484 */
486
487/**
488 * An opaque handle representing a compiled shader object.
489 *
490 * \since This struct is available since SDL 3.2.0.
491 *
492 * \sa SDL_CreateGPUShader
493 * \sa SDL_CreateGPUGraphicsPipeline
494 * \sa SDL_ReleaseGPUShader
495 */
497
498/**
499 * An opaque handle representing a compute pipeline.
500 *
501 * Used during compute passes.
502 *
503 * \since This struct is available since SDL 3.2.0.
504 *
505 * \sa SDL_CreateGPUComputePipeline
506 * \sa SDL_BindGPUComputePipeline
507 * \sa SDL_ReleaseGPUComputePipeline
508 */
510
511/**
512 * An opaque handle representing a graphics pipeline.
513 *
514 * Used during render passes.
515 *
516 * \since This struct is available since SDL 3.2.0.
517 *
518 * \sa SDL_CreateGPUGraphicsPipeline
519 * \sa SDL_BindGPUGraphicsPipeline
520 * \sa SDL_ReleaseGPUGraphicsPipeline
521 */
523
524/**
525 * An opaque handle representing a command buffer.
526 *
527 * Most state is managed via command buffers. When setting state using a
528 * command buffer, that state is local to the command buffer.
529 *
530 * Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is
531 * called. Once the command buffer is submitted, it is no longer valid to use
532 * it.
533 *
534 * Command buffers are executed in submission order. If you submit command
535 * buffer A and then command buffer B all commands in A will begin executing
536 * before any command in B begins executing.
537 *
538 * In multi-threading scenarios, you should only access a command buffer on
539 * the thread you acquired it from.
540 *
541 * \since This struct is available since SDL 3.2.0.
542 *
543 * \sa SDL_AcquireGPUCommandBuffer
544 * \sa SDL_SubmitGPUCommandBuffer
545 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
546 */
548
549/**
550 * An opaque handle representing a render pass.
551 *
552 * This handle is transient and should not be held or referenced after
553 * SDL_EndGPURenderPass is called.
554 *
555 * \since This struct is available since SDL 3.2.0.
556 *
557 * \sa SDL_BeginGPURenderPass
558 * \sa SDL_EndGPURenderPass
559 */
561
562/**
563 * An opaque handle representing a compute pass.
564 *
565 * This handle is transient and should not be held or referenced after
566 * SDL_EndGPUComputePass is called.
567 *
568 * \since This struct is available since SDL 3.2.0.
569 *
570 * \sa SDL_BeginGPUComputePass
571 * \sa SDL_EndGPUComputePass
572 */
574
575/**
576 * An opaque handle representing a copy pass.
577 *
578 * This handle is transient and should not be held or referenced after
579 * SDL_EndGPUCopyPass is called.
580 *
581 * \since This struct is available since SDL 3.2.0.
582 *
583 * \sa SDL_BeginGPUCopyPass
584 * \sa SDL_EndGPUCopyPass
585 */
587
588/**
589 * An opaque handle representing a fence.
590 *
591 * \since This struct is available since SDL 3.2.0.
592 *
593 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
594 * \sa SDL_QueryGPUFence
595 * \sa SDL_WaitForGPUFences
596 * \sa SDL_ReleaseGPUFence
597 */
599
600/**
601 * Specifies the primitive topology of a graphics pipeline.
602 *
603 * If you are using POINTLIST you must include a point size output in the
604 * vertex shader.
605 *
606 * - For HLSL compiling to SPIRV you must decorate a float output with
607 * [[vk::builtin("PointSize")]].
608 * - For GLSL you must set the gl_PointSize builtin.
609 * - For MSL you must include a float output with the [[point_size]]
610 * decorator.
611 *
612 * Note that sized point topology is totally unsupported on D3D12. Any size
613 * other than 1 will be ignored. In general, you should avoid using point
614 * topology for both compatibility and performance reasons. You WILL regret
615 * using it.
616 *
617 * \since This enum is available since SDL 3.2.0.
618 *
619 * \sa SDL_CreateGPUGraphicsPipeline
620 */
622{
623 SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, /**< A series of separate triangles. */
624 SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP, /**< A series of connected triangles. */
625 SDL_GPU_PRIMITIVETYPE_LINELIST, /**< A series of separate lines. */
626 SDL_GPU_PRIMITIVETYPE_LINESTRIP, /**< A series of connected lines. */
627 SDL_GPU_PRIMITIVETYPE_POINTLIST /**< A series of separate points. */
629
630/**
631 * Specifies how the contents of a texture attached to a render pass are
632 * treated at the beginning of the render pass.
633 *
634 * \since This enum is available since SDL 3.2.0.
635 *
636 * \sa SDL_BeginGPURenderPass
637 */
638typedef enum SDL_GPULoadOp
639{
640 SDL_GPU_LOADOP_LOAD, /**< The previous contents of the texture will be preserved. */
641 SDL_GPU_LOADOP_CLEAR, /**< The contents of the texture will be cleared to a color. */
642 SDL_GPU_LOADOP_DONT_CARE /**< The previous contents of the texture need not be preserved. The contents will be undefined. */
644
645/**
646 * Specifies how the contents of a texture attached to a render pass are
647 * treated at the end of the render pass.
648 *
649 * \since This enum is available since SDL 3.2.0.
650 *
651 * \sa SDL_BeginGPURenderPass
652 */
653typedef enum SDL_GPUStoreOp
654{
655 SDL_GPU_STOREOP_STORE, /**< The contents generated during the render pass will be written to memory. */
656 SDL_GPU_STOREOP_DONT_CARE, /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
657 SDL_GPU_STOREOP_RESOLVE, /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined. */
658 SDL_GPU_STOREOP_RESOLVE_AND_STORE /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory. */
660
661/**
662 * Specifies the size of elements in an index buffer.
663 *
664 * \since This enum is available since SDL 3.2.0.
665 *
666 * \sa SDL_CreateGPUGraphicsPipeline
667 */
669{
670 SDL_GPU_INDEXELEMENTSIZE_16BIT, /**< The index elements are 16-bit. */
671 SDL_GPU_INDEXELEMENTSIZE_32BIT /**< The index elements are 32-bit. */
673
674/**
675 * Specifies the pixel format of a texture.
676 *
677 * Texture format support varies depending on driver, hardware, and usage
678 * flags. In general, you should use SDL_GPUTextureSupportsFormat to query if
679 * a format is supported before using it. However, there are a few guaranteed
680 * formats.
681 *
682 * FIXME: Check universal support for 32-bit component formats FIXME: Check
683 * universal support for SIMULTANEOUS_READ_WRITE
684 *
685 * For SAMPLER usage, the following formats are universally supported:
686 *
687 * - R8G8B8A8_UNORM
688 * - B8G8R8A8_UNORM
689 * - R8_UNORM
690 * - R8_SNORM
691 * - R8G8_UNORM
692 * - R8G8_SNORM
693 * - R8G8B8A8_SNORM
694 * - R16_FLOAT
695 * - R16G16_FLOAT
696 * - R16G16B16A16_FLOAT
697 * - R32_FLOAT
698 * - R32G32_FLOAT
699 * - R32G32B32A32_FLOAT
700 * - R11G11B10_UFLOAT
701 * - R8G8B8A8_UNORM_SRGB
702 * - B8G8R8A8_UNORM_SRGB
703 * - D16_UNORM
704 *
705 * For COLOR_TARGET usage, the following formats are universally supported:
706 *
707 * - R8G8B8A8_UNORM
708 * - B8G8R8A8_UNORM
709 * - R8_UNORM
710 * - R16_FLOAT
711 * - R16G16_FLOAT
712 * - R16G16B16A16_FLOAT
713 * - R32_FLOAT
714 * - R32G32_FLOAT
715 * - R32G32B32A32_FLOAT
716 * - R8_UINT
717 * - R8G8_UINT
718 * - R8G8B8A8_UINT
719 * - R16_UINT
720 * - R16G16_UINT
721 * - R16G16B16A16_UINT
722 * - R8_INT
723 * - R8G8_INT
724 * - R8G8B8A8_INT
725 * - R16_INT
726 * - R16G16_INT
727 * - R16G16B16A16_INT
728 * - R8G8B8A8_UNORM_SRGB
729 * - B8G8R8A8_UNORM_SRGB
730 *
731 * For STORAGE usages, the following formats are universally supported:
732 *
733 * - R8G8B8A8_UNORM
734 * - R8G8B8A8_SNORM
735 * - R16G16B16A16_FLOAT
736 * - R32_FLOAT
737 * - R32G32_FLOAT
738 * - R32G32B32A32_FLOAT
739 * - R8G8B8A8_UINT
740 * - R16G16B16A16_UINT
741 * - R8G8B8A8_INT
742 * - R16G16B16A16_INT
743 *
744 * For DEPTH_STENCIL_TARGET usage, the following formats are universally
745 * supported:
746 *
747 * - D16_UNORM
748 * - Either (but not necessarily both!) D24_UNORM or D32_FLOAT
749 * - Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_FLOAT_S8_UINT
750 *
751 * Unless D16_UNORM is sufficient for your purposes, always check which of
752 * D24/D32 is supported before creating a depth-stencil texture!
753 *
754 * \since This enum is available since SDL 3.2.0.
755 *
756 * \sa SDL_CreateGPUTexture
757 * \sa SDL_GPUTextureSupportsFormat
758 */
760{
762
763 /* Unsigned Normalized Float Color Formats */
776 /* Compressed Unsigned Normalized Float Color Formats */
783 /* Compressed Signed Float Color Formats */
785 /* Compressed Unsigned Float Color Formats */
787 /* Signed Normalized Float Color Formats */
794 /* Signed Float Color Formats */
801 /* Unsigned Float Color Formats */
803 /* Unsigned Integer Color Formats */
813 /* Signed Integer Color Formats */
823 /* SRGB Unsigned Normalized Color Formats */
826 /* Compressed SRGB Unsigned Normalized Color Formats */
831 /* Depth Formats */
837 /* Compressed ASTC Normalized Float Color Formats*/
852 /* Compressed SRGB ASTC Normalized Float Color Formats*/
867 /* Compressed ASTC Signed Float Color Formats*/
883
884/**
885 * Specifies how a texture is intended to be used by the client.
886 *
887 * A texture must have at least one usage flag.
888 * Note that combining SAMPLER with STORAGE_READ flags is invalid.
889 *
890 * With regards to compute storage usage, READ | WRITE means that you can have
891 * shader A that only writes into the texture and shader B that only reads
892 * from the texture and bind the same texture to either shader respectively.
893 * SIMULTANEOUS means that you can do reads and writes within the same shader
894 * or compute pass. It also implies that atomic ops can be used, since those
895 * are read-modify-write operations. If you use SIMULTANEOUS, you are
896 * responsible for avoiding data races, as there is no data synchronization
897 * within a compute pass. Note that SIMULTANEOUS usage is only supported by a
898 * limited number of texture formats.
899 *
900 * \since This datatype is available since SDL 3.2.0.
901 *
902 * \sa SDL_CreateGPUTexture
903 */
905
906#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< Texture supports sampling. */
907#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< Texture is a color render target. */
908#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< Texture is a depth stencil target. */
909#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Texture supports storage reads in graphics stages. */
910#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Texture supports storage reads in the compute stage. */
911#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Texture supports storage writes in the compute stage. */
912#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE (1u << 6) /**< Texture supports reads and writes in the same compute shader. This is NOT equivalent to READ | WRITE. */
913
914/**
915 * Specifies the type of a texture.
916 *
917 * \since This enum is available since SDL 3.2.0.
918 *
919 * \sa SDL_CreateGPUTexture
920 */
922{
923 SDL_GPU_TEXTURETYPE_2D, /**< The texture is a 2-dimensional image. */
924 SDL_GPU_TEXTURETYPE_2D_ARRAY, /**< The texture is a 2-dimensional array image. */
925 SDL_GPU_TEXTURETYPE_3D, /**< The texture is a 3-dimensional image. */
926 SDL_GPU_TEXTURETYPE_CUBE, /**< The texture is a cube image. */
927 SDL_GPU_TEXTURETYPE_CUBE_ARRAY /**< The texture is a cube array image. */
929
930/**
931 * Specifies the sample count of a texture.
932 *
933 * Used in multisampling. Note that this value only applies when the texture
934 * is used as a render target.
935 *
936 * \since This enum is available since SDL 3.2.0.
937 *
938 * \sa SDL_CreateGPUTexture
939 * \sa SDL_GPUTextureSupportsSampleCount
940 */
942{
943 SDL_GPU_SAMPLECOUNT_1, /**< No multisampling. */
944 SDL_GPU_SAMPLECOUNT_2, /**< MSAA 2x */
945 SDL_GPU_SAMPLECOUNT_4, /**< MSAA 4x */
946 SDL_GPU_SAMPLECOUNT_8 /**< MSAA 8x */
948
949
950/**
951 * Specifies the face of a cube map.
952 *
953 * Can be passed in as the layer field in texture-related structs.
954 *
955 * \since This enum is available since SDL 3.2.0.
956 */
966
967/**
968 * Specifies how a buffer is intended to be used by the client.
969 *
970 * A buffer must have at least one usage flag.
971 *
972 * If a buffer has multiple read usages, this may lead to a performance penalty
973 * due to more conservative memory barriers, but it also may not necessarily affect the performance.
974 *
975 * Unlike textures, READ | WRITE can be used for simultaneous read-write
976 * usage. The same data synchronization concerns as textures apply.
977 *
978 * If you use a STORAGE flag, the data in the buffer must respect std140
979 * layout conventions. In practical terms this means you must ensure that vec3
980 * and vec4 fields are 16-byte aligned.
981 *
982 * \since This datatype is available since SDL 3.2.0.
983 *
984 * \sa SDL_CreateGPUBuffer
985 */
987
988#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< Buffer is a vertex buffer. */
989#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< Buffer is an index buffer. */
990#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< Buffer is an indirect buffer. */
991#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Buffer supports storage reads in graphics stages. */
992#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Buffer supports storage reads in the compute stage. */
993#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Buffer supports storage writes in the compute stage. */
994
995/**
996 * Specifies how a transfer buffer is intended to be used by the client.
997 *
998 * Note that mapping and copying FROM an upload transfer buffer or TO a
999 * download transfer buffer is undefined behavior.
1000 *
1001 * \since This enum is available since SDL 3.2.0.
1002 *
1003 * \sa SDL_CreateGPUTransferBuffer
1004 */
1010
1011/**
1012 * Specifies which stage a shader program corresponds to.
1013 *
1014 * \since This enum is available since SDL 3.2.0.
1015 *
1016 * \sa SDL_CreateGPUShader
1017 */
1023
1024/**
1025 * Specifies the format of shader code.
1026 *
1027 * Each format corresponds to a specific backend that accepts it.
1028 *
1029 * \since This datatype is available since SDL 3.2.0.
1030 *
1031 * \sa SDL_CreateGPUShader
1032 */
1034
1035#define SDL_GPU_SHADERFORMAT_INVALID 0
1036#define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */
1037#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */
1038#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */
1039#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */
1040#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */
1041#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */
1042
1043/**
1044 * Specifies the format of a vertex attribute.
1045 *
1046 * \since This enum is available since SDL 3.2.0.
1047 *
1048 * \sa SDL_CreateGPUGraphicsPipeline
1049 */
1051{
1053
1054 /* 32-bit Signed Integers */
1059
1060 /* 32-bit Unsigned Integers */
1065
1066 /* 32-bit Floats */
1071
1072 /* 8-bit Signed Integers */
1075
1076 /* 8-bit Unsigned Integers */
1079
1080 /* 8-bit Signed Normalized */
1083
1084 /* 8-bit Unsigned Normalized */
1087
1088 /* 16-bit Signed Integers */
1091
1092 /* 16-bit Unsigned Integers */
1095
1096 /* 16-bit Signed Normalized */
1099
1100 /* 16-bit Unsigned Normalized */
1103
1104 /* 16-bit Floats */
1108
1109/**
1110 * Specifies the rate at which vertex attributes are pulled from buffers.
1111 *
1112 * \since This enum is available since SDL 3.2.0.
1113 *
1114 * \sa SDL_CreateGPUGraphicsPipeline
1115 */
1117{
1118 SDL_GPU_VERTEXINPUTRATE_VERTEX, /**< Attribute addressing is a function of the vertex index. */
1119 SDL_GPU_VERTEXINPUTRATE_INSTANCE /**< Attribute addressing is a function of the instance index. */
1121
1122/**
1123 * Specifies the fill mode of the graphics pipeline.
1124 *
1125 * \since This enum is available since SDL 3.2.0.
1126 *
1127 * \sa SDL_CreateGPUGraphicsPipeline
1128 */
1130{
1131 SDL_GPU_FILLMODE_FILL, /**< Polygons will be rendered via rasterization. */
1132 SDL_GPU_FILLMODE_LINE /**< Polygon edges will be drawn as line segments. */
1134
1135/**
1136 * Specifies the facing direction in which triangle faces will be culled.
1137 *
1138 * \since This enum is available since SDL 3.2.0.
1139 *
1140 * \sa SDL_CreateGPUGraphicsPipeline
1141 */
1143{
1144 SDL_GPU_CULLMODE_NONE, /**< No triangles are culled. */
1145 SDL_GPU_CULLMODE_FRONT, /**< Front-facing triangles are culled. */
1146 SDL_GPU_CULLMODE_BACK /**< Back-facing triangles are culled. */
1148
1149/**
1150 * Specifies the vertex winding that will cause a triangle to be determined to
1151 * be front-facing.
1152 *
1153 * \since This enum is available since SDL 3.2.0.
1154 *
1155 * \sa SDL_CreateGPUGraphicsPipeline
1156 */
1158{
1159 SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE, /**< A triangle with counter-clockwise vertex winding will be considered front-facing. */
1160 SDL_GPU_FRONTFACE_CLOCKWISE /**< A triangle with clockwise vertex winding will be considered front-facing. */
1162
1163/**
1164 * Specifies a comparison operator for depth, stencil and sampler operations.
1165 *
1166 * \since This enum is available since SDL 3.2.0.
1167 *
1168 * \sa SDL_CreateGPUGraphicsPipeline
1169 */
1171{
1173 SDL_GPU_COMPAREOP_NEVER, /**< The comparison always evaluates false. */
1174 SDL_GPU_COMPAREOP_LESS, /**< The comparison evaluates reference < test. */
1175 SDL_GPU_COMPAREOP_EQUAL, /**< The comparison evaluates reference == test. */
1176 SDL_GPU_COMPAREOP_LESS_OR_EQUAL, /**< The comparison evaluates reference <= test. */
1177 SDL_GPU_COMPAREOP_GREATER, /**< The comparison evaluates reference > test. */
1178 SDL_GPU_COMPAREOP_NOT_EQUAL, /**< The comparison evaluates reference != test. */
1179 SDL_GPU_COMPAREOP_GREATER_OR_EQUAL, /**< The comparison evaluates reference >= test. */
1180 SDL_GPU_COMPAREOP_ALWAYS /**< The comparison always evaluates true. */
1182
1183/**
1184 * Specifies what happens to a stored stencil value if stencil tests fail or
1185 * pass.
1186 *
1187 * \since This enum is available since SDL 3.2.0.
1188 *
1189 * \sa SDL_CreateGPUGraphicsPipeline
1190 */
1192{
1194 SDL_GPU_STENCILOP_KEEP, /**< Keeps the current value. */
1195 SDL_GPU_STENCILOP_ZERO, /**< Sets the value to 0. */
1196 SDL_GPU_STENCILOP_REPLACE, /**< Sets the value to reference. */
1197 SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP, /**< Increments the current value and clamps to the maximum value. */
1198 SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP, /**< Decrements the current value and clamps to 0. */
1199 SDL_GPU_STENCILOP_INVERT, /**< Bitwise-inverts the current value. */
1200 SDL_GPU_STENCILOP_INCREMENT_AND_WRAP, /**< Increments the current value and wraps back to 0. */
1201 SDL_GPU_STENCILOP_DECREMENT_AND_WRAP /**< Decrements the current value and wraps to the maximum value. */
1203
1204/**
1205 * Specifies the operator to be used when pixels in a render target are
1206 * blended with existing pixels in the texture.
1207 *
1208 * The source color is the value written by the fragment shader. The
1209 * destination color is the value currently existing in the texture.
1210 *
1211 * \since This enum is available since SDL 3.2.0.
1212 *
1213 * \sa SDL_CreateGPUGraphicsPipeline
1214 */
1215typedef enum SDL_GPUBlendOp
1216{
1218 SDL_GPU_BLENDOP_ADD, /**< (source * source_factor) + (destination * destination_factor) */
1219 SDL_GPU_BLENDOP_SUBTRACT, /**< (source * source_factor) - (destination * destination_factor) */
1220 SDL_GPU_BLENDOP_REVERSE_SUBTRACT, /**< (destination * destination_factor) - (source * source_factor) */
1221 SDL_GPU_BLENDOP_MIN, /**< min(source, destination) */
1222 SDL_GPU_BLENDOP_MAX /**< max(source, destination) */
1224
1225/**
1226 * Specifies a blending factor to be used when pixels in a render target are
1227 * blended with existing pixels in the texture.
1228 *
1229 * The source color is the value written by the fragment shader. The
1230 * destination color is the value currently existing in the texture.
1231 *
1232 * \since This enum is available since SDL 3.2.0.
1233 *
1234 * \sa SDL_CreateGPUGraphicsPipeline
1235 */
1253
1254/**
1255 * Specifies which color components are written in a graphics pipeline.
1256 *
1257 * \since This datatype is available since SDL 3.2.0.
1258 *
1259 * \sa SDL_CreateGPUGraphicsPipeline
1260 */
1262
1263#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */
1264#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */
1265#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */
1266#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */
1267
1268/**
1269 * Specifies a filter operation used by a sampler.
1270 *
1271 * \since This enum is available since SDL 3.2.0.
1272 *
1273 * \sa SDL_CreateGPUSampler
1274 */
1275typedef enum SDL_GPUFilter
1276{
1277 SDL_GPU_FILTER_NEAREST, /**< Point filtering. */
1278 SDL_GPU_FILTER_LINEAR /**< Linear filtering. */
1280
1281/**
1282 * Specifies a mipmap mode used by a sampler.
1283 *
1284 * \since This enum is available since SDL 3.2.0.
1285 *
1286 * \sa SDL_CreateGPUSampler
1287 */
1293
1294/**
1295 * Specifies behavior of texture sampling when the coordinates exceed the 0-1
1296 * range.
1297 *
1298 * \since This enum is available since SDL 3.2.0.
1299 *
1300 * \sa SDL_CreateGPUSampler
1301 */
1303{
1304 SDL_GPU_SAMPLERADDRESSMODE_REPEAT, /**< Specifies that the coordinates will wrap around. */
1305 SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT, /**< Specifies that the coordinates will wrap around mirrored. */
1306 SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE /**< Specifies that the coordinates will clamp to the 0-1 range. */
1308
1309/**
1310 * Specifies the timing that will be used to present swapchain textures to the
1311 * OS.
1312 *
1313 * VSYNC mode will always be supported. IMMEDIATE and MAILBOX modes may not be
1314 * supported on certain systems.
1315 *
1316 * It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming
1317 * the window if you wish to change the present mode to IMMEDIATE or MAILBOX.
1318 *
1319 * - VSYNC: Waits for vblank before presenting. No tearing is possible. If
1320 * there is a pending image to present, the new image is enqueued for
1321 * presentation. Disallows tearing at the cost of visual latency.
1322 * - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
1323 * occur.
1324 * - MAILBOX: Waits for vblank before presenting. No tearing is possible. If
1325 * there is a pending image to present, the pending image is replaced by the
1326 * new image. Similar to VSYNC, but with reduced visual latency.
1327 *
1328 * \since This enum is available since SDL 3.2.0.
1329 *
1330 * \sa SDL_SetGPUSwapchainParameters
1331 * \sa SDL_WindowSupportsGPUPresentMode
1332 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
1333 */
1340
1341/**
1342 * Specifies the texture format and colorspace of the swapchain textures.
1343 *
1344 * SDR will always be supported. Other compositions may not be supported on
1345 * certain systems.
1346 *
1347 * It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after
1348 * claiming the window if you wish to change the swapchain composition from
1349 * SDR.
1350 *
1351 * - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in sRGB encoding.
1352 * - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are
1353 * stored in memory in sRGB encoding but accessed in shaders in "linear
1354 * sRGB" encoding which is sRGB but with a linear transfer function.
1355 * - HDR_EXTENDED_LINEAR: R16G16B16A16_FLOAT swapchain. Pixel values are in
1356 * extended linear sRGB encoding and permits values outside of the [0, 1]
1357 * range.
1358 * - HDR10_ST2084: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in
1359 * BT.2020 ST2084 (PQ) encoding.
1360 *
1361 * \since This enum is available since SDL 3.2.0.
1362 *
1363 * \sa SDL_SetGPUSwapchainParameters
1364 * \sa SDL_WindowSupportsGPUSwapchainComposition
1365 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
1366 */
1374
1375/* Structures */
1376
1377/**
1378 * A structure specifying a viewport.
1379 *
1380 * \since This struct is available since SDL 3.2.0.
1381 *
1382 * \sa SDL_SetGPUViewport
1383 */
1384typedef struct SDL_GPUViewport
1385{
1386 float x; /**< The left offset of the viewport. */
1387 float y; /**< The top offset of the viewport. */
1388 float w; /**< The width of the viewport. */
1389 float h; /**< The height of the viewport. */
1390 float min_depth; /**< The minimum depth of the viewport. */
1391 float max_depth; /**< The maximum depth of the viewport. */
1393
1394/**
1395 * A structure specifying parameters related to transferring data to or from a
1396 * texture.
1397 *
1398 * If either of `pixels_per_row` or `rows_per_layer` is zero, then width and
1399 * height of passed SDL_GPUTextureRegion to SDL_UploadToGPUTexture or
1400 * SDL_DownloadFromGPUTexture are used as default values respectively and data
1401 * is considered to be tightly packed.
1402 *
1403 * **WARNING**: On some older/integrated hardware, Direct3D 12 requires
1404 * texture data row pitch to be 256 byte aligned, and offsets to be aligned to
1405 * 512 bytes. If they are not, SDL will make a temporary copy of the data that
1406 * is properly aligned, but this adds overhead to the transfer process. Apps
1407 * can avoid this by aligning their data appropriately, or using a different
1408 * GPU backend than Direct3D 12.
1409 *
1410 * \since This struct is available since SDL 3.2.0.
1411 *
1412 * \sa SDL_UploadToGPUTexture
1413 * \sa SDL_DownloadFromGPUTexture
1414 */
1416{
1417 SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
1418 Uint32 offset; /**< The starting byte of the image data in the transfer buffer. */
1419 Uint32 pixels_per_row; /**< The number of pixels from one row to the next. */
1420 Uint32 rows_per_layer; /**< The number of rows from one layer/depth-slice to the next. */
1422
1423/**
1424 * A structure specifying a location in a transfer buffer.
1425 *
1426 * Used when transferring buffer data to or from a transfer buffer.
1427 *
1428 * \since This struct is available since SDL 3.2.0.
1429 *
1430 * \sa SDL_UploadToGPUBuffer
1431 * \sa SDL_DownloadFromGPUBuffer
1432 */
1434{
1435 SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
1436 Uint32 offset; /**< The starting byte of the buffer data in the transfer buffer. */
1438
1439/**
1440 * A structure specifying a location in a texture.
1441 *
1442 * Used when copying data from one texture to another.
1443 *
1444 * \since This struct is available since SDL 3.2.0.
1445 *
1446 * \sa SDL_CopyGPUTextureToTexture
1447 */
1449{
1450 SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
1451 Uint32 mip_level; /**< The mip level index of the location. */
1452 Uint32 layer; /**< The layer index of the location. */
1453 Uint32 x; /**< The left offset of the location. */
1454 Uint32 y; /**< The top offset of the location. */
1455 Uint32 z; /**< The front offset of the location. */
1457
1458/**
1459 * A structure specifying a region of a texture.
1460 *
1461 * Used when transferring data to or from a texture.
1462 *
1463 * \since This struct is available since SDL 3.2.0.
1464 *
1465 * \sa SDL_UploadToGPUTexture
1466 * \sa SDL_DownloadFromGPUTexture
1467 * \sa SDL_CreateGPUTexture
1468 */
1470{
1471 SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
1472 Uint32 mip_level; /**< The mip level index to transfer. */
1473 Uint32 layer; /**< The layer index to transfer. */
1474 Uint32 x; /**< The left offset of the region. */
1475 Uint32 y; /**< The top offset of the region. */
1476 Uint32 z; /**< The front offset of the region. */
1477 Uint32 w; /**< The width of the region. */
1478 Uint32 h; /**< The height of the region. */
1479 Uint32 d; /**< The depth of the region. */
1481
1482/**
1483 * A structure specifying a region of a texture used in the blit operation.
1484 *
1485 * \since This struct is available since SDL 3.2.0.
1486 *
1487 * \sa SDL_BlitGPUTexture
1488 */
1489typedef struct SDL_GPUBlitRegion
1490{
1491 SDL_GPUTexture *texture; /**< The texture. */
1492 Uint32 mip_level; /**< The mip level index of the region. */
1493 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. */
1494 Uint32 x; /**< The left offset of the region. */
1495 Uint32 y; /**< The top offset of the region. */
1496 Uint32 w; /**< The width of the region. */
1497 Uint32 h; /**< The height of the region. */
1499
1500/**
1501 * A structure specifying a location in a buffer.
1502 *
1503 * Used when copying data between buffers.
1504 *
1505 * \since This struct is available since SDL 3.2.0.
1506 *
1507 * \sa SDL_CopyGPUBufferToBuffer
1508 */
1510{
1511 SDL_GPUBuffer *buffer; /**< The buffer. */
1512 Uint32 offset; /**< The starting byte within the buffer. */
1514
1515/**
1516 * A structure specifying a region of a buffer.
1517 *
1518 * Used when transferring data to or from buffers.
1519 *
1520 * \since This struct is available since SDL 3.2.0.
1521 *
1522 * \sa SDL_UploadToGPUBuffer
1523 * \sa SDL_DownloadFromGPUBuffer
1524 */
1526{
1527 SDL_GPUBuffer *buffer; /**< The buffer. */
1528 Uint32 offset; /**< The starting byte within the buffer. */
1529 Uint32 size; /**< The size in bytes of the region. */
1531
1532/**
1533 * A structure specifying the parameters of an indirect draw command.
1534 *
1535 * Note that the `first_vertex` and `first_instance` parameters are NOT
1536 * compatible with built-in vertex/instance ID variables in shaders (for
1537 * example, SV_VertexID); GPU APIs and shader languages do not define these
1538 * built-in variables consistently, so if your shader depends on them, the
1539 * only way to keep behavior consistent and portable is to always pass 0 for
1540 * the correlating parameter in the draw calls.
1541 *
1542 * \since This struct is available since SDL 3.2.0.
1543 *
1544 * \sa SDL_DrawGPUPrimitivesIndirect
1545 */
1547{
1548 Uint32 num_vertices; /**< The number of vertices to draw. */
1549 Uint32 num_instances; /**< The number of instances to draw. */
1550 Uint32 first_vertex; /**< The index of the first vertex to draw. */
1551 Uint32 first_instance; /**< The ID of the first instance to draw. */
1553
1554/**
1555 * A structure specifying the parameters of an indexed indirect draw command.
1556 *
1557 * Note that the `first_vertex` and `first_instance` parameters are NOT
1558 * compatible with built-in vertex/instance ID variables in shaders (for
1559 * example, SV_VertexID); GPU APIs and shader languages do not define these
1560 * built-in variables consistently, so if your shader depends on them, the
1561 * only way to keep behavior consistent and portable is to always pass 0 for
1562 * the correlating parameter in the draw calls.
1563 *
1564 * \since This struct is available since SDL 3.2.0.
1565 *
1566 * \sa SDL_DrawGPUIndexedPrimitivesIndirect
1567 */
1569{
1570 Uint32 num_indices; /**< The number of indices to draw per instance. */
1571 Uint32 num_instances; /**< The number of instances to draw. */
1572 Uint32 first_index; /**< The base index within the index buffer. */
1573 Sint32 vertex_offset; /**< The value added to the vertex index before indexing into the vertex buffer. */
1574 Uint32 first_instance; /**< The ID of the first instance to draw. */
1576
1577/**
1578 * A structure specifying the parameters of an indexed dispatch command.
1579 *
1580 * \since This struct is available since SDL 3.2.0.
1581 *
1582 * \sa SDL_DispatchGPUComputeIndirect
1583 */
1585{
1586 Uint32 groupcount_x; /**< The number of local workgroups to dispatch in the X dimension. */
1587 Uint32 groupcount_y; /**< The number of local workgroups to dispatch in the Y dimension. */
1588 Uint32 groupcount_z; /**< The number of local workgroups to dispatch in the Z dimension. */
1590
1591/* State structures */
1592
1593/**
1594 * A structure specifying the parameters of a sampler.
1595 *
1596 * Note that mip_lod_bias is a no-op for the Metal driver. For Metal, LOD bias
1597 * must be applied via shader instead.
1598 *
1599 * \since This function is available since SDL 3.2.0.
1600 *
1601 * \sa SDL_CreateGPUSampler
1602 * \sa SDL_GPUFilter
1603 * \sa SDL_GPUSamplerMipmapMode
1604 * \sa SDL_GPUSamplerAddressMode
1605 * \sa SDL_GPUCompareOp
1606 */
1608{
1609 SDL_GPUFilter min_filter; /**< The minification filter to apply to lookups. */
1610 SDL_GPUFilter mag_filter; /**< The magnification filter to apply to lookups. */
1611 SDL_GPUSamplerMipmapMode mipmap_mode; /**< The mipmap filter to apply to lookups. */
1612 SDL_GPUSamplerAddressMode address_mode_u; /**< The addressing mode for U coordinates outside [0, 1). */
1613 SDL_GPUSamplerAddressMode address_mode_v; /**< The addressing mode for V coordinates outside [0, 1). */
1614 SDL_GPUSamplerAddressMode address_mode_w; /**< The addressing mode for W coordinates outside [0, 1). */
1615 float mip_lod_bias; /**< The bias to be added to mipmap LOD calculation. */
1616 float max_anisotropy; /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is false, this is ignored. */
1617 SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */
1618 float min_lod; /**< Clamps the minimum of the computed LOD value. */
1619 float max_lod; /**< Clamps the maximum of the computed LOD value. */
1620 bool enable_anisotropy; /**< true to enable anisotropic filtering. */
1621 bool enable_compare; /**< true to enable comparison against a reference value during lookups. */
1624
1625 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1627
1628/**
1629 * A structure specifying the parameters of vertex buffers used in a graphics
1630 * pipeline.
1631 *
1632 * When you call SDL_BindGPUVertexBuffers, you specify the binding slots of
1633 * the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with
1634 * a first_slot of 2 and num_bindings of 3, the binding slots 2, 3, 4 would be
1635 * used by the vertex buffers you pass in.
1636 *
1637 * Vertex attributes are linked to buffers via the buffer_slot field of
1638 * SDL_GPUVertexAttribute. For example, if an attribute has a buffer_slot of
1639 * 0, then that attribute belongs to the vertex buffer bound at slot 0.
1640 *
1641 * \since This struct is available since SDL 3.2.0.
1642 *
1643 * \sa SDL_GPUVertexAttribute
1644 * \sa SDL_GPUVertexInputRate
1645 */
1647{
1648 Uint32 slot; /**< The binding slot of the vertex buffer. */
1649 Uint32 pitch; /**< The size of a single element + the offset between elements. */
1650 SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */
1651 Uint32 instance_step_rate; /**< Reserved for future use. Must be set to 0. */
1653
1654/**
1655 * A structure specifying a vertex attribute.
1656 *
1657 * All vertex attribute locations provided to an SDL_GPUVertexInputState must
1658 * be unique.
1659 *
1660 * \since This struct is available since SDL 3.2.0.
1661 *
1662 * \sa SDL_GPUVertexBufferDescription
1663 * \sa SDL_GPUVertexInputState
1664 * \sa SDL_GPUVertexElementFormat
1665 */
1667{
1668 Uint32 location; /**< The shader input location index. */
1669 Uint32 buffer_slot; /**< The binding slot of the associated vertex buffer. */
1670 SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */
1671 Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */
1673
1674/**
1675 * A structure specifying the parameters of a graphics pipeline vertex input
1676 * state.
1677 *
1678 * \since This struct is available since SDL 3.2.0.
1679 *
1680 * \sa SDL_GPUGraphicsPipelineCreateInfo
1681 * \sa SDL_GPUVertexBufferDescription
1682 * \sa SDL_GPUVertexAttribute
1683 */
1685{
1686 const SDL_GPUVertexBufferDescription *vertex_buffer_descriptions; /**< A pointer to an array of vertex buffer descriptions. */
1687 Uint32 num_vertex_buffers; /**< The number of vertex buffer descriptions in the above array. */
1688 const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */
1689 Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */
1691
1692/**
1693 * A structure specifying the stencil operation state of a graphics pipeline.
1694 *
1695 * \since This struct is available since SDL 3.2.0.
1696 *
1697 * \sa SDL_GPUDepthStencilState
1698 */
1700{
1701 SDL_GPUStencilOp fail_op; /**< The action performed on samples that fail the stencil test. */
1702 SDL_GPUStencilOp pass_op; /**< The action performed on samples that pass the depth and stencil tests. */
1703 SDL_GPUStencilOp depth_fail_op; /**< The action performed on samples that pass the stencil test and fail the depth test. */
1704 SDL_GPUCompareOp compare_op; /**< The comparison operator used in the stencil test. */
1706
1707/**
1708 * A structure specifying the blend state of a color target.
1709 *
1710 * \since This struct is available since SDL 3.2.0.
1711 *
1712 * \sa SDL_GPUColorTargetDescription
1713 * \sa SDL_GPUBlendFactor
1714 * \sa SDL_GPUBlendOp
1715 * \sa SDL_GPUColorComponentFlags
1716 */
1718{
1719 SDL_GPUBlendFactor src_color_blendfactor; /**< The value to be multiplied by the source RGB value. */
1720 SDL_GPUBlendFactor dst_color_blendfactor; /**< The value to be multiplied by the destination RGB value. */
1721 SDL_GPUBlendOp color_blend_op; /**< The blend operation for the RGB components. */
1722 SDL_GPUBlendFactor src_alpha_blendfactor; /**< The value to be multiplied by the source alpha. */
1723 SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */
1724 SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */
1725 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. */
1726 bool enable_blend; /**< Whether blending is enabled for the color target. */
1727 bool enable_color_write_mask; /**< Whether the color write mask is enabled. */
1731
1732
1733/**
1734 * A structure specifying code and metadata for creating a shader object.
1735 *
1736 * \since This struct is available since SDL 3.2.0.
1737 *
1738 * \sa SDL_CreateGPUShader
1739 * \sa SDL_GPUShaderFormat
1740 * \sa SDL_GPUShaderStage
1741 */
1743{
1744 size_t code_size; /**< The size in bytes of the code pointed to. */
1745 const Uint8 *code; /**< A pointer to shader code. */
1746 const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
1747 SDL_GPUShaderFormat format; /**< The format of the shader code. */
1748 SDL_GPUShaderStage stage; /**< The stage the shader program corresponds to. */
1749 Uint32 num_samplers; /**< The number of samplers defined in the shader. */
1750 Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */
1751 Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */
1752 Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
1753
1754 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1756
1757/**
1758 * A structure specifying the parameters of a texture.
1759 *
1760 * Usage flags can be bitwise OR'd together for combinations of usages. Note
1761 * that certain usage combinations are invalid, for example SAMPLER and
1762 * GRAPHICS_STORAGE.
1763 *
1764 * \since This struct is available since SDL 3.2.0.
1765 *
1766 * \sa SDL_CreateGPUTexture
1767 * \sa SDL_GPUTextureType
1768 * \sa SDL_GPUTextureFormat
1769 * \sa SDL_GPUTextureUsageFlags
1770 * \sa SDL_GPUSampleCount
1771 */
1773{
1774 SDL_GPUTextureType type; /**< The base dimensionality of the texture. */
1775 SDL_GPUTextureFormat format; /**< The pixel format of the texture. */
1776 SDL_GPUTextureUsageFlags usage; /**< How the texture is intended to be used by the client. */
1777 Uint32 width; /**< The width of the texture. */
1778 Uint32 height; /**< The height of the texture. */
1779 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. */
1780 Uint32 num_levels; /**< The number of mip levels in the texture. */
1781 SDL_GPUSampleCount sample_count; /**< The number of samples per texel. Only applies if the texture is used as a render target. */
1782
1783 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1785
1786/**
1787 * A structure specifying the parameters of a buffer.
1788 *
1789 * Usage flags can be bitwise OR'd together for combinations of usages. Note
1790 * that certain combinations are invalid, for example VERTEX and INDEX.
1791 *
1792 * \since This struct is available since SDL 3.2.0.
1793 *
1794 * \sa SDL_CreateGPUBuffer
1795 * \sa SDL_GPUBufferUsageFlags
1796 */
1798{
1799 SDL_GPUBufferUsageFlags usage; /**< How the buffer is intended to be used by the client. */
1800 Uint32 size; /**< The size in bytes of the buffer. */
1801
1802 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1804
1805/**
1806 * A structure specifying the parameters of a transfer buffer.
1807 *
1808 * \since This struct is available since SDL 3.2.0.
1809 *
1810 * \sa SDL_CreateGPUTransferBuffer
1811 */
1813{
1814 SDL_GPUTransferBufferUsage usage; /**< How the transfer buffer is intended to be used by the client. */
1815 Uint32 size; /**< The size in bytes of the transfer buffer. */
1816
1817 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1819
1820/* Pipeline state structures */
1821
1822/**
1823 * A structure specifying the parameters of the graphics pipeline rasterizer
1824 * state.
1825 *
1826 * Note that SDL_GPU_FILLMODE_LINE is not supported on many Android devices.
1827 * For those devices, the fill mode will automatically fall back to FILL.
1828 *
1829 * Also note that the D3D12 driver will enable depth clamping even if
1830 * enable_depth_clip is true. If you need this clamp+clip behavior, consider
1831 * enabling depth clip and then manually clamping depth in your fragment
1832 * shaders on Metal and Vulkan.
1833 *
1834 * \since This struct is available since SDL 3.2.0.
1835 *
1836 * \sa SDL_GPUGraphicsPipelineCreateInfo
1837 */
1839{
1840 SDL_GPUFillMode fill_mode; /**< Whether polygons will be filled in or drawn as lines. */
1841 SDL_GPUCullMode cull_mode; /**< The facing direction in which triangles will be culled. */
1842 SDL_GPUFrontFace front_face; /**< The vertex winding that will cause a triangle to be determined as front-facing. */
1843 float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */
1844 float depth_bias_clamp; /**< The maximum depth bias of a fragment. */
1845 float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */
1846 bool enable_depth_bias; /**< true to bias fragment depth values. */
1847 bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */
1851
1852/**
1853 * A structure specifying the parameters of the graphics pipeline multisample
1854 * state.
1855 *
1856 * \since This struct is available since SDL 3.2.0.
1857 *
1858 * \sa SDL_GPUGraphicsPipelineCreateInfo
1859 */
1861{
1862 SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */
1863 Uint32 sample_mask; /**< Reserved for future use. Must be set to 0. */
1864 bool enable_mask; /**< Reserved for future use. Must be set to false. */
1865 bool enable_alpha_to_coverage; /**< true enables the alpha-to-coverage feature. */
1869
1870/**
1871 * A structure specifying the parameters of the graphics pipeline depth
1872 * stencil state.
1873 *
1874 * \since This struct is available since SDL 3.2.0.
1875 *
1876 * \sa SDL_GPUGraphicsPipelineCreateInfo
1877 */
1879{
1880 SDL_GPUCompareOp compare_op; /**< The comparison operator used for depth testing. */
1881 SDL_GPUStencilOpState back_stencil_state; /**< The stencil op state for back-facing triangles. */
1882 SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */
1883 Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */
1884 Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */
1885 bool enable_depth_test; /**< true enables the depth test. */
1886 bool enable_depth_write; /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */
1887 bool enable_stencil_test; /**< true enables the stencil test. */
1892
1893/**
1894 * A structure specifying the parameters of color targets used in a graphics
1895 * pipeline.
1896 *
1897 * \since This struct is available since SDL 3.2.0.
1898 *
1899 * \sa SDL_GPUGraphicsPipelineTargetInfo
1900 */
1902{
1903 SDL_GPUTextureFormat format; /**< The pixel format of the texture to be used as a color target. */
1904 SDL_GPUColorTargetBlendState blend_state; /**< The blend state to be used for the color target. */
1906
1907/**
1908 * A structure specifying the descriptions of render targets used in a
1909 * graphics pipeline.
1910 *
1911 * \since This struct is available since SDL 3.2.0.
1912 *
1913 * \sa SDL_GPUGraphicsPipelineCreateInfo
1914 * \sa SDL_GPUColorTargetDescription
1915 * \sa SDL_GPUTextureFormat
1916 */
1918{
1919 const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */
1920 Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */
1921 SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */
1922 bool has_depth_stencil_target; /**< true specifies that the pipeline uses a depth-stencil target. */
1927
1928/**
1929 * A structure specifying the parameters of a graphics pipeline state.
1930 *
1931 * \since This struct is available since SDL 3.2.0.
1932 *
1933 * \sa SDL_CreateGPUGraphicsPipeline
1934 * \sa SDL_GPUShader
1935 * \sa SDL_GPUVertexInputState
1936 * \sa SDL_GPUPrimitiveType
1937 * \sa SDL_GPURasterizerState
1938 * \sa SDL_GPUMultisampleState
1939 * \sa SDL_GPUDepthStencilState
1940 * \sa SDL_GPUGraphicsPipelineTargetInfo
1941 */
1943{
1944 SDL_GPUShader *vertex_shader; /**< The vertex shader used by the graphics pipeline. */
1945 SDL_GPUShader *fragment_shader; /**< The fragment shader used by the graphics pipeline. */
1946 SDL_GPUVertexInputState vertex_input_state; /**< The vertex layout of the graphics pipeline. */
1947 SDL_GPUPrimitiveType primitive_type; /**< The primitive topology of the graphics pipeline. */
1948 SDL_GPURasterizerState rasterizer_state; /**< The rasterizer state of the graphics pipeline. */
1949 SDL_GPUMultisampleState multisample_state; /**< The multisample state of the graphics pipeline. */
1950 SDL_GPUDepthStencilState depth_stencil_state; /**< The depth-stencil state of the graphics pipeline. */
1951 SDL_GPUGraphicsPipelineTargetInfo target_info; /**< Formats and blend modes for the render targets of the graphics pipeline. */
1952
1953 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1955
1956/**
1957 * A structure specifying the parameters of a compute pipeline state.
1958 *
1959 * \since This struct is available since SDL 3.2.0.
1960 *
1961 * \sa SDL_CreateGPUComputePipeline
1962 * \sa SDL_GPUShaderFormat
1963 */
1965{
1966 size_t code_size; /**< The size in bytes of the compute shader code pointed to. */
1967 const Uint8 *code; /**< A pointer to compute shader code. */
1968 const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
1969 SDL_GPUShaderFormat format; /**< The format of the compute shader code. */
1970 Uint32 num_samplers; /**< The number of samplers defined in the shader. */
1971 Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */
1972 Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */
1973 Uint32 num_readwrite_storage_textures; /**< The number of read-write storage textures defined in the shader. */
1974 Uint32 num_readwrite_storage_buffers; /**< The number of read-write storage buffers defined in the shader. */
1975 Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
1976 Uint32 threadcount_x; /**< The number of threads in the X dimension. This should match the value in the shader. */
1977 Uint32 threadcount_y; /**< The number of threads in the Y dimension. This should match the value in the shader. */
1978 Uint32 threadcount_z; /**< The number of threads in the Z dimension. This should match the value in the shader. */
1979
1980 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1982
1983/**
1984 * A structure specifying the parameters of a color target used by a render
1985 * pass.
1986 *
1987 * The load_op field determines what is done with the texture at the beginning
1988 * of the render pass.
1989 *
1990 * - LOAD: Loads the data currently in the texture. Not recommended for
1991 * multisample textures as it requires significant memory bandwidth.
1992 * - CLEAR: Clears the texture to a single color.
1993 * - DONT_CARE: The driver will do whatever it wants with the texture memory.
1994 * This is a good option if you know that every single pixel will be touched
1995 * in the render pass.
1996 *
1997 * The store_op field determines what is done with the color results of the
1998 * render pass.
1999 *
2000 * - STORE: Stores the results of the render pass in the texture. Not
2001 * recommended for multisample textures as it requires significant memory
2002 * bandwidth.
2003 * - DONT_CARE: The driver will do whatever it wants with the texture memory.
2004 * This is often a good option for depth/stencil textures.
2005 * - RESOLVE: Resolves a multisample texture into resolve_texture, which must
2006 * have a sample count of 1. Then the driver may discard the multisample
2007 * texture memory. This is the most performant method of resolving a
2008 * multisample target.
2009 * - RESOLVE_AND_STORE: Resolves a multisample texture into the
2010 * resolve_texture, which must have a sample count of 1. Then the driver
2011 * stores the multisample texture's contents. Not recommended as it requires
2012 * significant memory bandwidth.
2013 *
2014 * \since This struct is available since SDL 3.2.0.
2015 *
2016 * \sa SDL_BeginGPURenderPass
2017 * \sa SDL_FColor
2018 */
2020{
2021 SDL_GPUTexture *texture; /**< The texture that will be used as a color target by a render pass. */
2022 Uint32 mip_level; /**< The mip level to use as a color target. */
2023 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. */
2024 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. */
2025 SDL_GPULoadOp load_op; /**< What is done with the contents of the color target at the beginning of the render pass. */
2026 SDL_GPUStoreOp store_op; /**< What is done with the results of the render pass. */
2027 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. */
2028 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. */
2029 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. */
2030 bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */
2031 bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
2035
2036/**
2037 * A structure specifying the parameters of a depth-stencil target used by a
2038 * render pass.
2039 *
2040 * The load_op field determines what is done with the depth contents of the
2041 * texture at the beginning of the render pass.
2042 *
2043 * - LOAD: Loads the depth values currently in the texture.
2044 * - CLEAR: Clears the texture to a single depth.
2045 * - DONT_CARE: The driver will do whatever it wants with the memory. This is
2046 * a good option if you know that every single pixel will be touched in the
2047 * render pass.
2048 *
2049 * The store_op field determines what is done with the depth results of the
2050 * render pass.
2051 *
2052 * - STORE: Stores the depth results in the texture.
2053 * - DONT_CARE: The driver will do whatever it wants with the depth results.
2054 * This is often a good option for depth/stencil textures that don't need to
2055 * be reused again.
2056 *
2057 * The stencil_load_op field determines what is done with the stencil contents
2058 * of the texture at the beginning of the render pass.
2059 *
2060 * - LOAD: Loads the stencil values currently in the texture.
2061 * - CLEAR: Clears the stencil values to a single value.
2062 * - DONT_CARE: The driver will do whatever it wants with the memory. This is
2063 * a good option if you know that every single pixel will be touched in the
2064 * render pass.
2065 *
2066 * The stencil_store_op field determines what is done with the stencil results
2067 * of the render pass.
2068 *
2069 * - STORE: Stores the stencil results in the texture.
2070 * - DONT_CARE: The driver will do whatever it wants with the stencil results.
2071 * This is often a good option for depth/stencil textures that don't need to
2072 * be reused again.
2073 *
2074 * Note that depth/stencil targets do not support multisample resolves.
2075 *
2076 * Due to ABI limitations, depth textures with more than 255 layers are not
2077 * supported.
2078 *
2079 * \since This struct is available since SDL 3.2.0.
2080 *
2081 * \sa SDL_BeginGPURenderPass
2082 */
2084{
2085 SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */
2086 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. */
2087 SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */
2088 SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
2089 SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
2090 SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
2091 bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
2092 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. */
2093 Uint8 mip_level; /**< The mip level to use as the depth stencil target. */
2094 Uint8 layer; /**< The layer index to use as the depth stencil target. */
2096
2097/**
2098 * A structure containing parameters for a blit command.
2099 *
2100 * \since This struct is available since SDL 3.2.0.
2101 *
2102 * \sa SDL_BlitGPUTexture
2103 */
2104typedef struct SDL_GPUBlitInfo {
2105 SDL_GPUBlitRegion source; /**< The source region for the blit. */
2106 SDL_GPUBlitRegion destination; /**< The destination region for the blit. */
2107 SDL_GPULoadOp load_op; /**< What is done with the contents of the destination before the blit. */
2108 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. */
2109 SDL_FlipMode flip_mode; /**< The flip mode for the source region. */
2110 SDL_GPUFilter filter; /**< The filter mode used when blitting. */
2111 bool cycle; /**< true cycles the destination texture if it is already bound. */
2116
2117/* Binding structs */
2118
2119/**
2120 * A structure specifying parameters in a buffer binding call.
2121 *
2122 * \since This struct is available since SDL 3.2.0.
2123 *
2124 * \sa SDL_BindGPUVertexBuffers
2125 * \sa SDL_BindGPUIndexBuffer
2126 */
2128{
2129 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. */
2130 Uint32 offset; /**< The starting byte of the data to bind in the buffer. */
2132
2133/**
2134 * A structure specifying parameters in a sampler binding call.
2135 *
2136 * \since This struct is available since SDL 3.2.0.
2137 *
2138 * \sa SDL_BindGPUVertexSamplers
2139 * \sa SDL_BindGPUFragmentSamplers
2140 * \sa SDL_GPUTexture
2141 * \sa SDL_GPUSampler
2142 */
2144{
2145 SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */
2146 SDL_GPUSampler *sampler; /**< The sampler to bind. */
2148
2149/**
2150 * A structure specifying parameters related to binding buffers in a compute
2151 * pass.
2152 *
2153 * \since This struct is available since SDL 3.2.0.
2154 *
2155 * \sa SDL_BeginGPUComputePass
2156 */
2158{
2159 SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */
2160 bool cycle; /**< true cycles the buffer if it is already bound. */
2165
2166/**
2167 * A structure specifying parameters related to binding textures in a compute
2168 * pass.
2169 *
2170 * \since This struct is available since SDL 3.2.0.
2171 *
2172 * \sa SDL_BeginGPUComputePass
2173 */
2175{
2176 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. */
2177 Uint32 mip_level; /**< The mip level index to bind. */
2178 Uint32 layer; /**< The layer index to bind. */
2179 bool cycle; /**< true cycles the texture if it is already bound. */
2184
2185/* Functions */
2186
2187/* Device */
2188
2189/**
2190 * Checks for GPU runtime support.
2191 *
2192 * \param format_flags a bitflag indicating which shader formats the app is
2193 * able to provide.
2194 * \param name the preferred GPU driver, or NULL to let SDL pick the optimal
2195 * driver.
2196 * \returns true if supported, false otherwise.
2197 *
2198 * \since This function is available since SDL 3.2.0.
2199 *
2200 * \sa SDL_CreateGPUDevice
2201 */
2202extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsShaderFormats(
2203 SDL_GPUShaderFormat format_flags,
2204 const char *name);
2205
2206/**
2207 * Checks for GPU runtime support.
2208 *
2209 * \param props the properties to use.
2210 * \returns true if supported, false otherwise.
2211 *
2212 * \since This function is available since SDL 3.2.0.
2213 *
2214 * \sa SDL_CreateGPUDeviceWithProperties
2215 */
2216extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties(
2217 SDL_PropertiesID props);
2218
2219/**
2220 * Creates a GPU context.
2221 *
2222 * The GPU driver name can be one of the following:
2223 *
2224 * - "vulkan": [Vulkan](CategoryGPU#vulkan)
2225 * - "direct3d12": [D3D12](CategoryGPU#d3d12)
2226 * - "metal": [Metal](CategoryGPU#metal)
2227 * - NULL: let SDL pick the optimal driver
2228 *
2229 * \param format_flags a bitflag indicating which shader formats the app is
2230 * able to provide.
2231 * \param debug_mode enable debug mode properties and validations.
2232 * \param name the preferred GPU driver, or NULL to let SDL pick the optimal
2233 * driver.
2234 * \returns a GPU context on success or NULL on failure; call SDL_GetError()
2235 * for more information.
2236 *
2237 * \since This function is available since SDL 3.2.0.
2238 *
2239 * \sa SDL_CreateGPUDeviceWithProperties
2240 * \sa SDL_GetGPUShaderFormats
2241 * \sa SDL_GetGPUDeviceDriver
2242 * \sa SDL_DestroyGPUDevice
2243 * \sa SDL_GPUSupportsShaderFormats
2244 */
2245extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice(
2246 SDL_GPUShaderFormat format_flags,
2247 bool debug_mode,
2248 const char *name);
2249
2250/**
2251 * Creates a GPU context.
2252 *
2253 * These are the supported properties:
2254 *
2255 * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode
2256 * properties and validations, defaults to true.
2257 * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer
2258 * energy efficiency over maximum GPU performance, defaults to false.
2259 * - `SDL_PROP_GPU_DEVICE_CREATE_VERBOSE_BOOLEAN`: enable to automatically log
2260 * useful debug information on device creation, defaults to true.
2261 * - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to
2262 * use, if a specific one is desired.
2263 * - `SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN`: Enable Vulkan
2264 * device feature shaderClipDistance. If disabled, clip distances are not
2265 * supported in shader code: gl_ClipDistance[] built-ins of GLSL,
2266 * SV_ClipDistance0/1 semantics of HLSL and [[clip_distance]] attribute of
2267 * Metal. Disabling optional features allows the application to run on some
2268 * older Android devices. Defaults to true.
2269 * - `SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN`: Enable
2270 * Vulkan device feature depthClamp. If disabled, there is no depth clamp
2271 * support and enable_depth_clip in SDL_GPURasterizerState must always be
2272 * set to true. Disabling optional features allows the application to run on
2273 * some older Android devices. Defaults to true.
2274 * - `SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN`:
2275 * Enable Vulkan device feature drawIndirectFirstInstance. If disabled, the
2276 * argument first_instance of SDL_GPUIndirectDrawCommand must be set to
2277 * zero. Disabling optional features allows the application to run on some
2278 * older Android devices. Defaults to true.
2279 * - `SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN`: Enable Vulkan
2280 * device feature samplerAnisotropy. If disabled, enable_anisotropy of
2281 * SDL_GPUSamplerCreateInfo must be set to false. Disabling optional
2282 * features allows the application to run on some older Android devices.
2283 * Defaults to true.
2284 *
2285 * These are the current shader format properties:
2286 *
2287 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to
2288 * provide shaders for an NDA platform.
2289 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to
2290 * provide SPIR-V shaders if applicable.
2291 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to
2292 * provide DXBC shaders if applicable
2293 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to
2294 * provide DXIL shaders if applicable.
2295 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to
2296 * provide MSL shaders if applicable.
2297 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to
2298 * provide Metal shader libraries if applicable.
2299 *
2300 * With the D3D12 backend:
2301 *
2302 * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to
2303 * use for all vertex semantics, default is "TEXCOORD".
2304 * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN`: By
2305 * default, Resourcing Binding Tier 2 is required for D3D12 support.
2306 * However, an application can set this property to true to enable Tier 1
2307 * support, if (and only if) the application uses 8 or fewer storage
2308 * resources across all shader stages. As of writing, this property is
2309 * useful for targeting Intel Haswell and Broadwell GPUs; other hardware
2310 * either supports Tier 2 Resource Binding or does not support D3D12 in any
2311 * capacity. Defaults to false.
2312 * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER`: Certain
2313 * feature checks are only possible on Windows 11 by default. By setting
2314 * this alongside `SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING`
2315 * and vendoring D3D12Core.dll from the D3D12 Agility SDK, you can make
2316 * those feature checks possible on older platforms. The version you provide
2317 * must match the one given in the DLL.
2318 * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING`: Certain
2319 * feature checks are only possible on Windows 11 by default. By setting
2320 * this alongside
2321 * `SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER` and
2322 * vendoring D3D12Core.dll from the D3D12 Agility SDK, you can make those
2323 * feature checks possible on older platforms. The path you provide must be
2324 * relative to the executable path of your app. Be sure not to put the DLL
2325 * in the same directory as the exe; Microsoft strongly advises against
2326 * this!
2327 *
2328 * With the Vulkan backend:
2329 *
2330 * - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN`:
2331 * By default, Vulkan device enumeration includes drivers of all types,
2332 * including software renderers (for example, the Lavapipe Mesa driver).
2333 * This can be useful if your application _requires_ SDL_GPU, but if you can
2334 * provide your own fallback renderer (for example, an OpenGL renderer) this
2335 * property can be set to true. Defaults to false.
2336 * - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER`: a pointer to an
2337 * SDL_GPUVulkanOptions structure to be processed during device creation.
2338 * This allows configuring a variety of Vulkan-specific options such as
2339 * increasing the API version and opting into extensions aside from the
2340 * minimal set SDL requires.
2341 *
2342 * With the Metal backend: -
2343 * `SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1_BOOLEAN`: By default,
2344 * macOS support requires what Apple calls "MTLGPUFamilyMac2" hardware or
2345 * newer. However, an application can set this property to true to enable
2346 * support for "MTLGPUFamilyMac1" hardware, if (and only if) the application
2347 * does not write to sRGB textures. (For history's sake: MacFamily1 also does
2348 * not support indirect command buffers, MSAA depth resolve, and stencil
2349 * resolve/feedback, but these are not exposed features in SDL_GPU.)
2350 *
2351 * \param props the properties to use.
2352 * \returns a GPU context on success or NULL on failure; call SDL_GetError()
2353 * for more information.
2354 *
2355 * \since This function is available since SDL 3.2.0.
2356 *
2357 * \sa SDL_GetGPUShaderFormats
2358 * \sa SDL_GetGPUDeviceDriver
2359 * \sa SDL_DestroyGPUDevice
2360 * \sa SDL_GPUSupportsProperties
2361 */
2363 SDL_PropertiesID props);
2364
2365#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN "SDL.gpu.device.create.debugmode"
2366#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN "SDL.gpu.device.create.preferlowpower"
2367#define SDL_PROP_GPU_DEVICE_CREATE_VERBOSE_BOOLEAN "SDL.gpu.device.create.verbose"
2368#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name"
2369#define SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN "SDL.gpu.device.create.feature.clip_distance"
2370#define SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN "SDL.gpu.device.create.feature.depth_clamping"
2371#define SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN "SDL.gpu.device.create.feature.indirect_draw_first_instance"
2372#define SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN "SDL.gpu.device.create.feature.anisotropy"
2373#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN "SDL.gpu.device.create.shaders.private"
2374#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN "SDL.gpu.device.create.shaders.spirv"
2375#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN "SDL.gpu.device.create.shaders.dxbc"
2376#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN "SDL.gpu.device.create.shaders.dxil"
2377#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN "SDL.gpu.device.create.shaders.msl"
2378#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib"
2379#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN "SDL.gpu.device.create.d3d12.allowtier1resourcebinding"
2380#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic"
2381#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER "SDL.gpu.device.create.d3d12.agility_sdk_version"
2382#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING "SDL.gpu.device.create.d3d12.agility_sdk_path"
2383#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN "SDL.gpu.device.create.vulkan.requirehardwareacceleration"
2384#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER "SDL.gpu.device.create.vulkan.options"
2385#define SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1_BOOLEAN "SDL.gpu.device.create.metal.allowmacfamily1"
2386
2387
2388/**
2389 * A structure specifying additional options when using Vulkan.
2390 *
2391 * When no such structure is provided, SDL will use Vulkan API version 1.0 and
2392 * a minimal set of features. The requested API version influences how the
2393 * feature_list is processed by SDL. When requesting API version 1.0, the
2394 * feature_list is ignored. Only the vulkan_10_physical_device_features and
2395 * the extension lists are used. When requesting API version 1.1, the
2396 * feature_list is scanned for feature structures introduced in Vulkan 1.1.
2397 * When requesting Vulkan 1.2 or higher, the feature_list is additionally
2398 * scanned for compound feature structs such as
2399 * VkPhysicalDeviceVulkan11Features. The device and instance extension lists,
2400 * as well as vulkan_10_physical_device_features, are always processed.
2401 *
2402 * \since This struct is available since SDL 3.4.0.
2403 */
2405{
2406 Uint32 vulkan_api_version; /**< The Vulkan API version to request for the instance. Use Vulkan's VK_MAKE_VERSION or VK_MAKE_API_VERSION. */
2407 void *feature_list; /**< Pointer to the first element of a chain of Vulkan feature structs. (Requires API version 1.1 or higher.)*/
2408 void *vulkan_10_physical_device_features; /**< Pointer to a VkPhysicalDeviceFeatures struct to enable additional Vulkan 1.0 features. */
2409 Uint32 device_extension_count; /**< Number of additional device extensions to require. */
2410 const char **device_extension_names; /**< Pointer to a list of additional device extensions to require. */
2411 Uint32 instance_extension_count; /**< Number of additional instance extensions to require. */
2412 const char **instance_extension_names; /**< Pointer to a list of additional instance extensions to require. */
2414
2415/**
2416 * Destroys a GPU context previously returned by SDL_CreateGPUDevice.
2417 *
2418 * \param device a GPU Context to destroy.
2419 *
2420 * \since This function is available since SDL 3.2.0.
2421 *
2422 * \sa SDL_CreateGPUDevice
2423 */
2424extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device);
2425
2426/**
2427 * Get the number of GPU drivers compiled into SDL.
2428 *
2429 * \returns the number of built in GPU drivers.
2430 *
2431 * \since This function is available since SDL 3.2.0.
2432 *
2433 * \sa SDL_GetGPUDriver
2434 */
2435extern SDL_DECLSPEC int SDLCALL SDL_GetNumGPUDrivers(void);
2436
2437/**
2438 * Get the name of a built in GPU driver.
2439 *
2440 * The GPU drivers are presented in the order in which they are normally
2441 * checked during initialization.
2442 *
2443 * The names of drivers are all simple, low-ASCII identifiers, like "vulkan",
2444 * "metal" or "direct3d12". These never have Unicode characters, and are not
2445 * meant to be proper names.
2446 *
2447 * \param index the index of a GPU driver.
2448 * \returns the name of the GPU driver with the given **index**.
2449 *
2450 * \since This function is available since SDL 3.2.0.
2451 *
2452 * \sa SDL_GetNumGPUDrivers
2453 */
2454extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDriver(int index);
2455
2456/**
2457 * Returns the name of the backend used to create this GPU context.
2458 *
2459 * \param device a GPU context to query.
2460 * \returns the name of the device's driver, or NULL on error.
2461 *
2462 * \since This function is available since SDL 3.2.0.
2463 */
2464extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDeviceDriver(SDL_GPUDevice *device);
2465
2466/**
2467 * Returns the supported shader formats for this GPU context.
2468 *
2469 * \param device a GPU context to query.
2470 * \returns a bitflag indicating which shader formats the driver is able to
2471 * consume.
2472 *
2473 * \since This function is available since SDL 3.2.0.
2474 */
2475extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUDevice *device);
2476
2477/**
2478 * Get the properties associated with a GPU device.
2479 *
2480 * All properties are optional and may differ between GPU backends and SDL
2481 * versions.
2482 *
2483 * The following properties are provided by SDL:
2484 *
2485 * `SDL_PROP_GPU_DEVICE_NAME_STRING`: Contains the name of the underlying
2486 * device as reported by the system driver. This string has no standardized
2487 * format, is highly inconsistent between hardware devices and drivers, and is
2488 * able to change at any time. Do not attempt to parse this string as it is
2489 * bound to fail at some point in the future when system drivers are updated,
2490 * new hardware devices are introduced, or when SDL adds new GPU backends or
2491 * modifies existing ones.
2492 *
2493 * Strings that have been found in the wild include:
2494 *
2495 * - GTX 970
2496 * - GeForce GTX 970
2497 * - NVIDIA GeForce GTX 970
2498 * - Microsoft Direct3D12 (NVIDIA GeForce GTX 970)
2499 * - NVIDIA Graphics Device
2500 * - GeForce GPU
2501 * - P106-100
2502 * - AMD 15D8:C9
2503 * - AMD Custom GPU 0405
2504 * - AMD Radeon (TM) Graphics
2505 * - ASUS Radeon RX 470 Series
2506 * - Intel(R) Arc(tm) A380 Graphics (DG2)
2507 * - Virtio-GPU Venus (NVIDIA TITAN V)
2508 * - SwiftShader Device (LLVM 16.0.0)
2509 * - llvmpipe (LLVM 15.0.4, 256 bits)
2510 * - Microsoft Basic Render Driver
2511 * - unknown device
2512 *
2513 * The above list shows that the same device can have different formats, the
2514 * vendor name may or may not appear in the string, the included vendor name
2515 * may not be the vendor of the chipset on the device, some manufacturers
2516 * include pseudo-legal marks while others don't, some devices may not use a
2517 * marketing name in the string, the device string may be wrapped by the name
2518 * of a translation interface, the device may be emulated in software, or the
2519 * string may contain generic text that does not identify the device at all.
2520 *
2521 * `SDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING`: Contains the self-reported name
2522 * of the underlying system driver.
2523 *
2524 * Strings that have been found in the wild include:
2525 *
2526 * - Intel Corporation
2527 * - Intel open-source Mesa driver
2528 * - Qualcomm Technologies Inc. Adreno Vulkan Driver
2529 * - MoltenVK
2530 * - Mali-G715
2531 * - venus
2532 *
2533 * `SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING`: Contains the self-reported
2534 * version of the underlying system driver. This is a relatively short version
2535 * string in an unspecified format. If SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING
2536 * is available then that property should be preferred over this one as it may
2537 * contain additional information that is useful for identifying the exact
2538 * driver version used.
2539 *
2540 * Strings that have been found in the wild include:
2541 *
2542 * - 53.0.0
2543 * - 0.405.2463
2544 * - 32.0.15.6614
2545 *
2546 * `SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING`: Contains the detailed version
2547 * information of the underlying system driver as reported by the driver. This
2548 * is an arbitrary string with no standardized format and it may contain
2549 * newlines. This property should be preferred over
2550 * SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING if it is available as it usually
2551 * contains the same information but in a format that is easier to read.
2552 *
2553 * Strings that have been found in the wild include:
2554 *
2555 * - 101.6559
2556 * - 1.2.11
2557 * - Mesa 21.2.2 (LLVM 12.0.1)
2558 * - Mesa 22.2.0-devel (git-f226222 2022-04-14 impish-oibaf-ppa)
2559 * - v1.r53p0-00eac0.824c4f31403fb1fbf8ee1042422c2129
2560 *
2561 * This string has also been observed to be a multiline string (which has a
2562 * trailing newline):
2563 *
2564 * ```
2565 * Driver Build: 85da404, I46ff5fc46f, 1606794520
2566 * Date: 11/30/20
2567 * Compiler Version: EV031.31.04.01
2568 * Driver Branch: promo490_3_Google
2569 * ```
2570 *
2571 * \param device a GPU context to query.
2572 * \returns a valid property ID on success or 0 on failure; call
2573 * SDL_GetError() for more information.
2574 *
2575 * \threadsafety It is safe to call this function from any thread.
2576 *
2577 * \since This function is available since SDL 3.4.0.
2578 */
2579extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGPUDeviceProperties(SDL_GPUDevice *device);
2580
2581#define SDL_PROP_GPU_DEVICE_NAME_STRING "SDL.gpu.device.name"
2582#define SDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING "SDL.gpu.device.driver_name"
2583#define SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING "SDL.gpu.device.driver_version"
2584#define SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING "SDL.gpu.device.driver_info"
2585
2586
2587/* State Creation */
2588
2589/**
2590 * Creates a pipeline object to be used in a compute workflow.
2591 *
2592 * Shader resource bindings must be authored to follow a particular order
2593 * depending on the shader format.
2594 *
2595 * For SPIR-V shaders, use the following resource sets:
2596 *
2597 * - 0: Sampled textures, followed by read-only storage textures, followed by
2598 * read-only storage buffers
2599 * - 1: Read-write storage textures, followed by read-write storage buffers
2600 * - 2: Uniform buffers
2601 *
2602 * For DXBC and DXIL shaders, use the following register order:
2603 *
2604 * - (t[n], space0): Sampled textures, followed by read-only storage textures,
2605 * followed by read-only storage buffers
2606 * - (u[n], space1): Read-write storage textures, followed by read-write
2607 * storage buffers
2608 * - (b[n], space2): Uniform buffers
2609 *
2610 * For MSL/metallib, use the following order:
2611 *
2612 * - [[buffer]]: Uniform buffers, followed by read-only storage buffers,
2613 * followed by read-write storage buffers
2614 * - [[texture]]: Sampled textures, followed by read-only storage textures,
2615 * followed by read-write storage textures
2616 *
2617 * There are optional properties that can be provided through `props`. These
2618 * are the supported properties:
2619 *
2620 * - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be
2621 * displayed in debugging tools.
2622 *
2623 * \param device a GPU Context.
2624 * \param createinfo a struct describing the state of the compute pipeline to
2625 * create.
2626 * \returns a compute pipeline object on success, or NULL on failure; call
2627 * SDL_GetError() for more information.
2628 *
2629 * \since This function is available since SDL 3.2.0.
2630 *
2631 * \sa SDL_BindGPUComputePipeline
2632 * \sa SDL_ReleaseGPUComputePipeline
2633 */
2635 SDL_GPUDevice *device,
2636 const SDL_GPUComputePipelineCreateInfo *createinfo);
2637
2638#define SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING "SDL.gpu.computepipeline.create.name"
2639
2640/**
2641 * Creates a pipeline object to be used in a graphics workflow.
2642 *
2643 * There are optional properties that can be provided through `props`. These
2644 * are the supported properties:
2645 *
2646 * - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be
2647 * displayed in debugging tools.
2648 *
2649 * \param device a GPU Context.
2650 * \param createinfo a struct describing the state of the graphics pipeline to
2651 * create.
2652 * \returns a graphics pipeline object on success, or NULL on failure; call
2653 * SDL_GetError() for more information.
2654 *
2655 * \since This function is available since SDL 3.2.0.
2656 *
2657 * \sa SDL_CreateGPUShader
2658 * \sa SDL_BindGPUGraphicsPipeline
2659 * \sa SDL_ReleaseGPUGraphicsPipeline
2660 */
2662 SDL_GPUDevice *device,
2663 const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
2664
2665#define SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING "SDL.gpu.graphicspipeline.create.name"
2666
2667/**
2668 * Creates a sampler object to be used when binding textures in a graphics
2669 * workflow.
2670 *
2671 * There are optional properties that can be provided through `props`. These
2672 * are the supported properties:
2673 *
2674 * - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed
2675 * in debugging tools.
2676 *
2677 * \param device a GPU Context.
2678 * \param createinfo a struct describing the state of the sampler to create.
2679 * \returns a sampler object on success, or NULL on failure; call
2680 * SDL_GetError() for more information.
2681 *
2682 * \since This function is available since SDL 3.2.0.
2683 *
2684 * \sa SDL_BindGPUVertexSamplers
2685 * \sa SDL_BindGPUFragmentSamplers
2686 * \sa SDL_ReleaseGPUSampler
2687 */
2688extern SDL_DECLSPEC SDL_GPUSampler * SDLCALL SDL_CreateGPUSampler(
2689 SDL_GPUDevice *device,
2690 const SDL_GPUSamplerCreateInfo *createinfo);
2691
2692#define SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING "SDL.gpu.sampler.create.name"
2693
2694/**
2695 * Creates a shader to be used when creating a graphics pipeline.
2696 *
2697 * Shader resource bindings must be authored to follow a particular order
2698 * depending on the shader format.
2699 *
2700 * For SPIR-V shaders, use the following resource sets:
2701 *
2702 * For vertex shaders:
2703 *
2704 * - 0: Sampled textures, followed by storage textures, followed by storage
2705 * buffers
2706 * - 1: Uniform buffers
2707 *
2708 * For fragment shaders:
2709 *
2710 * - 2: Sampled textures, followed by storage textures, followed by storage
2711 * buffers
2712 * - 3: Uniform buffers
2713 *
2714 * For DXBC and DXIL shaders, use the following register order:
2715 *
2716 * For vertex shaders:
2717 *
2718 * - (t[n], space0): Sampled textures, followed by storage textures, followed
2719 * by storage buffers
2720 * - (s[n], space0): Samplers with indices corresponding to the sampled
2721 * textures
2722 * - (b[n], space1): Uniform buffers
2723 *
2724 * For pixel shaders:
2725 *
2726 * - (t[n], space2): Sampled textures, followed by storage textures, followed
2727 * by storage buffers
2728 * - (s[n], space2): Samplers with indices corresponding to the sampled
2729 * textures
2730 * - (b[n], space3): Uniform buffers
2731 *
2732 * For MSL/metallib, use the following order:
2733 *
2734 * - [[texture]]: Sampled textures, followed by storage textures
2735 * - [[sampler]]: Samplers with indices corresponding to the sampled textures
2736 * - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0
2737 * is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on.
2738 * Rather than manually authoring vertex buffer indices, use the
2739 * [[stage_in]] attribute which will automatically use the vertex input
2740 * information from the SDL_GPUGraphicsPipeline.
2741 *
2742 * Shader semantics other than system-value semantics do not matter in D3D12
2743 * and for ease of use the SDL implementation assumes that non system-value
2744 * semantics will all be TEXCOORD. If you are using HLSL as the shader source
2745 * language, your vertex semantics should start at TEXCOORD0 and increment
2746 * like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic
2747 * prefix to something other than TEXCOORD you can use
2748 * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
2749 * SDL_CreateGPUDeviceWithProperties().
2750 *
2751 * There are optional properties that can be provided through `props`. These
2752 * are the supported properties:
2753 *
2754 * - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in
2755 * debugging tools.
2756 *
2757 * \param device a GPU Context.
2758 * \param createinfo a struct describing the state of the shader to create.
2759 * \returns a shader object on success, or NULL on failure; call
2760 * SDL_GetError() for more information.
2761 *
2762 * \since This function is available since SDL 3.2.0.
2763 *
2764 * \sa SDL_CreateGPUGraphicsPipeline
2765 * \sa SDL_ReleaseGPUShader
2766 */
2767extern SDL_DECLSPEC SDL_GPUShader * SDLCALL SDL_CreateGPUShader(
2768 SDL_GPUDevice *device,
2769 const SDL_GPUShaderCreateInfo *createinfo);
2770
2771#define SDL_PROP_GPU_SHADER_CREATE_NAME_STRING "SDL.gpu.shader.create.name"
2772
2773/**
2774 * Creates a texture object to be used in graphics or compute workflows.
2775 *
2776 * The contents of this texture are undefined until data is written to the
2777 * texture, either via SDL_UploadToGPUTexture or by performing a render or
2778 * compute pass with this texture as a target.
2779 *
2780 * Note that certain combinations of usage flags are invalid. For example, a
2781 * texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags.
2782 *
2783 * If you request a sample count higher than the hardware supports, the
2784 * implementation will automatically fall back to the highest available sample
2785 * count.
2786 *
2787 * There are optional properties that can be provided through
2788 * SDL_GPUTextureCreateInfo's `props`. These are the supported properties:
2789 *
2790 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if
2791 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2792 * to a color with this red intensity. Defaults to zero.
2793 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if
2794 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2795 * to a color with this green intensity. Defaults to zero.
2796 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if
2797 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2798 * to a color with this blue intensity. Defaults to zero.
2799 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if
2800 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2801 * to a color with this alpha intensity. Defaults to zero.
2802 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
2803 * if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
2804 * the texture to a depth of this value. Defaults to zero.
2805 * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER`: (Direct3D 12
2806 * only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
2807 * clear the texture to a stencil of this Uint8 value. Defaults to zero.
2808 * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
2809 * in debugging tools.
2810 *
2811 * \param device a GPU Context.
2812 * \param createinfo a struct describing the state of the texture to create.
2813 * \returns a texture object on success, or NULL on failure; call
2814 * SDL_GetError() for more information.
2815 *
2816 * \since This function is available since SDL 3.2.0.
2817 *
2818 * \sa SDL_UploadToGPUTexture
2819 * \sa SDL_DownloadFromGPUTexture
2820 * \sa SDL_BeginGPURenderPass
2821 * \sa SDL_BeginGPUComputePass
2822 * \sa SDL_BindGPUVertexSamplers
2823 * \sa SDL_BindGPUVertexStorageTextures
2824 * \sa SDL_BindGPUFragmentSamplers
2825 * \sa SDL_BindGPUFragmentStorageTextures
2826 * \sa SDL_BindGPUComputeStorageTextures
2827 * \sa SDL_BlitGPUTexture
2828 * \sa SDL_ReleaseGPUTexture
2829 * \sa SDL_GPUTextureSupportsFormat
2830 */
2831extern SDL_DECLSPEC SDL_GPUTexture * SDLCALL SDL_CreateGPUTexture(
2832 SDL_GPUDevice *device,
2833 const SDL_GPUTextureCreateInfo *createinfo);
2834
2835#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT "SDL.gpu.texture.create.d3d12.clear.r"
2836#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT "SDL.gpu.texture.create.d3d12.clear.g"
2837#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT "SDL.gpu.texture.create.d3d12.clear.b"
2838#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT "SDL.gpu.texture.create.d3d12.clear.a"
2839#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.texture.create.d3d12.clear.depth"
2840#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER "SDL.gpu.texture.create.d3d12.clear.stencil"
2841#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name"
2842
2843/**
2844 * Creates a buffer object to be used in graphics or compute workflows.
2845 *
2846 * The contents of this buffer are undefined until data is written to the
2847 * buffer.
2848 *
2849 * Note that certain combinations of usage flags are invalid. For example, a
2850 * buffer cannot have both the VERTEX and INDEX flags.
2851 *
2852 * If you use a STORAGE flag, the data in the buffer must respect std140
2853 * layout conventions. In practical terms this means you must ensure that vec3
2854 * and vec4 fields are 16-byte aligned.
2855 *
2856 * For better understanding of underlying concepts and memory management with
2857 * SDL GPU API, you may refer
2858 * [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/)
2859 * .
2860 *
2861 * There are optional properties that can be provided through `props`. These
2862 * are the supported properties:
2863 *
2864 * - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in
2865 * debugging tools.
2866 *
2867 * \param device a GPU Context.
2868 * \param createinfo a struct describing the state of the buffer to create.
2869 * \returns a buffer object on success, or NULL on failure; call
2870 * SDL_GetError() for more information.
2871 *
2872 * \since This function is available since SDL 3.2.0.
2873 *
2874 * \sa SDL_UploadToGPUBuffer
2875 * \sa SDL_DownloadFromGPUBuffer
2876 * \sa SDL_CopyGPUBufferToBuffer
2877 * \sa SDL_BindGPUVertexBuffers
2878 * \sa SDL_BindGPUIndexBuffer
2879 * \sa SDL_BindGPUVertexStorageBuffers
2880 * \sa SDL_BindGPUFragmentStorageBuffers
2881 * \sa SDL_DrawGPUPrimitivesIndirect
2882 * \sa SDL_DrawGPUIndexedPrimitivesIndirect
2883 * \sa SDL_BindGPUComputeStorageBuffers
2884 * \sa SDL_DispatchGPUComputeIndirect
2885 * \sa SDL_ReleaseGPUBuffer
2886 */
2887extern SDL_DECLSPEC SDL_GPUBuffer * SDLCALL SDL_CreateGPUBuffer(
2888 SDL_GPUDevice *device,
2889 const SDL_GPUBufferCreateInfo *createinfo);
2890
2891#define SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING "SDL.gpu.buffer.create.name"
2892
2893/**
2894 * Creates a transfer buffer to be used when uploading to or downloading from
2895 * graphics resources.
2896 *
2897 * Download buffers can be particularly expensive to create, so it is good
2898 * practice to reuse them if data will be downloaded regularly.
2899 *
2900 * There are optional properties that can be provided through `props`. These
2901 * are the supported properties:
2902 *
2903 * - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be
2904 * displayed in debugging tools.
2905 *
2906 * \param device a GPU Context.
2907 * \param createinfo a struct describing the state of the transfer buffer to
2908 * create.
2909 * \returns a transfer buffer on success, or NULL on failure; call
2910 * SDL_GetError() for more information.
2911 *
2912 * \since This function is available since SDL 3.2.0.
2913 *
2914 * \sa SDL_UploadToGPUBuffer
2915 * \sa SDL_DownloadFromGPUBuffer
2916 * \sa SDL_UploadToGPUTexture
2917 * \sa SDL_DownloadFromGPUTexture
2918 * \sa SDL_ReleaseGPUTransferBuffer
2919 */
2921 SDL_GPUDevice *device,
2922 const SDL_GPUTransferBufferCreateInfo *createinfo);
2923
2924#define SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING "SDL.gpu.transferbuffer.create.name"
2925
2926/* Debug Naming */
2927
2928/**
2929 * Sets an arbitrary string constant to label a buffer.
2930 *
2931 * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with
2932 * SDL_CreateGPUBuffer instead of this function to avoid thread safety issues.
2933 *
2934 * \param device a GPU Context.
2935 * \param buffer a buffer to attach the name to.
2936 * \param text a UTF-8 string constant to mark as the name of the buffer.
2937 *
2938 * \threadsafety This function is not thread safe, you must make sure the
2939 * buffer is not simultaneously used by any other thread.
2940 *
2941 * \since This function is available since SDL 3.2.0.
2942 *
2943 * \sa SDL_CreateGPUBuffer
2944 */
2945extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName(
2946 SDL_GPUDevice *device,
2947 SDL_GPUBuffer *buffer,
2948 const char *text);
2949
2950/**
2951 * Sets an arbitrary string constant to label a texture.
2952 *
2953 * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with
2954 * SDL_CreateGPUTexture instead of this function to avoid thread safety
2955 * issues.
2956 *
2957 * \param device a GPU Context.
2958 * \param texture a texture to attach the name to.
2959 * \param text a UTF-8 string constant to mark as the name of the texture.
2960 *
2961 * \threadsafety This function is not thread safe, you must make sure the
2962 * texture is not simultaneously used by any other thread.
2963 *
2964 * \since This function is available since SDL 3.2.0.
2965 *
2966 * \sa SDL_CreateGPUTexture
2967 */
2968extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
2969 SDL_GPUDevice *device,
2970 SDL_GPUTexture *texture,
2971 const char *text);
2972
2973/**
2974 * Inserts an arbitrary string label into the command buffer callstream.
2975 *
2976 * Useful for debugging.
2977 *
2978 * On Direct3D 12, using SDL_InsertGPUDebugLabel requires
2979 * WinPixEventRuntime.dll to be in your PATH or in the same directory as your
2980 * executable. See
2981 * [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
2982 * for instructions on how to obtain it.
2983 *
2984 * \param command_buffer a command buffer.
2985 * \param text a UTF-8 string constant to insert as the label.
2986 *
2987 * \since This function is available since SDL 3.2.0.
2988 */
2989extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
2990 SDL_GPUCommandBuffer *command_buffer,
2991 const char *text);
2992
2993/**
2994 * Begins a debug group with an arbitrary name.
2995 *
2996 * Used for denoting groups of calls when viewing the command buffer
2997 * callstream in a graphics debugging tool.
2998 *
2999 * Each call to SDL_PushGPUDebugGroup must have a corresponding call to
3000 * SDL_PopGPUDebugGroup.
3001 *
3002 * On Direct3D 12, using SDL_PushGPUDebugGroup requires WinPixEventRuntime.dll
3003 * to be in your PATH or in the same directory as your executable. See
3004 * [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
3005 * for instructions on how to obtain it.
3006 *
3007 * On some backends (e.g. Metal), pushing a debug group during a
3008 * render/blit/compute pass will create a group that is scoped to the native
3009 * pass rather than the command buffer. For best results, if you push a debug
3010 * group during a pass, always pop it in the same pass.
3011 *
3012 * \param command_buffer a command buffer.
3013 * \param name a UTF-8 string constant that names the group.
3014 *
3015 * \since This function is available since SDL 3.2.0.
3016 *
3017 * \sa SDL_PopGPUDebugGroup
3018 */
3019extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
3020 SDL_GPUCommandBuffer *command_buffer,
3021 const char *name);
3022
3023/**
3024 * Ends the most-recently pushed debug group.
3025 *
3026 * On Direct3D 12, using SDL_PopGPUDebugGroup requires WinPixEventRuntime.dll
3027 * to be in your PATH or in the same directory as your executable. See
3028 * [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
3029 * for instructions on how to obtain it.
3030 *
3031 * \param command_buffer a command buffer.
3032 *
3033 * \since This function is available since SDL 3.2.0.
3034 *
3035 * \sa SDL_PushGPUDebugGroup
3036 */
3037extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup(
3038 SDL_GPUCommandBuffer *command_buffer);
3039
3040/* Disposal */
3041
3042/**
3043 * Frees the given texture as soon as it is safe to do so.
3044 *
3045 * You must not reference the texture after calling this function.
3046 *
3047 * \param device a GPU context.
3048 * \param texture a texture to be destroyed.
3049 *
3050 * \since This function is available since SDL 3.2.0.
3051 */
3052extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTexture(
3053 SDL_GPUDevice *device,
3054 SDL_GPUTexture *texture);
3055
3056/**
3057 * Frees the given sampler as soon as it is safe to do so.
3058 *
3059 * You must not reference the sampler after calling this function.
3060 *
3061 * \param device a GPU context.
3062 * \param sampler a sampler to be destroyed.
3063 *
3064 * \since This function is available since SDL 3.2.0.
3065 */
3066extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUSampler(
3067 SDL_GPUDevice *device,
3068 SDL_GPUSampler *sampler);
3069
3070/**
3071 * Frees the given buffer as soon as it is safe to do so.
3072 *
3073 * You must not reference the buffer after calling this function.
3074 *
3075 * \param device a GPU context.
3076 * \param buffer a buffer to be destroyed.
3077 *
3078 * \since This function is available since SDL 3.2.0.
3079 */
3080extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer(
3081 SDL_GPUDevice *device,
3082 SDL_GPUBuffer *buffer);
3083
3084/**
3085 * Frees the given transfer buffer as soon as it is safe to do so.
3086 *
3087 * You must not reference the transfer buffer after calling this function.
3088 *
3089 * \param device a GPU context.
3090 * \param transfer_buffer a transfer buffer to be destroyed.
3091 *
3092 * \since This function is available since SDL 3.2.0.
3093 */
3094extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer(
3095 SDL_GPUDevice *device,
3096 SDL_GPUTransferBuffer *transfer_buffer);
3097
3098/**
3099 * Frees the given compute pipeline as soon as it is safe to do so.
3100 *
3101 * You must not reference the compute pipeline after calling this function.
3102 *
3103 * \param device a GPU context.
3104 * \param compute_pipeline a compute pipeline to be destroyed.
3105 *
3106 * \since This function is available since SDL 3.2.0.
3107 */
3108extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline(
3109 SDL_GPUDevice *device,
3110 SDL_GPUComputePipeline *compute_pipeline);
3111
3112/**
3113 * Frees the given shader as soon as it is safe to do so.
3114 *
3115 * You must not reference the shader after calling this function.
3116 *
3117 * \param device a GPU context.
3118 * \param shader a shader to be destroyed.
3119 *
3120 * \since This function is available since SDL 3.2.0.
3121 */
3122extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader(
3123 SDL_GPUDevice *device,
3124 SDL_GPUShader *shader);
3125
3126/**
3127 * Frees the given graphics pipeline as soon as it is safe to do so.
3128 *
3129 * You must not reference the graphics pipeline after calling this function.
3130 *
3131 * \param device a GPU context.
3132 * \param graphics_pipeline a graphics pipeline to be destroyed.
3133 *
3134 * \since This function is available since SDL 3.2.0.
3135 */
3136extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
3137 SDL_GPUDevice *device,
3138 SDL_GPUGraphicsPipeline *graphics_pipeline);
3139
3140/**
3141 * Acquire a command buffer.
3142 *
3143 * This command buffer is managed by the implementation and should not be
3144 * freed by the user. The command buffer may only be used on the thread it was
3145 * acquired on. The command buffer should be submitted on the thread it was
3146 * acquired on.
3147 *
3148 * It is valid to acquire multiple command buffers on the same thread at once.
3149 * In fact a common design pattern is to acquire two command buffers per frame
3150 * where one is dedicated to render and compute passes and the other is
3151 * dedicated to copy passes and other preparatory work such as generating
3152 * mipmaps. Interleaving commands between the two command buffers reduces the
3153 * total amount of passes overall which improves rendering performance.
3154 *
3155 * \param device a GPU context.
3156 * \returns a command buffer, or NULL on failure; call SDL_GetError() for more
3157 * information.
3158 *
3159 * \since This function is available since SDL 3.2.0.
3160 *
3161 * \sa SDL_SubmitGPUCommandBuffer
3162 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3163 */
3165 SDL_GPUDevice *device);
3166
3167/* Uniform Data */
3168
3169/**
3170 * Pushes data to a vertex uniform slot on the command buffer.
3171 *
3172 * Subsequent draw calls in this command buffer will use this uniform data.
3173 *
3174 * The data being pushed must respect std140 layout conventions. In practical
3175 * terms this means you must ensure that vec3 and vec4 fields are 16-byte
3176 * aligned.
3177 *
3178 * For detailed information about accessing uniform data from a shader, please
3179 * refer to SDL_CreateGPUShader.
3180 *
3181 * \param command_buffer a command buffer.
3182 * \param slot_index the vertex uniform slot to push data to.
3183 * \param data client data to write.
3184 * \param length the length of the data to write.
3185 *
3186 * \since This function is available since SDL 3.2.0.
3187 */
3188extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
3189 SDL_GPUCommandBuffer *command_buffer,
3190 Uint32 slot_index,
3191 const void *data,
3192 Uint32 length);
3193
3194/**
3195 * Pushes data to a fragment uniform slot on the command buffer.
3196 *
3197 * Subsequent draw calls in this command buffer will use this uniform data.
3198 *
3199 * The data being pushed must respect std140 layout conventions. In practical
3200 * terms this means you must ensure that vec3 and vec4 fields are 16-byte
3201 * aligned.
3202 *
3203 * \param command_buffer a command buffer.
3204 * \param slot_index the fragment uniform slot to push data to.
3205 * \param data client data to write.
3206 * \param length the length of the data to write.
3207 *
3208 * \since This function is available since SDL 3.2.0.
3209 */
3210extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
3211 SDL_GPUCommandBuffer *command_buffer,
3212 Uint32 slot_index,
3213 const void *data,
3214 Uint32 length);
3215
3216/**
3217 * Pushes data to a uniform slot on the command buffer.
3218 *
3219 * Subsequent draw calls in this command buffer will use this uniform data.
3220 *
3221 * The data being pushed must respect std140 layout conventions. In practical
3222 * terms this means you must ensure that vec3 and vec4 fields are 16-byte
3223 * aligned.
3224 *
3225 * \param command_buffer a command buffer.
3226 * \param slot_index the uniform slot to push data to.
3227 * \param data client data to write.
3228 * \param length the length of the data to write.
3229 *
3230 * \since This function is available since SDL 3.2.0.
3231 */
3232extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
3233 SDL_GPUCommandBuffer *command_buffer,
3234 Uint32 slot_index,
3235 const void *data,
3236 Uint32 length);
3237
3238/* Graphics State */
3239
3240/**
3241 * Begins a render pass on a command buffer.
3242 *
3243 * A render pass consists of a set of texture subresources (or depth slices in
3244 * the 3D texture case) which will be rendered to during the render pass,
3245 * along with corresponding clear values and load/store operations. All
3246 * operations related to graphics pipelines must take place inside of a render
3247 * pass. A default viewport and scissor state are automatically set when this
3248 * is called. You cannot begin another render pass, or begin a compute pass or
3249 * copy pass until you have ended the render pass.
3250 *
3251 * Using SDL_GPU_LOADOP_LOAD before any contents have been written to the
3252 * texture subresource will result in undefined behavior. SDL_GPU_LOADOP_CLEAR
3253 * will set the contents of the texture subresource to a single value before
3254 * any rendering is performed. It's fine to do an empty render pass using
3255 * SDL_GPU_STOREOP_STORE to clear a texture, but in general it's better to
3256 * think of clearing not as an independent operation but as something that's
3257 * done as the beginning of a render pass.
3258 *
3259 * \param command_buffer a command buffer.
3260 * \param color_target_infos an array of texture subresources with
3261 * corresponding clear values and load/store ops.
3262 * \param num_color_targets the number of color targets in the
3263 * color_target_infos array.
3264 * \param depth_stencil_target_info a texture subresource with corresponding
3265 * clear value and load/store ops, may be
3266 * NULL.
3267 * \returns a render pass handle.
3268 *
3269 * \since This function is available since SDL 3.2.0.
3270 *
3271 * \sa SDL_EndGPURenderPass
3272 */
3273extern SDL_DECLSPEC SDL_GPURenderPass * SDLCALL SDL_BeginGPURenderPass(
3274 SDL_GPUCommandBuffer *command_buffer,
3275 const SDL_GPUColorTargetInfo *color_target_infos,
3276 Uint32 num_color_targets,
3277 const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info);
3278
3279/**
3280 * Binds a graphics pipeline on a render pass to be used in rendering.
3281 *
3282 * A graphics pipeline must be bound before making any draw calls.
3283 *
3284 * \param render_pass a render pass handle.
3285 * \param graphics_pipeline the graphics pipeline to bind.
3286 *
3287 * \since This function is available since SDL 3.2.0.
3288 */
3289extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline(
3290 SDL_GPURenderPass *render_pass,
3291 SDL_GPUGraphicsPipeline *graphics_pipeline);
3292
3293/**
3294 * Sets the current viewport state on a command buffer.
3295 *
3296 * \param render_pass a render pass handle.
3297 * \param viewport the viewport to set.
3298 *
3299 * \since This function is available since SDL 3.2.0.
3300 */
3301extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport(
3302 SDL_GPURenderPass *render_pass,
3303 const SDL_GPUViewport *viewport);
3304
3305/**
3306 * Sets the current scissor state on a command buffer.
3307 *
3308 * \param render_pass a render pass handle.
3309 * \param scissor the scissor area to set.
3310 *
3311 * \since This function is available since SDL 3.2.0.
3312 */
3313extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor(
3314 SDL_GPURenderPass *render_pass,
3315 const SDL_Rect *scissor);
3316
3317/**
3318 * Sets the current blend constants on a command buffer.
3319 *
3320 * \param render_pass a render pass handle.
3321 * \param blend_constants the blend constant color.
3322 *
3323 * \since This function is available since SDL 3.2.0.
3324 *
3325 * \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
3326 * \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
3327 */
3328extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants(
3329 SDL_GPURenderPass *render_pass,
3330 SDL_FColor blend_constants);
3331
3332/**
3333 * Sets the current stencil reference value on a command buffer.
3334 *
3335 * \param render_pass a render pass handle.
3336 * \param reference the stencil reference value to set.
3337 *
3338 * \since This function is available since SDL 3.2.0.
3339 */
3340extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
3341 SDL_GPURenderPass *render_pass,
3342 Uint8 reference);
3343
3344/**
3345 * Binds vertex buffers on a command buffer for use with subsequent draw
3346 * calls.
3347 *
3348 * \param render_pass a render pass handle.
3349 * \param first_slot the vertex buffer slot to begin binding from.
3350 * \param bindings an array of SDL_GPUBufferBinding structs containing vertex
3351 * buffers and offset values.
3352 * \param num_bindings the number of bindings in the bindings array.
3353 *
3354 * \since This function is available since SDL 3.2.0.
3355 */
3356extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers(
3357 SDL_GPURenderPass *render_pass,
3358 Uint32 first_slot,
3359 const SDL_GPUBufferBinding *bindings,
3360 Uint32 num_bindings);
3361
3362/**
3363 * Binds an index buffer on a command buffer for use with subsequent draw
3364 * calls.
3365 *
3366 * \param render_pass a render pass handle.
3367 * \param binding a pointer to a struct containing an index buffer and offset.
3368 * \param index_element_size whether the index values in the buffer are 16- or
3369 * 32-bit.
3370 *
3371 * \since This function is available since SDL 3.2.0.
3372 */
3373extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
3374 SDL_GPURenderPass *render_pass,
3375 const SDL_GPUBufferBinding *binding,
3376 SDL_GPUIndexElementSize index_element_size);
3377
3378/**
3379 * Binds texture-sampler pairs for use on the vertex shader.
3380 *
3381 * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
3382 *
3383 * Be sure your shader is set up according to the requirements documented in
3384 * SDL_CreateGPUShader().
3385 *
3386 * \param render_pass a render pass handle.
3387 * \param first_slot the vertex sampler slot to begin binding from.
3388 * \param texture_sampler_bindings an array of texture-sampler binding
3389 * structs.
3390 * \param num_bindings the number of texture-sampler pairs to bind from the
3391 * array.
3392 *
3393 * \since This function is available since SDL 3.2.0.
3394 *
3395 * \sa SDL_CreateGPUShader
3396 */
3397extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
3398 SDL_GPURenderPass *render_pass,
3399 Uint32 first_slot,
3400 const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
3401 Uint32 num_bindings);
3402
3403/**
3404 * Binds storage textures for use on the vertex shader.
3405 *
3406 * These textures must have been created with
3407 * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
3408 *
3409 * Be sure your shader is set up according to the requirements documented in
3410 * SDL_CreateGPUShader().
3411 *
3412 * \param render_pass a render pass handle.
3413 * \param first_slot the vertex storage texture slot to begin binding from.
3414 * \param storage_textures an array of storage textures.
3415 * \param num_bindings the number of storage texture to bind from the array.
3416 *
3417 * \since This function is available since SDL 3.2.0.
3418 *
3419 * \sa SDL_CreateGPUShader
3420 */
3421extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
3422 SDL_GPURenderPass *render_pass,
3423 Uint32 first_slot,
3424 SDL_GPUTexture *const *storage_textures,
3425 Uint32 num_bindings);
3426
3427/**
3428 * Binds storage buffers for use on the vertex shader.
3429 *
3430 * These buffers must have been created with
3431 * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
3432 *
3433 * Be sure your shader is set up according to the requirements documented in
3434 * SDL_CreateGPUShader().
3435 *
3436 * \param render_pass a render pass handle.
3437 * \param first_slot the vertex storage buffer slot to begin binding from.
3438 * \param storage_buffers an array of buffers.
3439 * \param num_bindings the number of buffers to bind from the array.
3440 *
3441 * \since This function is available since SDL 3.2.0.
3442 *
3443 * \sa SDL_CreateGPUShader
3444 */
3445extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
3446 SDL_GPURenderPass *render_pass,
3447 Uint32 first_slot,
3448 SDL_GPUBuffer *const *storage_buffers,
3449 Uint32 num_bindings);
3450
3451/**
3452 * Binds texture-sampler pairs for use on the fragment shader.
3453 *
3454 * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
3455 *
3456 * Be sure your shader is set up according to the requirements documented in
3457 * SDL_CreateGPUShader().
3458 *
3459 * \param render_pass a render pass handle.
3460 * \param first_slot the fragment sampler slot to begin binding from.
3461 * \param texture_sampler_bindings an array of texture-sampler binding
3462 * structs.
3463 * \param num_bindings the number of texture-sampler pairs to bind from the
3464 * array.
3465 *
3466 * \since This function is available since SDL 3.2.0.
3467 *
3468 * \sa SDL_CreateGPUShader
3469 */
3470extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
3471 SDL_GPURenderPass *render_pass,
3472 Uint32 first_slot,
3473 const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
3474 Uint32 num_bindings);
3475
3476/**
3477 * Binds storage textures for use on the fragment shader.
3478 *
3479 * These textures must have been created with
3480 * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
3481 *
3482 * Be sure your shader is set up according to the requirements documented in
3483 * SDL_CreateGPUShader().
3484 *
3485 * \param render_pass a render pass handle.
3486 * \param first_slot the fragment storage texture slot to begin binding from.
3487 * \param storage_textures an array of storage textures.
3488 * \param num_bindings the number of storage textures to bind from the array.
3489 *
3490 * \since This function is available since SDL 3.2.0.
3491 *
3492 * \sa SDL_CreateGPUShader
3493 */
3494extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
3495 SDL_GPURenderPass *render_pass,
3496 Uint32 first_slot,
3497 SDL_GPUTexture *const *storage_textures,
3498 Uint32 num_bindings);
3499
3500/**
3501 * Binds storage buffers for use on the fragment shader.
3502 *
3503 * These buffers must have been created with
3504 * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
3505 *
3506 * Be sure your shader is set up according to the requirements documented in
3507 * SDL_CreateGPUShader().
3508 *
3509 * \param render_pass a render pass handle.
3510 * \param first_slot the fragment storage buffer slot to begin binding from.
3511 * \param storage_buffers an array of storage buffers.
3512 * \param num_bindings the number of storage buffers to bind from the array.
3513 *
3514 * \since This function is available since SDL 3.2.0.
3515 *
3516 * \sa SDL_CreateGPUShader
3517 */
3518extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
3519 SDL_GPURenderPass *render_pass,
3520 Uint32 first_slot,
3521 SDL_GPUBuffer *const *storage_buffers,
3522 Uint32 num_bindings);
3523
3524/* Drawing */
3525
3526/**
3527 * Draws data using bound graphics state with an index buffer and instancing
3528 * enabled.
3529 *
3530 * You must not call this function before binding a graphics pipeline.
3531 *
3532 * Note that the `first_vertex` and `first_instance` parameters are NOT
3533 * compatible with built-in vertex/instance ID variables in shaders (for
3534 * example, SV_VertexID); GPU APIs and shader languages do not define these
3535 * built-in variables consistently, so if your shader depends on them, the
3536 * only way to keep behavior consistent and portable is to always pass 0 for
3537 * the correlating parameter in the draw calls.
3538 *
3539 * \param render_pass a render pass handle.
3540 * \param num_indices the number of indices to draw per instance.
3541 * \param num_instances the number of instances to draw.
3542 * \param first_index the starting index within the index buffer.
3543 * \param vertex_offset value added to vertex index before indexing into the
3544 * vertex buffer.
3545 * \param first_instance the ID of the first instance to draw.
3546 *
3547 * \since This function is available since SDL 3.2.0.
3548 */
3549extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives(
3550 SDL_GPURenderPass *render_pass,
3551 Uint32 num_indices,
3552 Uint32 num_instances,
3553 Uint32 first_index,
3554 Sint32 vertex_offset,
3555 Uint32 first_instance);
3556
3557/**
3558 * Draws data using bound graphics state.
3559 *
3560 * You must not call this function before binding a graphics pipeline.
3561 *
3562 * Note that the `first_vertex` and `first_instance` parameters are NOT
3563 * compatible with built-in vertex/instance ID variables in shaders (for
3564 * example, SV_VertexID); GPU APIs and shader languages do not define these
3565 * built-in variables consistently, so if your shader depends on them, the
3566 * only way to keep behavior consistent and portable is to always pass 0 for
3567 * the correlating parameter in the draw calls.
3568 *
3569 * \param render_pass a render pass handle.
3570 * \param num_vertices the number of vertices to draw.
3571 * \param num_instances the number of instances that will be drawn.
3572 * \param first_vertex the index of the first vertex to draw.
3573 * \param first_instance the ID of the first instance to draw.
3574 *
3575 * \since This function is available since SDL 3.2.0.
3576 */
3577extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
3578 SDL_GPURenderPass *render_pass,
3579 Uint32 num_vertices,
3580 Uint32 num_instances,
3581 Uint32 first_vertex,
3582 Uint32 first_instance);
3583
3584/**
3585 * Draws data using bound graphics state and with draw parameters set from a
3586 * buffer.
3587 *
3588 * The buffer must consist of tightly-packed draw parameter sets that each
3589 * match the layout of SDL_GPUIndirectDrawCommand. You must not call this
3590 * function before binding a graphics pipeline.
3591 *
3592 * \param render_pass a render pass handle.
3593 * \param buffer a buffer containing draw parameters.
3594 * \param offset the offset to start reading from the draw buffer.
3595 * \param draw_count the number of draw parameter sets that should be read
3596 * from the draw buffer.
3597 *
3598 * \since This function is available since SDL 3.2.0.
3599 */
3600extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
3601 SDL_GPURenderPass *render_pass,
3602 SDL_GPUBuffer *buffer,
3603 Uint32 offset,
3604 Uint32 draw_count);
3605
3606/**
3607 * Draws data using bound graphics state with an index buffer enabled and with
3608 * draw parameters set from a buffer.
3609 *
3610 * The buffer must consist of tightly-packed draw parameter sets that each
3611 * match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call
3612 * this function before binding a graphics pipeline.
3613 *
3614 * \param render_pass a render pass handle.
3615 * \param buffer a buffer containing draw parameters.
3616 * \param offset the offset to start reading from the draw buffer.
3617 * \param draw_count the number of draw parameter sets that should be read
3618 * from the draw buffer.
3619 *
3620 * \since This function is available since SDL 3.2.0.
3621 */
3622extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect(
3623 SDL_GPURenderPass *render_pass,
3624 SDL_GPUBuffer *buffer,
3625 Uint32 offset,
3626 Uint32 draw_count);
3627
3628/**
3629 * Ends the given render pass.
3630 *
3631 * All bound graphics state on the render pass command buffer is unset. The
3632 * render pass handle is now invalid.
3633 *
3634 * \param render_pass a render pass handle.
3635 *
3636 * \since This function is available since SDL 3.2.0.
3637 */
3638extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
3639 SDL_GPURenderPass *render_pass);
3640
3641/* Compute Pass */
3642
3643/**
3644 * Begins a compute pass on a command buffer.
3645 *
3646 * A compute pass is defined by a set of texture subresources and buffers that
3647 * may be written to by compute pipelines. These textures and buffers must
3648 * have been created with the COMPUTE_STORAGE_WRITE bit or the
3649 * COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture
3650 * with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the
3651 * texture in the compute pass. All operations related to compute pipelines
3652 * must take place inside of a compute pass. You must not begin another
3653 * compute pass, or a render pass or copy pass before ending the compute pass.
3654 *
3655 * A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT
3656 * implicitly synchronized. This means you may cause data races by both
3657 * reading and writing a resource region in a compute pass, or by writing
3658 * multiple times to a resource region. If your compute work depends on
3659 * reading the completed output from a previous dispatch, you MUST end the
3660 * current compute pass and begin a new one before you can safely access the
3661 * data. Otherwise you will receive unexpected results. Reading and writing a
3662 * texture in the same compute pass is only supported by specific texture
3663 * formats. Make sure you check the format support!
3664 *
3665 * \param command_buffer a command buffer.
3666 * \param storage_texture_bindings an array of writeable storage texture
3667 * binding structs.
3668 * \param num_storage_texture_bindings the number of storage textures to bind
3669 * from the array.
3670 * \param storage_buffer_bindings an array of writeable storage buffer binding
3671 * structs.
3672 * \param num_storage_buffer_bindings the number of storage buffers to bind
3673 * from the array.
3674 * \returns a compute pass handle.
3675 *
3676 * \since This function is available since SDL 3.2.0.
3677 *
3678 * \sa SDL_EndGPUComputePass
3679 */
3680extern SDL_DECLSPEC SDL_GPUComputePass * SDLCALL SDL_BeginGPUComputePass(
3681 SDL_GPUCommandBuffer *command_buffer,
3682 const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings,
3683 Uint32 num_storage_texture_bindings,
3684 const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings,
3685 Uint32 num_storage_buffer_bindings);
3686
3687/**
3688 * Binds a compute pipeline on a command buffer for use in compute dispatch.
3689 *
3690 * \param compute_pass a compute pass handle.
3691 * \param compute_pipeline a compute pipeline to bind.
3692 *
3693 * \since This function is available since SDL 3.2.0.
3694 */
3695extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
3696 SDL_GPUComputePass *compute_pass,
3697 SDL_GPUComputePipeline *compute_pipeline);
3698
3699/**
3700 * Binds texture-sampler pairs for use on the compute shader.
3701 *
3702 * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
3703 *
3704 * Be sure your shader is set up according to the requirements documented in
3705 * SDL_CreateGPUComputePipeline().
3706 *
3707 * \param compute_pass a compute pass handle.
3708 * \param first_slot the compute sampler slot to begin binding from.
3709 * \param texture_sampler_bindings an array of texture-sampler binding
3710 * structs.
3711 * \param num_bindings the number of texture-sampler bindings to bind from the
3712 * array.
3713 *
3714 * \since This function is available since SDL 3.2.0.
3715 *
3716 * \sa SDL_CreateGPUComputePipeline
3717 */
3718extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
3719 SDL_GPUComputePass *compute_pass,
3720 Uint32 first_slot,
3721 const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
3722 Uint32 num_bindings);
3723
3724/**
3725 * Binds storage textures as readonly for use on the compute pipeline.
3726 *
3727 * These textures must have been created with
3728 * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
3729 *
3730 * Be sure your shader is set up according to the requirements documented in
3731 * SDL_CreateGPUComputePipeline().
3732 *
3733 * \param compute_pass a compute pass handle.
3734 * \param first_slot the compute storage texture slot to begin binding from.
3735 * \param storage_textures an array of storage textures.
3736 * \param num_bindings the number of storage textures to bind from the array.
3737 *
3738 * \since This function is available since SDL 3.2.0.
3739 *
3740 * \sa SDL_CreateGPUComputePipeline
3741 */
3742extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
3743 SDL_GPUComputePass *compute_pass,
3744 Uint32 first_slot,
3745 SDL_GPUTexture *const *storage_textures,
3746 Uint32 num_bindings);
3747
3748/**
3749 * Binds storage buffers as readonly for use on the compute pipeline.
3750 *
3751 * These buffers must have been created with
3752 * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
3753 *
3754 * Be sure your shader is set up according to the requirements documented in
3755 * SDL_CreateGPUComputePipeline().
3756 *
3757 * \param compute_pass a compute pass handle.
3758 * \param first_slot the compute storage buffer slot to begin binding from.
3759 * \param storage_buffers an array of storage buffer binding structs.
3760 * \param num_bindings the number of storage buffers to bind from the array.
3761 *
3762 * \since This function is available since SDL 3.2.0.
3763 *
3764 * \sa SDL_CreateGPUComputePipeline
3765 */
3766extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
3767 SDL_GPUComputePass *compute_pass,
3768 Uint32 first_slot,
3769 SDL_GPUBuffer *const *storage_buffers,
3770 Uint32 num_bindings);
3771
3772/**
3773 * Dispatches compute work.
3774 *
3775 * You must not call this function before binding a compute pipeline.
3776 *
3777 * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
3778 * the dispatches write to the same resource region as each other, there is no
3779 * guarantee of which order the writes will occur. If the write order matters,
3780 * you MUST end the compute pass and begin another one.
3781 *
3782 * \param compute_pass a compute pass handle.
3783 * \param groupcount_x number of local workgroups to dispatch in the X
3784 * dimension.
3785 * \param groupcount_y number of local workgroups to dispatch in the Y
3786 * dimension.
3787 * \param groupcount_z number of local workgroups to dispatch in the Z
3788 * dimension.
3789 *
3790 * \since This function is available since SDL 3.2.0.
3791 */
3792extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
3793 SDL_GPUComputePass *compute_pass,
3794 Uint32 groupcount_x,
3795 Uint32 groupcount_y,
3796 Uint32 groupcount_z);
3797
3798/**
3799 * Dispatches compute work with parameters set from a buffer.
3800 *
3801 * The buffer layout should match the layout of
3802 * SDL_GPUIndirectDispatchCommand. You must not call this function before
3803 * binding a compute pipeline.
3804 *
3805 * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
3806 * the dispatches write to the same resource region as each other, there is no
3807 * guarantee of which order the writes will occur. If the write order matters,
3808 * you MUST end the compute pass and begin another one.
3809 *
3810 * \param compute_pass a compute pass handle.
3811 * \param buffer a buffer containing dispatch parameters.
3812 * \param offset the offset to start reading from the dispatch buffer.
3813 *
3814 * \since This function is available since SDL 3.2.0.
3815 */
3816extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect(
3817 SDL_GPUComputePass *compute_pass,
3818 SDL_GPUBuffer *buffer,
3819 Uint32 offset);
3820
3821/**
3822 * Ends the current compute pass.
3823 *
3824 * All bound compute state on the command buffer is unset. The compute pass
3825 * handle is now invalid.
3826 *
3827 * \param compute_pass a compute pass handle.
3828 *
3829 * \since This function is available since SDL 3.2.0.
3830 */
3831extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
3832 SDL_GPUComputePass *compute_pass);
3833
3834/* TransferBuffer Data */
3835
3836/**
3837 * Maps a transfer buffer into application address space.
3838 *
3839 * You must unmap the transfer buffer before encoding upload commands. The
3840 * memory is owned by the graphics driver - do NOT call SDL_free() on the
3841 * returned pointer.
3842 *
3843 * \param device a GPU context.
3844 * \param transfer_buffer a transfer buffer.
3845 * \param cycle if true, cycles the transfer buffer if it is already bound.
3846 * \returns the address of the mapped transfer buffer memory, or NULL on
3847 * failure; call SDL_GetError() for more information.
3848 *
3849 * \since This function is available since SDL 3.2.0.
3850 */
3851extern SDL_DECLSPEC void * SDLCALL SDL_MapGPUTransferBuffer(
3852 SDL_GPUDevice *device,
3853 SDL_GPUTransferBuffer *transfer_buffer,
3854 bool cycle);
3855
3856/**
3857 * Unmaps a previously mapped transfer buffer.
3858 *
3859 * \param device a GPU context.
3860 * \param transfer_buffer a previously mapped transfer buffer.
3861 *
3862 * \since This function is available since SDL 3.2.0.
3863 */
3864extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer(
3865 SDL_GPUDevice *device,
3866 SDL_GPUTransferBuffer *transfer_buffer);
3867
3868/* Copy Pass */
3869
3870/**
3871 * Begins a copy pass on a command buffer.
3872 *
3873 * All operations related to copying to or from buffers or textures take place
3874 * inside a copy pass. You must not begin another copy pass, or a render pass
3875 * or compute pass before ending the copy pass.
3876 *
3877 * \param command_buffer a command buffer.
3878 * \returns a copy pass handle.
3879 *
3880 * \since This function is available since SDL 3.2.0.
3881 *
3882 * \sa SDL_EndGPUCopyPass
3883 */
3884extern SDL_DECLSPEC SDL_GPUCopyPass * SDLCALL SDL_BeginGPUCopyPass(
3885 SDL_GPUCommandBuffer *command_buffer);
3886
3887/**
3888 * Uploads data from a transfer buffer to a texture.
3889 *
3890 * The upload occurs on the GPU timeline. You may assume that the upload has
3891 * finished in subsequent commands.
3892 *
3893 * You must align the data in the transfer buffer to a multiple of the texel
3894 * size of the texture format.
3895 *
3896 * \param copy_pass a copy pass handle.
3897 * \param source the source transfer buffer with image layout information.
3898 * \param destination the destination texture region.
3899 * \param cycle if true, cycles the texture if the texture is bound, otherwise
3900 * overwrites the data.
3901 *
3902 * \since This function is available since SDL 3.2.0.
3903 */
3904extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
3905 SDL_GPUCopyPass *copy_pass,
3906 const SDL_GPUTextureTransferInfo *source,
3907 const SDL_GPUTextureRegion *destination,
3908 bool cycle);
3909
3910/**
3911 * Uploads data from a transfer buffer to a buffer.
3912 *
3913 * The upload occurs on the GPU timeline. You may assume that the upload has
3914 * finished in subsequent commands.
3915 *
3916 * \param copy_pass a copy pass handle.
3917 * \param source the source transfer buffer with offset.
3918 * \param destination the destination buffer with offset and size.
3919 * \param cycle if true, cycles the buffer if it is already bound, otherwise
3920 * overwrites the data.
3921 *
3922 * \since This function is available since SDL 3.2.0.
3923 */
3924extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer(
3925 SDL_GPUCopyPass *copy_pass,
3926 const SDL_GPUTransferBufferLocation *source,
3927 const SDL_GPUBufferRegion *destination,
3928 bool cycle);
3929
3930/**
3931 * Performs a texture-to-texture copy.
3932 *
3933 * This copy occurs on the GPU timeline. You may assume the copy has finished
3934 * in subsequent commands.
3935 *
3936 * This function does not support copying between depth and color textures.
3937 * For those, copy the texture to a buffer and then to the destination
3938 * texture.
3939 *
3940 * \param copy_pass a copy pass handle.
3941 * \param source a source texture region.
3942 * \param destination a destination texture region.
3943 * \param w the width of the region to copy.
3944 * \param h the height of the region to copy.
3945 * \param d the depth of the region to copy.
3946 * \param cycle if true, cycles the destination texture if the destination
3947 * texture is bound, otherwise overwrites the data.
3948 *
3949 * \since This function is available since SDL 3.2.0.
3950 */
3951extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
3952 SDL_GPUCopyPass *copy_pass,
3953 const SDL_GPUTextureLocation *source,
3954 const SDL_GPUTextureLocation *destination,
3955 Uint32 w,
3956 Uint32 h,
3957 Uint32 d,
3958 bool cycle);
3959
3960/**
3961 * Performs a buffer-to-buffer copy.
3962 *
3963 * This copy occurs on the GPU timeline. You may assume the copy has finished
3964 * in subsequent commands.
3965 *
3966 * \param copy_pass a copy pass handle.
3967 * \param source the buffer and offset to copy from.
3968 * \param destination the buffer and offset to copy to.
3969 * \param size the length of the buffer to copy.
3970 * \param cycle if true, cycles the destination buffer if it is already bound,
3971 * otherwise overwrites the data.
3972 *
3973 * \since This function is available since SDL 3.2.0.
3974 */
3975extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer(
3976 SDL_GPUCopyPass *copy_pass,
3977 const SDL_GPUBufferLocation *source,
3978 const SDL_GPUBufferLocation *destination,
3979 Uint32 size,
3980 bool cycle);
3981
3982/**
3983 * Copies data from a texture to a transfer buffer on the GPU timeline.
3984 *
3985 * This data is not guaranteed to be copied until the command buffer fence is
3986 * signaled.
3987 *
3988 * \param copy_pass a copy pass handle.
3989 * \param source the source texture region.
3990 * \param destination the destination transfer buffer with image layout
3991 * information.
3992 *
3993 * \since This function is available since SDL 3.2.0.
3994 */
3995extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture(
3996 SDL_GPUCopyPass *copy_pass,
3997 const SDL_GPUTextureRegion *source,
3998 const SDL_GPUTextureTransferInfo *destination);
3999
4000/**
4001 * Copies data from a buffer to a transfer buffer on the GPU timeline.
4002 *
4003 * This data is not guaranteed to be copied until the command buffer fence is
4004 * signaled.
4005 *
4006 * \param copy_pass a copy pass handle.
4007 * \param source the source buffer with offset and size.
4008 * \param destination the destination transfer buffer with offset.
4009 *
4010 * \since This function is available since SDL 3.2.0.
4011 */
4012extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer(
4013 SDL_GPUCopyPass *copy_pass,
4014 const SDL_GPUBufferRegion *source,
4015 const SDL_GPUTransferBufferLocation *destination);
4016
4017/**
4018 * Ends the current copy pass.
4019 *
4020 * \param copy_pass a copy pass handle.
4021 *
4022 * \since This function is available since SDL 3.2.0.
4023 */
4024extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass(
4025 SDL_GPUCopyPass *copy_pass);
4026
4027/**
4028 * Generates mipmaps for the given texture.
4029 *
4030 * This function must not be called inside of any pass.
4031 *
4032 * \param command_buffer a command_buffer.
4033 * \param texture a texture with more than 1 mip level.
4034 *
4035 * \since This function is available since SDL 3.2.0.
4036 */
4037extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture(
4038 SDL_GPUCommandBuffer *command_buffer,
4039 SDL_GPUTexture *texture);
4040
4041/**
4042 * Blits from a source texture region to a destination texture region.
4043 *
4044 * This function must not be called inside of any pass.
4045 *
4046 * \param command_buffer a command buffer.
4047 * \param info the blit info struct containing the blit parameters.
4048 *
4049 * \since This function is available since SDL 3.2.0.
4050 */
4051extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
4052 SDL_GPUCommandBuffer *command_buffer,
4053 const SDL_GPUBlitInfo *info);
4054
4055/* Submission/Presentation */
4056
4057/**
4058 * Determines whether a swapchain composition is supported by the window.
4059 *
4060 * The window must be claimed before calling this function.
4061 *
4062 * \param device a GPU context.
4063 * \param window an SDL_Window.
4064 * \param swapchain_composition the swapchain composition to check.
4065 * \returns true if supported, false if unsupported.
4066 *
4067 * \since This function is available since SDL 3.2.0.
4068 *
4069 * \sa SDL_ClaimWindowForGPUDevice
4070 */
4071extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
4072 SDL_GPUDevice *device,
4074 SDL_GPUSwapchainComposition swapchain_composition);
4075
4076/**
4077 * Determines whether a presentation mode is supported by the window.
4078 *
4079 * The window must be claimed before calling this function.
4080 *
4081 * \param device a GPU context.
4082 * \param window an SDL_Window.
4083 * \param present_mode the presentation mode to check.
4084 * \returns true if supported, false if unsupported.
4085 *
4086 * \since This function is available since SDL 3.2.0.
4087 *
4088 * \sa SDL_ClaimWindowForGPUDevice
4089 */
4090extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode(
4091 SDL_GPUDevice *device,
4093 SDL_GPUPresentMode present_mode);
4094
4095/**
4096 * Claims a window, creating a swapchain structure for it.
4097 *
4098 * This must be called before SDL_AcquireGPUSwapchainTexture is called using
4099 * the window. You should only call this function from the thread that created
4100 * the window.
4101 *
4102 * The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and
4103 * SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain
4104 * parameters, you must call SDL_SetGPUSwapchainParameters after claiming the
4105 * window.
4106 *
4107 * \param device a GPU context.
4108 * \param window an SDL_Window.
4109 * \returns true on success, or false on failure; call SDL_GetError() for more
4110 * information.
4111 *
4112 * \threadsafety This function should only be called from the thread that
4113 * created the window.
4114 *
4115 * \since This function is available since SDL 3.2.0.
4116 *
4117 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
4118 * \sa SDL_ReleaseWindowFromGPUDevice
4119 * \sa SDL_WindowSupportsGPUPresentMode
4120 * \sa SDL_WindowSupportsGPUSwapchainComposition
4121 */
4122extern SDL_DECLSPEC bool SDLCALL SDL_ClaimWindowForGPUDevice(
4123 SDL_GPUDevice *device,
4125
4126/**
4127 * Unclaims a window, destroying its swapchain structure.
4128 *
4129 * \param device a GPU context.
4130 * \param window an SDL_Window that has been claimed.
4131 *
4132 * \since This function is available since SDL 3.2.0.
4133 *
4134 * \sa SDL_ClaimWindowForGPUDevice
4135 */
4136extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
4137 SDL_GPUDevice *device,
4139
4140/**
4141 * Changes the swapchain parameters for the given claimed window.
4142 *
4143 * This function will fail if the requested present mode or swapchain
4144 * composition are unsupported by the device. Check if the parameters are
4145 * supported via SDL_WindowSupportsGPUPresentMode /
4146 * SDL_WindowSupportsGPUSwapchainComposition prior to calling this function.
4147 *
4148 * SDL_GPU_PRESENTMODE_VSYNC with SDL_GPU_SWAPCHAINCOMPOSITION_SDR is always
4149 * supported.
4150 *
4151 * \param device a GPU context.
4152 * \param window an SDL_Window that has been claimed.
4153 * \param swapchain_composition the desired composition of the swapchain.
4154 * \param present_mode the desired present mode for the swapchain.
4155 * \returns true if successful, false on error; call SDL_GetError() for more
4156 * information.
4157 *
4158 * \since This function is available since SDL 3.2.0.
4159 *
4160 * \sa SDL_WindowSupportsGPUPresentMode
4161 * \sa SDL_WindowSupportsGPUSwapchainComposition
4162 */
4163extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters(
4164 SDL_GPUDevice *device,
4166 SDL_GPUSwapchainComposition swapchain_composition,
4167 SDL_GPUPresentMode present_mode);
4168
4169/**
4170 * Configures the maximum allowed number of frames in flight.
4171 *
4172 * The default value when the device is created is 2. This means that after
4173 * you have submitted 2 frames for presentation, if the GPU has not finished
4174 * working on the first frame, SDL_AcquireGPUSwapchainTexture() will fill the
4175 * swapchain texture pointer with NULL, and
4176 * SDL_WaitAndAcquireGPUSwapchainTexture() will block.
4177 *
4178 * Higher values increase throughput at the expense of visual latency. Lower
4179 * values decrease visual latency at the expense of throughput.
4180 *
4181 * Note that calling this function will stall and flush the command queue to
4182 * prevent synchronization issues.
4183 *
4184 * The minimum value of allowed frames in flight is 1, and the maximum is 3.
4185 *
4186 * \param device a GPU context.
4187 * \param allowed_frames_in_flight the maximum number of frames that can be
4188 * pending on the GPU.
4189 * \returns true if successful, false on error; call SDL_GetError() for more
4190 * information.
4191 *
4192 * \since This function is available since SDL 3.2.0.
4193 */
4194extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUAllowedFramesInFlight(
4195 SDL_GPUDevice *device,
4196 Uint32 allowed_frames_in_flight);
4197
4198/**
4199 * Obtains the texture format of the swapchain for the given window.
4200 *
4201 * Note that this format can change if the swapchain parameters change.
4202 *
4203 * \param device a GPU context.
4204 * \param window an SDL_Window that has been claimed.
4205 * \returns the texture format of the swapchain.
4206 *
4207 * \since This function is available since SDL 3.2.0.
4208 */
4210 SDL_GPUDevice *device,
4212
4213/**
4214 * Acquire a texture to use in presentation.
4215 *
4216 * When a swapchain texture is acquired on a command buffer, it will
4217 * automatically be submitted for presentation when the command buffer is
4218 * submitted. The swapchain texture should only be referenced by the command
4219 * buffer used to acquire it.
4220 *
4221 * This function will fill the swapchain texture handle with NULL if too many
4222 * frames are in flight. This is not an error. This NULL pointer should not be
4223 * passed back into SDL. Instead, it should be considered as an indication to
4224 * wait until the swapchain is available.
4225 *
4226 * If you use this function, it is possible to create a situation where many
4227 * command buffers are allocated while the rendering context waits for the GPU
4228 * to catch up, which will cause memory usage to grow. You should use
4229 * SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing
4230 * with timing.
4231 *
4232 * The swapchain texture is managed by the implementation and must not be
4233 * freed by the user. You MUST NOT call this function from any thread other
4234 * than the one that created the window.
4235 *
4236 * \param command_buffer a command buffer.
4237 * \param window a window that has been claimed.
4238 * \param swapchain_texture a pointer filled in with a swapchain texture
4239 * handle.
4240 * \param swapchain_texture_width a pointer filled in with the swapchain
4241 * texture width, may be NULL.
4242 * \param swapchain_texture_height a pointer filled in with the swapchain
4243 * texture height, may be NULL.
4244 * \returns true on success, false on error; call SDL_GetError() for more
4245 * information.
4246 *
4247 * \threadsafety This function should only be called from the thread that
4248 * created the window.
4249 *
4250 * \since This function is available since SDL 3.2.0.
4251 *
4252 * \sa SDL_ClaimWindowForGPUDevice
4253 * \sa SDL_SubmitGPUCommandBuffer
4254 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4255 * \sa SDL_CancelGPUCommandBuffer
4256 * \sa SDL_GetWindowSizeInPixels
4257 * \sa SDL_WaitForGPUSwapchain
4258 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
4259 * \sa SDL_SetGPUAllowedFramesInFlight
4260 */
4261extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
4262 SDL_GPUCommandBuffer *command_buffer,
4264 SDL_GPUTexture **swapchain_texture,
4265 Uint32 *swapchain_texture_width,
4266 Uint32 *swapchain_texture_height);
4267
4268/**
4269 * Blocks the thread until a swapchain texture is available to be acquired.
4270 *
4271 * \param device a GPU context.
4272 * \param window a window that has been claimed.
4273 * \returns true on success, false on failure; call SDL_GetError() for more
4274 * information.
4275 *
4276 * \threadsafety This function should only be called from the thread that
4277 * created the window.
4278 *
4279 * \since This function is available since SDL 3.2.0.
4280 *
4281 * \sa SDL_AcquireGPUSwapchainTexture
4282 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
4283 * \sa SDL_SetGPUAllowedFramesInFlight
4284 */
4285extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUSwapchain(
4286 SDL_GPUDevice *device,
4288
4289/**
4290 * Blocks the thread until a swapchain texture is available to be acquired,
4291 * and then acquires it.
4292 *
4293 * When a swapchain texture is acquired on a command buffer, it will
4294 * automatically be submitted for presentation when the command buffer is
4295 * submitted. The swapchain texture should only be referenced by the command
4296 * buffer used to acquire it. It is an error to call
4297 * SDL_CancelGPUCommandBuffer() after a swapchain texture is acquired.
4298 *
4299 * This function can fill the swapchain texture handle with NULL in certain
4300 * cases, for example if the window is minimized. This is not an error. You
4301 * should always make sure to check whether the pointer is NULL before
4302 * actually using it.
4303 *
4304 * The swapchain texture is managed by the implementation and must not be
4305 * freed by the user. You MUST NOT call this function from any thread other
4306 * than the one that created the window.
4307 *
4308 * The swapchain texture is write-only and cannot be used as a sampler or for
4309 * another reading operation.
4310 *
4311 * \param command_buffer a command buffer.
4312 * \param window a window that has been claimed.
4313 * \param swapchain_texture a pointer filled in with a swapchain texture
4314 * handle.
4315 * \param swapchain_texture_width a pointer filled in with the swapchain
4316 * texture width, may be NULL.
4317 * \param swapchain_texture_height a pointer filled in with the swapchain
4318 * texture height, may be NULL.
4319 * \returns true on success, false on error; call SDL_GetError() for more
4320 * information.
4321 *
4322 * \threadsafety This function should only be called from the thread that
4323 * created the window.
4324 *
4325 * \since This function is available since SDL 3.2.0.
4326 *
4327 * \sa SDL_SubmitGPUCommandBuffer
4328 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4329 * \sa SDL_AcquireGPUSwapchainTexture
4330 */
4331extern SDL_DECLSPEC bool SDLCALL SDL_WaitAndAcquireGPUSwapchainTexture(
4332 SDL_GPUCommandBuffer *command_buffer,
4334 SDL_GPUTexture **swapchain_texture,
4335 Uint32 *swapchain_texture_width,
4336 Uint32 *swapchain_texture_height);
4337
4338/**
4339 * Submits a command buffer so its commands can be processed on the GPU.
4340 *
4341 * It is invalid to use the command buffer after this is called.
4342 *
4343 * This must be called from the thread the command buffer was acquired on.
4344 *
4345 * All commands in the submission are guaranteed to begin executing before any
4346 * command in a subsequent submission begins executing.
4347 *
4348 * \param command_buffer a command buffer.
4349 * \returns true on success, false on failure; call SDL_GetError() for more
4350 * information.
4351 *
4352 * \since This function is available since SDL 3.2.0.
4353 *
4354 * \sa SDL_AcquireGPUCommandBuffer
4355 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
4356 * \sa SDL_AcquireGPUSwapchainTexture
4357 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4358 */
4359extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer(
4360 SDL_GPUCommandBuffer *command_buffer);
4361
4362/**
4363 * Submits a command buffer so its commands can be processed on the GPU, and
4364 * acquires a fence associated with the command buffer.
4365 *
4366 * You must release this fence when it is no longer needed or it will cause a
4367 * leak. It is invalid to use the command buffer after this is called.
4368 *
4369 * This must be called from the thread the command buffer was acquired on.
4370 *
4371 * All commands in the submission are guaranteed to begin executing before any
4372 * command in a subsequent submission begins executing.
4373 *
4374 * \param command_buffer a command buffer.
4375 * \returns a fence associated with the command buffer, or NULL on failure;
4376 * call SDL_GetError() for more information.
4377 *
4378 * \since This function is available since SDL 3.2.0.
4379 *
4380 * \sa SDL_AcquireGPUCommandBuffer
4381 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
4382 * \sa SDL_AcquireGPUSwapchainTexture
4383 * \sa SDL_SubmitGPUCommandBuffer
4384 * \sa SDL_ReleaseGPUFence
4385 */
4387 SDL_GPUCommandBuffer *command_buffer);
4388
4389/**
4390 * Cancels a command buffer.
4391 *
4392 * None of the enqueued commands are executed.
4393 *
4394 * It is an error to call this function after a swapchain texture has been
4395 * acquired.
4396 *
4397 * This must be called from the thread the command buffer was acquired on.
4398 *
4399 * You must not reference the command buffer after calling this function.
4400 *
4401 * \param command_buffer a command buffer.
4402 * \returns true on success, false on error; call SDL_GetError() for more
4403 * information.
4404 *
4405 * \since This function is available since SDL 3.2.0.
4406 *
4407 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
4408 * \sa SDL_AcquireGPUCommandBuffer
4409 * \sa SDL_AcquireGPUSwapchainTexture
4410 */
4411extern SDL_DECLSPEC bool SDLCALL SDL_CancelGPUCommandBuffer(
4412 SDL_GPUCommandBuffer *command_buffer);
4413
4414/**
4415 * Blocks the thread until the GPU is completely idle.
4416 *
4417 * \param device a GPU context.
4418 * \returns true on success, false on failure; call SDL_GetError() for more
4419 * information.
4420 *
4421 * \since This function is available since SDL 3.2.0.
4422 *
4423 * \sa SDL_WaitForGPUFences
4424 */
4425extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle(
4426 SDL_GPUDevice *device);
4427
4428/**
4429 * Blocks the thread until the given fences are signaled.
4430 *
4431 * \param device a GPU context.
4432 * \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all
4433 * fences to be signaled.
4434 * \param fences an array of fences to wait on.
4435 * \param num_fences the number of fences in the fences array.
4436 * \returns true on success, false on failure; call SDL_GetError() for more
4437 * information.
4438 *
4439 * \since This function is available since SDL 3.2.0.
4440 *
4441 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4442 * \sa SDL_WaitForGPUIdle
4443 */
4444extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences(
4445 SDL_GPUDevice *device,
4446 bool wait_all,
4447 SDL_GPUFence *const *fences,
4448 Uint32 num_fences);
4449
4450/**
4451 * Checks the status of a fence.
4452 *
4453 * \param device a GPU context.
4454 * \param fence a fence.
4455 * \returns true if the fence is signaled, false if it is not.
4456 *
4457 * \since This function is available since SDL 3.2.0.
4458 *
4459 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4460 */
4461extern SDL_DECLSPEC bool SDLCALL SDL_QueryGPUFence(
4462 SDL_GPUDevice *device,
4463 SDL_GPUFence *fence);
4464
4465/**
4466 * Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
4467 *
4468 * You must not reference the fence after calling this function.
4469 *
4470 * \param device a GPU context.
4471 * \param fence a fence.
4472 *
4473 * \since This function is available since SDL 3.2.0.
4474 *
4475 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
4476 */
4477extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
4478 SDL_GPUDevice *device,
4479 SDL_GPUFence *fence);
4480
4481/* Format Info */
4482
4483/**
4484 * Obtains the texel block size for a texture format.
4485 *
4486 * \param format the texture format you want to know the texel size of.
4487 * \returns the texel block size of the texture format.
4488 *
4489 * \since This function is available since SDL 3.2.0.
4490 *
4491 * \sa SDL_UploadToGPUTexture
4492 */
4493extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize(
4494 SDL_GPUTextureFormat format);
4495
4496/**
4497 * Determines whether a texture format is supported for a given type and
4498 * usage.
4499 *
4500 * \param device a GPU context.
4501 * \param format the texture format to check.
4502 * \param type the type of texture (2D, 3D, Cube).
4503 * \param usage a bitmask of all usage scenarios to check.
4504 * \returns whether the texture format is supported for this type and usage.
4505 *
4506 * \since This function is available since SDL 3.2.0.
4507 */
4508extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsFormat(
4509 SDL_GPUDevice *device,
4510 SDL_GPUTextureFormat format,
4511 SDL_GPUTextureType type,
4513
4514/**
4515 * Determines if a sample count for a texture format is supported.
4516 *
4517 * \param device a GPU context.
4518 * \param format the texture format to check.
4519 * \param sample_count the sample count to check.
4520 * \returns whether the sample count is supported for this texture format.
4521 *
4522 * \since This function is available since SDL 3.2.0.
4523 */
4524extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsSampleCount(
4525 SDL_GPUDevice *device,
4526 SDL_GPUTextureFormat format,
4527 SDL_GPUSampleCount sample_count);
4528
4529/**
4530 * Calculate the size in bytes of a texture format with dimensions.
4531 *
4532 * \param format a texture format.
4533 * \param width width in pixels.
4534 * \param height height in pixels.
4535 * \param depth_or_layer_count depth for 3D textures or layer count otherwise.
4536 * \returns the size of a texture with this format and dimensions.
4537 *
4538 * \since This function is available since SDL 3.2.0.
4539 */
4540extern SDL_DECLSPEC Uint32 SDLCALL SDL_CalculateGPUTextureFormatSize(
4541 SDL_GPUTextureFormat format,
4542 Uint32 width,
4543 Uint32 height,
4544 Uint32 depth_or_layer_count);
4545
4546/**
4547 * Get the SDL pixel format corresponding to a GPU texture format.
4548 *
4549 * \param format a texture format.
4550 * \returns the corresponding pixel format, or SDL_PIXELFORMAT_UNKNOWN if
4551 * there is no corresponding pixel format.
4552 *
4553 * \since This function is available since SDL 3.4.0.
4554 */
4556
4557/**
4558 * Get the GPU texture format corresponding to an SDL pixel format.
4559 *
4560 * \param format a pixel format.
4561 * \returns the corresponding GPU texture format, or
4562 * SDL_GPU_TEXTUREFORMAT_INVALID if there is no corresponding GPU
4563 * texture format.
4564 *
4565 * \since This function is available since SDL 3.4.0.
4566 */
4568
4569#ifdef SDL_PLATFORM_GDK
4570
4571/**
4572 * Call this to suspend GPU operation on Xbox when you receive the
4573 * SDL_EVENT_DID_ENTER_BACKGROUND event.
4574 *
4575 * Do NOT call any SDL_GPU functions after calling this function! This must
4576 * also be called before calling SDL_GDKSuspendComplete.
4577 *
4578 * \param device a GPU context.
4579 *
4580 * \since This function is available since SDL 3.2.0.
4581 *
4582 * \sa SDL_AddEventWatch
4583 */
4584extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device);
4585
4586/**
4587 * Call this to resume GPU operation on Xbox when you receive the
4588 * SDL_EVENT_WILL_ENTER_FOREGROUND event.
4589 *
4590 * When resuming, this function MUST be called before calling any other
4591 * SDL_GPU functions.
4592 *
4593 * \param device a GPU context.
4594 *
4595 * \since This function is available since SDL 3.2.0.
4596 *
4597 * \sa SDL_AddEventWatch
4598 */
4599extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device);
4600
4601#endif /* SDL_PLATFORM_GDK */
4602
4603#ifdef __cplusplus
4604}
4605#endif /* __cplusplus */
4606#include <SDL3/SDL_close_code.h>
4607
4608#endif /* SDL_gpu_h_ */
void SDL_BindGPUComputeStorageTextures(SDL_GPUComputePass *compute_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings)
void SDL_EndGPUComputePass(SDL_GPUComputePass *compute_pass)
void SDL_DestroyGPUDevice(SDL_GPUDevice *device)
SDL_GPUSampleCount
Definition SDL_gpu.h:942
@ SDL_GPU_SAMPLECOUNT_2
Definition SDL_gpu.h:944
@ SDL_GPU_SAMPLECOUNT_8
Definition SDL_gpu.h:946
@ SDL_GPU_SAMPLECOUNT_1
Definition SDL_gpu.h:943
@ SDL_GPU_SAMPLECOUNT_4
Definition SDL_gpu.h:945
SDL_GPUTransferBuffer * SDL_CreateGPUTransferBuffer(SDL_GPUDevice *device, const SDL_GPUTransferBufferCreateInfo *createinfo)
SDL_GPUCubeMapFace
Definition SDL_gpu.h:958
@ SDL_GPU_CUBEMAPFACE_NEGATIVEY
Definition SDL_gpu.h:962
@ SDL_GPU_CUBEMAPFACE_POSITIVEY
Definition SDL_gpu.h:961
@ SDL_GPU_CUBEMAPFACE_NEGATIVEX
Definition SDL_gpu.h:960
@ SDL_GPU_CUBEMAPFACE_NEGATIVEZ
Definition SDL_gpu.h:964
@ SDL_GPU_CUBEMAPFACE_POSITIVEX
Definition SDL_gpu.h:959
@ SDL_GPU_CUBEMAPFACE_POSITIVEZ
Definition SDL_gpu.h:963
SDL_GPUDevice * SDL_CreateGPUDevice(SDL_GPUShaderFormat format_flags, bool debug_mode, const char *name)
void SDL_EndGPURenderPass(SDL_GPURenderPass *render_pass)
void SDL_ReleaseGPUComputePipeline(SDL_GPUDevice *device, SDL_GPUComputePipeline *compute_pipeline)
struct SDL_GPUTransferBuffer SDL_GPUTransferBuffer
Definition SDL_gpu.h:453
void SDL_PushGPUDebugGroup(SDL_GPUCommandBuffer *command_buffer, const char *name)
SDL_GPUFrontFace
Definition SDL_gpu.h:1158
@ SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE
Definition SDL_gpu.h:1159
@ SDL_GPU_FRONTFACE_CLOCKWISE
Definition SDL_gpu.h:1160
SDL_GPUDevice * SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
SDL_GPUVertexInputRate
Definition SDL_gpu.h:1117
@ SDL_GPU_VERTEXINPUTRATE_INSTANCE
Definition SDL_gpu.h:1119
@ SDL_GPU_VERTEXINPUTRATE_VERTEX
Definition SDL_gpu.h:1118
bool SDL_GPUTextureSupportsFormat(SDL_GPUDevice *device, SDL_GPUTextureFormat format, SDL_GPUTextureType type, SDL_GPUTextureUsageFlags usage)
SDL_GPUTexture * SDL_CreateGPUTexture(SDL_GPUDevice *device, const SDL_GPUTextureCreateInfo *createinfo)
bool SDL_SubmitGPUCommandBuffer(SDL_GPUCommandBuffer *command_buffer)
SDL_GPUPrimitiveType
Definition SDL_gpu.h:622
@ SDL_GPU_PRIMITIVETYPE_TRIANGLELIST
Definition SDL_gpu.h:623
@ SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP
Definition SDL_gpu.h:624
@ SDL_GPU_PRIMITIVETYPE_POINTLIST
Definition SDL_gpu.h:627
@ SDL_GPU_PRIMITIVETYPE_LINESTRIP
Definition SDL_gpu.h:626
@ SDL_GPU_PRIMITIVETYPE_LINELIST
Definition SDL_gpu.h:625
void SDL_DownloadFromGPUBuffer(SDL_GPUCopyPass *copy_pass, const SDL_GPUBufferRegion *source, const SDL_GPUTransferBufferLocation *destination)
SDL_GPUShader * SDL_CreateGPUShader(SDL_GPUDevice *device, const SDL_GPUShaderCreateInfo *createinfo)
void SDL_PushGPUFragmentUniformData(SDL_GPUCommandBuffer *command_buffer, Uint32 slot_index, const void *data, Uint32 length)
SDL_GPUCommandBuffer * SDL_AcquireGPUCommandBuffer(SDL_GPUDevice *device)
void SDL_EndGPUCopyPass(SDL_GPUCopyPass *copy_pass)
bool SDL_CancelGPUCommandBuffer(SDL_GPUCommandBuffer *command_buffer)
Uint32 SDL_GPUShaderFormat
Definition SDL_gpu.h:1033
void SDL_SetGPUTextureName(SDL_GPUDevice *device, SDL_GPUTexture *texture, const char *text)
struct SDL_GPURenderPass SDL_GPURenderPass
Definition SDL_gpu.h:560
SDL_GPUFillMode
Definition SDL_gpu.h:1130
@ SDL_GPU_FILLMODE_FILL
Definition SDL_gpu.h:1131
@ SDL_GPU_FILLMODE_LINE
Definition SDL_gpu.h:1132
SDL_GPUCopyPass * SDL_BeginGPUCopyPass(SDL_GPUCommandBuffer *command_buffer)
SDL_GPUIndexElementSize
Definition SDL_gpu.h:669
@ SDL_GPU_INDEXELEMENTSIZE_16BIT
Definition SDL_gpu.h:670
@ SDL_GPU_INDEXELEMENTSIZE_32BIT
Definition SDL_gpu.h:671
void SDL_PopGPUDebugGroup(SDL_GPUCommandBuffer *command_buffer)
void SDL_BindGPUVertexStorageTextures(SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings)
SDL_GPUBlendFactor
Definition SDL_gpu.h:1237
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA
Definition SDL_gpu.h:1246
@ SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
Definition SDL_gpu.h:1249
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR
Definition SDL_gpu.h:1244
@ SDL_GPU_BLENDFACTOR_INVALID
Definition SDL_gpu.h:1238
@ SDL_GPU_BLENDFACTOR_DST_ALPHA
Definition SDL_gpu.h:1247
@ SDL_GPU_BLENDFACTOR_ZERO
Definition SDL_gpu.h:1239
@ SDL_GPU_BLENDFACTOR_DST_COLOR
Definition SDL_gpu.h:1243
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA
Definition SDL_gpu.h:1248
@ SDL_GPU_BLENDFACTOR_SRC_ALPHA
Definition SDL_gpu.h:1245
@ SDL_GPU_BLENDFACTOR_SRC_COLOR
Definition SDL_gpu.h:1241
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR
Definition SDL_gpu.h:1242
@ SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE
Definition SDL_gpu.h:1251
@ SDL_GPU_BLENDFACTOR_ONE
Definition SDL_gpu.h:1240
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
Definition SDL_gpu.h:1250
const char * SDL_GetGPUDriver(int index)
SDL_GPUCullMode
Definition SDL_gpu.h:1143
@ SDL_GPU_CULLMODE_FRONT
Definition SDL_gpu.h:1145
@ SDL_GPU_CULLMODE_NONE
Definition SDL_gpu.h:1144
@ SDL_GPU_CULLMODE_BACK
Definition SDL_gpu.h:1146
void SDL_CopyGPUBufferToBuffer(SDL_GPUCopyPass *copy_pass, const SDL_GPUBufferLocation *source, const SDL_GPUBufferLocation *destination, Uint32 size, bool cycle)
void SDL_InsertGPUDebugLabel(SDL_GPUCommandBuffer *command_buffer, const char *text)
bool SDL_WaitForGPUIdle(SDL_GPUDevice *device)
SDL_GPUStoreOp
Definition SDL_gpu.h:654
@ SDL_GPU_STOREOP_RESOLVE_AND_STORE
Definition SDL_gpu.h:658
@ SDL_GPU_STOREOP_STORE
Definition SDL_gpu.h:655
@ SDL_GPU_STOREOP_DONT_CARE
Definition SDL_gpu.h:656
@ SDL_GPU_STOREOP_RESOLVE
Definition SDL_gpu.h:657
SDL_GPUShaderFormat SDL_GetGPUShaderFormats(SDL_GPUDevice *device)
void SDL_BindGPUFragmentStorageTextures(SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings)
void SDL_DispatchGPUComputeIndirect(SDL_GPUComputePass *compute_pass, SDL_GPUBuffer *buffer, Uint32 offset)
SDL_GPUSamplerMipmapMode
Definition SDL_gpu.h:1289
@ SDL_GPU_SAMPLERMIPMAPMODE_NEAREST
Definition SDL_gpu.h:1290
@ SDL_GPU_SAMPLERMIPMAPMODE_LINEAR
Definition SDL_gpu.h:1291
bool SDL_ClaimWindowForGPUDevice(SDL_GPUDevice *device, SDL_Window *window)
struct SDL_GPUSampler SDL_GPUSampler
Definition SDL_gpu.h:485
struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer
Definition SDL_gpu.h:547
SDL_GPULoadOp
Definition SDL_gpu.h:639
@ SDL_GPU_LOADOP_DONT_CARE
Definition SDL_gpu.h:642
@ SDL_GPU_LOADOP_CLEAR
Definition SDL_gpu.h:641
@ SDL_GPU_LOADOP_LOAD
Definition SDL_gpu.h:640
SDL_GPUStencilOp
Definition SDL_gpu.h:1192
@ SDL_GPU_STENCILOP_DECREMENT_AND_WRAP
Definition SDL_gpu.h:1201
@ SDL_GPU_STENCILOP_ZERO
Definition SDL_gpu.h:1195
@ SDL_GPU_STENCILOP_KEEP
Definition SDL_gpu.h:1194
@ SDL_GPU_STENCILOP_INVERT
Definition SDL_gpu.h:1199
@ SDL_GPU_STENCILOP_REPLACE
Definition SDL_gpu.h:1196
@ SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP
Definition SDL_gpu.h:1198
@ SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP
Definition SDL_gpu.h:1197
@ SDL_GPU_STENCILOP_INCREMENT_AND_WRAP
Definition SDL_gpu.h:1200
@ SDL_GPU_STENCILOP_INVALID
Definition SDL_gpu.h:1193
struct SDL_GPUFence SDL_GPUFence
Definition SDL_gpu.h:598
Uint32 SDL_GPUTextureFormatTexelBlockSize(SDL_GPUTextureFormat format)
SDL_GPUBlendOp
Definition SDL_gpu.h:1216
@ SDL_GPU_BLENDOP_MIN
Definition SDL_gpu.h:1221
@ SDL_GPU_BLENDOP_INVALID
Definition SDL_gpu.h:1217
@ SDL_GPU_BLENDOP_MAX
Definition SDL_gpu.h:1222
@ SDL_GPU_BLENDOP_REVERSE_SUBTRACT
Definition SDL_gpu.h:1220
@ SDL_GPU_BLENDOP_SUBTRACT
Definition SDL_gpu.h:1219
@ SDL_GPU_BLENDOP_ADD
Definition SDL_gpu.h:1218
void SDL_DrawGPUPrimitives(SDL_GPURenderPass *render_pass, Uint32 num_vertices, Uint32 num_instances, Uint32 first_vertex, Uint32 first_instance)
bool SDL_WindowSupportsGPUPresentMode(SDL_GPUDevice *device, SDL_Window *window, SDL_GPUPresentMode present_mode)
int SDL_GetNumGPUDrivers(void)
void SDL_ReleaseGPUSampler(SDL_GPUDevice *device, SDL_GPUSampler *sampler)
void SDL_GenerateMipmapsForGPUTexture(SDL_GPUCommandBuffer *command_buffer, SDL_GPUTexture *texture)
void SDL_BindGPUComputeStorageBuffers(SDL_GPUComputePass *compute_pass, Uint32 first_slot, SDL_GPUBuffer *const *storage_buffers, Uint32 num_bindings)
SDL_GPUGraphicsPipeline * SDL_CreateGPUGraphicsPipeline(SDL_GPUDevice *device, const SDL_GPUGraphicsPipelineCreateInfo *createinfo)
Uint8 SDL_GPUColorComponentFlags
Definition SDL_gpu.h:1261
SDL_GPUSampler * SDL_CreateGPUSampler(SDL_GPUDevice *device, const SDL_GPUSamplerCreateInfo *createinfo)
void SDL_SetGPUStencilReference(SDL_GPURenderPass *render_pass, Uint8 reference)
struct SDL_GPUGraphicsPipeline SDL_GPUGraphicsPipeline
Definition SDL_gpu.h:522
void SDL_SetGPUBlendConstants(SDL_GPURenderPass *render_pass, SDL_FColor blend_constants)
void SDL_DispatchGPUCompute(SDL_GPUComputePass *compute_pass, Uint32 groupcount_x, Uint32 groupcount_y, Uint32 groupcount_z)
bool SDL_WindowSupportsGPUSwapchainComposition(SDL_GPUDevice *device, SDL_Window *window, SDL_GPUSwapchainComposition swapchain_composition)
void SDL_ReleaseGPUTexture(SDL_GPUDevice *device, SDL_GPUTexture *texture)
void SDL_UnmapGPUTransferBuffer(SDL_GPUDevice *device, SDL_GPUTransferBuffer *transfer_buffer)
void SDL_PushGPUVertexUniformData(SDL_GPUCommandBuffer *command_buffer, Uint32 slot_index, const void *data, Uint32 length)
SDL_GPUVertexElementFormat
Definition SDL_gpu.h:1051
@ SDL_GPU_VERTEXELEMENTFORMAT_INT4
Definition SDL_gpu.h:1058
@ SDL_GPU_VERTEXELEMENTFORMAT_INT
Definition SDL_gpu.h:1055
@ SDL_GPU_VERTEXELEMENTFORMAT_INVALID
Definition SDL_gpu.h:1052
@ SDL_GPU_VERTEXELEMENTFORMAT_HALF2
Definition SDL_gpu.h:1105
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE2
Definition SDL_gpu.h:1073
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4
Definition SDL_gpu.h:1078
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT4
Definition SDL_gpu.h:1094
@ SDL_GPU_VERTEXELEMENTFORMAT_INT2
Definition SDL_gpu.h:1056
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM
Definition SDL_gpu.h:1081
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT2
Definition SDL_gpu.h:1062
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE4
Definition SDL_gpu.h:1074
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM
Definition SDL_gpu.h:1097
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4
Definition SDL_gpu.h:1070
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM
Definition SDL_gpu.h:1085
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT3
Definition SDL_gpu.h:1063
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT
Definition SDL_gpu.h:1061
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT4
Definition SDL_gpu.h:1064
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM
Definition SDL_gpu.h:1101
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3
Definition SDL_gpu.h:1069
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2
Definition SDL_gpu.h:1077
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2
Definition SDL_gpu.h:1068
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT4
Definition SDL_gpu.h:1090
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT
Definition SDL_gpu.h:1067
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT2
Definition SDL_gpu.h:1089
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM
Definition SDL_gpu.h:1082
@ SDL_GPU_VERTEXELEMENTFORMAT_HALF4
Definition SDL_gpu.h:1106
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT2
Definition SDL_gpu.h:1093
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM
Definition SDL_gpu.h:1086
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM
Definition SDL_gpu.h:1098
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM
Definition SDL_gpu.h:1102
@ SDL_GPU_VERTEXELEMENTFORMAT_INT3
Definition SDL_gpu.h:1057
SDL_PixelFormat SDL_GetPixelFormatFromGPUTextureFormat(SDL_GPUTextureFormat format)
void SDL_BindGPUComputeSamplers(SDL_GPUComputePass *compute_pass, Uint32 first_slot, const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, Uint32 num_bindings)
void SDL_ReleaseGPUShader(SDL_GPUDevice *device, SDL_GPUShader *shader)
void SDL_BlitGPUTexture(SDL_GPUCommandBuffer *command_buffer, const SDL_GPUBlitInfo *info)
struct SDL_GPUComputePipeline SDL_GPUComputePipeline
Definition SDL_gpu.h:509
SDL_GPURenderPass * SDL_BeginGPURenderPass(SDL_GPUCommandBuffer *command_buffer, const SDL_GPUColorTargetInfo *color_target_infos, Uint32 num_color_targets, const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info)
void SDL_BindGPUComputePipeline(SDL_GPUComputePass *compute_pass, SDL_GPUComputePipeline *compute_pipeline)
struct SDL_GPUTexture SDL_GPUTexture
Definition SDL_gpu.h:473
void SDL_ReleaseGPUBuffer(SDL_GPUDevice *device, SDL_GPUBuffer *buffer)
Uint32 SDL_GPUTextureUsageFlags
Definition SDL_gpu.h:904
void SDL_ReleaseGPUFence(SDL_GPUDevice *device, SDL_GPUFence *fence)
Uint32 SDL_GPUBufferUsageFlags
Definition SDL_gpu.h:986
SDL_GPUComputePass * SDL_BeginGPUComputePass(SDL_GPUCommandBuffer *command_buffer, const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings, Uint32 num_storage_texture_bindings, const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings, Uint32 num_storage_buffer_bindings)
SDL_GPUPresentMode
Definition SDL_gpu.h:1335
@ SDL_GPU_PRESENTMODE_VSYNC
Definition SDL_gpu.h:1336
@ SDL_GPU_PRESENTMODE_IMMEDIATE
Definition SDL_gpu.h:1337
@ SDL_GPU_PRESENTMODE_MAILBOX
Definition SDL_gpu.h:1338
void SDL_BindGPUVertexBuffers(SDL_GPURenderPass *render_pass, Uint32 first_slot, const SDL_GPUBufferBinding *bindings, Uint32 num_bindings)
void SDL_CopyGPUTextureToTexture(SDL_GPUCopyPass *copy_pass, const SDL_GPUTextureLocation *source, const SDL_GPUTextureLocation *destination, Uint32 w, Uint32 h, Uint32 d, bool cycle)
void SDL_BindGPUIndexBuffer(SDL_GPURenderPass *render_pass, const SDL_GPUBufferBinding *binding, SDL_GPUIndexElementSize index_element_size)
SDL_GPUBuffer * SDL_CreateGPUBuffer(SDL_GPUDevice *device, const SDL_GPUBufferCreateInfo *createinfo)
void SDL_UploadToGPUBuffer(SDL_GPUCopyPass *copy_pass, const SDL_GPUTransferBufferLocation *source, const SDL_GPUBufferRegion *destination, bool cycle)
bool SDL_WaitAndAcquireGPUSwapchainTexture(SDL_GPUCommandBuffer *command_buffer, SDL_Window *window, SDL_GPUTexture **swapchain_texture, Uint32 *swapchain_texture_width, Uint32 *swapchain_texture_height)
bool SDL_GPUTextureSupportsSampleCount(SDL_GPUDevice *device, SDL_GPUTextureFormat format, SDL_GPUSampleCount sample_count)
bool SDL_SetGPUAllowedFramesInFlight(SDL_GPUDevice *device, Uint32 allowed_frames_in_flight)
bool SDL_AcquireGPUSwapchainTexture(SDL_GPUCommandBuffer *command_buffer, SDL_Window *window, SDL_GPUTexture **swapchain_texture, Uint32 *swapchain_texture_width, Uint32 *swapchain_texture_height)
struct SDL_GPUBuffer SDL_GPUBuffer
Definition SDL_gpu.h:435
SDL_GPUCompareOp
Definition SDL_gpu.h:1171
@ SDL_GPU_COMPAREOP_NEVER
Definition SDL_gpu.h:1173
@ SDL_GPU_COMPAREOP_INVALID
Definition SDL_gpu.h:1172
@ SDL_GPU_COMPAREOP_GREATER
Definition SDL_gpu.h:1177
@ SDL_GPU_COMPAREOP_LESS
Definition SDL_gpu.h:1174
@ SDL_GPU_COMPAREOP_GREATER_OR_EQUAL
Definition SDL_gpu.h:1179
@ SDL_GPU_COMPAREOP_ALWAYS
Definition SDL_gpu.h:1180
@ SDL_GPU_COMPAREOP_LESS_OR_EQUAL
Definition SDL_gpu.h:1176
@ SDL_GPU_COMPAREOP_NOT_EQUAL
Definition SDL_gpu.h:1178
@ SDL_GPU_COMPAREOP_EQUAL
Definition SDL_gpu.h:1175
void SDL_BindGPUVertexSamplers(SDL_GPURenderPass *render_pass, Uint32 first_slot, const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, Uint32 num_bindings)
struct SDL_GPUCopyPass SDL_GPUCopyPass
Definition SDL_gpu.h:586
bool SDL_WaitForGPUFences(SDL_GPUDevice *device, bool wait_all, SDL_GPUFence *const *fences, Uint32 num_fences)
SDL_GPUComputePipeline * SDL_CreateGPUComputePipeline(SDL_GPUDevice *device, const SDL_GPUComputePipelineCreateInfo *createinfo)
bool SDL_QueryGPUFence(SDL_GPUDevice *device, SDL_GPUFence *fence)
SDL_GPUFence * SDL_SubmitGPUCommandBufferAndAcquireFence(SDL_GPUCommandBuffer *command_buffer)
void SDL_DrawGPUIndexedPrimitives(SDL_GPURenderPass *render_pass, Uint32 num_indices, Uint32 num_instances, Uint32 first_index, Sint32 vertex_offset, Uint32 first_instance)
SDL_GPUFilter
Definition SDL_gpu.h:1276
@ SDL_GPU_FILTER_NEAREST
Definition SDL_gpu.h:1277
@ SDL_GPU_FILTER_LINEAR
Definition SDL_gpu.h:1278
SDL_GPUTransferBufferUsage
Definition SDL_gpu.h:1006
@ SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD
Definition SDL_gpu.h:1008
@ SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD
Definition SDL_gpu.h:1007
void SDL_DrawGPUPrimitivesIndirect(SDL_GPURenderPass *render_pass, SDL_GPUBuffer *buffer, Uint32 offset, Uint32 draw_count)
void SDL_BindGPUGraphicsPipeline(SDL_GPURenderPass *render_pass, SDL_GPUGraphicsPipeline *graphics_pipeline)
void SDL_SetGPUViewport(SDL_GPURenderPass *render_pass, const SDL_GPUViewport *viewport)
struct SDL_GPUShader SDL_GPUShader
Definition SDL_gpu.h:496
SDL_GPUTextureFormat SDL_GetGPUSwapchainTextureFormat(SDL_GPUDevice *device, SDL_Window *window)
SDL_PropertiesID SDL_GetGPUDeviceProperties(SDL_GPUDevice *device)
bool SDL_SetGPUSwapchainParameters(SDL_GPUDevice *device, SDL_Window *window, SDL_GPUSwapchainComposition swapchain_composition, SDL_GPUPresentMode present_mode)
SDL_GPUSwapchainComposition
Definition SDL_gpu.h:1368
@ SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2084
Definition SDL_gpu.h:1372
@ SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR
Definition SDL_gpu.h:1370
@ SDL_GPU_SWAPCHAINCOMPOSITION_SDR
Definition SDL_gpu.h:1369
@ SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR
Definition SDL_gpu.h:1371
void SDL_PushGPUComputeUniformData(SDL_GPUCommandBuffer *command_buffer, Uint32 slot_index, const void *data, Uint32 length)
bool SDL_WaitForGPUSwapchain(SDL_GPUDevice *device, SDL_Window *window)
void SDL_SetGPUScissor(SDL_GPURenderPass *render_pass, const SDL_Rect *scissor)
void SDL_ReleaseGPUTransferBuffer(SDL_GPUDevice *device, SDL_GPUTransferBuffer *transfer_buffer)
SDL_GPUShaderStage
Definition SDL_gpu.h:1019
@ SDL_GPU_SHADERSTAGE_FRAGMENT
Definition SDL_gpu.h:1021
@ SDL_GPU_SHADERSTAGE_VERTEX
Definition SDL_gpu.h:1020
void SDL_ReleaseWindowFromGPUDevice(SDL_GPUDevice *device, SDL_Window *window)
void SDL_SetGPUBufferName(SDL_GPUDevice *device, SDL_GPUBuffer *buffer, const char *text)
SDL_GPUTextureFormat SDL_GetGPUTextureFormatFromPixelFormat(SDL_PixelFormat format)
void SDL_BindGPUFragmentStorageBuffers(SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUBuffer *const *storage_buffers, Uint32 num_bindings)
const char * SDL_GetGPUDeviceDriver(SDL_GPUDevice *device)
SDL_GPUTextureType
Definition SDL_gpu.h:922
@ SDL_GPU_TEXTURETYPE_CUBE_ARRAY
Definition SDL_gpu.h:927
@ SDL_GPU_TEXTURETYPE_3D
Definition SDL_gpu.h:925
@ SDL_GPU_TEXTURETYPE_CUBE
Definition SDL_gpu.h:926
@ SDL_GPU_TEXTURETYPE_2D
Definition SDL_gpu.h:923
@ SDL_GPU_TEXTURETYPE_2D_ARRAY
Definition SDL_gpu.h:924
void SDL_UploadToGPUTexture(SDL_GPUCopyPass *copy_pass, const SDL_GPUTextureTransferInfo *source, const SDL_GPUTextureRegion *destination, bool cycle)
Uint32 SDL_CalculateGPUTextureFormatSize(SDL_GPUTextureFormat format, Uint32 width, Uint32 height, Uint32 depth_or_layer_count)
void SDL_DrawGPUIndexedPrimitivesIndirect(SDL_GPURenderPass *render_pass, SDL_GPUBuffer *buffer, Uint32 offset, Uint32 draw_count)
void SDL_BindGPUFragmentSamplers(SDL_GPURenderPass *render_pass, Uint32 first_slot, const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, Uint32 num_bindings)
SDL_GPUSamplerAddressMode
Definition SDL_gpu.h:1303
@ SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT
Definition SDL_gpu.h:1305
@ SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE
Definition SDL_gpu.h:1306
@ SDL_GPU_SAMPLERADDRESSMODE_REPEAT
Definition SDL_gpu.h:1304
void SDL_ReleaseGPUGraphicsPipeline(SDL_GPUDevice *device, SDL_GPUGraphicsPipeline *graphics_pipeline)
SDL_GPUTextureFormat
Definition SDL_gpu.h:760
@ SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM
Definition SDL_gpu.h:775
@ SDL_GPU_TEXTUREFORMAT_D16_UNORM
Definition SDL_gpu.h:832
@ SDL_GPU_TEXTUREFORMAT_R16G16_INT
Definition SDL_gpu.h:818
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT
Definition SDL_gpu.h:809
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x6_FLOAT
Definition SDL_gpu.h:877
@ SDL_GPU_TEXTUREFORMAT_R8_UINT
Definition SDL_gpu.h:804
@ SDL_GPU_TEXTUREFORMAT_R8G8_SNORM
Definition SDL_gpu.h:789
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM
Definition SDL_gpu.h:770
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM
Definition SDL_gpu.h:840
@ SDL_GPU_TEXTUREFORMAT_A8_UNORM
Definition SDL_gpu.h:764
@ SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT
Definition SDL_gpu.h:784
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM_SRGB
Definition SDL_gpu.h:857
@ SDL_GPU_TEXTUREFORMAT_R16_UINT
Definition SDL_gpu.h:807
@ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM
Definition SDL_gpu.h:838
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM
Definition SDL_gpu.h:793
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM
Definition SDL_gpu.h:846
@ SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM
Definition SDL_gpu.h:781
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM
Definition SDL_gpu.h:841
@ SDL_GPU_TEXTUREFORMAT_R32_INT
Definition SDL_gpu.h:820
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x6_FLOAT
Definition SDL_gpu.h:874
@ SDL_GPU_TEXTUREFORMAT_R16_INT
Definition SDL_gpu.h:817
@ SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT
Definition SDL_gpu.h:812
@ SDL_GPU_TEXTUREFORMAT_R32G32_INT
Definition SDL_gpu.h:821
@ SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM
Definition SDL_gpu.h:780
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x10_FLOAT
Definition SDL_gpu.h:880
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM_SRGB
Definition SDL_gpu.h:861
@ SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT
Definition SDL_gpu.h:799
@ SDL_GPU_TEXTUREFORMAT_R32_UINT
Definition SDL_gpu.h:810
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM_SRGB
Definition SDL_gpu.h:856
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB
Definition SDL_gpu.h:824
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM
Definition SDL_gpu.h:790
@ SDL_GPU_TEXTUREFORMAT_R16_UNORM
Definition SDL_gpu.h:768
@ SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT
Definition SDL_gpu.h:836
@ SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT
Definition SDL_gpu.h:786
@ SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM
Definition SDL_gpu.h:782
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM
Definition SDL_gpu.h:847
@ SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM
Definition SDL_gpu.h:778
@ SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT
Definition SDL_gpu.h:800
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x6_FLOAT
Definition SDL_gpu.h:872
@ SDL_GPU_TEXTUREFORMAT_R8_SNORM
Definition SDL_gpu.h:788
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x8_FLOAT
Definition SDL_gpu.h:875
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM_SRGB
Definition SDL_gpu.h:864
@ SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB
Definition SDL_gpu.h:827
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM_SRGB
Definition SDL_gpu.h:860
@ SDL_GPU_TEXTUREFORMAT_R8_UNORM
Definition SDL_gpu.h:765
@ SDL_GPU_TEXTUREFORMAT_D24_UNORM
Definition SDL_gpu.h:833
@ SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB
Definition SDL_gpu.h:828
@ SDL_GPU_TEXTUREFORMAT_INVALID
Definition SDL_gpu.h:761
@ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM_SRGB
Definition SDL_gpu.h:853
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM_SRGB
Definition SDL_gpu.h:855
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x12_FLOAT
Definition SDL_gpu.h:881
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM_SRGB
Definition SDL_gpu.h:854
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x8_FLOAT
Definition SDL_gpu.h:878
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x4_FLOAT
Definition SDL_gpu.h:869
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x5_FLOAT
Definition SDL_gpu.h:873
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM_SRGB
Definition SDL_gpu.h:859
@ SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM
Definition SDL_gpu.h:779
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM
Definition SDL_gpu.h:849
@ SDL_GPU_TEXTUREFORMAT_R16G16_SNORM
Definition SDL_gpu.h:792
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM
Definition SDL_gpu.h:844
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x10_FLOAT
Definition SDL_gpu.h:879
@ SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM
Definition SDL_gpu.h:774
@ SDL_GPU_TEXTUREFORMAT_R8G8_INT
Definition SDL_gpu.h:815
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM
Definition SDL_gpu.h:839
@ SDL_GPU_TEXTUREFORMAT_D32_FLOAT
Definition SDL_gpu.h:834
@ SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT
Definition SDL_gpu.h:822
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM
Definition SDL_gpu.h:850
@ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_FLOAT
Definition SDL_gpu.h:868
@ SDL_GPU_TEXTUREFORMAT_R8_INT
Definition SDL_gpu.h:814
@ SDL_GPU_TEXTUREFORMAT_R8G8_UINT
Definition SDL_gpu.h:805
@ SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT
Definition SDL_gpu.h:796
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM
Definition SDL_gpu.h:848
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM
Definition SDL_gpu.h:851
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM_SRGB
Definition SDL_gpu.h:865
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM_SRGB
Definition SDL_gpu.h:858
@ SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM
Definition SDL_gpu.h:773
@ SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB
Definition SDL_gpu.h:829
@ SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM
Definition SDL_gpu.h:777
@ SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB
Definition SDL_gpu.h:830
@ SDL_GPU_TEXTUREFORMAT_R32_FLOAT
Definition SDL_gpu.h:798
@ SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT
Definition SDL_gpu.h:835
@ SDL_GPU_TEXTUREFORMAT_R32G32_UINT
Definition SDL_gpu.h:811
@ SDL_GPU_TEXTUREFORMAT_R8G8_UNORM
Definition SDL_gpu.h:766
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x5_FLOAT
Definition SDL_gpu.h:870
@ SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB
Definition SDL_gpu.h:825
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM_SRGB
Definition SDL_gpu.h:863
@ SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM
Definition SDL_gpu.h:772
@ SDL_GPU_TEXTUREFORMAT_R16G16_UNORM
Definition SDL_gpu.h:769
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM
Definition SDL_gpu.h:767
@ SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT
Definition SDL_gpu.h:802
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x5_FLOAT
Definition SDL_gpu.h:876
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT
Definition SDL_gpu.h:819
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM
Definition SDL_gpu.h:842
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT
Definition SDL_gpu.h:806
@ SDL_GPU_TEXTUREFORMAT_R16G16_UINT
Definition SDL_gpu.h:808
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT
Definition SDL_gpu.h:797
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM
Definition SDL_gpu.h:845
@ SDL_GPU_TEXTUREFORMAT_R16_SNORM
Definition SDL_gpu.h:791
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT
Definition SDL_gpu.h:816
@ SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM
Definition SDL_gpu.h:771
@ SDL_GPU_TEXTUREFORMAT_R16_FLOAT
Definition SDL_gpu.h:795
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM_SRGB
Definition SDL_gpu.h:862
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM_SRGB
Definition SDL_gpu.h:866
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x5_FLOAT
Definition SDL_gpu.h:871
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM
Definition SDL_gpu.h:843
struct SDL_GPUComputePass SDL_GPUComputePass
Definition SDL_gpu.h:573
bool SDL_GPUSupportsProperties(SDL_PropertiesID props)
bool SDL_GPUSupportsShaderFormats(SDL_GPUShaderFormat format_flags, const char *name)
void * SDL_MapGPUTransferBuffer(SDL_GPUDevice *device, SDL_GPUTransferBuffer *transfer_buffer, bool cycle)
void SDL_BindGPUVertexStorageBuffers(SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUBuffer *const *storage_buffers, Uint32 num_bindings)
struct SDL_GPUDevice SDL_GPUDevice
Definition SDL_gpu.h:411
void SDL_DownloadFromGPUTexture(SDL_GPUCopyPass *copy_pass, const SDL_GPUTextureRegion *source, const SDL_GPUTextureTransferInfo *destination)
SDL_PixelFormat
Definition SDL_pixels.h:549
Uint32 SDL_PropertiesID
uint8_t Uint8
Definition SDL_stdinc.h:446
int32_t Sint32
Definition SDL_stdinc.h:473
SDL_MALLOC size_t size
uint32_t Uint32
Definition SDL_stdinc.h:482
SDL_FlipMode
struct SDL_Window SDL_Window
Definition SDL_video.h:175
static SDL_Window * window
Definition hello.c:16
SDL_FlipMode flip_mode
Definition SDL_gpu.h:2109
SDL_FColor clear_color
Definition SDL_gpu.h:2108
SDL_GPUFilter filter
Definition SDL_gpu.h:2110
SDL_GPUBlitRegion source
Definition SDL_gpu.h:2105
SDL_GPUBlitRegion destination
Definition SDL_gpu.h:2106
SDL_GPULoadOp load_op
Definition SDL_gpu.h:2107
SDL_GPUTexture * texture
Definition SDL_gpu.h:1491
Uint32 layer_or_depth_plane
Definition SDL_gpu.h:1493
SDL_GPUBuffer * buffer
Definition SDL_gpu.h:2129
SDL_PropertiesID props
Definition SDL_gpu.h:1802
SDL_GPUBufferUsageFlags usage
Definition SDL_gpu.h:1799
SDL_GPUBuffer * buffer
Definition SDL_gpu.h:1511
SDL_GPUBuffer * buffer
Definition SDL_gpu.h:1527
SDL_GPUBlendOp color_blend_op
Definition SDL_gpu.h:1721
SDL_GPUColorComponentFlags color_write_mask
Definition SDL_gpu.h:1725
SDL_GPUBlendFactor src_alpha_blendfactor
Definition SDL_gpu.h:1722
SDL_GPUBlendOp alpha_blend_op
Definition SDL_gpu.h:1724
SDL_GPUBlendFactor dst_alpha_blendfactor
Definition SDL_gpu.h:1723
SDL_GPUBlendFactor src_color_blendfactor
Definition SDL_gpu.h:1719
SDL_GPUBlendFactor dst_color_blendfactor
Definition SDL_gpu.h:1720
SDL_GPUColorTargetBlendState blend_state
Definition SDL_gpu.h:1904
SDL_GPUTextureFormat format
Definition SDL_gpu.h:1903
SDL_FColor clear_color
Definition SDL_gpu.h:2024
SDL_GPUTexture * texture
Definition SDL_gpu.h:2021
SDL_GPULoadOp load_op
Definition SDL_gpu.h:2025
SDL_GPUTexture * resolve_texture
Definition SDL_gpu.h:2027
SDL_GPUStoreOp store_op
Definition SDL_gpu.h:2026
SDL_GPUShaderFormat format
Definition SDL_gpu.h:1969
SDL_GPUStencilOpState back_stencil_state
Definition SDL_gpu.h:1881
SDL_GPUCompareOp compare_op
Definition SDL_gpu.h:1880
SDL_GPUStencilOpState front_stencil_state
Definition SDL_gpu.h:1882
SDL_GPUTexture * texture
Definition SDL_gpu.h:2085
SDL_GPUStoreOp stencil_store_op
Definition SDL_gpu.h:2090
SDL_GPULoadOp stencil_load_op
Definition SDL_gpu.h:2089
SDL_GPUMultisampleState multisample_state
Definition SDL_gpu.h:1949
SDL_GPUPrimitiveType primitive_type
Definition SDL_gpu.h:1947
SDL_GPUDepthStencilState depth_stencil_state
Definition SDL_gpu.h:1950
SDL_GPUGraphicsPipelineTargetInfo target_info
Definition SDL_gpu.h:1951
SDL_GPUVertexInputState vertex_input_state
Definition SDL_gpu.h:1946
SDL_GPURasterizerState rasterizer_state
Definition SDL_gpu.h:1948
SDL_GPUTextureFormat depth_stencil_format
Definition SDL_gpu.h:1921
const SDL_GPUColorTargetDescription * color_target_descriptions
Definition SDL_gpu.h:1919
SDL_GPUSampleCount sample_count
Definition SDL_gpu.h:1862
SDL_GPUFrontFace front_face
Definition SDL_gpu.h:1842
SDL_GPUCullMode cull_mode
Definition SDL_gpu.h:1841
float depth_bias_constant_factor
Definition SDL_gpu.h:1843
SDL_GPUFillMode fill_mode
Definition SDL_gpu.h:1840
SDL_GPUFilter mag_filter
Definition SDL_gpu.h:1610
SDL_GPUSamplerAddressMode address_mode_u
Definition SDL_gpu.h:1612
SDL_GPUSamplerMipmapMode mipmap_mode
Definition SDL_gpu.h:1611
SDL_GPUSamplerAddressMode address_mode_v
Definition SDL_gpu.h:1613
SDL_GPUSamplerAddressMode address_mode_w
Definition SDL_gpu.h:1614
SDL_GPUFilter min_filter
Definition SDL_gpu.h:1609
SDL_PropertiesID props
Definition SDL_gpu.h:1625
SDL_GPUCompareOp compare_op
Definition SDL_gpu.h:1617
SDL_PropertiesID props
Definition SDL_gpu.h:1754
SDL_GPUShaderFormat format
Definition SDL_gpu.h:1747
const Uint8 * code
Definition SDL_gpu.h:1745
const char * entrypoint
Definition SDL_gpu.h:1746
SDL_GPUShaderStage stage
Definition SDL_gpu.h:1748
SDL_GPUStencilOp fail_op
Definition SDL_gpu.h:1701
SDL_GPUStencilOp depth_fail_op
Definition SDL_gpu.h:1703
SDL_GPUStencilOp pass_op
Definition SDL_gpu.h:1702
SDL_GPUCompareOp compare_op
Definition SDL_gpu.h:1704
SDL_PropertiesID props
Definition SDL_gpu.h:1783
SDL_GPUTextureUsageFlags usage
Definition SDL_gpu.h:1776
SDL_GPUTextureFormat format
Definition SDL_gpu.h:1775
SDL_GPUTextureType type
Definition SDL_gpu.h:1774
SDL_GPUSampleCount sample_count
Definition SDL_gpu.h:1781
SDL_GPUTexture * texture
Definition SDL_gpu.h:1450
SDL_GPUTexture * texture
Definition SDL_gpu.h:1471
SDL_GPUSampler * sampler
Definition SDL_gpu.h:2146
SDL_GPUTexture * texture
Definition SDL_gpu.h:2145
SDL_GPUTransferBuffer * transfer_buffer
Definition SDL_gpu.h:1417
SDL_GPUTransferBufferUsage usage
Definition SDL_gpu.h:1814
SDL_GPUTransferBuffer * transfer_buffer
Definition SDL_gpu.h:1435
SDL_GPUVertexElementFormat format
Definition SDL_gpu.h:1670
SDL_GPUVertexInputRate input_rate
Definition SDL_gpu.h:1650
const SDL_GPUVertexAttribute * vertex_attributes
Definition SDL_gpu.h:1688
const SDL_GPUVertexBufferDescription * vertex_buffer_descriptions
Definition SDL_gpu.h:1686
void * vulkan_10_physical_device_features
Definition SDL_gpu.h:2408
Uint32 instance_extension_count
Definition SDL_gpu.h:2411
Uint32 vulkan_api_version
Definition SDL_gpu.h:2406
const char ** device_extension_names
Definition SDL_gpu.h:2410
Uint32 device_extension_count
Definition SDL_gpu.h:2409
const char ** instance_extension_names
Definition SDL_gpu.h:2412