SDL 3.0
SDL_gpu.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/* WIKI CATEGORY: GPU */
23
24/**
25 * # CategoryGPU
26 *
27 * The GPU API offers a cross-platform way for apps to talk to modern graphics
28 * hardware. It offers both 3D graphics and compute support, in the style of
29 * Metal, Vulkan, and Direct3D 12.
30 *
31 * A basic workflow might be something like this:
32 *
33 * The app creates a GPU device with SDL_CreateGPUDevice(), and assigns it to
34 * a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you
35 * can render offscreen entirely, perhaps for image processing, and not use a
36 * window at all.
37 *
38 * Next the app prepares static data (things that are created once and used
39 * over and over). For example:
40 *
41 * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
42 * - Vertex buffers (arrays of geometry data) and other data rendering will
43 * need: use SDL_UploadToGPUBuffer().
44 * - Textures (images): use SDL_UploadToGPUTexture().
45 * - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
46 * - Render pipelines (precalculated rendering state): use
47 * SDL_CreateGPUGraphicsPipeline()
48 *
49 * To render, the app creates one or more command buffers, with
50 * SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering
51 * instructions that will be submitted to the GPU in batch. Complex scenes can
52 * use multiple command buffers, maybe configured across multiple threads in
53 * parallel, as long as they are submitted in the correct order, but many apps
54 * will just need one command buffer per frame.
55 *
56 * Rendering can happen to a texture (what other APIs call a "render target")
57 * or it can happen to the swapchain texture (which is just a special texture
58 * that represents a window's contents). The app can use
59 * SDL_WaitAndAcquireGPUSwapchainTexture() to render to the window.
60 *
61 * Rendering actually happens in a Render Pass, which is encoded into a
62 * command buffer. One can encode multiple render passes (or alternate between
63 * render and compute passes) in a single command buffer, but many apps might
64 * simply need a single render pass in a single command buffer. Render Passes
65 * can render to up to four color textures and one depth texture
66 * simultaneously. If the set of textures being rendered to needs to change,
67 * the Render Pass must be ended and a new one must be begun.
68 *
69 * The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for
70 * each draw:
71 *
72 * - SDL_BindGPUGraphicsPipeline()
73 * - SDL_SetGPUViewport()
74 * - SDL_BindGPUVertexBuffers()
75 * - SDL_BindGPUVertexSamplers()
76 * - etc
77 *
78 * Then, make the actual draw commands with these states:
79 *
80 * - SDL_DrawGPUPrimitives()
81 * - SDL_DrawGPUPrimitivesIndirect()
82 * - SDL_DrawGPUIndexedPrimitivesIndirect()
83 * - etc
84 *
85 * After all the drawing commands for a pass are complete, the app should call
86 * SDL_EndGPURenderPass(). Once a render pass ends all render-related state is
87 * reset.
88 *
89 * The app can begin new Render Passes and make new draws in the same command
90 * buffer until the entire scene is rendered.
91 *
92 * Once all of the render commands for the scene are complete, the app calls
93 * SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing.
94 *
95 * If the app needs to read back data from texture or buffers, the API has an
96 * efficient way of doing this, provided that the app is willing to tolerate
97 * some latency. When the app uses SDL_DownloadFromGPUTexture() or
98 * SDL_DownloadFromGPUBuffer(), submitting the command buffer with
99 * SDL_SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that
100 * the app can poll or wait on in a thread. Once the fence indicates that the
101 * command buffer is done processing, it is safe to read the downloaded data.
102 * Make sure to call SDL_ReleaseGPUFence() when done with the fence.
103 *
104 * The API also has "compute" support. The app calls SDL_BeginGPUComputePass()
105 * with compute-writeable textures and/or buffers, which can be written to in
106 * a compute shader. Then it sets states it needs for the compute dispatches:
107 *
108 * - SDL_BindGPUComputePipeline()
109 * - SDL_BindGPUComputeStorageBuffers()
110 * - SDL_BindGPUComputeStorageTextures()
111 *
112 * Then, dispatch compute work:
113 *
114 * - SDL_DispatchGPUCompute()
115 *
116 * For advanced users, this opens up powerful GPU-driven workflows.
117 *
118 * Graphics and compute pipelines require the use of shaders, which as
119 * mentioned above are small programs executed on the GPU. Each backend
120 * (Vulkan, Metal, D3D12) requires a different shader format. When the app
121 * creates the GPU device, the app lets the device know which shader formats
122 * the app can provide. It will then select the appropriate backend depending
123 * on the available shader formats and the backends available on the platform.
124 * When creating shaders, the app must provide the correct shader format for
125 * the selected backend. If you would like to learn more about why the API
126 * works this way, there is a detailed
127 * [blog post](https://moonside.games/posts/layers-all-the-way-down/)
128 * explaining this situation.
129 *
130 * It is optimal for apps to pre-compile the shader formats they might use,
131 * but for ease of use SDL provides a separate project,
132 * [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross)
133 * , for performing runtime shader cross-compilation.
134 *
135 * This is an extremely quick overview that leaves out several important
136 * details. Already, though, one can see that GPU programming can be quite
137 * complex! If you just need simple 2D graphics, the
138 * [Render API](https://wiki.libsdl.org/SDL3/CategoryRender)
139 * is much easier to use but still hardware-accelerated. That said, even for
140 * 2D applications the performance benefits and expressiveness of the GPU API
141 * are significant.
142 *
143 * The GPU API targets a feature set with a wide range of hardware support and
144 * ease of portability. It is designed so that the app won't have to branch
145 * itself by querying feature support. If you need cutting-edge features with
146 * limited hardware support, this API is probably not for you.
147 *
148 * Examples demonstrating proper usage of this API can be found
149 * [here](https://github.com/TheSpydog/SDL_gpu_examples)
150 * .
151 *
152 * ## Performance considerations
153 *
154 * Here are some basic tips for maximizing your rendering performance.
155 *
156 * - Beginning a new render pass is relatively expensive. Use as few render
157 * passes as you can.
158 * - Minimize the amount of state changes. For example, binding a pipeline is
159 * relatively cheap, but doing it hundreds of times when you don't need to
160 * will slow the performance significantly.
161 * - Perform your data uploads as early as possible in the frame.
162 * - Don't churn resources. Creating and releasing resources is expensive.
163 * It's better to create what you need up front and cache it.
164 * - Don't use uniform buffers for large amounts of data (more than a matrix
165 * or so). Use a storage buffer instead.
166 * - Use cycling correctly. There is a detailed explanation of cycling further
167 * below.
168 * - Use culling techniques to minimize pixel writes. The less writing the GPU
169 * has to do the better. Culling can be a very advanced topic but even
170 * simple culling techniques can boost performance significantly.
171 *
172 * In general try to remember the golden rule of performance: doing things is
173 * more expensive than not doing things. Don't Touch The Driver!
174 *
175 * ## FAQ
176 *
177 * **Question: When are you adding more advanced features, like ray tracing or
178 * mesh shaders?**
179 *
180 * Answer: We don't have immediate plans to add more bleeding-edge features,
181 * but we certainly might in the future, when these features prove worthwhile,
182 * and reasonable to implement across several platforms and underlying APIs.
183 * So while these things are not in the "never" category, they are definitely
184 * not "near future" items either.
185 *
186 * **Question: Why is my shader not working?**
187 *
188 * Answer: A common oversight when using shaders is not properly laying out
189 * the shader resources/registers correctly. The GPU API is very strict with
190 * how it wants resources to be laid out and it's difficult for the API to
191 * automatically validate shaders to see if they have a compatible layout. See
192 * the documentation for SDL_CreateGPUShader() and
193 * SDL_CreateGPUComputePipeline() for information on the expected layout.
194 *
195 * Another common issue is not setting the correct number of samplers,
196 * textures, and buffers in SDL_GPUShaderCreateInfo. If possible use shader
197 * reflection to extract the required information from the shader
198 * automatically instead of manually filling in the struct's values.
199 *
200 * **Question: My application isn't performing very well. Is this the GPU
201 * API's fault?**
202 *
203 * Answer: No. Long answer: The GPU API is a relatively thin layer over the
204 * underlying graphics API. While it's possible that we have done something
205 * inefficiently, it's very unlikely especially if you are relatively
206 * inexperienced with GPU rendering. Please see the performance tips above and
207 * make sure you are following them. Additionally, tools like RenderDoc can be
208 * very helpful for diagnosing incorrect behavior and performance issues.
209 *
210 * ## System Requirements
211 *
212 * **Vulkan:** Supported on Windows, Linux, Nintendo Switch, and certain
213 * Android devices. Requires Vulkan 1.0 with the following extensions and
214 * device features:
215 *
216 * - `VK_KHR_swapchain`
217 * - `VK_KHR_maintenance1`
218 * - `independentBlend`
219 * - `imageCubeArray`
220 * - `depthClamp`
221 * - `shaderClipDistance`
222 * - `drawIndirectFirstInstance`
223 *
224 * **D3D12:** Supported on Windows 10 or newer, Xbox One (GDK), and Xbox
225 * Series X|S (GDK). Requires a GPU that supports DirectX 12 Feature Level
226 * 11_1.
227 *
228 * **Metal:** Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware
229 * requirements vary by operating system:
230 *
231 * - macOS requires an Apple Silicon or
232 * [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc)
233 * GPU
234 * - iOS/tvOS requires an A9 GPU or newer
235 * - iOS Simulator and tvOS Simulator are unsupported
236 *
237 * ## Uniform Data
238 *
239 * Uniforms are for passing data to shaders. The uniform data will be constant
240 * across all executions of the shader.
241 *
242 * There are 4 available uniform slots per shader stage (where the stages are
243 * vertex, fragment, and compute). Uniform data pushed to a slot on a stage
244 * keeps its value throughout the command buffer until you call the relevant
245 * Push function on that slot again.
246 *
247 * For example, you could write your vertex shaders to read a camera matrix
248 * from uniform binding slot 0, push the camera matrix at the start of the
249 * command buffer, and that data will be used for every subsequent draw call.
250 *
251 * It is valid to push uniform data during a render or compute pass.
252 *
253 * Uniforms are best for pushing small amounts of data. If you are pushing
254 * more than a matrix or two per call you should consider using a storage
255 * buffer instead.
256 *
257 * ## A Note On Cycling
258 *
259 * When using a command buffer, operations do not occur immediately - they
260 * occur some time after the command buffer is submitted.
261 *
262 * When a resource is used in a pending or active command buffer, it is
263 * considered to be "bound". When a resource is no longer used in any pending
264 * or active command buffers, it is considered to be "unbound".
265 *
266 * If data resources are bound, it is unspecified when that data will be
267 * unbound unless you acquire a fence when submitting the command buffer and
268 * wait on it. However, this doesn't mean you need to track resource usage
269 * manually.
270 *
271 * All of the functions and structs that involve writing to a resource have a
272 * "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all
273 * effectively function as ring buffers on internal resources. When cycle is
274 * true, if the resource is bound, the cycle rotates to the next unbound
275 * internal resource, or if none are available, a new one is created. This
276 * means you don't have to worry about complex state tracking and
277 * synchronization as long as cycling is correctly employed.
278 *
279 * For example: you can call SDL_MapGPUTransferBuffer(), write texture data,
280 * SDL_UnmapGPUTransferBuffer(), and then SDL_UploadToGPUTexture(). The next
281 * time you write texture data to the transfer buffer, if you set the cycle
282 * param to true, you don't have to worry about overwriting any data that is
283 * not yet uploaded.
284 *
285 * Another example: If you are using a texture in a render pass every frame,
286 * this can cause a data dependency between frames. If you set cycle to true
287 * in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.
288 *
289 * Cycling will never undefine already bound data. When cycling, all data in
290 * the resource is considered to be undefined for subsequent commands until
291 * that data is written again. You must take care not to read undefined data.
292 *
293 * Note that when cycling a texture, the entire texture will be cycled, even
294 * if only part of the texture is used in the call, so you must consider the
295 * entire texture to contain undefined data after cycling.
296 *
297 * You must also take care not to overwrite a section of data that has been
298 * referenced in a command without cycling first. It is OK to overwrite
299 * unreferenced data in a bound resource without cycling, but overwriting a
300 * section of data that has already been referenced will produce unexpected
301 * results.
302 */
303
304#ifndef SDL_gpu_h_
305#define SDL_gpu_h_
306
307#include <SDL3/SDL_stdinc.h>
308#include <SDL3/SDL_pixels.h>
309#include <SDL3/SDL_properties.h>
310#include <SDL3/SDL_rect.h>
311#include <SDL3/SDL_surface.h>
312#include <SDL3/SDL_video.h>
313
314#include <SDL3/SDL_begin_code.h>
315#ifdef __cplusplus
316extern "C" {
317#endif /* __cplusplus */
318
319/* Type Declarations */
320
321/**
322 * An opaque handle representing the SDL_GPU context.
323 *
324 * \since This struct is available since SDL 3.1.3
325 */
327
328/**
329 * An opaque handle representing a buffer.
330 *
331 * Used for vertices, indices, indirect draw commands, and general compute
332 * data.
333 *
334 * \since This struct is available since SDL 3.1.3
335 *
336 * \sa SDL_CreateGPUBuffer
337 * \sa SDL_SetGPUBufferName
338 * \sa SDL_UploadToGPUBuffer
339 * \sa SDL_DownloadFromGPUBuffer
340 * \sa SDL_CopyGPUBufferToBuffer
341 * \sa SDL_BindGPUVertexBuffers
342 * \sa SDL_BindGPUIndexBuffer
343 * \sa SDL_BindGPUVertexStorageBuffers
344 * \sa SDL_BindGPUFragmentStorageBuffers
345 * \sa SDL_DrawGPUPrimitivesIndirect
346 * \sa SDL_DrawGPUIndexedPrimitivesIndirect
347 * \sa SDL_BindGPUComputeStorageBuffers
348 * \sa SDL_DispatchGPUComputeIndirect
349 * \sa SDL_ReleaseGPUBuffer
350 */
352
353/**
354 * An opaque handle representing a transfer buffer.
355 *
356 * Used for transferring data to and from the device.
357 *
358 * \since This struct is available since SDL 3.1.3
359 *
360 * \sa SDL_CreateGPUTransferBuffer
361 * \sa SDL_MapGPUTransferBuffer
362 * \sa SDL_UnmapGPUTransferBuffer
363 * \sa SDL_UploadToGPUBuffer
364 * \sa SDL_UploadToGPUTexture
365 * \sa SDL_DownloadFromGPUBuffer
366 * \sa SDL_DownloadFromGPUTexture
367 * \sa SDL_ReleaseGPUTransferBuffer
368 */
370
371/**
372 * An opaque handle representing a texture.
373 *
374 * \since This struct is available since SDL 3.1.3
375 *
376 * \sa SDL_CreateGPUTexture
377 * \sa SDL_SetGPUTextureName
378 * \sa SDL_UploadToGPUTexture
379 * \sa SDL_DownloadFromGPUTexture
380 * \sa SDL_CopyGPUTextureToTexture
381 * \sa SDL_BindGPUVertexSamplers
382 * \sa SDL_BindGPUVertexStorageTextures
383 * \sa SDL_BindGPUFragmentSamplers
384 * \sa SDL_BindGPUFragmentStorageTextures
385 * \sa SDL_BindGPUComputeStorageTextures
386 * \sa SDL_GenerateMipmapsForGPUTexture
387 * \sa SDL_BlitGPUTexture
388 * \sa SDL_ReleaseGPUTexture
389 */
391
392/**
393 * An opaque handle representing a sampler.
394 *
395 * \since This struct is available since SDL 3.1.3
396 *
397 * \sa SDL_CreateGPUSampler
398 * \sa SDL_BindGPUVertexSamplers
399 * \sa SDL_BindGPUFragmentSamplers
400 * \sa SDL_ReleaseGPUSampler
401 */
403
404/**
405 * An opaque handle representing a compiled shader object.
406 *
407 * \since This struct is available since SDL 3.1.3
408 *
409 * \sa SDL_CreateGPUShader
410 * \sa SDL_CreateGPUGraphicsPipeline
411 * \sa SDL_ReleaseGPUShader
412 */
414
415/**
416 * An opaque handle representing a compute pipeline.
417 *
418 * Used during compute passes.
419 *
420 * \since This struct is available since SDL 3.1.3
421 *
422 * \sa SDL_CreateGPUComputePipeline
423 * \sa SDL_BindGPUComputePipeline
424 * \sa SDL_ReleaseGPUComputePipeline
425 */
427
428/**
429 * An opaque handle representing a graphics pipeline.
430 *
431 * Used during render passes.
432 *
433 * \since This struct is available since SDL 3.1.3
434 *
435 * \sa SDL_CreateGPUGraphicsPipeline
436 * \sa SDL_BindGPUGraphicsPipeline
437 * \sa SDL_ReleaseGPUGraphicsPipeline
438 */
440
441/**
442 * An opaque handle representing a command buffer.
443 *
444 * Most state is managed via command buffers. When setting state using a
445 * command buffer, that state is local to the command buffer.
446 *
447 * Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is
448 * called. Once the command buffer is submitted, it is no longer valid to use
449 * it.
450 *
451 * Command buffers are executed in submission order. If you submit command
452 * buffer A and then command buffer B all commands in A will begin executing
453 * before any command in B begins executing.
454 *
455 * In multi-threading scenarios, you should only access a command buffer on
456 * the thread you acquired it from.
457 *
458 * \since This struct is available since SDL 3.1.3
459 *
460 * \sa SDL_AcquireGPUCommandBuffer
461 * \sa SDL_SubmitGPUCommandBuffer
462 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
463 */
465
466/**
467 * An opaque handle representing a render pass.
468 *
469 * This handle is transient and should not be held or referenced after
470 * SDL_EndGPURenderPass is called.
471 *
472 * \since This struct is available since SDL 3.1.3
473 *
474 * \sa SDL_BeginGPURenderPass
475 * \sa SDL_EndGPURenderPass
476 */
478
479/**
480 * An opaque handle representing a compute pass.
481 *
482 * This handle is transient and should not be held or referenced after
483 * SDL_EndGPUComputePass is called.
484 *
485 * \since This struct is available since SDL 3.1.3
486 *
487 * \sa SDL_BeginGPUComputePass
488 * \sa SDL_EndGPUComputePass
489 */
491
492/**
493 * An opaque handle representing a copy pass.
494 *
495 * This handle is transient and should not be held or referenced after
496 * SDL_EndGPUCopyPass is called.
497 *
498 * \since This struct is available since SDL 3.1.3
499 *
500 * \sa SDL_BeginGPUCopyPass
501 * \sa SDL_EndGPUCopyPass
502 */
504
505/**
506 * An opaque handle representing a fence.
507 *
508 * \since This struct is available since SDL 3.1.3
509 *
510 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
511 * \sa SDL_QueryGPUFence
512 * \sa SDL_WaitForGPUFences
513 * \sa SDL_ReleaseGPUFence
514 */
516
517/**
518 * Specifies the primitive topology of a graphics pipeline.
519 *
520 * \since This enum is available since SDL 3.1.3
521 *
522 * \sa SDL_CreateGPUGraphicsPipeline
523 */
525{
526 SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, /**< A series of separate triangles. */
527 SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP, /**< A series of connected triangles. */
528 SDL_GPU_PRIMITIVETYPE_LINELIST, /**< A series of separate lines. */
529 SDL_GPU_PRIMITIVETYPE_LINESTRIP, /**< A series of connected lines. */
530 SDL_GPU_PRIMITIVETYPE_POINTLIST /**< A series of separate points. */
532
533/**
534 * Specifies how the contents of a texture attached to a render pass are
535 * treated at the beginning of the render pass.
536 *
537 * \since This enum is available since SDL 3.1.3
538 *
539 * \sa SDL_BeginGPURenderPass
540 */
541typedef enum SDL_GPULoadOp
542{
543 SDL_GPU_LOADOP_LOAD, /**< The previous contents of the texture will be preserved. */
544 SDL_GPU_LOADOP_CLEAR, /**< The contents of the texture will be cleared to a color. */
545 SDL_GPU_LOADOP_DONT_CARE /**< The previous contents of the texture need not be preserved. The contents will be undefined. */
547
548/**
549 * Specifies how the contents of a texture attached to a render pass are
550 * treated at the end of the render pass.
551 *
552 * \since This enum is available since SDL 3.1.3
553 *
554 * \sa SDL_BeginGPURenderPass
555 */
556typedef enum SDL_GPUStoreOp
557{
558 SDL_GPU_STOREOP_STORE, /**< The contents generated during the render pass will be written to memory. */
559 SDL_GPU_STOREOP_DONT_CARE, /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
560 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. */
561 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. */
563
564/**
565 * Specifies the size of elements in an index buffer.
566 *
567 * \since This enum is available since SDL 3.1.3
568 *
569 * \sa SDL_CreateGPUGraphicsPipeline
570 */
572{
573 SDL_GPU_INDEXELEMENTSIZE_16BIT, /**< The index elements are 16-bit. */
574 SDL_GPU_INDEXELEMENTSIZE_32BIT /**< The index elements are 32-bit. */
576
577/**
578 * Specifies the pixel format of a texture.
579 *
580 * Texture format support varies depending on driver, hardware, and usage
581 * flags. In general, you should use SDL_GPUTextureSupportsFormat to query if
582 * a format is supported before using it. However, there are a few guaranteed
583 * formats.
584 *
585 * FIXME: Check universal support for 32-bit component formats FIXME: Check
586 * universal support for SIMULTANEOUS_READ_WRITE
587 *
588 * For SAMPLER usage, the following formats are universally supported:
589 *
590 * - R8G8B8A8_UNORM
591 * - B8G8R8A8_UNORM
592 * - R8_UNORM
593 * - R8_SNORM
594 * - R8G8_UNORM
595 * - R8G8_SNORM
596 * - R8G8B8A8_SNORM
597 * - R16_FLOAT
598 * - R16G16_FLOAT
599 * - R16G16B16A16_FLOAT
600 * - R32_FLOAT
601 * - R32G32_FLOAT
602 * - R32G32B32A32_FLOAT
603 * - R11G11B10_UFLOAT
604 * - R8G8B8A8_UNORM_SRGB
605 * - B8G8R8A8_UNORM_SRGB
606 * - D16_UNORM
607 *
608 * For COLOR_TARGET usage, the following formats are universally supported:
609 *
610 * - R8G8B8A8_UNORM
611 * - B8G8R8A8_UNORM
612 * - R8_UNORM
613 * - R16_FLOAT
614 * - R16G16_FLOAT
615 * - R16G16B16A16_FLOAT
616 * - R32_FLOAT
617 * - R32G32_FLOAT
618 * - R32G32B32A32_FLOAT
619 * - R8_UINT
620 * - R8G8_UINT
621 * - R8G8B8A8_UINT
622 * - R16_UINT
623 * - R16G16_UINT
624 * - R16G16B16A16_UINT
625 * - R8_INT
626 * - R8G8_INT
627 * - R8G8B8A8_INT
628 * - R16_INT
629 * - R16G16_INT
630 * - R16G16B16A16_INT
631 * - R8G8B8A8_UNORM_SRGB
632 * - B8G8R8A8_UNORM_SRGB
633 *
634 * For STORAGE usages, the following formats are universally supported:
635 *
636 * - R8G8B8A8_UNORM
637 * - R8G8B8A8_SNORM
638 * - R16G16B16A16_FLOAT
639 * - R32_FLOAT
640 * - R32G32_FLOAT
641 * - R32G32B32A32_FLOAT
642 * - R8G8B8A8_UINT
643 * - R16G16B16A16_UINT
644 * - R8G8B8A8_INT
645 * - R16G16B16A16_INT
646 *
647 * For DEPTH_STENCIL_TARGET usage, the following formats are universally
648 * supported:
649 *
650 * - D16_UNORM
651 * - Either (but not necessarily both!) D24_UNORM or D32_SFLOAT
652 * - Either (but not necessarily both!) D24_UNORM_S8_UINT or
653 * D32_SFLOAT_S8_UINT
654 *
655 * Unless D16_UNORM is sufficient for your purposes, always check which of
656 * D24/D32 is supported before creating a depth-stencil texture!
657 *
658 * \since This enum is available since SDL 3.1.3
659 *
660 * \sa SDL_CreateGPUTexture
661 * \sa SDL_GPUTextureSupportsFormat
662 */
664{
666
667 /* Unsigned Normalized Float Color Formats */
680 /* Compressed Unsigned Normalized Float Color Formats */
687 /* Compressed Signed Float Color Formats */
689 /* Compressed Unsigned Float Color Formats */
691 /* Signed Normalized Float Color Formats */
698 /* Signed Float Color Formats */
705 /* Unsigned Float Color Formats */
707 /* Unsigned Integer Color Formats */
717 /* Signed Integer Color Formats */
727 /* SRGB Unsigned Normalized Color Formats */
730 /* Compressed SRGB Unsigned Normalized Color Formats */
735 /* Depth Formats */
741 /* Compressed ASTC Normalized Float Color Formats*/
756 /* Compressed SRGB ASTC Normalized Float Color Formats*/
771 /* Compressed ASTC Signed Float Color Formats*/
787
788/**
789 * Specifies how a texture is intended to be used by the client.
790 *
791 * A texture must have at least one usage flag. Note that some usage flag
792 * combinations are invalid.
793 *
794 * With regards to compute storage usage, READ | WRITE means that you can have
795 * shader A that only writes into the texture and shader B that only reads
796 * from the texture and bind the same texture to either shader respectively.
797 * SIMULTANEOUS means that you can do reads and writes within the same shader
798 * or compute pass. It also implies that atomic ops can be used, since those
799 * are read-modify-write operations. If you use SIMULTANEOUS, you are
800 * responsible for avoiding data races, as there is no data synchronization
801 * within a compute pass. Note that SIMULTANEOUS usage is only supported by a
802 * limited number of texture formats.
803 *
804 * \since This datatype is available since SDL 3.1.3
805 *
806 * \sa SDL_CreateGPUTexture
807 */
809
810#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< Texture supports sampling. */
811#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< Texture is a color render target. */
812#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< Texture is a depth stencil target. */
813#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Texture supports storage reads in graphics stages. */
814#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Texture supports storage reads in the compute stage. */
815#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Texture supports storage writes in the compute stage. */
816#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. */
817
818/**
819 * Specifies the type of a texture.
820 *
821 * \since This enum is available since SDL 3.1.3
822 *
823 * \sa SDL_CreateGPUTexture
824 */
826{
827 SDL_GPU_TEXTURETYPE_2D, /**< The texture is a 2-dimensional image. */
828 SDL_GPU_TEXTURETYPE_2D_ARRAY, /**< The texture is a 2-dimensional array image. */
829 SDL_GPU_TEXTURETYPE_3D, /**< The texture is a 3-dimensional image. */
830 SDL_GPU_TEXTURETYPE_CUBE, /**< The texture is a cube image. */
831 SDL_GPU_TEXTURETYPE_CUBE_ARRAY /**< The texture is a cube array image. */
833
834/**
835 * Specifies the sample count of a texture.
836 *
837 * Used in multisampling. Note that this value only applies when the texture
838 * is used as a render target.
839 *
840 * \since This enum is available since SDL 3.1.3
841 *
842 * \sa SDL_CreateGPUTexture
843 * \sa SDL_GPUTextureSupportsSampleCount
844 */
846{
847 SDL_GPU_SAMPLECOUNT_1, /**< No multisampling. */
848 SDL_GPU_SAMPLECOUNT_2, /**< MSAA 2x */
849 SDL_GPU_SAMPLECOUNT_4, /**< MSAA 4x */
850 SDL_GPU_SAMPLECOUNT_8 /**< MSAA 8x */
852
853
854/**
855 * Specifies the face of a cube map.
856 *
857 * Can be passed in as the layer field in texture-related structs.
858 *
859 * \since This enum is available since SDL 3.1.3
860 */
870
871/**
872 * Specifies how a buffer is intended to be used by the client.
873 *
874 * A buffer must have at least one usage flag. Note that some usage flag
875 * combinations are invalid.
876 *
877 * Unlike textures, READ | WRITE can be used for simultaneous read-write
878 * usage. The same data synchronization concerns as textures apply.
879 *
880 * \since This datatype is available since SDL 3.1.3
881 *
882 * \sa SDL_CreateGPUBuffer
883 */
885
886#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< Buffer is a vertex buffer. */
887#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< Buffer is an index buffer. */
888#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< Buffer is an indirect buffer. */
889#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Buffer supports storage reads in graphics stages. */
890#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Buffer supports storage reads in the compute stage. */
891#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Buffer supports storage writes in the compute stage. */
892
893/**
894 * Specifies how a transfer buffer is intended to be used by the client.
895 *
896 * Note that mapping and copying FROM an upload transfer buffer or TO a
897 * download transfer buffer is undefined behavior.
898 *
899 * \since This enum is available since SDL 3.1.3
900 *
901 * \sa SDL_CreateGPUTransferBuffer
902 */
908
909/**
910 * Specifies which stage a shader program corresponds to.
911 *
912 * \since This enum is available since SDL 3.1.3
913 *
914 * \sa SDL_CreateGPUShader
915 */
921
922/**
923 * Specifies the format of shader code.
924 *
925 * Each format corresponds to a specific backend that accepts it.
926 *
927 * \since This datatype is available since SDL 3.1.3
928 *
929 * \sa SDL_CreateGPUShader
930 */
932
933#define SDL_GPU_SHADERFORMAT_INVALID 0
934#define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */
935#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */
936#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */
937#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */
938#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */
939#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */
940
941/**
942 * Specifies the format of a vertex attribute.
943 *
944 * \since This enum is available since SDL 3.1.3
945 *
946 * \sa SDL_CreateGPUGraphicsPipeline
947 */
949{
951
952 /* 32-bit Signed Integers */
957
958 /* 32-bit Unsigned Integers */
963
964 /* 32-bit Floats */
969
970 /* 8-bit Signed Integers */
973
974 /* 8-bit Unsigned Integers */
977
978 /* 8-bit Signed Normalized */
981
982 /* 8-bit Unsigned Normalized */
985
986 /* 16-bit Signed Integers */
989
990 /* 16-bit Unsigned Integers */
993
994 /* 16-bit Signed Normalized */
997
998 /* 16-bit Unsigned Normalized */
1001
1002 /* 16-bit Floats */
1006
1007/**
1008 * Specifies the rate at which vertex attributes are pulled from buffers.
1009 *
1010 * \since This enum is available since SDL 3.1.3
1011 *
1012 * \sa SDL_CreateGPUGraphicsPipeline
1013 */
1015{
1016 SDL_GPU_VERTEXINPUTRATE_VERTEX, /**< Attribute addressing is a function of the vertex index. */
1017 SDL_GPU_VERTEXINPUTRATE_INSTANCE /**< Attribute addressing is a function of the instance index. */
1019
1020/**
1021 * Specifies the fill mode of the graphics pipeline.
1022 *
1023 * \since This enum is available since SDL 3.1.3
1024 *
1025 * \sa SDL_CreateGPUGraphicsPipeline
1026 */
1028{
1029 SDL_GPU_FILLMODE_FILL, /**< Polygons will be rendered via rasterization. */
1030 SDL_GPU_FILLMODE_LINE /**< Polygon edges will be drawn as line segments. */
1032
1033/**
1034 * Specifies the facing direction in which triangle faces will be culled.
1035 *
1036 * \since This enum is available since SDL 3.1.3
1037 *
1038 * \sa SDL_CreateGPUGraphicsPipeline
1039 */
1041{
1042 SDL_GPU_CULLMODE_NONE, /**< No triangles are culled. */
1043 SDL_GPU_CULLMODE_FRONT, /**< Front-facing triangles are culled. */
1044 SDL_GPU_CULLMODE_BACK /**< Back-facing triangles are culled. */
1046
1047/**
1048 * Specifies the vertex winding that will cause a triangle to be determined to
1049 * be front-facing.
1050 *
1051 * \since This enum is available since SDL 3.1.3
1052 *
1053 * \sa SDL_CreateGPUGraphicsPipeline
1054 */
1056{
1057 SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE, /**< A triangle with counter-clockwise vertex winding will be considered front-facing. */
1058 SDL_GPU_FRONTFACE_CLOCKWISE /**< A triangle with clockwise vertex winding will be considered front-facing. */
1060
1061/**
1062 * Specifies a comparison operator for depth, stencil and sampler operations.
1063 *
1064 * \since This enum is available since SDL 3.1.3
1065 *
1066 * \sa SDL_CreateGPUGraphicsPipeline
1067 */
1069{
1071 SDL_GPU_COMPAREOP_NEVER, /**< The comparison always evaluates false. */
1072 SDL_GPU_COMPAREOP_LESS, /**< The comparison evaluates reference < test. */
1073 SDL_GPU_COMPAREOP_EQUAL, /**< The comparison evaluates reference == test. */
1074 SDL_GPU_COMPAREOP_LESS_OR_EQUAL, /**< The comparison evaluates reference <= test. */
1075 SDL_GPU_COMPAREOP_GREATER, /**< The comparison evaluates reference > test. */
1076 SDL_GPU_COMPAREOP_NOT_EQUAL, /**< The comparison evaluates reference != test. */
1077 SDL_GPU_COMPAREOP_GREATER_OR_EQUAL, /**< The comparison evalutes reference >= test. */
1078 SDL_GPU_COMPAREOP_ALWAYS /**< The comparison always evaluates true. */
1080
1081/**
1082 * Specifies what happens to a stored stencil value if stencil tests fail or
1083 * pass.
1084 *
1085 * \since This enum is available since SDL 3.1.3
1086 *
1087 * \sa SDL_CreateGPUGraphicsPipeline
1088 */
1090{
1092 SDL_GPU_STENCILOP_KEEP, /**< Keeps the current value. */
1093 SDL_GPU_STENCILOP_ZERO, /**< Sets the value to 0. */
1094 SDL_GPU_STENCILOP_REPLACE, /**< Sets the value to reference. */
1095 SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP, /**< Increments the current value and clamps to the maximum value. */
1096 SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP, /**< Decrements the current value and clamps to 0. */
1097 SDL_GPU_STENCILOP_INVERT, /**< Bitwise-inverts the current value. */
1098 SDL_GPU_STENCILOP_INCREMENT_AND_WRAP, /**< Increments the current value and wraps back to 0. */
1099 SDL_GPU_STENCILOP_DECREMENT_AND_WRAP /**< Decrements the current value and wraps to the maximum value. */
1101
1102/**
1103 * Specifies the operator to be used when pixels in a render target are
1104 * blended with existing pixels in the texture.
1105 *
1106 * The source color is the value written by the fragment shader. The
1107 * destination color is the value currently existing in the texture.
1108 *
1109 * \since This enum is available since SDL 3.1.3
1110 *
1111 * \sa SDL_CreateGPUGraphicsPipeline
1112 */
1113typedef enum SDL_GPUBlendOp
1114{
1116 SDL_GPU_BLENDOP_ADD, /**< (source * source_factor) + (destination * destination_factor) */
1117 SDL_GPU_BLENDOP_SUBTRACT, /**< (source * source_factor) - (destination * destination_factor) */
1118 SDL_GPU_BLENDOP_REVERSE_SUBTRACT, /**< (destination * destination_factor) - (source * source_factor) */
1119 SDL_GPU_BLENDOP_MIN, /**< min(source, destination) */
1120 SDL_GPU_BLENDOP_MAX /**< max(source, destination) */
1122
1123/**
1124 * Specifies a blending factor to be used when pixels in a render target are
1125 * blended with existing pixels in the texture.
1126 *
1127 * The source color is the value written by the fragment shader. The
1128 * destination color is the value currently existing in the texture.
1129 *
1130 * \since This enum is available since SDL 3.1.3
1131 *
1132 * \sa SDL_CreateGPUGraphicsPipeline
1133 */
1151
1152/**
1153 * Specifies which color components are written in a graphics pipeline.
1154 *
1155 * \since This datatype is available since SDL 3.1.3
1156 *
1157 * \sa SDL_CreateGPUGraphicsPipeline
1158 */
1160
1161#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */
1162#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */
1163#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */
1164#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */
1165
1166/**
1167 * Specifies a filter operation used by a sampler.
1168 *
1169 * \since This enum is available since SDL 3.1.3
1170 *
1171 * \sa SDL_CreateGPUSampler
1172 */
1173typedef enum SDL_GPUFilter
1174{
1175 SDL_GPU_FILTER_NEAREST, /**< Point filtering. */
1176 SDL_GPU_FILTER_LINEAR /**< Linear filtering. */
1178
1179/**
1180 * Specifies a mipmap mode used by a sampler.
1181 *
1182 * \since This enum is available since SDL 3.1.3
1183 *
1184 * \sa SDL_CreateGPUSampler
1185 */
1191
1192/**
1193 * Specifies behavior of texture sampling when the coordinates exceed the 0-1
1194 * range.
1195 *
1196 * \since This enum is available since SDL 3.1.3
1197 *
1198 * \sa SDL_CreateGPUSampler
1199 */
1201{
1202 SDL_GPU_SAMPLERADDRESSMODE_REPEAT, /**< Specifies that the coordinates will wrap around. */
1203 SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT, /**< Specifies that the coordinates will wrap around mirrored. */
1204 SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE /**< Specifies that the coordinates will clamp to the 0-1 range. */
1206
1207/**
1208 * Specifies the timing that will be used to present swapchain textures to the
1209 * OS.
1210 *
1211 * VSYNC mode will always be supported. IMMEDIATE and MAILBOX modes may not be
1212 * supported on certain systems.
1213 *
1214 * It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming
1215 * the window if you wish to change the present mode to IMMEDIATE or MAILBOX.
1216 *
1217 * - VSYNC: Waits for vblank before presenting. No tearing is possible. If
1218 * there is a pending image to present, the new image is enqueued for
1219 * presentation. Disallows tearing at the cost of visual latency.
1220 * - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
1221 * occur.
1222 * - MAILBOX: Waits for vblank before presenting. No tearing is possible. If
1223 * there is a pending image to present, the pending image is replaced by the
1224 * new image. Similar to VSYNC, but with reduced visual latency.
1225 *
1226 * \since This enum is available since SDL 3.1.3
1227 *
1228 * \sa SDL_SetGPUSwapchainParameters
1229 * \sa SDL_WindowSupportsGPUPresentMode
1230 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
1231 */
1238
1239/**
1240 * Specifies the texture format and colorspace of the swapchain textures.
1241 *
1242 * SDR will always be supported. Other compositions may not be supported on
1243 * certain systems.
1244 *
1245 * It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after
1246 * claiming the window if you wish to change the swapchain composition from
1247 * SDR.
1248 *
1249 * - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in sRGB encoding.
1250 * - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are
1251 * stored in memory in sRGB encoding but accessed in shaders in "linear
1252 * sRGB" encoding which is sRGB but with a linear transfer function.
1253 * - HDR_EXTENDED_LINEAR: R16G16B16A16_SFLOAT swapchain. Pixel values are in
1254 * extended linear sRGB encoding and permits values outside of the [0, 1]
1255 * range.
1256 * - HDR10_ST2084: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in
1257 * BT.2020 ST2084 (PQ) encoding.
1258 *
1259 * \since This enum is available since SDL 3.1.3
1260 *
1261 * \sa SDL_SetGPUSwapchainParameters
1262 * \sa SDL_WindowSupportsGPUSwapchainComposition
1263 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
1264 */
1272
1273/* Structures */
1274
1275/**
1276 * A structure specifying a viewport.
1277 *
1278 * \since This struct is available since SDL 3.1.3
1279 *
1280 * \sa SDL_SetGPUViewport
1281 */
1282typedef struct SDL_GPUViewport
1283{
1284 float x; /**< The left offset of the viewport. */
1285 float y; /**< The top offset of the viewport. */
1286 float w; /**< The width of the viewport. */
1287 float h; /**< The height of the viewport. */
1288 float min_depth; /**< The minimum depth of the viewport. */
1289 float max_depth; /**< The maximum depth of the viewport. */
1291
1292/**
1293 * A structure specifying parameters related to transferring data to or from a
1294 * texture.
1295 *
1296 * \since This struct is available since SDL 3.1.3
1297 *
1298 * \sa SDL_UploadToGPUTexture
1299 * \sa SDL_DownloadFromGPUTexture
1300 */
1302{
1303 SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
1304 Uint32 offset; /**< The starting byte of the image data in the transfer buffer. */
1305 Uint32 pixels_per_row; /**< The number of pixels from one row to the next. */
1306 Uint32 rows_per_layer; /**< The number of rows from one layer/depth-slice to the next. */
1308
1309/**
1310 * A structure specifying a location in a transfer buffer.
1311 *
1312 * Used when transferring buffer data to or from a transfer buffer.
1313 *
1314 * \since This struct is available since SDL 3.1.3
1315 *
1316 * \sa SDL_UploadToGPUBuffer
1317 * \sa SDL_DownloadFromGPUBuffer
1318 */
1320{
1321 SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
1322 Uint32 offset; /**< The starting byte of the buffer data in the transfer buffer. */
1324
1325/**
1326 * A structure specifying a location in a texture.
1327 *
1328 * Used when copying data from one texture to another.
1329 *
1330 * \since This struct is available since SDL 3.1.3
1331 *
1332 * \sa SDL_CopyGPUTextureToTexture
1333 */
1335{
1336 SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
1337 Uint32 mip_level; /**< The mip level index of the location. */
1338 Uint32 layer; /**< The layer index of the location. */
1339 Uint32 x; /**< The left offset of the location. */
1340 Uint32 y; /**< The top offset of the location. */
1341 Uint32 z; /**< The front offset of the location. */
1343
1344/**
1345 * A structure specifying a region of a texture.
1346 *
1347 * Used when transferring data to or from a texture.
1348 *
1349 * \since This struct is available since SDL 3.1.3
1350 *
1351 * \sa SDL_UploadToGPUTexture
1352 * \sa SDL_DownloadFromGPUTexture
1353 */
1355{
1356 SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
1357 Uint32 mip_level; /**< The mip level index to transfer. */
1358 Uint32 layer; /**< The layer index to transfer. */
1359 Uint32 x; /**< The left offset of the region. */
1360 Uint32 y; /**< The top offset of the region. */
1361 Uint32 z; /**< The front offset of the region. */
1362 Uint32 w; /**< The width of the region. */
1363 Uint32 h; /**< The height of the region. */
1364 Uint32 d; /**< The depth of the region. */
1366
1367/**
1368 * A structure specifying a region of a texture used in the blit operation.
1369 *
1370 * \since This struct is available since SDL 3.1.3
1371 *
1372 * \sa SDL_BlitGPUTexture
1373 */
1374typedef struct SDL_GPUBlitRegion
1375{
1376 SDL_GPUTexture *texture; /**< The texture. */
1377 Uint32 mip_level; /**< The mip level index of the region. */
1378 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. */
1379 Uint32 x; /**< The left offset of the region. */
1380 Uint32 y; /**< The top offset of the region. */
1381 Uint32 w; /**< The width of the region. */
1382 Uint32 h; /**< The height of the region. */
1384
1385/**
1386 * A structure specifying a location in a buffer.
1387 *
1388 * Used when copying data between buffers.
1389 *
1390 * \since This struct is available since SDL 3.1.3
1391 *
1392 * \sa SDL_CopyGPUBufferToBuffer
1393 */
1395{
1396 SDL_GPUBuffer *buffer; /**< The buffer. */
1397 Uint32 offset; /**< The starting byte within the buffer. */
1399
1400/**
1401 * A structure specifying a region of a buffer.
1402 *
1403 * Used when transferring data to or from buffers.
1404 *
1405 * \since This struct is available since SDL 3.1.3
1406 *
1407 * \sa SDL_UploadToGPUBuffer
1408 * \sa SDL_DownloadFromGPUBuffer
1409 */
1411{
1412 SDL_GPUBuffer *buffer; /**< The buffer. */
1413 Uint32 offset; /**< The starting byte within the buffer. */
1414 Uint32 size; /**< The size in bytes of the region. */
1416
1417/**
1418 * A structure specifying the parameters of an indirect draw command.
1419 *
1420 * Note that the `first_vertex` and `first_instance` parameters are NOT
1421 * compatible with built-in vertex/instance ID variables in shaders (for
1422 * example, SV_VertexID); GPU APIs and shader languages do not define these
1423 * built-in variables consistently, so if your shader depends on them, the
1424 * only way to keep behavior consistent and portable is to always pass 0 for
1425 * the correlating parameter in the draw calls.
1426 *
1427 * \since This struct is available since SDL 3.1.3
1428 *
1429 * \sa SDL_DrawGPUPrimitivesIndirect
1430 */
1432{
1433 Uint32 num_vertices; /**< The number of vertices to draw. */
1434 Uint32 num_instances; /**< The number of instances to draw. */
1435 Uint32 first_vertex; /**< The index of the first vertex to draw. */
1436 Uint32 first_instance; /**< The ID of the first instance to draw. */
1438
1439/**
1440 * A structure specifying the parameters of an indexed indirect draw command.
1441 *
1442 * Note that the `first_vertex` and `first_instance` parameters are NOT
1443 * compatible with built-in vertex/instance ID variables in shaders (for
1444 * example, SV_VertexID); GPU APIs and shader languages do not define these
1445 * built-in variables consistently, so if your shader depends on them, the
1446 * only way to keep behavior consistent and portable is to always pass 0 for
1447 * the correlating parameter in the draw calls.
1448 *
1449 * \since This struct is available since SDL 3.1.3
1450 *
1451 * \sa SDL_DrawGPUIndexedPrimitivesIndirect
1452 */
1454{
1455 Uint32 num_indices; /**< The number of indices to draw per instance. */
1456 Uint32 num_instances; /**< The number of instances to draw. */
1457 Uint32 first_index; /**< The base index within the index buffer. */
1458 Sint32 vertex_offset; /**< The value added to the vertex index before indexing into the vertex buffer. */
1459 Uint32 first_instance; /**< The ID of the first instance to draw. */
1461
1462/**
1463 * A structure specifying the parameters of an indexed dispatch command.
1464 *
1465 * \since This struct is available since SDL 3.1.3
1466 *
1467 * \sa SDL_DispatchGPUComputeIndirect
1468 */
1470{
1471 Uint32 groupcount_x; /**< The number of local workgroups to dispatch in the X dimension. */
1472 Uint32 groupcount_y; /**< The number of local workgroups to dispatch in the Y dimension. */
1473 Uint32 groupcount_z; /**< The number of local workgroups to dispatch in the Z dimension. */
1475
1476/* State structures */
1477
1478/**
1479 * A structure specifying the parameters of a sampler.
1480 *
1481 * \since This function is available since SDL 3.1.3
1482 *
1483 * \sa SDL_CreateGPUSampler
1484 */
1486{
1487 SDL_GPUFilter min_filter; /**< The minification filter to apply to lookups. */
1488 SDL_GPUFilter mag_filter; /**< The magnification filter to apply to lookups. */
1489 SDL_GPUSamplerMipmapMode mipmap_mode; /**< The mipmap filter to apply to lookups. */
1490 SDL_GPUSamplerAddressMode address_mode_u; /**< The addressing mode for U coordinates outside [0, 1). */
1491 SDL_GPUSamplerAddressMode address_mode_v; /**< The addressing mode for V coordinates outside [0, 1). */
1492 SDL_GPUSamplerAddressMode address_mode_w; /**< The addressing mode for W coordinates outside [0, 1). */
1493 float mip_lod_bias; /**< The bias to be added to mipmap LOD calculation. */
1494 float max_anisotropy; /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is false, this is ignored. */
1495 SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */
1496 float min_lod; /**< Clamps the minimum of the computed LOD value. */
1497 float max_lod; /**< Clamps the maximum of the computed LOD value. */
1498 bool enable_anisotropy; /**< true to enable anisotropic filtering. */
1499 bool enable_compare; /**< true to enable comparison against a reference value during lookups. */
1502
1503 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1505
1506/**
1507 * A structure specifying the parameters of vertex buffers used in a graphics
1508 * pipeline.
1509 *
1510 * When you call SDL_BindGPUVertexBuffers, you specify the binding slots of
1511 * the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with
1512 * a first_slot of 2 and num_bindings of 3, the binding slots 2, 3, 4 would be
1513 * used by the vertex buffers you pass in.
1514 *
1515 * Vertex attributes are linked to buffers via the buffer_slot field of
1516 * SDL_GPUVertexAttribute. For example, if an attribute has a buffer_slot of
1517 * 0, then that attribute belongs to the vertex buffer bound at slot 0.
1518 *
1519 * \since This struct is available since SDL 3.1.3
1520 *
1521 * \sa SDL_GPUVertexAttribute
1522 * \sa SDL_GPUVertexInputState
1523 */
1525{
1526 Uint32 slot; /**< The binding slot of the vertex buffer. */
1527 Uint32 pitch; /**< The byte pitch between consecutive elements of the vertex buffer. */
1528 SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */
1529 Uint32 instance_step_rate; /**< The number of instances to draw using the same per-instance data before advancing in the instance buffer by one element. Ignored unless input_rate is SDL_GPU_VERTEXINPUTRATE_INSTANCE */
1531
1532/**
1533 * A structure specifying a vertex attribute.
1534 *
1535 * All vertex attribute locations provided to an SDL_GPUVertexInputState must
1536 * be unique.
1537 *
1538 * \since This struct is available since SDL 3.1.3
1539 *
1540 * \sa SDL_GPUVertexBufferDescription
1541 * \sa SDL_GPUVertexInputState
1542 */
1544{
1545 Uint32 location; /**< The shader input location index. */
1546 Uint32 buffer_slot; /**< The binding slot of the associated vertex buffer. */
1547 SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */
1548 Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */
1550
1551/**
1552 * A structure specifying the parameters of a graphics pipeline vertex input
1553 * state.
1554 *
1555 * \since This struct is available since SDL 3.1.3
1556 *
1557 * \sa SDL_GPUGraphicsPipelineCreateInfo
1558 * \sa SDL_GPUVertexBufferDescription
1559 * \sa SDL_GPUVertexAttribute
1560 */
1562{
1563 const SDL_GPUVertexBufferDescription *vertex_buffer_descriptions; /**< A pointer to an array of vertex buffer descriptions. */
1564 Uint32 num_vertex_buffers; /**< The number of vertex buffer descriptions in the above array. */
1565 const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */
1566 Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */
1568
1569/**
1570 * A structure specifying the stencil operation state of a graphics pipeline.
1571 *
1572 * \since This struct is available since SDL 3.1.3
1573 *
1574 * \sa SDL_GPUDepthStencilState
1575 */
1577{
1578 SDL_GPUStencilOp fail_op; /**< The action performed on samples that fail the stencil test. */
1579 SDL_GPUStencilOp pass_op; /**< The action performed on samples that pass the depth and stencil tests. */
1580 SDL_GPUStencilOp depth_fail_op; /**< The action performed on samples that pass the stencil test and fail the depth test. */
1581 SDL_GPUCompareOp compare_op; /**< The comparison operator used in the stencil test. */
1583
1584/**
1585 * A structure specifying the blend state of a color target.
1586 *
1587 * \since This struct is available since SDL 3.1.3
1588 *
1589 * \sa SDL_GPUColorTargetDescription
1590 */
1592{
1593 SDL_GPUBlendFactor src_color_blendfactor; /**< The value to be multiplied by the source RGB value. */
1594 SDL_GPUBlendFactor dst_color_blendfactor; /**< The value to be multiplied by the destination RGB value. */
1595 SDL_GPUBlendOp color_blend_op; /**< The blend operation for the RGB components. */
1596 SDL_GPUBlendFactor src_alpha_blendfactor; /**< The value to be multiplied by the source alpha. */
1597 SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */
1598 SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */
1599 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. */
1600 bool enable_blend; /**< Whether blending is enabled for the color target. */
1601 bool enable_color_write_mask; /**< Whether the color write mask is enabled. */
1605
1606
1607/**
1608 * A structure specifying code and metadata for creating a shader object.
1609 *
1610 * \since This struct is available since SDL 3.1.3
1611 *
1612 * \sa SDL_CreateGPUShader
1613 */
1615{
1616 size_t code_size; /**< The size in bytes of the code pointed to. */
1617 const Uint8 *code; /**< A pointer to shader code. */
1618 const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
1619 SDL_GPUShaderFormat format; /**< The format of the shader code. */
1620 SDL_GPUShaderStage stage; /**< The stage the shader program corresponds to. */
1621 Uint32 num_samplers; /**< The number of samplers defined in the shader. */
1622 Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */
1623 Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */
1624 Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
1625
1626 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1628
1629/**
1630 * A structure specifying the parameters of a texture.
1631 *
1632 * Usage flags can be bitwise OR'd together for combinations of usages. Note
1633 * that certain usage combinations are invalid, for example SAMPLER and
1634 * GRAPHICS_STORAGE.
1635 *
1636 * \since This struct is available since SDL 3.1.3
1637 *
1638 * \sa SDL_CreateGPUTexture
1639 * \sa SDL_GPUTextureType
1640 * \sa SDL_GPUTextureFormat
1641 * \sa SDL_GPUTextureUsageFlags
1642 * \sa SDL_GPUSampleCount
1643 */
1645{
1646 SDL_GPUTextureType type; /**< The base dimensionality of the texture. */
1647 SDL_GPUTextureFormat format; /**< The pixel format of the texture. */
1648 SDL_GPUTextureUsageFlags usage; /**< How the texture is intended to be used by the client. */
1649 Uint32 width; /**< The width of the texture. */
1650 Uint32 height; /**< The height of the texture. */
1651 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. */
1652 Uint32 num_levels; /**< The number of mip levels in the texture. */
1653 SDL_GPUSampleCount sample_count; /**< The number of samples per texel. Only applies if the texture is used as a render target. */
1654
1655 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1657
1658/**
1659 * A structure specifying the parameters of a buffer.
1660 *
1661 * Usage flags can be bitwise OR'd together for combinations of usages. Note
1662 * that certain combinations are invalid, for example VERTEX and INDEX.
1663 *
1664 * \since This struct is available since SDL 3.1.3
1665 *
1666 * \sa SDL_CreateGPUBuffer
1667 * \sa SDL_GPUBufferUsageFlags
1668 */
1670{
1671 SDL_GPUBufferUsageFlags usage; /**< How the buffer is intended to be used by the client. */
1672 Uint32 size; /**< The size in bytes of the buffer. */
1673
1674 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1676
1677/**
1678 * A structure specifying the parameters of a transfer buffer.
1679 *
1680 * \since This struct is available since SDL 3.1.3
1681 *
1682 * \sa SDL_CreateGPUTransferBuffer
1683 */
1685{
1686 SDL_GPUTransferBufferUsage usage; /**< How the transfer buffer is intended to be used by the client. */
1687 Uint32 size; /**< The size in bytes of the transfer buffer. */
1688
1689 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1691
1692/* Pipeline state structures */
1693
1694/**
1695 * A structure specifying the parameters of the graphics pipeline rasterizer
1696 * state.
1697 *
1698 * NOTE: Some backend APIs (D3D11/12) will enable depth clamping even if
1699 * enable_depth_clip is true. If you rely on this clamp+clip behavior,
1700 * consider enabling depth clip and then manually clamping depth in your
1701 * fragment shaders on Metal and Vulkan.
1702 *
1703 * \since This struct is available since SDL 3.1.3
1704 *
1705 * \sa SDL_GPUGraphicsPipelineCreateInfo
1706 */
1708{
1709 SDL_GPUFillMode fill_mode; /**< Whether polygons will be filled in or drawn as lines. */
1710 SDL_GPUCullMode cull_mode; /**< The facing direction in which triangles will be culled. */
1711 SDL_GPUFrontFace front_face; /**< The vertex winding that will cause a triangle to be determined as front-facing. */
1712 float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */
1713 float depth_bias_clamp; /**< The maximum depth bias of a fragment. */
1714 float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */
1715 bool enable_depth_bias; /**< true to bias fragment depth values. */
1716 bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */
1720
1721/**
1722 * A structure specifying the parameters of the graphics pipeline multisample
1723 * state.
1724 *
1725 * \since This struct is available since SDL 3.1.3
1726 *
1727 * \sa SDL_GPUGraphicsPipelineCreateInfo
1728 */
1730{
1731 SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */
1732 Uint32 sample_mask; /**< Determines which samples get updated in the render targets. Treated as 0xFFFFFFFF if enable_mask is false. */
1733 bool enable_mask; /**< Enables sample masking. */
1738
1739/**
1740 * A structure specifying the parameters of the graphics pipeline depth
1741 * stencil state.
1742 *
1743 * \since This struct is available since SDL 3.1.3
1744 *
1745 * \sa SDL_GPUGraphicsPipelineCreateInfo
1746 */
1748{
1749 SDL_GPUCompareOp compare_op; /**< The comparison operator used for depth testing. */
1750 SDL_GPUStencilOpState back_stencil_state; /**< The stencil op state for back-facing triangles. */
1751 SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */
1752 Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */
1753 Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */
1754 bool enable_depth_test; /**< true enables the depth test. */
1755 bool enable_depth_write; /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */
1756 bool enable_stencil_test; /**< true enables the stencil test. */
1761
1762/**
1763 * A structure specifying the parameters of color targets used in a graphics
1764 * pipeline.
1765 *
1766 * \since This struct is available since SDL 3.1.3
1767 *
1768 * \sa SDL_GPUGraphicsPipelineTargetInfo
1769 */
1771{
1772 SDL_GPUTextureFormat format; /**< The pixel format of the texture to be used as a color target. */
1773 SDL_GPUColorTargetBlendState blend_state; /**< The blend state to be used for the color target. */
1775
1776/**
1777 * A structure specifying the descriptions of render targets used in a
1778 * graphics pipeline.
1779 *
1780 * \since This struct is available since SDL 3.1.3
1781 *
1782 * \sa SDL_GPUGraphicsPipelineCreateInfo
1783 */
1785{
1786 const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */
1787 Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */
1788 SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */
1789 bool has_depth_stencil_target; /**< true specifies that the pipeline uses a depth-stencil target. */
1794
1795/**
1796 * A structure specifying the parameters of a graphics pipeline state.
1797 *
1798 * \since This struct is available since SDL 3.1.3
1799 *
1800 * \sa SDL_CreateGPUGraphicsPipeline
1801 * \sa SDL_GPUVertexInputState
1802 * \sa SDL_GPUPrimitiveType
1803 * \sa SDL_GPURasterizerState
1804 * \sa SDL_GPUMultisampleState
1805 * \sa SDL_GPUDepthStencilState
1806 * \sa SDL_GPUGraphicsPipelineTargetInfo
1807 */
1809{
1810 SDL_GPUShader *vertex_shader; /**< The vertex shader used by the graphics pipeline. */
1811 SDL_GPUShader *fragment_shader; /**< The fragment shader used by the graphics pipeline. */
1812 SDL_GPUVertexInputState vertex_input_state; /**< The vertex layout of the graphics pipeline. */
1813 SDL_GPUPrimitiveType primitive_type; /**< The primitive topology of the graphics pipeline. */
1814 SDL_GPURasterizerState rasterizer_state; /**< The rasterizer state of the graphics pipeline. */
1815 SDL_GPUMultisampleState multisample_state; /**< The multisample state of the graphics pipeline. */
1816 SDL_GPUDepthStencilState depth_stencil_state; /**< The depth-stencil state of the graphics pipeline. */
1817 SDL_GPUGraphicsPipelineTargetInfo target_info; /**< Formats and blend modes for the render targets of the graphics pipeline. */
1818
1819 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1821
1822/**
1823 * A structure specifying the parameters of a compute pipeline state.
1824 *
1825 * \since This struct is available since SDL 3.1.3
1826 *
1827 * \sa SDL_CreateGPUComputePipeline
1828 */
1830{
1831 size_t code_size; /**< The size in bytes of the compute shader code pointed to. */
1832 const Uint8 *code; /**< A pointer to compute shader code. */
1833 const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
1834 SDL_GPUShaderFormat format; /**< The format of the compute shader code. */
1835 Uint32 num_samplers; /**< The number of samplers defined in the shader. */
1836 Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */
1837 Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */
1838 Uint32 num_readwrite_storage_textures; /**< The number of read-write storage textures defined in the shader. */
1839 Uint32 num_readwrite_storage_buffers; /**< The number of read-write storage buffers defined in the shader. */
1840 Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
1841 Uint32 threadcount_x; /**< The number of threads in the X dimension. This should match the value in the shader. */
1842 Uint32 threadcount_y; /**< The number of threads in the Y dimension. This should match the value in the shader. */
1843 Uint32 threadcount_z; /**< The number of threads in the Z dimension. This should match the value in the shader. */
1844
1845 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
1847
1848/**
1849 * A structure specifying the parameters of a color target used by a render
1850 * pass.
1851 *
1852 * The load_op field determines what is done with the texture at the beginning
1853 * of the render pass.
1854 *
1855 * - LOAD: Loads the data currently in the texture. Not recommended for
1856 * multisample textures as it requires significant memory bandwidth.
1857 * - CLEAR: Clears the texture to a single color.
1858 * - DONT_CARE: The driver will do whatever it wants with the texture memory.
1859 * This is a good option if you know that every single pixel will be touched
1860 * in the render pass.
1861 *
1862 * The store_op field determines what is done with the color results of the
1863 * render pass.
1864 *
1865 * - STORE: Stores the results of the render pass in the texture. Not
1866 * recommended for multisample textures as it requires significant memory
1867 * bandwidth.
1868 * - DONT_CARE: The driver will do whatever it wants with the texture memory.
1869 * This is often a good option for depth/stencil textures.
1870 * - RESOLVE: Resolves a multisample texture into resolve_texture, which must
1871 * have a sample count of 1. Then the driver may discard the multisample
1872 * texture memory. This is the most performant method of resolving a
1873 * multisample target.
1874 * - RESOLVE_AND_STORE: Resolves a multisample texture into the
1875 * resolve_texture, which must have a sample count of 1. Then the driver
1876 * stores the multisample texture's contents. Not recommended as it requires
1877 * significant memory bandwidth.
1878 *
1879 * \since This struct is available since SDL 3.1.3
1880 *
1881 * \sa SDL_BeginGPURenderPass
1882 */
1884{
1885 SDL_GPUTexture *texture; /**< The texture that will be used as a color target by a render pass. */
1886 Uint32 mip_level; /**< The mip level to use as a color target. */
1887 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. */
1888 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. */
1889 SDL_GPULoadOp load_op; /**< What is done with the contents of the color target at the beginning of the render pass. */
1890 SDL_GPUStoreOp store_op; /**< What is done with the results of the render pass. */
1891 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. */
1892 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. */
1893 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. */
1894 bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */
1895 bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
1899
1900/**
1901 * A structure specifying the parameters of a depth-stencil target used by a
1902 * render pass.
1903 *
1904 * The load_op field determines what is done with the depth contents of the
1905 * texture at the beginning of the render pass.
1906 *
1907 * - LOAD: Loads the depth values currently in the texture.
1908 * - CLEAR: Clears the texture to a single depth.
1909 * - DONT_CARE: The driver will do whatever it wants with the memory. This is
1910 * a good option if you know that every single pixel will be touched in the
1911 * render pass.
1912 *
1913 * The store_op field determines what is done with the depth results of the
1914 * render pass.
1915 *
1916 * - STORE: Stores the depth results in the texture.
1917 * - DONT_CARE: The driver will do whatever it wants with the depth results.
1918 * This is often a good option for depth/stencil textures that don't need to
1919 * be reused again.
1920 *
1921 * The stencil_load_op field determines what is done with the stencil contents
1922 * of the texture at the beginning of the render pass.
1923 *
1924 * - LOAD: Loads the stencil values currently in the texture.
1925 * - CLEAR: Clears the stencil values to a single value.
1926 * - DONT_CARE: The driver will do whatever it wants with the memory. This is
1927 * a good option if you know that every single pixel will be touched in the
1928 * render pass.
1929 *
1930 * The stencil_store_op field determines what is done with the stencil results
1931 * of the render pass.
1932 *
1933 * - STORE: Stores the stencil results in the texture.
1934 * - DONT_CARE: The driver will do whatever it wants with the stencil results.
1935 * This is often a good option for depth/stencil textures that don't need to
1936 * be reused again.
1937 *
1938 * Note that depth/stencil targets do not support multisample resolves.
1939 *
1940 * \since This struct is available since SDL 3.1.3
1941 *
1942 * \sa SDL_BeginGPURenderPass
1943 */
1945{
1946 SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */
1947 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. */
1948 SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */
1949 SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
1950 SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
1951 SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
1952 bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
1953 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. */
1957
1958/**
1959 * A structure containing parameters for a blit command.
1960 *
1961 * \since This struct is available since SDL 3.1.3
1962 *
1963 * \sa SDL_BlitGPUTexture
1964 */
1965typedef struct SDL_GPUBlitInfo {
1966 SDL_GPUBlitRegion source; /**< The source region for the blit. */
1967 SDL_GPUBlitRegion destination; /**< The destination region for the blit. */
1968 SDL_GPULoadOp load_op; /**< What is done with the contents of the destination before the blit. */
1969 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. */
1970 SDL_FlipMode flip_mode; /**< The flip mode for the source region. */
1971 SDL_GPUFilter filter; /**< The filter mode used when blitting. */
1972 bool cycle; /**< true cycles the destination texture if it is already bound. */
1977
1978/* Binding structs */
1979
1980/**
1981 * A structure specifying parameters in a buffer binding call.
1982 *
1983 * \since This struct is available since SDL 3.1.3
1984 *
1985 * \sa SDL_BindGPUVertexBuffers
1986 * \sa SDL_BindGPUIndexBuffer
1987 */
1989{
1990 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. */
1991 Uint32 offset; /**< The starting byte of the data to bind in the buffer. */
1993
1994/**
1995 * A structure specifying parameters in a sampler binding call.
1996 *
1997 * \since This struct is available since SDL 3.1.3
1998 *
1999 * \sa SDL_BindGPUVertexSamplers
2000 * \sa SDL_BindGPUFragmentSamplers
2001 */
2003{
2004 SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */
2005 SDL_GPUSampler *sampler; /**< The sampler to bind. */
2007
2008/**
2009 * A structure specifying parameters related to binding buffers in a compute
2010 * pass.
2011 *
2012 * \since This struct is available since SDL 3.1.3
2013 *
2014 * \sa SDL_BeginGPUComputePass
2015 */
2017{
2018 SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */
2019 bool cycle; /**< true cycles the buffer if it is already bound. */
2024
2025/**
2026 * A structure specifying parameters related to binding textures in a compute
2027 * pass.
2028 *
2029 * \since This struct is available since SDL 3.1.3
2030 *
2031 * \sa SDL_BeginGPUComputePass
2032 */
2034{
2035 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. */
2036 Uint32 mip_level; /**< The mip level index to bind. */
2037 Uint32 layer; /**< The layer index to bind. */
2038 bool cycle; /**< true cycles the texture if it is already bound. */
2043
2044/* Functions */
2045
2046/* Device */
2047
2048/**
2049 * Checks for GPU runtime support.
2050 *
2051 * \param format_flags a bitflag indicating which shader formats the app is
2052 * able to provide.
2053 * \param name the preferred GPU driver, or NULL to let SDL pick the optimal
2054 * driver.
2055 * \returns true if supported, false otherwise.
2056 *
2057 * \since This function is available since SDL 3.1.3.
2058 *
2059 * \sa SDL_CreateGPUDevice
2060 */
2061extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsShaderFormats(
2062 SDL_GPUShaderFormat format_flags,
2063 const char *name);
2064
2065/**
2066 * Checks for GPU runtime support.
2067 *
2068 * \param props the properties to use.
2069 * \returns true if supported, false otherwise.
2070 *
2071 * \since This function is available since SDL 3.1.3.
2072 *
2073 * \sa SDL_CreateGPUDeviceWithProperties
2074 */
2075extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties(
2076 SDL_PropertiesID props);
2077
2078/**
2079 * Creates a GPU context.
2080 *
2081 * \param format_flags a bitflag indicating which shader formats the app is
2082 * able to provide.
2083 * \param debug_mode enable debug mode properties and validations.
2084 * \param name the preferred GPU driver, or NULL to let SDL pick the optimal
2085 * driver.
2086 * \returns a GPU context on success or NULL on failure; call SDL_GetError()
2087 * for more information.
2088 *
2089 * \since This function is available since SDL 3.1.3.
2090 *
2091 * \sa SDL_GetGPUShaderFormats
2092 * \sa SDL_GetGPUDeviceDriver
2093 * \sa SDL_DestroyGPUDevice
2094 * \sa SDL_GPUSupportsShaderFormats
2095 */
2096extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
2097 SDL_GPUShaderFormat format_flags,
2098 bool debug_mode,
2099 const char *name);
2100
2101/**
2102 * Creates a GPU context.
2103 *
2104 * These are the supported properties:
2105 *
2106 * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode
2107 * properties and validations, defaults to true.
2108 * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer
2109 * energy efficiency over maximum GPU performance, defaults to false.
2110 * - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to
2111 * use, if a specific one is desired.
2112 *
2113 * These are the current shader format properties:
2114 *
2115 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to
2116 * provide shaders for an NDA platform.
2117 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to
2118 * provide SPIR-V shaders if applicable.
2119 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to
2120 * provide DXBC shaders if applicable
2121 * `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to
2122 * provide DXIL shaders if applicable.
2123 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to
2124 * provide MSL shaders if applicable.
2125 * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to
2126 * provide Metal shader libraries if applicable.
2127 *
2128 * With the D3D12 renderer:
2129 *
2130 * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to
2131 * use for all vertex semantics, default is "TEXCOORD".
2132 *
2133 * \param props the properties to use.
2134 * \returns a GPU context on success or NULL on failure; call SDL_GetError()
2135 * for more information.
2136 *
2137 * \since This function is available since SDL 3.1.3.
2138 *
2139 * \sa SDL_GetGPUShaderFormats
2140 * \sa SDL_GetGPUDeviceDriver
2141 * \sa SDL_DestroyGPUDevice
2142 * \sa SDL_GPUSupportsProperties
2143 */
2145 SDL_PropertiesID props);
2146
2147#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN "SDL.gpu.device.create.debugmode"
2148#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN "SDL.gpu.device.create.preferlowpower"
2149#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name"
2150#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN "SDL.gpu.device.create.shaders.private"
2151#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN "SDL.gpu.device.create.shaders.spirv"
2152#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN "SDL.gpu.device.create.shaders.dxbc"
2153#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN "SDL.gpu.device.create.shaders.dxil"
2154#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN "SDL.gpu.device.create.shaders.msl"
2155#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib"
2156#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic"
2157
2158/**
2159 * Destroys a GPU context previously returned by SDL_CreateGPUDevice.
2160 *
2161 * \param device a GPU Context to destroy.
2162 *
2163 * \since This function is available since SDL 3.1.3.
2164 *
2165 * \sa SDL_CreateGPUDevice
2166 */
2167extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device);
2168
2169/**
2170 * Get the number of GPU drivers compiled into SDL.
2171 *
2172 * \returns the number of built in GPU drivers.
2173 *
2174 * \since This function is available since SDL 3.1.3.
2175 *
2176 * \sa SDL_GetGPUDriver
2177 */
2178extern SDL_DECLSPEC int SDLCALL SDL_GetNumGPUDrivers(void);
2179
2180/**
2181 * Get the name of a built in GPU driver.
2182 *
2183 * The GPU drivers are presented in the order in which they are normally
2184 * checked during initialization.
2185 *
2186 * The names of drivers are all simple, low-ASCII identifiers, like "vulkan",
2187 * "metal" or "direct3d12". These never have Unicode characters, and are not
2188 * meant to be proper names.
2189 *
2190 * \param index the index of a GPU driver.
2191 * \returns the name of the GPU driver with the given **index**.
2192 *
2193 * \since This function is available since SDL 3.1.3.
2194 *
2195 * \sa SDL_GetNumGPUDrivers
2196 */
2197extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDriver(int index);
2198
2199/**
2200 * Returns the name of the backend used to create this GPU context.
2201 *
2202 * \param device a GPU context to query.
2203 * \returns the name of the device's driver, or NULL on error.
2204 *
2205 * \since This function is available since SDL 3.1.3.
2206 */
2207extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDeviceDriver(SDL_GPUDevice *device);
2208
2209/**
2210 * Returns the supported shader formats for this GPU context.
2211 *
2212 * \param device a GPU context to query.
2213 * \returns a bitflag indicating which shader formats the driver is able to
2214 * consume.
2215 *
2216 * \since This function is available since SDL 3.1.3.
2217 */
2218extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUDevice *device);
2219
2220/* State Creation */
2221
2222/**
2223 * Creates a pipeline object to be used in a compute workflow.
2224 *
2225 * Shader resource bindings must be authored to follow a particular order
2226 * depending on the shader format.
2227 *
2228 * For SPIR-V shaders, use the following resource sets:
2229 *
2230 * - 0: Sampled textures, followed by read-only storage textures, followed by
2231 * read-only storage buffers
2232 * - 1: Read-write storage textures, followed by read-write storage buffers
2233 * - 2: Uniform buffers
2234 *
2235 * For DXBC and DXIL shaders, use the following register order:
2236 *
2237 * - (t[n], space0): Sampled textures, followed by read-only storage textures,
2238 * followed by read-only storage buffers
2239 * - (u[n], space1): Read-write storage textures, followed by read-write
2240 * storage buffers
2241 * - (b[n], space2): Uniform buffers
2242 *
2243 * For MSL/metallib, use the following order:
2244 *
2245 * - [[buffer]]: Uniform buffers, followed by read-only storage buffers,
2246 * followed by read-write storage buffers
2247 * - [[texture]]: Sampled textures, followed by read-only storage textures,
2248 * followed by read-write storage textures
2249 *
2250 * \param device a GPU Context.
2251 * \param createinfo a struct describing the state of the compute pipeline to
2252 * create.
2253 * \returns a compute pipeline object on success, or NULL on failure; call
2254 * SDL_GetError() for more information.
2255 *
2256 * \since This function is available since SDL 3.1.3.
2257 *
2258 * \sa SDL_BindGPUComputePipeline
2259 * \sa SDL_ReleaseGPUComputePipeline
2260 */
2262 SDL_GPUDevice *device,
2263 const SDL_GPUComputePipelineCreateInfo *createinfo);
2264
2265/**
2266 * Creates a pipeline object to be used in a graphics workflow.
2267 *
2268 * \param device a GPU Context.
2269 * \param createinfo a struct describing the state of the graphics pipeline to
2270 * create.
2271 * \returns a graphics pipeline object on success, or NULL on failure; call
2272 * SDL_GetError() for more information.
2273 *
2274 * \since This function is available since SDL 3.1.3.
2275 *
2276 * \sa SDL_CreateGPUShader
2277 * \sa SDL_BindGPUGraphicsPipeline
2278 * \sa SDL_ReleaseGPUGraphicsPipeline
2279 */
2281 SDL_GPUDevice *device,
2282 const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
2283
2284/**
2285 * Creates a sampler object to be used when binding textures in a graphics
2286 * workflow.
2287 *
2288 * \param device a GPU Context.
2289 * \param createinfo a struct describing the state of the sampler to create.
2290 * \returns a sampler object on success, or NULL on failure; call
2291 * SDL_GetError() for more information.
2292 *
2293 * \since This function is available since SDL 3.1.3.
2294 *
2295 * \sa SDL_BindGPUVertexSamplers
2296 * \sa SDL_BindGPUFragmentSamplers
2297 * \sa SDL_ReleaseGPUSampler
2298 */
2299extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
2300 SDL_GPUDevice *device,
2301 const SDL_GPUSamplerCreateInfo *createinfo);
2302
2303/**
2304 * Creates a shader to be used when creating a graphics pipeline.
2305 *
2306 * Shader resource bindings must be authored to follow a particular order
2307 * depending on the shader format.
2308 *
2309 * For SPIR-V shaders, use the following resource sets:
2310 *
2311 * For vertex shaders:
2312 *
2313 * - 0: Sampled textures, followed by storage textures, followed by storage
2314 * buffers
2315 * - 1: Uniform buffers
2316 *
2317 * For fragment shaders:
2318 *
2319 * - 2: Sampled textures, followed by storage textures, followed by storage
2320 * buffers
2321 * - 3: Uniform buffers
2322 *
2323 * For DXBC and DXIL shaders, use the following register order:
2324 *
2325 * For vertex shaders:
2326 *
2327 * - (t[n], space0): Sampled textures, followed by storage textures, followed
2328 * by storage buffers
2329 * - (s[n], space0): Samplers with indices corresponding to the sampled
2330 * textures
2331 * - (b[n], space1): Uniform buffers
2332 *
2333 * For pixel shaders:
2334 *
2335 * - (t[n], space2): Sampled textures, followed by storage textures, followed
2336 * by storage buffers
2337 * - (s[n], space2): Samplers with indices corresponding to the sampled
2338 * textures
2339 * - (b[n], space3): Uniform buffers
2340 *
2341 * For MSL/metallib, use the following order:
2342 *
2343 * - [[texture]]: Sampled textures, followed by storage textures
2344 * - [[sampler]]: Samplers with indices corresponding to the sampled textures
2345 * - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0
2346 * is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on.
2347 * Rather than manually authoring vertex buffer indices, use the
2348 * [[stage_in]] attribute which will automatically use the vertex input
2349 * information from the SDL_GPUGraphicsPipeline.
2350 *
2351 * Shader semantics other than system-value semantics do not matter in D3D12
2352 * and for ease of use the SDL implementation assumes that non system-value
2353 * semantics will all be TEXCOORD. If you are using HLSL as the shader source
2354 * language, your vertex semantics should start at TEXCOORD0 and increment
2355 * like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic
2356 * prefix to something other than TEXCOORD you can use
2357 * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
2358 * SDL_CreateGPUDeviceWithProperties().
2359 *
2360 * \param device a GPU Context.
2361 * \param createinfo a struct describing the state of the shader to create.
2362 * \returns a shader object on success, or NULL on failure; call
2363 * SDL_GetError() for more information.
2364 *
2365 * \since This function is available since SDL 3.1.3.
2366 *
2367 * \sa SDL_CreateGPUGraphicsPipeline
2368 * \sa SDL_ReleaseGPUShader
2369 */
2370extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
2371 SDL_GPUDevice *device,
2372 const SDL_GPUShaderCreateInfo *createinfo);
2373
2374/**
2375 * Creates a texture object to be used in graphics or compute workflows.
2376 *
2377 * The contents of this texture are undefined until data is written to the
2378 * texture.
2379 *
2380 * Note that certain combinations of usage flags are invalid. For example, a
2381 * texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags.
2382 *
2383 * If you request a sample count higher than the hardware supports, the
2384 * implementation will automatically fall back to the highest available sample
2385 * count.
2386 *
2387 * There are optional properties that can be provided through
2388 * SDL_GPUTextureCreateInfo's `props`. These are the supported properties:
2389 *
2390 * - `SDL_PROP_PROCESS_CREATE_ARGS_POINTER`: an array of strings containing
2391 * the program to run, any arguments, and a NULL pointer, e.g. const char
2392 * *args[] = { "myprogram", "argument", NULL }. This is a required property.
2393 * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if
2394 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2395 * to a color with this red intensity. Defaults to zero.
2396 * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if
2397 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2398 * to a color with this green intensity. Defaults to zero.
2399 * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if
2400 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2401 * to a color with this blue intensity. Defaults to zero.
2402 * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if
2403 * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
2404 * to a color with this alpha intensity. Defaults to zero.
2405 * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
2406 * if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
2407 * the texture to a depth of this value. Defaults to zero.
2408 * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12
2409 * only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
2410 * clear the texture to a stencil of this value. Defaults to zero.
2411 *
2412 * \param device a GPU Context.
2413 * \param createinfo a struct describing the state of the texture to create.
2414 * \returns a texture object on success, or NULL on failure; call
2415 * SDL_GetError() for more information.
2416 *
2417 * \since This function is available since SDL 3.1.3.
2418 *
2419 * \sa SDL_UploadToGPUTexture
2420 * \sa SDL_DownloadFromGPUTexture
2421 * \sa SDL_BindGPUVertexSamplers
2422 * \sa SDL_BindGPUVertexStorageTextures
2423 * \sa SDL_BindGPUFragmentSamplers
2424 * \sa SDL_BindGPUFragmentStorageTextures
2425 * \sa SDL_BindGPUComputeStorageTextures
2426 * \sa SDL_BlitGPUTexture
2427 * \sa SDL_ReleaseGPUTexture
2428 * \sa SDL_GPUTextureSupportsFormat
2429 */
2430extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
2431 SDL_GPUDevice *device,
2432 const SDL_GPUTextureCreateInfo *createinfo);
2433
2434#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT "SDL.gpu.createtexture.d3d12.clear.r"
2435#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT "SDL.gpu.createtexture.d3d12.clear.g"
2436#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT "SDL.gpu.createtexture.d3d12.clear.b"
2437#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT "SDL.gpu.createtexture.d3d12.clear.a"
2438#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.createtexture.d3d12.clear.depth"
2439#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.createtexture.d3d12.clear.stencil"
2440
2441
2442/**
2443 * Creates a buffer object to be used in graphics or compute workflows.
2444 *
2445 * The contents of this buffer are undefined until data is written to the
2446 * buffer.
2447 *
2448 * Note that certain combinations of usage flags are invalid. For example, a
2449 * buffer cannot have both the VERTEX and INDEX flags.
2450 *
2451 * For better understanding of underlying concepts and memory management with
2452 * SDL GPU API, you may refer
2453 * [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/)
2454 * .
2455 *
2456 * \param device a GPU Context.
2457 * \param createinfo a struct describing the state of the buffer to create.
2458 * \returns a buffer object on success, or NULL on failure; call
2459 * SDL_GetError() for more information.
2460 *
2461 * \since This function is available since SDL 3.1.3.
2462 *
2463 * \sa SDL_SetGPUBufferName
2464 * \sa SDL_UploadToGPUBuffer
2465 * \sa SDL_DownloadFromGPUBuffer
2466 * \sa SDL_CopyGPUBufferToBuffer
2467 * \sa SDL_BindGPUVertexBuffers
2468 * \sa SDL_BindGPUIndexBuffer
2469 * \sa SDL_BindGPUVertexStorageBuffers
2470 * \sa SDL_BindGPUFragmentStorageBuffers
2471 * \sa SDL_DrawGPUPrimitivesIndirect
2472 * \sa SDL_DrawGPUIndexedPrimitivesIndirect
2473 * \sa SDL_BindGPUComputeStorageBuffers
2474 * \sa SDL_DispatchGPUComputeIndirect
2475 * \sa SDL_ReleaseGPUBuffer
2476 */
2477extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
2478 SDL_GPUDevice *device,
2479 const SDL_GPUBufferCreateInfo *createinfo);
2480
2481/**
2482 * Creates a transfer buffer to be used when uploading to or downloading from
2483 * graphics resources.
2484 *
2485 * Download buffers can be particularly expensive to create, so it is good
2486 * practice to reuse them if data will be downloaded regularly.
2487 *
2488 * \param device a GPU Context.
2489 * \param createinfo a struct describing the state of the transfer buffer to
2490 * create.
2491 * \returns a transfer buffer on success, or NULL on failure; call
2492 * SDL_GetError() for more information.
2493 *
2494 * \since This function is available since SDL 3.1.3.
2495 *
2496 * \sa SDL_UploadToGPUBuffer
2497 * \sa SDL_DownloadFromGPUBuffer
2498 * \sa SDL_UploadToGPUTexture
2499 * \sa SDL_DownloadFromGPUTexture
2500 * \sa SDL_ReleaseGPUTransferBuffer
2501 */
2503 SDL_GPUDevice *device,
2504 const SDL_GPUTransferBufferCreateInfo *createinfo);
2505
2506/* Debug Naming */
2507
2508/**
2509 * Sets an arbitrary string constant to label a buffer.
2510 *
2511 * Useful for debugging.
2512 *
2513 * \param device a GPU Context.
2514 * \param buffer a buffer to attach the name to.
2515 * \param text a UTF-8 string constant to mark as the name of the buffer.
2516 *
2517 * \since This function is available since SDL 3.1.3.
2518 */
2519extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName(
2520 SDL_GPUDevice *device,
2521 SDL_GPUBuffer *buffer,
2522 const char *text);
2523
2524/**
2525 * Sets an arbitrary string constant to label a texture.
2526 *
2527 * Useful for debugging.
2528 *
2529 * \param device a GPU Context.
2530 * \param texture a texture to attach the name to.
2531 * \param text a UTF-8 string constant to mark as the name of the texture.
2532 *
2533 * \since This function is available since SDL 3.1.3.
2534 */
2535extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
2536 SDL_GPUDevice *device,
2537 SDL_GPUTexture *texture,
2538 const char *text);
2539
2540/**
2541 * Inserts an arbitrary string label into the command buffer callstream.
2542 *
2543 * Useful for debugging.
2544 *
2545 * \param command_buffer a command buffer.
2546 * \param text a UTF-8 string constant to insert as the label.
2547 *
2548 * \since This function is available since SDL 3.1.3.
2549 */
2550extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
2551 SDL_GPUCommandBuffer *command_buffer,
2552 const char *text);
2553
2554/**
2555 * Begins a debug group with an arbitary name.
2556 *
2557 * Used for denoting groups of calls when viewing the command buffer
2558 * callstream in a graphics debugging tool.
2559 *
2560 * Each call to SDL_PushGPUDebugGroup must have a corresponding call to
2561 * SDL_PopGPUDebugGroup.
2562 *
2563 * On some backends (e.g. Metal), pushing a debug group during a
2564 * render/blit/compute pass will create a group that is scoped to the native
2565 * pass rather than the command buffer. For best results, if you push a debug
2566 * group during a pass, always pop it in the same pass.
2567 *
2568 * \param command_buffer a command buffer.
2569 * \param name a UTF-8 string constant that names the group.
2570 *
2571 * \since This function is available since SDL 3.1.3.
2572 *
2573 * \sa SDL_PopGPUDebugGroup
2574 */
2575extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
2576 SDL_GPUCommandBuffer *command_buffer,
2577 const char *name);
2578
2579/**
2580 * Ends the most-recently pushed debug group.
2581 *
2582 * \param command_buffer a command buffer.
2583 *
2584 * \since This function is available since SDL 3.1.3.
2585 *
2586 * \sa SDL_PushGPUDebugGroup
2587 */
2588extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup(
2589 SDL_GPUCommandBuffer *command_buffer);
2590
2591/* Disposal */
2592
2593/**
2594 * Frees the given texture as soon as it is safe to do so.
2595 *
2596 * You must not reference the texture after calling this function.
2597 *
2598 * \param device a GPU context.
2599 * \param texture a texture to be destroyed.
2600 *
2601 * \since This function is available since SDL 3.1.3.
2602 */
2603extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTexture(
2604 SDL_GPUDevice *device,
2605 SDL_GPUTexture *texture);
2606
2607/**
2608 * Frees the given sampler as soon as it is safe to do so.
2609 *
2610 * You must not reference the sampler after calling this function.
2611 *
2612 * \param device a GPU context.
2613 * \param sampler a sampler to be destroyed.
2614 *
2615 * \since This function is available since SDL 3.1.3.
2616 */
2617extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUSampler(
2618 SDL_GPUDevice *device,
2619 SDL_GPUSampler *sampler);
2620
2621/**
2622 * Frees the given buffer as soon as it is safe to do so.
2623 *
2624 * You must not reference the buffer after calling this function.
2625 *
2626 * \param device a GPU context.
2627 * \param buffer a buffer to be destroyed.
2628 *
2629 * \since This function is available since SDL 3.1.3.
2630 */
2631extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer(
2632 SDL_GPUDevice *device,
2633 SDL_GPUBuffer *buffer);
2634
2635/**
2636 * Frees the given transfer buffer as soon as it is safe to do so.
2637 *
2638 * You must not reference the transfer buffer after calling this function.
2639 *
2640 * \param device a GPU context.
2641 * \param transfer_buffer a transfer buffer to be destroyed.
2642 *
2643 * \since This function is available since SDL 3.1.3.
2644 */
2645extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer(
2646 SDL_GPUDevice *device,
2647 SDL_GPUTransferBuffer *transfer_buffer);
2648
2649/**
2650 * Frees the given compute pipeline as soon as it is safe to do so.
2651 *
2652 * You must not reference the compute pipeline after calling this function.
2653 *
2654 * \param device a GPU context.
2655 * \param compute_pipeline a compute pipeline to be destroyed.
2656 *
2657 * \since This function is available since SDL 3.1.3.
2658 */
2659extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline(
2660 SDL_GPUDevice *device,
2661 SDL_GPUComputePipeline *compute_pipeline);
2662
2663/**
2664 * Frees the given shader as soon as it is safe to do so.
2665 *
2666 * You must not reference the shader after calling this function.
2667 *
2668 * \param device a GPU context.
2669 * \param shader a shader to be destroyed.
2670 *
2671 * \since This function is available since SDL 3.1.3.
2672 */
2673extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader(
2674 SDL_GPUDevice *device,
2675 SDL_GPUShader *shader);
2676
2677/**
2678 * Frees the given graphics pipeline as soon as it is safe to do so.
2679 *
2680 * You must not reference the graphics pipeline after calling this function.
2681 *
2682 * \param device a GPU context.
2683 * \param graphics_pipeline a graphics pipeline to be destroyed.
2684 *
2685 * \since This function is available since SDL 3.1.3.
2686 */
2687extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
2688 SDL_GPUDevice *device,
2689 SDL_GPUGraphicsPipeline *graphics_pipeline);
2690
2691/**
2692 * Acquire a command buffer.
2693 *
2694 * This command buffer is managed by the implementation and should not be
2695 * freed by the user. The command buffer may only be used on the thread it was
2696 * acquired on. The command buffer should be submitted on the thread it was
2697 * acquired on.
2698 *
2699 * It is valid to acquire multiple command buffers on the same thread at once.
2700 * In fact a common design pattern is to acquire two command buffers per frame
2701 * where one is dedicated to render and compute passes and the other is
2702 * dedicated to copy passes and other preparatory work such as generating
2703 * mipmaps. Interleaving commands between the two command buffers reduces the
2704 * total amount of passes overall which improves rendering performance.
2705 *
2706 * \param device a GPU context.
2707 * \returns a command buffer, or NULL on failure; call SDL_GetError() for more
2708 * information.
2709 *
2710 * \since This function is available since SDL 3.1.3.
2711 *
2712 * \sa SDL_SubmitGPUCommandBuffer
2713 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
2714 */
2716 SDL_GPUDevice *device);
2717
2718/* Uniform Data */
2719
2720/**
2721 * Pushes data to a vertex uniform slot on the command buffer.
2722 *
2723 * Subsequent draw calls will use this uniform data.
2724 *
2725 * \param command_buffer a command buffer.
2726 * \param slot_index the vertex uniform slot to push data to.
2727 * \param data client data to write.
2728 * \param length the length of the data to write.
2729 *
2730 * \since This function is available since SDL 3.1.3.
2731 */
2732extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
2733 SDL_GPUCommandBuffer *command_buffer,
2734 Uint32 slot_index,
2735 const void *data,
2736 Uint32 length);
2737
2738/**
2739 * Pushes data to a fragment uniform slot on the command buffer.
2740 *
2741 * Subsequent draw calls will use this uniform data.
2742 *
2743 * \param command_buffer a command buffer.
2744 * \param slot_index the fragment uniform slot to push data to.
2745 * \param data client data to write.
2746 * \param length the length of the data to write.
2747 *
2748 * \since This function is available since SDL 3.1.3.
2749 */
2750extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
2751 SDL_GPUCommandBuffer *command_buffer,
2752 Uint32 slot_index,
2753 const void *data,
2754 Uint32 length);
2755
2756/**
2757 * Pushes data to a uniform slot on the command buffer.
2758 *
2759 * Subsequent draw calls will use this uniform data.
2760 *
2761 * \param command_buffer a command buffer.
2762 * \param slot_index the uniform slot to push data to.
2763 * \param data client data to write.
2764 * \param length the length of the data to write.
2765 *
2766 * \since This function is available since SDL 3.1.3.
2767 */
2768extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
2769 SDL_GPUCommandBuffer *command_buffer,
2770 Uint32 slot_index,
2771 const void *data,
2772 Uint32 length);
2773
2774/* Graphics State */
2775
2776/**
2777 * Begins a render pass on a command buffer.
2778 *
2779 * A render pass consists of a set of texture subresources (or depth slices in
2780 * the 3D texture case) which will be rendered to during the render pass,
2781 * along with corresponding clear values and load/store operations. All
2782 * operations related to graphics pipelines must take place inside of a render
2783 * pass. A default viewport and scissor state are automatically set when this
2784 * is called. You cannot begin another render pass, or begin a compute pass or
2785 * copy pass until you have ended the render pass.
2786 *
2787 * \param command_buffer a command buffer.
2788 * \param color_target_infos an array of texture subresources with
2789 * corresponding clear values and load/store ops.
2790 * \param num_color_targets the number of color targets in the
2791 * color_target_infos array.
2792 * \param depth_stencil_target_info a texture subresource with corresponding
2793 * clear value and load/store ops, may be
2794 * NULL.
2795 * \returns a render pass handle.
2796 *
2797 * \since This function is available since SDL 3.1.3.
2798 *
2799 * \sa SDL_EndGPURenderPass
2800 */
2801extern SDL_DECLSPEC SDL_GPURenderPass *SDLCALL SDL_BeginGPURenderPass(
2802 SDL_GPUCommandBuffer *command_buffer,
2803 const SDL_GPUColorTargetInfo *color_target_infos,
2804 Uint32 num_color_targets,
2805 const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info);
2806
2807/**
2808 * Binds a graphics pipeline on a render pass to be used in rendering.
2809 *
2810 * A graphics pipeline must be bound before making any draw calls.
2811 *
2812 * \param render_pass a render pass handle.
2813 * \param graphics_pipeline the graphics pipeline to bind.
2814 *
2815 * \since This function is available since SDL 3.1.3.
2816 */
2817extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline(
2818 SDL_GPURenderPass *render_pass,
2819 SDL_GPUGraphicsPipeline *graphics_pipeline);
2820
2821/**
2822 * Sets the current viewport state on a command buffer.
2823 *
2824 * \param render_pass a render pass handle.
2825 * \param viewport the viewport to set.
2826 *
2827 * \since This function is available since SDL 3.1.3.
2828 */
2829extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport(
2830 SDL_GPURenderPass *render_pass,
2831 const SDL_GPUViewport *viewport);
2832
2833/**
2834 * Sets the current scissor state on a command buffer.
2835 *
2836 * \param render_pass a render pass handle.
2837 * \param scissor the scissor area to set.
2838 *
2839 * \since This function is available since SDL 3.1.3.
2840 */
2841extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor(
2842 SDL_GPURenderPass *render_pass,
2843 const SDL_Rect *scissor);
2844
2845/**
2846 * Sets the current blend constants on a command buffer.
2847 *
2848 * \param render_pass a render pass handle.
2849 * \param blend_constants the blend constant color.
2850 *
2851 * \since This function is available since SDL 3.1.3.
2852 *
2853 * \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
2854 * \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
2855 */
2856extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants(
2857 SDL_GPURenderPass *render_pass,
2858 SDL_FColor blend_constants);
2859
2860/**
2861 * Sets the current stencil reference value on a command buffer.
2862 *
2863 * \param render_pass a render pass handle.
2864 * \param reference the stencil reference value to set.
2865 *
2866 * \since This function is available since SDL 3.1.3.
2867 */
2868extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
2869 SDL_GPURenderPass *render_pass,
2870 Uint8 reference);
2871
2872/**
2873 * Binds vertex buffers on a command buffer for use with subsequent draw
2874 * calls.
2875 *
2876 * \param render_pass a render pass handle.
2877 * \param first_slot the vertex buffer slot to begin binding from.
2878 * \param bindings an array of SDL_GPUBufferBinding structs containing vertex
2879 * buffers and offset values.
2880 * \param num_bindings the number of bindings in the bindings array.
2881 *
2882 * \since This function is available since SDL 3.1.3.
2883 */
2884extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers(
2885 SDL_GPURenderPass *render_pass,
2886 Uint32 first_slot,
2887 const SDL_GPUBufferBinding *bindings,
2888 Uint32 num_bindings);
2889
2890/**
2891 * Binds an index buffer on a command buffer for use with subsequent draw
2892 * calls.
2893 *
2894 * \param render_pass a render pass handle.
2895 * \param binding a pointer to a struct containing an index buffer and offset.
2896 * \param index_element_size whether the index values in the buffer are 16- or
2897 * 32-bit.
2898 *
2899 * \since This function is available since SDL 3.1.3.
2900 */
2901extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
2902 SDL_GPURenderPass *render_pass,
2903 const SDL_GPUBufferBinding *binding,
2904 SDL_GPUIndexElementSize index_element_size);
2905
2906/**
2907 * Binds texture-sampler pairs for use on the vertex shader.
2908 *
2909 * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
2910 *
2911 * \param render_pass a render pass handle.
2912 * \param first_slot the vertex sampler slot to begin binding from.
2913 * \param texture_sampler_bindings an array of texture-sampler binding
2914 * structs.
2915 * \param num_bindings the number of texture-sampler pairs to bind from the
2916 * array.
2917 *
2918 * \since This function is available since SDL 3.1.3.
2919 */
2920extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
2921 SDL_GPURenderPass *render_pass,
2922 Uint32 first_slot,
2923 const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
2924 Uint32 num_bindings);
2925
2926/**
2927 * Binds storage textures for use on the vertex shader.
2928 *
2929 * These textures must have been created with
2930 * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
2931 *
2932 * \param render_pass a render pass handle.
2933 * \param first_slot the vertex storage texture slot to begin binding from.
2934 * \param storage_textures an array of storage textures.
2935 * \param num_bindings the number of storage texture to bind from the array.
2936 *
2937 * \since This function is available since SDL 3.1.3.
2938 */
2939extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
2940 SDL_GPURenderPass *render_pass,
2941 Uint32 first_slot,
2942 SDL_GPUTexture *const *storage_textures,
2943 Uint32 num_bindings);
2944
2945/**
2946 * Binds storage buffers for use on the vertex shader.
2947 *
2948 * These buffers must have been created with
2949 * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
2950 *
2951 * \param render_pass a render pass handle.
2952 * \param first_slot the vertex storage buffer slot to begin binding from.
2953 * \param storage_buffers an array of buffers.
2954 * \param num_bindings the number of buffers to bind from the array.
2955 *
2956 * \since This function is available since SDL 3.1.3.
2957 */
2958extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
2959 SDL_GPURenderPass *render_pass,
2960 Uint32 first_slot,
2961 SDL_GPUBuffer *const *storage_buffers,
2962 Uint32 num_bindings);
2963
2964/**
2965 * Binds texture-sampler pairs for use on the fragment shader.
2966 *
2967 * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
2968 *
2969 * \param render_pass a render pass handle.
2970 * \param first_slot the fragment sampler slot to begin binding from.
2971 * \param texture_sampler_bindings an array of texture-sampler binding
2972 * structs.
2973 * \param num_bindings the number of texture-sampler pairs to bind from the
2974 * array.
2975 *
2976 * \since This function is available since SDL 3.1.3.
2977 */
2978extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
2979 SDL_GPURenderPass *render_pass,
2980 Uint32 first_slot,
2981 const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
2982 Uint32 num_bindings);
2983
2984/**
2985 * Binds storage textures for use on the fragment shader.
2986 *
2987 * These textures must have been created with
2988 * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
2989 *
2990 * \param render_pass a render pass handle.
2991 * \param first_slot the fragment storage texture slot to begin binding from.
2992 * \param storage_textures an array of storage textures.
2993 * \param num_bindings the number of storage textures to bind from the array.
2994 *
2995 * \since This function is available since SDL 3.1.3.
2996 */
2997extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
2998 SDL_GPURenderPass *render_pass,
2999 Uint32 first_slot,
3000 SDL_GPUTexture *const *storage_textures,
3001 Uint32 num_bindings);
3002
3003/**
3004 * Binds storage buffers for use on the fragment shader.
3005 *
3006 * These buffers must have been created with
3007 * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
3008 *
3009 * \param render_pass a render pass handle.
3010 * \param first_slot the fragment storage buffer slot to begin binding from.
3011 * \param storage_buffers an array of storage buffers.
3012 * \param num_bindings the number of storage buffers to bind from the array.
3013 *
3014 * \since This function is available since SDL 3.1.3.
3015 */
3016extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
3017 SDL_GPURenderPass *render_pass,
3018 Uint32 first_slot,
3019 SDL_GPUBuffer *const *storage_buffers,
3020 Uint32 num_bindings);
3021
3022/* Drawing */
3023
3024/**
3025 * Draws data using bound graphics state with an index buffer and instancing
3026 * enabled.
3027 *
3028 * You must not call this function before binding a graphics pipeline.
3029 *
3030 * Note that the `first_vertex` and `first_instance` parameters are NOT
3031 * compatible with built-in vertex/instance ID variables in shaders (for
3032 * example, SV_VertexID); GPU APIs and shader languages do not define these
3033 * built-in variables consistently, so if your shader depends on them, the
3034 * only way to keep behavior consistent and portable is to always pass 0 for
3035 * the correlating parameter in the draw calls.
3036 *
3037 * \param render_pass a render pass handle.
3038 * \param num_indices the number of indices to draw per instance.
3039 * \param num_instances the number of instances to draw.
3040 * \param first_index the starting index within the index buffer.
3041 * \param vertex_offset value added to vertex index before indexing into the
3042 * vertex buffer.
3043 * \param first_instance the ID of the first instance to draw.
3044 *
3045 * \since This function is available since SDL 3.1.3.
3046 */
3047extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives(
3048 SDL_GPURenderPass *render_pass,
3049 Uint32 num_indices,
3050 Uint32 num_instances,
3051 Uint32 first_index,
3052 Sint32 vertex_offset,
3053 Uint32 first_instance);
3054
3055/**
3056 * Draws data using bound graphics state.
3057 *
3058 * You must not call this function before binding a graphics pipeline.
3059 *
3060 * Note that the `first_vertex` and `first_instance` parameters are NOT
3061 * compatible with built-in vertex/instance ID variables in shaders (for
3062 * example, SV_VertexID); GPU APIs and shader languages do not define these
3063 * built-in variables consistently, so if your shader depends on them, the
3064 * only way to keep behavior consistent and portable is to always pass 0 for
3065 * the correlating parameter in the draw calls.
3066 *
3067 * \param render_pass a render pass handle.
3068 * \param num_vertices the number of vertices to draw.
3069 * \param num_instances the number of instances that will be drawn.
3070 * \param first_vertex the index of the first vertex to draw.
3071 * \param first_instance the ID of the first instance to draw.
3072 *
3073 * \since This function is available since SDL 3.1.3.
3074 */
3075extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
3076 SDL_GPURenderPass *render_pass,
3077 Uint32 num_vertices,
3078 Uint32 num_instances,
3079 Uint32 first_vertex,
3080 Uint32 first_instance);
3081
3082/**
3083 * Draws data using bound graphics state and with draw parameters set from a
3084 * buffer.
3085 *
3086 * The buffer must consist of tightly-packed draw parameter sets that each
3087 * match the layout of SDL_GPUIndirectDrawCommand. You must not call this
3088 * function before binding a graphics pipeline.
3089 *
3090 * \param render_pass a render pass handle.
3091 * \param buffer a buffer containing draw parameters.
3092 * \param offset the offset to start reading from the draw buffer.
3093 * \param draw_count the number of draw parameter sets that should be read
3094 * from the draw buffer.
3095 *
3096 * \since This function is available since SDL 3.1.3.
3097 */
3098extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
3099 SDL_GPURenderPass *render_pass,
3100 SDL_GPUBuffer *buffer,
3101 Uint32 offset,
3102 Uint32 draw_count);
3103
3104/**
3105 * Draws data using bound graphics state with an index buffer enabled and with
3106 * draw parameters set from a buffer.
3107 *
3108 * The buffer must consist of tightly-packed draw parameter sets that each
3109 * match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call
3110 * this function before binding a graphics pipeline.
3111 *
3112 * \param render_pass a render pass handle.
3113 * \param buffer a buffer containing draw parameters.
3114 * \param offset the offset to start reading from the draw buffer.
3115 * \param draw_count the number of draw parameter sets that should be read
3116 * from the draw buffer.
3117 *
3118 * \since This function is available since SDL 3.1.3.
3119 */
3120extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect(
3121 SDL_GPURenderPass *render_pass,
3122 SDL_GPUBuffer *buffer,
3123 Uint32 offset,
3124 Uint32 draw_count);
3125
3126/**
3127 * Ends the given render pass.
3128 *
3129 * All bound graphics state on the render pass command buffer is unset. The
3130 * render pass handle is now invalid.
3131 *
3132 * \param render_pass a render pass handle.
3133 *
3134 * \since This function is available since SDL 3.1.3.
3135 */
3136extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
3137 SDL_GPURenderPass *render_pass);
3138
3139/* Compute Pass */
3140
3141/**
3142 * Begins a compute pass on a command buffer.
3143 *
3144 * A compute pass is defined by a set of texture subresources and buffers that
3145 * may be written to by compute pipelines. These textures and buffers must
3146 * have been created with the COMPUTE_STORAGE_WRITE bit or the
3147 * COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture
3148 * with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the
3149 * texture in the compute pass. All operations related to compute pipelines
3150 * must take place inside of a compute pass. You must not begin another
3151 * compute pass, or a render pass or copy pass before ending the compute pass.
3152 *
3153 * A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT
3154 * implicitly synchronized. This means you may cause data races by both
3155 * reading and writing a resource region in a compute pass, or by writing
3156 * multiple times to a resource region. If your compute work depends on
3157 * reading the completed output from a previous dispatch, you MUST end the
3158 * current compute pass and begin a new one before you can safely access the
3159 * data. Otherwise you will receive unexpected results. Reading and writing a
3160 * texture in the same compute pass is only supported by specific texture
3161 * formats. Make sure you check the format support!
3162 *
3163 * \param command_buffer a command buffer.
3164 * \param storage_texture_bindings an array of writeable storage texture
3165 * binding structs.
3166 * \param num_storage_texture_bindings the number of storage textures to bind
3167 * from the array.
3168 * \param storage_buffer_bindings an array of writeable storage buffer binding
3169 * structs.
3170 * \param num_storage_buffer_bindings the number of storage buffers to bind
3171 * from the array.
3172 * \returns a compute pass handle.
3173 *
3174 * \since This function is available since SDL 3.1.3.
3175 *
3176 * \sa SDL_EndGPUComputePass
3177 */
3178extern SDL_DECLSPEC SDL_GPUComputePass *SDLCALL SDL_BeginGPUComputePass(
3179 SDL_GPUCommandBuffer *command_buffer,
3180 const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings,
3181 Uint32 num_storage_texture_bindings,
3182 const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings,
3183 Uint32 num_storage_buffer_bindings);
3184
3185/**
3186 * Binds a compute pipeline on a command buffer for use in compute dispatch.
3187 *
3188 * \param compute_pass a compute pass handle.
3189 * \param compute_pipeline a compute pipeline to bind.
3190 *
3191 * \since This function is available since SDL 3.1.3.
3192 */
3193extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
3194 SDL_GPUComputePass *compute_pass,
3195 SDL_GPUComputePipeline *compute_pipeline);
3196
3197/**
3198 * Binds texture-sampler pairs for use on the compute shader.
3199 *
3200 * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
3201 *
3202 * \param compute_pass a compute pass handle.
3203 * \param first_slot the compute sampler slot to begin binding from.
3204 * \param texture_sampler_bindings an array of texture-sampler binding
3205 * structs.
3206 * \param num_bindings the number of texture-sampler bindings to bind from the
3207 * array.
3208 *
3209 * \since This function is available since SDL 3.1.3.
3210 */
3211extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
3212 SDL_GPUComputePass *compute_pass,
3213 Uint32 first_slot,
3214 const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
3215 Uint32 num_bindings);
3216
3217/**
3218 * Binds storage textures as readonly for use on the compute pipeline.
3219 *
3220 * These textures must have been created with
3221 * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
3222 *
3223 * \param compute_pass a compute pass handle.
3224 * \param first_slot the compute storage texture slot to begin binding from.
3225 * \param storage_textures an array of storage textures.
3226 * \param num_bindings the number of storage textures to bind from the array.
3227 *
3228 * \since This function is available since SDL 3.1.3.
3229 */
3230extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
3231 SDL_GPUComputePass *compute_pass,
3232 Uint32 first_slot,
3233 SDL_GPUTexture *const *storage_textures,
3234 Uint32 num_bindings);
3235
3236/**
3237 * Binds storage buffers as readonly for use on the compute pipeline.
3238 *
3239 * These buffers must have been created with
3240 * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
3241 *
3242 * \param compute_pass a compute pass handle.
3243 * \param first_slot the compute storage buffer slot to begin binding from.
3244 * \param storage_buffers an array of storage buffer binding structs.
3245 * \param num_bindings the number of storage buffers to bind from the array.
3246 *
3247 * \since This function is available since SDL 3.1.3.
3248 */
3249extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
3250 SDL_GPUComputePass *compute_pass,
3251 Uint32 first_slot,
3252 SDL_GPUBuffer *const *storage_buffers,
3253 Uint32 num_bindings);
3254
3255/**
3256 * Dispatches compute work.
3257 *
3258 * You must not call this function before binding a compute pipeline.
3259 *
3260 * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
3261 * the dispatches write to the same resource region as each other, there is no
3262 * guarantee of which order the writes will occur. If the write order matters,
3263 * you MUST end the compute pass and begin another one.
3264 *
3265 * \param compute_pass a compute pass handle.
3266 * \param groupcount_x number of local workgroups to dispatch in the X
3267 * dimension.
3268 * \param groupcount_y number of local workgroups to dispatch in the Y
3269 * dimension.
3270 * \param groupcount_z number of local workgroups to dispatch in the Z
3271 * dimension.
3272 *
3273 * \since This function is available since SDL 3.1.3.
3274 */
3275extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
3276 SDL_GPUComputePass *compute_pass,
3277 Uint32 groupcount_x,
3278 Uint32 groupcount_y,
3279 Uint32 groupcount_z);
3280
3281/**
3282 * Dispatches compute work with parameters set from a buffer.
3283 *
3284 * The buffer layout should match the layout of
3285 * SDL_GPUIndirectDispatchCommand. You must not call this function before
3286 * binding a compute pipeline.
3287 *
3288 * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
3289 * the dispatches write to the same resource region as each other, there is no
3290 * guarantee of which order the writes will occur. If the write order matters,
3291 * you MUST end the compute pass and begin another one.
3292 *
3293 * \param compute_pass a compute pass handle.
3294 * \param buffer a buffer containing dispatch parameters.
3295 * \param offset the offset to start reading from the dispatch buffer.
3296 *
3297 * \since This function is available since SDL 3.1.3.
3298 */
3299extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect(
3300 SDL_GPUComputePass *compute_pass,
3301 SDL_GPUBuffer *buffer,
3302 Uint32 offset);
3303
3304/**
3305 * Ends the current compute pass.
3306 *
3307 * All bound compute state on the command buffer is unset. The compute pass
3308 * handle is now invalid.
3309 *
3310 * \param compute_pass a compute pass handle.
3311 *
3312 * \since This function is available since SDL 3.1.3.
3313 */
3314extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
3315 SDL_GPUComputePass *compute_pass);
3316
3317/* TransferBuffer Data */
3318
3319/**
3320 * Maps a transfer buffer into application address space.
3321 *
3322 * You must unmap the transfer buffer before encoding upload commands.
3323 *
3324 * \param device a GPU context.
3325 * \param transfer_buffer a transfer buffer.
3326 * \param cycle if true, cycles the transfer buffer if it is already bound.
3327 * \returns the address of the mapped transfer buffer memory, or NULL on
3328 * failure; call SDL_GetError() for more information.
3329 *
3330 * \since This function is available since SDL 3.1.3.
3331 */
3332extern SDL_DECLSPEC void *SDLCALL SDL_MapGPUTransferBuffer(
3333 SDL_GPUDevice *device,
3334 SDL_GPUTransferBuffer *transfer_buffer,
3335 bool cycle);
3336
3337/**
3338 * Unmaps a previously mapped transfer buffer.
3339 *
3340 * \param device a GPU context.
3341 * \param transfer_buffer a previously mapped transfer buffer.
3342 *
3343 * \since This function is available since SDL 3.1.3.
3344 */
3345extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer(
3346 SDL_GPUDevice *device,
3347 SDL_GPUTransferBuffer *transfer_buffer);
3348
3349/* Copy Pass */
3350
3351/**
3352 * Begins a copy pass on a command buffer.
3353 *
3354 * All operations related to copying to or from buffers or textures take place
3355 * inside a copy pass. You must not begin another copy pass, or a render pass
3356 * or compute pass before ending the copy pass.
3357 *
3358 * \param command_buffer a command buffer.
3359 * \returns a copy pass handle.
3360 *
3361 * \since This function is available since SDL 3.1.3.
3362 */
3363extern SDL_DECLSPEC SDL_GPUCopyPass *SDLCALL SDL_BeginGPUCopyPass(
3364 SDL_GPUCommandBuffer *command_buffer);
3365
3366/**
3367 * Uploads data from a transfer buffer to a texture.
3368 *
3369 * The upload occurs on the GPU timeline. You may assume that the upload has
3370 * finished in subsequent commands.
3371 *
3372 * You must align the data in the transfer buffer to a multiple of the texel
3373 * size of the texture format.
3374 *
3375 * \param copy_pass a copy pass handle.
3376 * \param source the source transfer buffer with image layout information.
3377 * \param destination the destination texture region.
3378 * \param cycle if true, cycles the texture if the texture is bound, otherwise
3379 * overwrites the data.
3380 *
3381 * \since This function is available since SDL 3.1.3.
3382 */
3383extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
3384 SDL_GPUCopyPass *copy_pass,
3385 const SDL_GPUTextureTransferInfo *source,
3386 const SDL_GPUTextureRegion *destination,
3387 bool cycle);
3388
3389/**
3390 * Uploads data from a transfer buffer to a buffer.
3391 *
3392 * The upload occurs on the GPU timeline. You may assume that the upload has
3393 * finished in subsequent commands.
3394 *
3395 * \param copy_pass a copy pass handle.
3396 * \param source the source transfer buffer with offset.
3397 * \param destination the destination buffer with offset and size.
3398 * \param cycle if true, cycles the buffer if it is already bound, otherwise
3399 * overwrites the data.
3400 *
3401 * \since This function is available since SDL 3.1.3.
3402 */
3403extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer(
3404 SDL_GPUCopyPass *copy_pass,
3405 const SDL_GPUTransferBufferLocation *source,
3406 const SDL_GPUBufferRegion *destination,
3407 bool cycle);
3408
3409/**
3410 * Performs a texture-to-texture copy.
3411 *
3412 * This copy occurs on the GPU timeline. You may assume the copy has finished
3413 * in subsequent commands.
3414 *
3415 * \param copy_pass a copy pass handle.
3416 * \param source a source texture region.
3417 * \param destination a destination texture region.
3418 * \param w the width of the region to copy.
3419 * \param h the height of the region to copy.
3420 * \param d the depth of the region to copy.
3421 * \param cycle if true, cycles the destination texture if the destination
3422 * texture is bound, otherwise overwrites the data.
3423 *
3424 * \since This function is available since SDL 3.1.3.
3425 */
3426extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
3427 SDL_GPUCopyPass *copy_pass,
3428 const SDL_GPUTextureLocation *source,
3429 const SDL_GPUTextureLocation *destination,
3430 Uint32 w,
3431 Uint32 h,
3432 Uint32 d,
3433 bool cycle);
3434
3435/**
3436 * Performs a buffer-to-buffer copy.
3437 *
3438 * This copy occurs on the GPU timeline. You may assume the copy has finished
3439 * in subsequent commands.
3440 *
3441 * \param copy_pass a copy pass handle.
3442 * \param source the buffer and offset to copy from.
3443 * \param destination the buffer and offset to copy to.
3444 * \param size the length of the buffer to copy.
3445 * \param cycle if true, cycles the destination buffer if it is already bound,
3446 * otherwise overwrites the data.
3447 *
3448 * \since This function is available since SDL 3.1.3.
3449 */
3450extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer(
3451 SDL_GPUCopyPass *copy_pass,
3452 const SDL_GPUBufferLocation *source,
3453 const SDL_GPUBufferLocation *destination,
3454 Uint32 size,
3455 bool cycle);
3456
3457/**
3458 * Copies data from a texture to a transfer buffer on the GPU timeline.
3459 *
3460 * This data is not guaranteed to be copied until the command buffer fence is
3461 * signaled.
3462 *
3463 * \param copy_pass a copy pass handle.
3464 * \param source the source texture region.
3465 * \param destination the destination transfer buffer with image layout
3466 * information.
3467 *
3468 * \since This function is available since SDL 3.1.3.
3469 */
3470extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture(
3471 SDL_GPUCopyPass *copy_pass,
3472 const SDL_GPUTextureRegion *source,
3473 const SDL_GPUTextureTransferInfo *destination);
3474
3475/**
3476 * Copies data from a buffer to a transfer buffer on the GPU timeline.
3477 *
3478 * This data is not guaranteed to be copied until the command buffer fence is
3479 * signaled.
3480 *
3481 * \param copy_pass a copy pass handle.
3482 * \param source the source buffer with offset and size.
3483 * \param destination the destination transfer buffer with offset.
3484 *
3485 * \since This function is available since SDL 3.1.3.
3486 */
3487extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer(
3488 SDL_GPUCopyPass *copy_pass,
3489 const SDL_GPUBufferRegion *source,
3490 const SDL_GPUTransferBufferLocation *destination);
3491
3492/**
3493 * Ends the current copy pass.
3494 *
3495 * \param copy_pass a copy pass handle.
3496 *
3497 * \since This function is available since SDL 3.1.3.
3498 */
3499extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass(
3500 SDL_GPUCopyPass *copy_pass);
3501
3502/**
3503 * Generates mipmaps for the given texture.
3504 *
3505 * This function must not be called inside of any pass.
3506 *
3507 * \param command_buffer a command_buffer.
3508 * \param texture a texture with more than 1 mip level.
3509 *
3510 * \since This function is available since SDL 3.1.3.
3511 */
3512extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture(
3513 SDL_GPUCommandBuffer *command_buffer,
3514 SDL_GPUTexture *texture);
3515
3516/**
3517 * Blits from a source texture region to a destination texture region.
3518 *
3519 * This function must not be called inside of any pass.
3520 *
3521 * \param command_buffer a command buffer.
3522 * \param info the blit info struct containing the blit parameters.
3523 *
3524 * \since This function is available since SDL 3.1.3.
3525 */
3526extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
3527 SDL_GPUCommandBuffer *command_buffer,
3528 const SDL_GPUBlitInfo *info);
3529
3530/* Submission/Presentation */
3531
3532/**
3533 * Determines whether a swapchain composition is supported by the window.
3534 *
3535 * The window must be claimed before calling this function.
3536 *
3537 * \param device a GPU context.
3538 * \param window an SDL_Window.
3539 * \param swapchain_composition the swapchain composition to check.
3540 * \returns true if supported, false if unsupported.
3541 *
3542 * \since This function is available since SDL 3.1.3.
3543 *
3544 * \sa SDL_ClaimWindowForGPUDevice
3545 */
3546extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
3547 SDL_GPUDevice *device,
3548 SDL_Window *window,
3549 SDL_GPUSwapchainComposition swapchain_composition);
3550
3551/**
3552 * Determines whether a presentation mode is supported by the window.
3553 *
3554 * The window must be claimed before calling this function.
3555 *
3556 * \param device a GPU context.
3557 * \param window an SDL_Window.
3558 * \param present_mode the presentation mode to check.
3559 * \returns true if supported, false if unsupported.
3560 *
3561 * \since This function is available since SDL 3.1.3.
3562 *
3563 * \sa SDL_ClaimWindowForGPUDevice
3564 */
3565extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode(
3566 SDL_GPUDevice *device,
3567 SDL_Window *window,
3568 SDL_GPUPresentMode present_mode);
3569
3570/**
3571 * Claims a window, creating a swapchain structure for it.
3572 *
3573 * This must be called before SDL_AcquireGPUSwapchainTexture is called using
3574 * the window. You should only call this function from the thread that created
3575 * the window.
3576 *
3577 * The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and
3578 * SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain
3579 * parameters, you must call SDL_SetGPUSwapchainParameters after claiming the
3580 * window.
3581 *
3582 * \param device a GPU context.
3583 * \param window an SDL_Window.
3584 * \returns true on success, or false on failure; call SDL_GetError() for more
3585 * information.
3586 *
3587 * \threadsafety This function should only be called from the thread that
3588 * created the window.
3589 *
3590 * \since This function is available since SDL 3.1.3.
3591 *
3592 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
3593 * \sa SDL_ReleaseWindowFromGPUDevice
3594 * \sa SDL_WindowSupportsGPUPresentMode
3595 * \sa SDL_WindowSupportsGPUSwapchainComposition
3596 */
3597extern SDL_DECLSPEC bool SDLCALL SDL_ClaimWindowForGPUDevice(
3598 SDL_GPUDevice *device,
3599 SDL_Window *window);
3600
3601/**
3602 * Unclaims a window, destroying its swapchain structure.
3603 *
3604 * \param device a GPU context.
3605 * \param window an SDL_Window that has been claimed.
3606 *
3607 * \since This function is available since SDL 3.1.3.
3608 *
3609 * \sa SDL_ClaimWindowForGPUDevice
3610 */
3611extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
3612 SDL_GPUDevice *device,
3613 SDL_Window *window);
3614
3615/**
3616 * Changes the swapchain parameters for the given claimed window.
3617 *
3618 * This function will fail if the requested present mode or swapchain
3619 * composition are unsupported by the device. Check if the parameters are
3620 * supported via SDL_WindowSupportsGPUPresentMode /
3621 * SDL_WindowSupportsGPUSwapchainComposition prior to calling this function.
3622 *
3623 * SDL_GPU_PRESENTMODE_VSYNC and SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always
3624 * supported.
3625 *
3626 * \param device a GPU context.
3627 * \param window an SDL_Window that has been claimed.
3628 * \param swapchain_composition the desired composition of the swapchain.
3629 * \param present_mode the desired present mode for the swapchain.
3630 * \returns true if successful, false on error; call SDL_GetError() for more
3631 * information.
3632 *
3633 * \since This function is available since SDL 3.1.3.
3634 *
3635 * \sa SDL_WindowSupportsGPUPresentMode
3636 * \sa SDL_WindowSupportsGPUSwapchainComposition
3637 */
3638extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters(
3639 SDL_GPUDevice *device,
3640 SDL_Window *window,
3641 SDL_GPUSwapchainComposition swapchain_composition,
3642 SDL_GPUPresentMode present_mode);
3643
3644/**
3645 * Configures the maximum allowed number of frames in flight.
3646 *
3647 * The default value when the device is created is 2. This means that after
3648 * you have submitted 2 frames for presentation, if the GPU has not finished
3649 * working on the first frame, SDL_AcquireGPUSwapchainTexture() will fill the
3650 * swapchain texture pointer with NULL, and
3651 * SDL_WaitAndAcquireGPUSwapchainTexture() will block.
3652 *
3653 * Higher values increase throughput at the expense of visual latency. Lower
3654 * values decrease visual latency at the expense of throughput.
3655 *
3656 * Note that calling this function will stall and flush the command queue to
3657 * prevent synchronization issues.
3658 *
3659 * The minimum value of allowed frames in flight is 1, and the maximum is 3.
3660 *
3661 * \param device a GPU context.
3662 * \param allowed_frames_in_flight the maximum number of frames that can be
3663 * pending on the GPU.
3664 * \returns true if successful, false on error; call SDL_GetError() for more
3665 * information.
3666 *
3667 * \since This function is available since SDL 3.2.0.
3668 */
3669extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUAllowedFramesInFlight(
3670 SDL_GPUDevice *device,
3671 Uint32 allowed_frames_in_flight);
3672
3673/**
3674 * Obtains the texture format of the swapchain for the given window.
3675 *
3676 * Note that this format can change if the swapchain parameters change.
3677 *
3678 * \param device a GPU context.
3679 * \param window an SDL_Window that has been claimed.
3680 * \returns the texture format of the swapchain.
3681 *
3682 * \since This function is available since SDL 3.1.3.
3683 */
3685 SDL_GPUDevice *device,
3686 SDL_Window *window);
3687
3688/**
3689 * Acquire a texture to use in presentation.
3690 *
3691 * When a swapchain texture is acquired on a command buffer, it will
3692 * automatically be submitted for presentation when the command buffer is
3693 * submitted. The swapchain texture should only be referenced by the command
3694 * buffer used to acquire it.
3695 *
3696 * This function will fill the swapchain texture handle with NULL if too many
3697 * frames are in flight. This is not an error.
3698 *
3699 * If you use this function, it is possible to create a situation where many
3700 * command buffers are allocated while the rendering context waits for the GPU
3701 * to catch up, which will cause memory usage to grow. You should use
3702 * SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing
3703 * with timing.
3704 *
3705 * The swapchain texture is managed by the implementation and must not be
3706 * freed by the user. You MUST NOT call this function from any thread other
3707 * than the one that created the window.
3708 *
3709 * \param command_buffer a command buffer.
3710 * \param window a window that has been claimed.
3711 * \param swapchain_texture a pointer filled in with a swapchain texture
3712 * handle.
3713 * \param swapchain_texture_width a pointer filled in with the swapchain
3714 * texture width, may be NULL.
3715 * \param swapchain_texture_height a pointer filled in with the swapchain
3716 * texture height, may be NULL.
3717 * \returns true on success, false on error; call SDL_GetError() for more
3718 * information.
3719 *
3720 * \threadsafety This function should only be called from the thread that
3721 * created the window.
3722 *
3723 * \since This function is available since SDL 3.1.3.
3724 *
3725 * \sa SDL_ClaimWindowForGPUDevice
3726 * \sa SDL_SubmitGPUCommandBuffer
3727 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3728 * \sa SDL_CancelGPUCommandBuffer
3729 * \sa SDL_GetWindowSizeInPixels
3730 * \sa SDL_WaitForGPUSwapchain
3731 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
3732 * \sa SDL_SetGPUAllowedFramesInFlight
3733 */
3734extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
3735 SDL_GPUCommandBuffer *command_buffer,
3736 SDL_Window *window,
3737 SDL_GPUTexture **swapchain_texture,
3738 Uint32 *swapchain_texture_width,
3739 Uint32 *swapchain_texture_height);
3740
3741/**
3742 * Blocks the thread until a swapchain texture is available to be acquired.
3743 *
3744 * \param device a GPU context.
3745 * \param window a window that has been claimed.
3746 * \returns true on success, false on failure; call SDL_GetError() for more
3747 * information.
3748 *
3749 * \threadsafety This function should only be called from the thread that
3750 * created the window.
3751 *
3752 * \since This function is available since SDL 3.2.0.
3753 *
3754 * \sa SDL_AcquireGPUSwapchainTexture
3755 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
3756 * \sa SDL_SetGPUAllowedFramesInFlight
3757 */
3758extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUSwapchain(
3759 SDL_GPUDevice *device,
3760 SDL_Window *window);
3761
3762/**
3763 * Blocks the thread until a swapchain texture is available to be acquired,
3764 * and then acquires it.
3765 *
3766 * When a swapchain texture is acquired on a command buffer, it will
3767 * automatically be submitted for presentation when the command buffer is
3768 * submitted. The swapchain texture should only be referenced by the command
3769 * buffer used to acquire it. It is an error to call
3770 * SDL_CancelGPUCommandBuffer() after a swapchain texture is acquired.
3771 *
3772 * This function can fill the swapchain texture handle with NULL in certain
3773 * cases, for example if the window is minimized. This is not an error. You
3774 * should always make sure to check whether the pointer is NULL before
3775 * actually using it.
3776 *
3777 * The swapchain texture is managed by the implementation and must not be
3778 * freed by the user. You MUST NOT call this function from any thread other
3779 * than the one that created the window.
3780 *
3781 * \param command_buffer a command buffer.
3782 * \param window a window that has been claimed.
3783 * \param swapchain_texture a pointer filled in with a swapchain texture
3784 * handle.
3785 * \param swapchain_texture_width a pointer filled in with the swapchain
3786 * texture width, may be NULL.
3787 * \param swapchain_texture_height a pointer filled in with the swapchain
3788 * texture height, may be NULL.
3789 * \returns true on success, false on error; call SDL_GetError() for more
3790 * information.
3791 *
3792 * \threadsafety This function should only be called from the thread that
3793 * created the window.
3794 *
3795 * \since This function is available since SDL 3.2.0.
3796 *
3797 * \sa SDL_SubmitGPUCommandBuffer
3798 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3799 */
3800extern SDL_DECLSPEC bool SDLCALL SDL_WaitAndAcquireGPUSwapchainTexture(
3801 SDL_GPUCommandBuffer *command_buffer,
3802 SDL_Window *window,
3803 SDL_GPUTexture **swapchain_texture,
3804 Uint32 *swapchain_texture_width,
3805 Uint32 *swapchain_texture_height);
3806
3807/**
3808 * Submits a command buffer so its commands can be processed on the GPU.
3809 *
3810 * It is invalid to use the command buffer after this is called.
3811 *
3812 * This must be called from the thread the command buffer was acquired on.
3813 *
3814 * All commands in the submission are guaranteed to begin executing before any
3815 * command in a subsequent submission begins executing.
3816 *
3817 * \param command_buffer a command buffer.
3818 * \returns true on success, false on failure; call SDL_GetError() for more
3819 * information.
3820 *
3821 * \since This function is available since SDL 3.1.3.
3822 *
3823 * \sa SDL_AcquireGPUCommandBuffer
3824 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
3825 * \sa SDL_AcquireGPUSwapchainTexture
3826 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3827 */
3828extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer(
3829 SDL_GPUCommandBuffer *command_buffer);
3830
3831/**
3832 * Submits a command buffer so its commands can be processed on the GPU, and
3833 * acquires a fence associated with the command buffer.
3834 *
3835 * You must release this fence when it is no longer needed or it will cause a
3836 * leak. It is invalid to use the command buffer after this is called.
3837 *
3838 * This must be called from the thread the command buffer was acquired on.
3839 *
3840 * All commands in the submission are guaranteed to begin executing before any
3841 * command in a subsequent submission begins executing.
3842 *
3843 * \param command_buffer a command buffer.
3844 * \returns a fence associated with the command buffer, or NULL on failure;
3845 * call SDL_GetError() for more information.
3846 *
3847 * \since This function is available since SDL 3.1.3.
3848 *
3849 * \sa SDL_AcquireGPUCommandBuffer
3850 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
3851 * \sa SDL_AcquireGPUSwapchainTexture
3852 * \sa SDL_SubmitGPUCommandBuffer
3853 * \sa SDL_ReleaseGPUFence
3854 */
3856 SDL_GPUCommandBuffer *command_buffer);
3857
3858/**
3859 * Cancels a command buffer.
3860 *
3861 * None of the enqueued commands are executed.
3862 *
3863 * It is an error to call this function after a swapchain texture has been
3864 * acquired.
3865 *
3866 * This must be called from the thread the command buffer was acquired on.
3867 *
3868 * You must not reference the command buffer after calling this function.
3869 *
3870 * \param command_buffer a command buffer.
3871 * \returns true on success, false on error; call SDL_GetError() for more
3872 * information.
3873 *
3874 * \since This function is available since SDL 3.1.6.
3875 *
3876 * \sa SDL_WaitAndAcquireGPUSwapchainTexture
3877 * \sa SDL_AcquireGPUCommandBuffer
3878 * \sa SDL_AcquireGPUSwapchainTexture
3879 */
3880extern SDL_DECLSPEC bool SDLCALL SDL_CancelGPUCommandBuffer(
3881 SDL_GPUCommandBuffer *command_buffer);
3882
3883/**
3884 * Blocks the thread until the GPU is completely idle.
3885 *
3886 * \param device a GPU context.
3887 * \returns true on success, false on failure; call SDL_GetError() for more
3888 * information.
3889 *
3890 * \since This function is available since SDL 3.1.3.
3891 *
3892 * \sa SDL_WaitForGPUFences
3893 */
3894extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle(
3895 SDL_GPUDevice *device);
3896
3897/**
3898 * Blocks the thread until the given fences are signaled.
3899 *
3900 * \param device a GPU context.
3901 * \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all
3902 * fences to be signaled.
3903 * \param fences an array of fences to wait on.
3904 * \param num_fences the number of fences in the fences array.
3905 * \returns true on success, false on failure; call SDL_GetError() for more
3906 * information.
3907 *
3908 * \since This function is available since SDL 3.1.3.
3909 *
3910 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3911 * \sa SDL_WaitForGPUIdle
3912 */
3913extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences(
3914 SDL_GPUDevice *device,
3915 bool wait_all,
3916 SDL_GPUFence *const *fences,
3917 Uint32 num_fences);
3918
3919/**
3920 * Checks the status of a fence.
3921 *
3922 * \param device a GPU context.
3923 * \param fence a fence.
3924 * \returns true if the fence is signaled, false if it is not.
3925 *
3926 * \since This function is available since SDL 3.1.3.
3927 *
3928 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3929 */
3930extern SDL_DECLSPEC bool SDLCALL SDL_QueryGPUFence(
3931 SDL_GPUDevice *device,
3932 SDL_GPUFence *fence);
3933
3934/**
3935 * Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
3936 *
3937 * \param device a GPU context.
3938 * \param fence a fence.
3939 *
3940 * \since This function is available since SDL 3.1.3.
3941 *
3942 * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
3943 */
3944extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
3945 SDL_GPUDevice *device,
3946 SDL_GPUFence *fence);
3947
3948/* Format Info */
3949
3950/**
3951 * Obtains the texel block size for a texture format.
3952 *
3953 * \param format the texture format you want to know the texel size of.
3954 * \returns the texel block size of the texture format.
3955 *
3956 * \since This function is available since SDL 3.1.3.
3957 *
3958 * \sa SDL_UploadToGPUTexture
3959 */
3960extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize(
3961 SDL_GPUTextureFormat format);
3962
3963/**
3964 * Determines whether a texture format is supported for a given type and
3965 * usage.
3966 *
3967 * \param device a GPU context.
3968 * \param format the texture format to check.
3969 * \param type the type of texture (2D, 3D, Cube).
3970 * \param usage a bitmask of all usage scenarios to check.
3971 * \returns whether the texture format is supported for this type and usage.
3972 *
3973 * \since This function is available since SDL 3.1.3.
3974 */
3975extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsFormat(
3976 SDL_GPUDevice *device,
3977 SDL_GPUTextureFormat format,
3978 SDL_GPUTextureType type,
3980
3981/**
3982 * Determines if a sample count for a texture format is supported.
3983 *
3984 * \param device a GPU context.
3985 * \param format the texture format to check.
3986 * \param sample_count the sample count to check.
3987 * \returns a hardware-specific version of min(preferred, possible).
3988 *
3989 * \since This function is available since SDL 3.1.3.
3990 */
3991extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsSampleCount(
3992 SDL_GPUDevice *device,
3993 SDL_GPUTextureFormat format,
3994 SDL_GPUSampleCount sample_count);
3995
3996/**
3997 * Calculate the size in bytes of a texture format with dimensions.
3998 *
3999 * \param format a texture format.
4000 * \param width width in pixels.
4001 * \param height height in pixels.
4002 * \param depth_or_layer_count depth for 3D textures or layer count otherwise.
4003 * \returns the size of a texture with this format and dimensions.
4004 *
4005 * \since This function is available since SDL 3.1.6.
4006 */
4007extern SDL_DECLSPEC Uint32 SDLCALL SDL_CalculateGPUTextureFormatSize(
4008 SDL_GPUTextureFormat format,
4009 Uint32 width,
4010 Uint32 height,
4011 Uint32 depth_or_layer_count);
4012
4013#ifdef SDL_PLATFORM_GDK
4014
4015/**
4016 * Call this to suspend GPU operation on Xbox when you receive the
4017 * SDL_EVENT_DID_ENTER_BACKGROUND event.
4018 *
4019 * Do NOT call any SDL_GPU functions after calling this function! This must
4020 * also be called before calling SDL_GDKSuspendComplete.
4021 *
4022 * \param device a GPU context.
4023 *
4024 * \since This function is available since SDL 3.1.3.
4025 *
4026 * \sa SDL_AddEventWatch
4027 */
4028extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device);
4029
4030/**
4031 * Call this to resume GPU operation on Xbox when you receive the
4032 * SDL_EVENT_WILL_ENTER_FOREGROUND event.
4033 *
4034 * When resuming, this function MUST be called before calling any other
4035 * SDL_GPU functions.
4036 *
4037 * \param device a GPU context.
4038 *
4039 * \since This function is available since SDL 3.1.3.
4040 *
4041 * \sa SDL_AddEventWatch
4042 */
4043extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device);
4044
4045#endif /* SDL_PLATFORM_GDK */
4046
4047#ifdef __cplusplus
4048}
4049#endif /* __cplusplus */
4050#include <SDL3/SDL_close_code.h>
4051
4052#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:846
@ SDL_GPU_SAMPLECOUNT_2
Definition SDL_gpu.h:848
@ SDL_GPU_SAMPLECOUNT_8
Definition SDL_gpu.h:850
@ SDL_GPU_SAMPLECOUNT_1
Definition SDL_gpu.h:847
@ SDL_GPU_SAMPLECOUNT_4
Definition SDL_gpu.h:849
SDL_GPUTransferBuffer * SDL_CreateGPUTransferBuffer(SDL_GPUDevice *device, const SDL_GPUTransferBufferCreateInfo *createinfo)
SDL_GPUCubeMapFace
Definition SDL_gpu.h:862
@ SDL_GPU_CUBEMAPFACE_NEGATIVEY
Definition SDL_gpu.h:866
@ SDL_GPU_CUBEMAPFACE_POSITIVEY
Definition SDL_gpu.h:865
@ SDL_GPU_CUBEMAPFACE_NEGATIVEX
Definition SDL_gpu.h:864
@ SDL_GPU_CUBEMAPFACE_NEGATIVEZ
Definition SDL_gpu.h:868
@ SDL_GPU_CUBEMAPFACE_POSITIVEX
Definition SDL_gpu.h:863
@ SDL_GPU_CUBEMAPFACE_POSITIVEZ
Definition SDL_gpu.h:867
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:369
void SDL_PushGPUDebugGroup(SDL_GPUCommandBuffer *command_buffer, const char *name)
SDL_GPUFrontFace
Definition SDL_gpu.h:1056
@ SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE
Definition SDL_gpu.h:1057
@ SDL_GPU_FRONTFACE_CLOCKWISE
Definition SDL_gpu.h:1058
SDL_GPUDevice * SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
SDL_GPUVertexInputRate
Definition SDL_gpu.h:1015
@ SDL_GPU_VERTEXINPUTRATE_INSTANCE
Definition SDL_gpu.h:1017
@ SDL_GPU_VERTEXINPUTRATE_VERTEX
Definition SDL_gpu.h:1016
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:525
@ SDL_GPU_PRIMITIVETYPE_TRIANGLELIST
Definition SDL_gpu.h:526
@ SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP
Definition SDL_gpu.h:527
@ SDL_GPU_PRIMITIVETYPE_POINTLIST
Definition SDL_gpu.h:530
@ SDL_GPU_PRIMITIVETYPE_LINESTRIP
Definition SDL_gpu.h:529
@ SDL_GPU_PRIMITIVETYPE_LINELIST
Definition SDL_gpu.h:528
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:931
void SDL_SetGPUTextureName(SDL_GPUDevice *device, SDL_GPUTexture *texture, const char *text)
struct SDL_GPURenderPass SDL_GPURenderPass
Definition SDL_gpu.h:477
SDL_GPUFillMode
Definition SDL_gpu.h:1028
@ SDL_GPU_FILLMODE_FILL
Definition SDL_gpu.h:1029
@ SDL_GPU_FILLMODE_LINE
Definition SDL_gpu.h:1030
SDL_GPUCopyPass * SDL_BeginGPUCopyPass(SDL_GPUCommandBuffer *command_buffer)
SDL_GPUIndexElementSize
Definition SDL_gpu.h:572
@ SDL_GPU_INDEXELEMENTSIZE_16BIT
Definition SDL_gpu.h:573
@ SDL_GPU_INDEXELEMENTSIZE_32BIT
Definition SDL_gpu.h:574
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:1135
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA
Definition SDL_gpu.h:1144
@ SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
Definition SDL_gpu.h:1147
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR
Definition SDL_gpu.h:1142
@ SDL_GPU_BLENDFACTOR_INVALID
Definition SDL_gpu.h:1136
@ SDL_GPU_BLENDFACTOR_DST_ALPHA
Definition SDL_gpu.h:1145
@ SDL_GPU_BLENDFACTOR_ZERO
Definition SDL_gpu.h:1137
@ SDL_GPU_BLENDFACTOR_DST_COLOR
Definition SDL_gpu.h:1141
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA
Definition SDL_gpu.h:1146
@ SDL_GPU_BLENDFACTOR_SRC_ALPHA
Definition SDL_gpu.h:1143
@ SDL_GPU_BLENDFACTOR_SRC_COLOR
Definition SDL_gpu.h:1139
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR
Definition SDL_gpu.h:1140
@ SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE
Definition SDL_gpu.h:1149
@ SDL_GPU_BLENDFACTOR_ONE
Definition SDL_gpu.h:1138
@ SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
Definition SDL_gpu.h:1148
const char * SDL_GetGPUDriver(int index)
SDL_GPUCullMode
Definition SDL_gpu.h:1041
@ SDL_GPU_CULLMODE_FRONT
Definition SDL_gpu.h:1043
@ SDL_GPU_CULLMODE_NONE
Definition SDL_gpu.h:1042
@ SDL_GPU_CULLMODE_BACK
Definition SDL_gpu.h:1044
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:557
@ SDL_GPU_STOREOP_RESOLVE_AND_STORE
Definition SDL_gpu.h:561
@ SDL_GPU_STOREOP_STORE
Definition SDL_gpu.h:558
@ SDL_GPU_STOREOP_DONT_CARE
Definition SDL_gpu.h:559
@ SDL_GPU_STOREOP_RESOLVE
Definition SDL_gpu.h:560
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:1187
@ SDL_GPU_SAMPLERMIPMAPMODE_NEAREST
Definition SDL_gpu.h:1188
@ SDL_GPU_SAMPLERMIPMAPMODE_LINEAR
Definition SDL_gpu.h:1189
bool SDL_ClaimWindowForGPUDevice(SDL_GPUDevice *device, SDL_Window *window)
struct SDL_GPUSampler SDL_GPUSampler
Definition SDL_gpu.h:402
struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer
Definition SDL_gpu.h:464
SDL_GPULoadOp
Definition SDL_gpu.h:542
@ SDL_GPU_LOADOP_DONT_CARE
Definition SDL_gpu.h:545
@ SDL_GPU_LOADOP_CLEAR
Definition SDL_gpu.h:544
@ SDL_GPU_LOADOP_LOAD
Definition SDL_gpu.h:543
SDL_GPUStencilOp
Definition SDL_gpu.h:1090
@ SDL_GPU_STENCILOP_DECREMENT_AND_WRAP
Definition SDL_gpu.h:1099
@ SDL_GPU_STENCILOP_ZERO
Definition SDL_gpu.h:1093
@ SDL_GPU_STENCILOP_KEEP
Definition SDL_gpu.h:1092
@ SDL_GPU_STENCILOP_INVERT
Definition SDL_gpu.h:1097
@ SDL_GPU_STENCILOP_REPLACE
Definition SDL_gpu.h:1094
@ SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP
Definition SDL_gpu.h:1096
@ SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP
Definition SDL_gpu.h:1095
@ SDL_GPU_STENCILOP_INCREMENT_AND_WRAP
Definition SDL_gpu.h:1098
@ SDL_GPU_STENCILOP_INVALID
Definition SDL_gpu.h:1091
struct SDL_GPUFence SDL_GPUFence
Definition SDL_gpu.h:515
Uint32 SDL_GPUTextureFormatTexelBlockSize(SDL_GPUTextureFormat format)
SDL_GPUBlendOp
Definition SDL_gpu.h:1114
@ SDL_GPU_BLENDOP_MIN
Definition SDL_gpu.h:1119
@ SDL_GPU_BLENDOP_INVALID
Definition SDL_gpu.h:1115
@ SDL_GPU_BLENDOP_MAX
Definition SDL_gpu.h:1120
@ SDL_GPU_BLENDOP_REVERSE_SUBTRACT
Definition SDL_gpu.h:1118
@ SDL_GPU_BLENDOP_SUBTRACT
Definition SDL_gpu.h:1117
@ SDL_GPU_BLENDOP_ADD
Definition SDL_gpu.h:1116
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:1159
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:439
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:949
@ SDL_GPU_VERTEXELEMENTFORMAT_INT4
Definition SDL_gpu.h:956
@ SDL_GPU_VERTEXELEMENTFORMAT_INT
Definition SDL_gpu.h:953
@ SDL_GPU_VERTEXELEMENTFORMAT_INVALID
Definition SDL_gpu.h:950
@ SDL_GPU_VERTEXELEMENTFORMAT_HALF2
Definition SDL_gpu.h:1003
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE2
Definition SDL_gpu.h:971
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4
Definition SDL_gpu.h:976
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT4
Definition SDL_gpu.h:992
@ SDL_GPU_VERTEXELEMENTFORMAT_INT2
Definition SDL_gpu.h:954
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM
Definition SDL_gpu.h:979
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT2
Definition SDL_gpu.h:960
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE4
Definition SDL_gpu.h:972
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM
Definition SDL_gpu.h:995
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4
Definition SDL_gpu.h:968
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM
Definition SDL_gpu.h:983
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT3
Definition SDL_gpu.h:961
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT
Definition SDL_gpu.h:959
@ SDL_GPU_VERTEXELEMENTFORMAT_UINT4
Definition SDL_gpu.h:962
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM
Definition SDL_gpu.h:999
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3
Definition SDL_gpu.h:967
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2
Definition SDL_gpu.h:975
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2
Definition SDL_gpu.h:966
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT4
Definition SDL_gpu.h:988
@ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT
Definition SDL_gpu.h:965
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT2
Definition SDL_gpu.h:987
@ SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM
Definition SDL_gpu.h:980
@ SDL_GPU_VERTEXELEMENTFORMAT_HALF4
Definition SDL_gpu.h:1004
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT2
Definition SDL_gpu.h:991
@ SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM
Definition SDL_gpu.h:984
@ SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM
Definition SDL_gpu.h:996
@ SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM
Definition SDL_gpu.h:1000
@ SDL_GPU_VERTEXELEMENTFORMAT_INT3
Definition SDL_gpu.h:955
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:426
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:390
void SDL_ReleaseGPUBuffer(SDL_GPUDevice *device, SDL_GPUBuffer *buffer)
Uint32 SDL_GPUTextureUsageFlags
Definition SDL_gpu.h:808
void SDL_ReleaseGPUFence(SDL_GPUDevice *device, SDL_GPUFence *fence)
Uint32 SDL_GPUBufferUsageFlags
Definition SDL_gpu.h:884
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:1233
@ SDL_GPU_PRESENTMODE_VSYNC
Definition SDL_gpu.h:1234
@ SDL_GPU_PRESENTMODE_IMMEDIATE
Definition SDL_gpu.h:1235
@ SDL_GPU_PRESENTMODE_MAILBOX
Definition SDL_gpu.h:1236
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:351
SDL_GPUCompareOp
Definition SDL_gpu.h:1069
@ SDL_GPU_COMPAREOP_NEVER
Definition SDL_gpu.h:1071
@ SDL_GPU_COMPAREOP_INVALID
Definition SDL_gpu.h:1070
@ SDL_GPU_COMPAREOP_GREATER
Definition SDL_gpu.h:1075
@ SDL_GPU_COMPAREOP_LESS
Definition SDL_gpu.h:1072
@ SDL_GPU_COMPAREOP_GREATER_OR_EQUAL
Definition SDL_gpu.h:1077
@ SDL_GPU_COMPAREOP_ALWAYS
Definition SDL_gpu.h:1078
@ SDL_GPU_COMPAREOP_LESS_OR_EQUAL
Definition SDL_gpu.h:1074
@ SDL_GPU_COMPAREOP_NOT_EQUAL
Definition SDL_gpu.h:1076
@ SDL_GPU_COMPAREOP_EQUAL
Definition SDL_gpu.h:1073
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:503
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:1174
@ SDL_GPU_FILTER_NEAREST
Definition SDL_gpu.h:1175
@ SDL_GPU_FILTER_LINEAR
Definition SDL_gpu.h:1176
SDL_GPUTransferBufferUsage
Definition SDL_gpu.h:904
@ SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD
Definition SDL_gpu.h:906
@ SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD
Definition SDL_gpu.h:905
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:413
SDL_GPUTextureFormat SDL_GetGPUSwapchainTextureFormat(SDL_GPUDevice *device, SDL_Window *window)
bool SDL_SetGPUSwapchainParameters(SDL_GPUDevice *device, SDL_Window *window, SDL_GPUSwapchainComposition swapchain_composition, SDL_GPUPresentMode present_mode)
SDL_GPUSwapchainComposition
Definition SDL_gpu.h:1266
@ SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2084
Definition SDL_gpu.h:1270
@ SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR
Definition SDL_gpu.h:1268
@ SDL_GPU_SWAPCHAINCOMPOSITION_SDR
Definition SDL_gpu.h:1267
@ SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR
Definition SDL_gpu.h:1269
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:917
@ SDL_GPU_SHADERSTAGE_FRAGMENT
Definition SDL_gpu.h:919
@ SDL_GPU_SHADERSTAGE_VERTEX
Definition SDL_gpu.h:918
void SDL_ReleaseWindowFromGPUDevice(SDL_GPUDevice *device, SDL_Window *window)
void SDL_SetGPUBufferName(SDL_GPUDevice *device, SDL_GPUBuffer *buffer, const char *text)
void SDL_BindGPUFragmentStorageBuffers(SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUBuffer *const *storage_buffers, Uint32 num_bindings)
const char * SDL_GetGPUDeviceDriver(SDL_GPUDevice *device)
SDL_GPUTextureType
Definition SDL_gpu.h:826
@ SDL_GPU_TEXTURETYPE_CUBE_ARRAY
Definition SDL_gpu.h:831
@ SDL_GPU_TEXTURETYPE_3D
Definition SDL_gpu.h:829
@ SDL_GPU_TEXTURETYPE_CUBE
Definition SDL_gpu.h:830
@ SDL_GPU_TEXTURETYPE_2D
Definition SDL_gpu.h:827
@ SDL_GPU_TEXTURETYPE_2D_ARRAY
Definition SDL_gpu.h:828
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:1201
@ SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT
Definition SDL_gpu.h:1203
@ SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE
Definition SDL_gpu.h:1204
@ SDL_GPU_SAMPLERADDRESSMODE_REPEAT
Definition SDL_gpu.h:1202
void SDL_ReleaseGPUGraphicsPipeline(SDL_GPUDevice *device, SDL_GPUGraphicsPipeline *graphics_pipeline)
SDL_GPUTextureFormat
Definition SDL_gpu.h:664
@ SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM
Definition SDL_gpu.h:679
@ SDL_GPU_TEXTUREFORMAT_D16_UNORM
Definition SDL_gpu.h:736
@ SDL_GPU_TEXTUREFORMAT_R16G16_INT
Definition SDL_gpu.h:722
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT
Definition SDL_gpu.h:713
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x6_FLOAT
Definition SDL_gpu.h:781
@ SDL_GPU_TEXTUREFORMAT_R8_UINT
Definition SDL_gpu.h:708
@ SDL_GPU_TEXTUREFORMAT_R8G8_SNORM
Definition SDL_gpu.h:693
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM
Definition SDL_gpu.h:674
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM
Definition SDL_gpu.h:744
@ SDL_GPU_TEXTUREFORMAT_A8_UNORM
Definition SDL_gpu.h:668
@ SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT
Definition SDL_gpu.h:688
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM_SRGB
Definition SDL_gpu.h:761
@ SDL_GPU_TEXTUREFORMAT_R16_UINT
Definition SDL_gpu.h:711
@ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM
Definition SDL_gpu.h:742
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM
Definition SDL_gpu.h:697
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM
Definition SDL_gpu.h:750
@ SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM
Definition SDL_gpu.h:685
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM
Definition SDL_gpu.h:745
@ SDL_GPU_TEXTUREFORMAT_R32_INT
Definition SDL_gpu.h:724
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x6_FLOAT
Definition SDL_gpu.h:778
@ SDL_GPU_TEXTUREFORMAT_R16_INT
Definition SDL_gpu.h:721
@ SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT
Definition SDL_gpu.h:716
@ SDL_GPU_TEXTUREFORMAT_R32G32_INT
Definition SDL_gpu.h:725
@ SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM
Definition SDL_gpu.h:684
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x10_FLOAT
Definition SDL_gpu.h:784
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM_SRGB
Definition SDL_gpu.h:765
@ SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT
Definition SDL_gpu.h:703
@ SDL_GPU_TEXTUREFORMAT_R32_UINT
Definition SDL_gpu.h:714
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM_SRGB
Definition SDL_gpu.h:760
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB
Definition SDL_gpu.h:728
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM
Definition SDL_gpu.h:694
@ SDL_GPU_TEXTUREFORMAT_R16_UNORM
Definition SDL_gpu.h:672
@ SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT
Definition SDL_gpu.h:740
@ SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT
Definition SDL_gpu.h:690
@ SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM
Definition SDL_gpu.h:686
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM
Definition SDL_gpu.h:751
@ SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM
Definition SDL_gpu.h:682
@ SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT
Definition SDL_gpu.h:704
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x6_FLOAT
Definition SDL_gpu.h:776
@ SDL_GPU_TEXTUREFORMAT_R8_SNORM
Definition SDL_gpu.h:692
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x8_FLOAT
Definition SDL_gpu.h:779
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM_SRGB
Definition SDL_gpu.h:768
@ SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB
Definition SDL_gpu.h:731
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM_SRGB
Definition SDL_gpu.h:764
@ SDL_GPU_TEXTUREFORMAT_R8_UNORM
Definition SDL_gpu.h:669
@ SDL_GPU_TEXTUREFORMAT_D24_UNORM
Definition SDL_gpu.h:737
@ SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB
Definition SDL_gpu.h:732
@ SDL_GPU_TEXTUREFORMAT_INVALID
Definition SDL_gpu.h:665
@ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM_SRGB
Definition SDL_gpu.h:757
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM_SRGB
Definition SDL_gpu.h:759
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x12_FLOAT
Definition SDL_gpu.h:785
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM_SRGB
Definition SDL_gpu.h:758
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x8_FLOAT
Definition SDL_gpu.h:782
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x4_FLOAT
Definition SDL_gpu.h:773
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x5_FLOAT
Definition SDL_gpu.h:777
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM_SRGB
Definition SDL_gpu.h:763
@ SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM
Definition SDL_gpu.h:683
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM
Definition SDL_gpu.h:753
@ SDL_GPU_TEXTUREFORMAT_R16G16_SNORM
Definition SDL_gpu.h:696
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM
Definition SDL_gpu.h:748
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x10_FLOAT
Definition SDL_gpu.h:783
@ SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM
Definition SDL_gpu.h:678
@ SDL_GPU_TEXTUREFORMAT_R8G8_INT
Definition SDL_gpu.h:719
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM
Definition SDL_gpu.h:743
@ SDL_GPU_TEXTUREFORMAT_D32_FLOAT
Definition SDL_gpu.h:738
@ SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT
Definition SDL_gpu.h:726
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM
Definition SDL_gpu.h:754
@ SDL_GPU_TEXTUREFORMAT_ASTC_4x4_FLOAT
Definition SDL_gpu.h:772
@ SDL_GPU_TEXTUREFORMAT_R8_INT
Definition SDL_gpu.h:718
@ SDL_GPU_TEXTUREFORMAT_R8G8_UINT
Definition SDL_gpu.h:709
@ SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT
Definition SDL_gpu.h:700
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM
Definition SDL_gpu.h:752
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM
Definition SDL_gpu.h:755
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM_SRGB
Definition SDL_gpu.h:769
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM_SRGB
Definition SDL_gpu.h:762
@ SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM
Definition SDL_gpu.h:677
@ SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB
Definition SDL_gpu.h:733
@ SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM
Definition SDL_gpu.h:681
@ SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB
Definition SDL_gpu.h:734
@ SDL_GPU_TEXTUREFORMAT_R32_FLOAT
Definition SDL_gpu.h:702
@ SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT
Definition SDL_gpu.h:739
@ SDL_GPU_TEXTUREFORMAT_R32G32_UINT
Definition SDL_gpu.h:715
@ SDL_GPU_TEXTUREFORMAT_R8G8_UNORM
Definition SDL_gpu.h:670
@ SDL_GPU_TEXTUREFORMAT_ASTC_5x5_FLOAT
Definition SDL_gpu.h:774
@ SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB
Definition SDL_gpu.h:729
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM_SRGB
Definition SDL_gpu.h:767
@ SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM
Definition SDL_gpu.h:676
@ SDL_GPU_TEXTUREFORMAT_R16G16_UNORM
Definition SDL_gpu.h:673
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM
Definition SDL_gpu.h:671
@ SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT
Definition SDL_gpu.h:706
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x5_FLOAT
Definition SDL_gpu.h:780
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT
Definition SDL_gpu.h:723
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM
Definition SDL_gpu.h:746
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT
Definition SDL_gpu.h:710
@ SDL_GPU_TEXTUREFORMAT_R16G16_UINT
Definition SDL_gpu.h:712
@ SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT
Definition SDL_gpu.h:701
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM
Definition SDL_gpu.h:749
@ SDL_GPU_TEXTUREFORMAT_R16_SNORM
Definition SDL_gpu.h:695
@ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT
Definition SDL_gpu.h:720
@ SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM
Definition SDL_gpu.h:675
@ SDL_GPU_TEXTUREFORMAT_R16_FLOAT
Definition SDL_gpu.h:699
@ SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM_SRGB
Definition SDL_gpu.h:766
@ SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM_SRGB
Definition SDL_gpu.h:770
@ SDL_GPU_TEXTUREFORMAT_ASTC_6x5_FLOAT
Definition SDL_gpu.h:775
@ SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM
Definition SDL_gpu.h:747
struct SDL_GPUComputePass SDL_GPUComputePass
Definition SDL_gpu.h:490
bool SDL_GPUSupportsProperties(SDL_PropertiesID props)
bool SDL_GPUSupportsShaderFormats(SDL_GPUShaderFormat format_flags, const char *name)
void * SDL_MapGPUTransferBuffer(SDL_GPUDevice *device, SDL_GPUTransferBuffer *transfer_buffer, bool cycle)
void SDL_BindGPUVertexStorageBuffers(SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUBuffer *const *storage_buffers, Uint32 num_bindings)
struct SDL_GPUDevice SDL_GPUDevice
Definition SDL_gpu.h:326
void SDL_DownloadFromGPUTexture(SDL_GPUCopyPass *copy_pass, const SDL_GPUTextureRegion *source, const SDL_GPUTextureTransferInfo *destination)
Uint32 SDL_PropertiesID
uint8_t Uint8
Definition SDL_stdinc.h:399
int32_t Sint32
Definition SDL_stdinc.h:426
SDL_MALLOC size_t size
uint32_t Uint32
Definition SDL_stdinc.h:435
SDL_FlipMode
Definition SDL_surface.h:95
struct SDL_Window SDL_Window
Definition SDL_video.h:173
SDL_FlipMode flip_mode
Definition SDL_gpu.h:1970
SDL_FColor clear_color
Definition SDL_gpu.h:1969
SDL_GPUFilter filter
Definition SDL_gpu.h:1971
SDL_GPUBlitRegion source
Definition SDL_gpu.h:1966
SDL_GPUBlitRegion destination
Definition SDL_gpu.h:1967
SDL_GPULoadOp load_op
Definition SDL_gpu.h:1968
SDL_GPUTexture * texture
Definition SDL_gpu.h:1376
Uint32 layer_or_depth_plane
Definition SDL_gpu.h:1378
SDL_GPUBuffer * buffer
Definition SDL_gpu.h:1990
SDL_PropertiesID props
Definition SDL_gpu.h:1674
SDL_GPUBufferUsageFlags usage
Definition SDL_gpu.h:1671
SDL_GPUBuffer * buffer
Definition SDL_gpu.h:1396
SDL_GPUBuffer * buffer
Definition SDL_gpu.h:1412
SDL_GPUBlendOp color_blend_op
Definition SDL_gpu.h:1595
SDL_GPUColorComponentFlags color_write_mask
Definition SDL_gpu.h:1599
SDL_GPUBlendFactor src_alpha_blendfactor
Definition SDL_gpu.h:1596
SDL_GPUBlendOp alpha_blend_op
Definition SDL_gpu.h:1598
SDL_GPUBlendFactor dst_alpha_blendfactor
Definition SDL_gpu.h:1597
SDL_GPUBlendFactor src_color_blendfactor
Definition SDL_gpu.h:1593
SDL_GPUBlendFactor dst_color_blendfactor
Definition SDL_gpu.h:1594
SDL_GPUColorTargetBlendState blend_state
Definition SDL_gpu.h:1773
SDL_GPUTextureFormat format
Definition SDL_gpu.h:1772
SDL_FColor clear_color
Definition SDL_gpu.h:1888
SDL_GPUTexture * texture
Definition SDL_gpu.h:1885
SDL_GPULoadOp load_op
Definition SDL_gpu.h:1889
SDL_GPUTexture * resolve_texture
Definition SDL_gpu.h:1891
SDL_GPUStoreOp store_op
Definition SDL_gpu.h:1890
SDL_GPUShaderFormat format
Definition SDL_gpu.h:1834
SDL_GPUStencilOpState back_stencil_state
Definition SDL_gpu.h:1750
SDL_GPUCompareOp compare_op
Definition SDL_gpu.h:1749
SDL_GPUStencilOpState front_stencil_state
Definition SDL_gpu.h:1751
SDL_GPUTexture * texture
Definition SDL_gpu.h:1946
SDL_GPUStoreOp stencil_store_op
Definition SDL_gpu.h:1951
SDL_GPULoadOp stencil_load_op
Definition SDL_gpu.h:1950
SDL_GPUMultisampleState multisample_state
Definition SDL_gpu.h:1815
SDL_GPUPrimitiveType primitive_type
Definition SDL_gpu.h:1813
SDL_GPUDepthStencilState depth_stencil_state
Definition SDL_gpu.h:1816
SDL_GPUGraphicsPipelineTargetInfo target_info
Definition SDL_gpu.h:1817
SDL_GPUVertexInputState vertex_input_state
Definition SDL_gpu.h:1812
SDL_GPURasterizerState rasterizer_state
Definition SDL_gpu.h:1814
SDL_GPUTextureFormat depth_stencil_format
Definition SDL_gpu.h:1788
const SDL_GPUColorTargetDescription * color_target_descriptions
Definition SDL_gpu.h:1786
SDL_GPUSampleCount sample_count
Definition SDL_gpu.h:1731
SDL_GPUFrontFace front_face
Definition SDL_gpu.h:1711
SDL_GPUCullMode cull_mode
Definition SDL_gpu.h:1710
float depth_bias_constant_factor
Definition SDL_gpu.h:1712
SDL_GPUFillMode fill_mode
Definition SDL_gpu.h:1709
SDL_GPUFilter mag_filter
Definition SDL_gpu.h:1488
SDL_GPUSamplerAddressMode address_mode_u
Definition SDL_gpu.h:1490
SDL_GPUSamplerMipmapMode mipmap_mode
Definition SDL_gpu.h:1489
SDL_GPUSamplerAddressMode address_mode_v
Definition SDL_gpu.h:1491
SDL_GPUSamplerAddressMode address_mode_w
Definition SDL_gpu.h:1492
SDL_GPUFilter min_filter
Definition SDL_gpu.h:1487
SDL_PropertiesID props
Definition SDL_gpu.h:1503
SDL_GPUCompareOp compare_op
Definition SDL_gpu.h:1495
SDL_PropertiesID props
Definition SDL_gpu.h:1626
SDL_GPUShaderFormat format
Definition SDL_gpu.h:1619
const Uint8 * code
Definition SDL_gpu.h:1617
const char * entrypoint
Definition SDL_gpu.h:1618
SDL_GPUShaderStage stage
Definition SDL_gpu.h:1620
SDL_GPUStencilOp fail_op
Definition SDL_gpu.h:1578
SDL_GPUStencilOp depth_fail_op
Definition SDL_gpu.h:1580
SDL_GPUStencilOp pass_op
Definition SDL_gpu.h:1579
SDL_GPUCompareOp compare_op
Definition SDL_gpu.h:1581
SDL_PropertiesID props
Definition SDL_gpu.h:1655
SDL_GPUTextureUsageFlags usage
Definition SDL_gpu.h:1648
SDL_GPUTextureFormat format
Definition SDL_gpu.h:1647
SDL_GPUTextureType type
Definition SDL_gpu.h:1646
SDL_GPUSampleCount sample_count
Definition SDL_gpu.h:1653
SDL_GPUTexture * texture
Definition SDL_gpu.h:1336
SDL_GPUTexture * texture
Definition SDL_gpu.h:1356
SDL_GPUSampler * sampler
Definition SDL_gpu.h:2005
SDL_GPUTexture * texture
Definition SDL_gpu.h:2004
SDL_GPUTransferBuffer * transfer_buffer
Definition SDL_gpu.h:1303
SDL_GPUTransferBufferUsage usage
Definition SDL_gpu.h:1686
SDL_GPUTransferBuffer * transfer_buffer
Definition SDL_gpu.h:1321
SDL_GPUVertexElementFormat format
Definition SDL_gpu.h:1547
SDL_GPUVertexInputRate input_rate
Definition SDL_gpu.h:1528
const SDL_GPUVertexAttribute * vertex_attributes
Definition SDL_gpu.h:1565
const SDL_GPUVertexBufferDescription * vertex_buffer_descriptions
Definition SDL_gpu.h:1563