mirror of
https://github.com/shadps4-emu/ext-SDL.git
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3713 lines
137 KiB
C
3713 lines
137 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/* WIKI CATEGORY: GPU */
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/**
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* # CategoryGPU
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*
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* The GPU API offers a cross-platform way for apps to talk to modern graphics
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* hardware. It offers both 3D graphics and "compute" support, in the style of
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* Metal, Vulkan, and Direct3D 12.
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*
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* A basic workflow might be something like this:
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*
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* The app creates a GPU device with SDL_CreateGPUDevice(), and assigns it to
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* a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you
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* can render offscreen entirely, perhaps for image processing, and not use a
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* window at all.
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*
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* Next the app prepares static data (things that are created once and used
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* over and over). For example:
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*
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* - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
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* - Vertex buffers (arrays of geometry data) and other data rendering will
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* need: use SDL_UploadToGPUBuffer().
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* - Textures (images): use SDL_UploadToGPUTexture().
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* - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
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* - Render pipelines (precalculated rendering state): use
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* SDL_CreateGPUGraphicsPipeline()
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*
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* To render, the app creates one or more command buffers, with
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* SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering
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* instructions that will be submitted to the GPU in batch. Complex scenes can
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* use multiple command buffers, maybe configured across multiple threads in
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* parallel, as long as they are submitted in the correct order, but many apps
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* will just need one command buffer per frame.
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*
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* Rendering can happen to a texture (what other APIs call a "render target")
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* or it can happen to the swapchain texture (which is just a special texture
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* that represents a window's contents). The app can use
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* SDL_AcquireGPUSwapchainTexture() to render to the window.
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*
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* Rendering actually happens in a Render Pass, which is encoded into a
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* command buffer. One can encode multiple render passes (or alternate between
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* render and compute passes) in a single command buffer, but many apps might
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* simply need a single render pass in a single command buffer. Render Passes
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* can render to up to four color textures and one depth texture
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* simultaneously. If the set of textures being rendered to needs to change,
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* the Render Pass must be ended and a new one must be begun.
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*
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* The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for
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* each draw:
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*
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* - SDL_BindGPUGraphicsPipeline()
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* - SDL_SetGPUViewport()
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* - SDL_BindGPUVertexBuffers()
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* - SDL_BindGPUVertexSamplers()
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* - etc
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*
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* Then, make the actual draw commands with these states:
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*
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* - SDL_DrawGPUPrimitives()
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* - SDL_DrawGPUPrimitivesIndirect()
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* - SDL_DrawGPUIndexedPrimitivesIndirect()
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* - etc
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*
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* After all the drawing commands for a pass are complete, the app should call
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* SDL_EndGPURenderPass(). Once a render pass ends all render-related state is
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* reset.
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*
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* The app can begin new Render Passes and make new draws in the same command
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* buffer until the entire scene is rendered.
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*
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* Once all of the render commands for the scene are complete, the app calls
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* SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing.
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*
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* If the app needs to read back data from texture or buffers, the API has an
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* efficient way of doing this, provided that the app is willing to tolerate
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* some latency. When the app uses SDL_DownloadFromGPUTexture() or
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* SDL_DownloadFromGPUBuffer(), submitting the command buffer with
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* SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that the
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* app can poll or wait on in a thread. Once the fence indicates that the
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* command buffer is done processing, it is safe to read the downloaded data.
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* Make sure to call SDL_ReleaseGPUFence() when done with the fence.
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*
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* The API also has "compute" support. The app calls SDL_BeginGPUComputePass()
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* with compute-writeable textures and/or buffers, which can be written to in
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* a compute shader. Then it sets states it needs for the compute dispatches:
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*
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* - SDL_BindGPUComputePipeline()
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* - SDL_BindGPUComputeStorageBuffers()
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* - SDL_BindGPUComputeStorageTextures()
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*
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* Then, dispatch compute work:
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*
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* - SDL_DispatchGPUCompute()
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*
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* For advanced users, this opens up powerful GPU-driven workflows.
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*
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* Graphics and compute pipelines require the use of shaders, which as
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* mentioned above are small programs executed on the GPU. Each backend
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* (Vulkan, Metal, D3D12) requires a different shader format. When the app
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* creates the GPU device, the app lets the device know which shader formats
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* the app can provide. It will then select the appropriate backend depending
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* on the available shader formats and the backends available on the platform.
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* When creating shaders, the app must provide the correct shader format for
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* the selected backend. If you would like to learn more about why the API
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* works this way, there is a detailed
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* [blog post](https://moonside.games/posts/layers-all-the-way-down/)
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* explaining this situation.
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*
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* It is optimal for apps to pre-compile the shader formats they might use,
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* but for ease of use SDL provides a
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* [satellite single-header library](https://github.com/libsdl-org/SDL_gpu_shadercross
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* )
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* for performing runtime shader cross-compilation.
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*
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* This is an extremely quick overview that leaves out several important
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* details. Already, though, one can see that GPU programming can be quite
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* complex! If you just need simple 2D graphics, the
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* [Render API](https://wiki.libsdl.org/SDL3/CategoryRender)
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* is much easier to use but still hardware-accelerated. That said, even for
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* 2D applications the performance benefits and expressiveness of the GPU API
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* are significant.
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*
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* The GPU API targets a feature set with a wide range of hardware support and
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* ease of portability. It is designed so that the app won't have to branch
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* itself by querying feature support. If you need cutting-edge features with
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* limited hardware support, this API is probably not for you.
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*
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* Examples demonstrating proper usage of this API can be found
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* [here](https://github.com/TheSpydog/SDL_gpu_examples)
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* .
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*/
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#ifndef SDL_gpu_h_
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#define SDL_gpu_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_pixels.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_rect.h>
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#include <SDL3/SDL_surface.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_begin_code.h>
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#ifdef __cplusplus
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extern "C" {
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#endif /* __cplusplus */
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/* Type Declarations */
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/**
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* An opaque handle representing the SDL_GPU context.
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*
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* \since This struct is available since SDL 3.0.0
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*/
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typedef struct SDL_GPUDevice SDL_GPUDevice;
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/**
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* An opaque handle representing a buffer.
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*
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* Used for vertices, indices, indirect draw commands, and general compute
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* data.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_CreateGPUBuffer
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* \sa SDL_SetGPUBufferName
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* \sa SDL_UploadToGPUBuffer
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* \sa SDL_DownloadFromGPUBuffer
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* \sa SDL_CopyGPUBufferToBuffer
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* \sa SDL_BindGPUVertexBuffers
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* \sa SDL_BindGPUIndexBuffer
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* \sa SDL_BindGPUVertexStorageBuffers
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* \sa SDL_BindGPUFragmentStorageBuffers
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* \sa SDL_DrawGPUPrimitivesIndirect
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* \sa SDL_DrawGPUIndexedPrimitivesIndirect
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* \sa SDL_BindGPUComputeStorageBuffers
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* \sa SDL_DispatchGPUComputeIndirect
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* \sa SDL_ReleaseGPUBuffer
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*/
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typedef struct SDL_GPUBuffer SDL_GPUBuffer;
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/**
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* An opaque handle representing a transfer buffer.
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*
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* Used for transferring data to and from the device.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_CreateGPUTransferBuffer
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* \sa SDL_MapGPUTransferBuffer
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* \sa SDL_UnmapGPUTransferBuffer
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* \sa SDL_UploadToGPUBuffer
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* \sa SDL_UploadToGPUTexture
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* \sa SDL_DownloadFromGPUBuffer
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* \sa SDL_DownloadFromGPUTexture
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* \sa SDL_ReleaseGPUTransferBuffer
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*/
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typedef struct SDL_GPUTransferBuffer SDL_GPUTransferBuffer;
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/**
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* An opaque handle representing a texture.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_CreateGPUTexture
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* \sa SDL_SetGPUTextureName
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* \sa SDL_UploadToGPUTexture
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* \sa SDL_DownloadFromGPUTexture
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* \sa SDL_CopyGPUTextureToTexture
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* \sa SDL_BindGPUVertexSamplers
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* \sa SDL_BindGPUVertexStorageTextures
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* \sa SDL_BindGPUFragmentSamplers
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* \sa SDL_BindGPUFragmentStorageTextures
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* \sa SDL_BindGPUComputeStorageTextures
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* \sa SDL_GenerateMipmapsForGPUTexture
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* \sa SDL_BlitGPUTexture
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* \sa SDL_ReleaseGPUTexture
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*/
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typedef struct SDL_GPUTexture SDL_GPUTexture;
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/**
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* An opaque handle representing a sampler.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_CreateGPUSampler
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* \sa SDL_BindGPUVertexSamplers
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* \sa SDL_BindGPUFragmentSamplers
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* \sa SDL_ReleaseGPUSampler
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*/
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typedef struct SDL_GPUSampler SDL_GPUSampler;
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/**
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* An opaque handle representing a compiled shader object.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_CreateGPUShader
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* \sa SDL_CreateGPUGraphicsPipeline
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* \sa SDL_ReleaseGPUShader
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*/
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typedef struct SDL_GPUShader SDL_GPUShader;
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/**
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* An opaque handle representing a compute pipeline.
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*
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* Used during compute passes.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_CreateGPUComputePipeline
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* \sa SDL_BindGPUComputePipeline
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* \sa SDL_ReleaseGPUComputePipeline
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*/
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typedef struct SDL_GPUComputePipeline SDL_GPUComputePipeline;
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/**
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* An opaque handle representing a graphics pipeline.
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*
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* Used during render passes.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_CreateGPUGraphicsPipeline
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* \sa SDL_BindGPUGraphicsPipeline
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* \sa SDL_ReleaseGPUGraphicsPipeline
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*/
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typedef struct SDL_GPUGraphicsPipeline SDL_GPUGraphicsPipeline;
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/**
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* An opaque handle representing a command buffer.
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*
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* Most state is managed via command buffers. When setting state using a
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* command buffer, that state is local to the command buffer.
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*
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* Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is
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* called. Once the command buffer is submitted, it is no longer valid to use
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* it.
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*
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* Command buffers are executed in submission order. If you submit command
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* buffer A and then command buffer B all commands in A will begin executing
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* before any command in B begins executing.
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*
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* In multi-threading scenarios, you should acquire and submit a command
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* buffer on the same thread. As long as you satisfy this requirement, all
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* functionality related to command buffers is thread-safe.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_AcquireGPUCommandBuffer
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* \sa SDL_SubmitGPUCommandBuffer
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* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
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*/
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typedef struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer;
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/**
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* An opaque handle representing a render pass.
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*
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* This handle is transient and should not be held or referenced after
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* SDL_EndGPURenderPass is called.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_BeginGPURenderPass
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* \sa SDL_EndGPURenderPass
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*/
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typedef struct SDL_GPURenderPass SDL_GPURenderPass;
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/**
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* An opaque handle representing a compute pass.
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*
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* This handle is transient and should not be held or referenced after
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* SDL_EndGPUComputePass is called.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_BeginGPUComputePass
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* \sa SDL_EndGPUComputePass
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*/
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typedef struct SDL_GPUComputePass SDL_GPUComputePass;
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/**
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* An opaque handle representing a copy pass.
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*
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* This handle is transient and should not be held or referenced after
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* SDL_EndGPUCopyPass is called.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_BeginGPUCopyPass
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* \sa SDL_EndGPUCopyPass
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*/
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typedef struct SDL_GPUCopyPass SDL_GPUCopyPass;
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/**
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* An opaque handle representing a fence.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
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* \sa SDL_QueryGPUFence
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* \sa SDL_WaitForGPUFences
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* \sa SDL_ReleaseGPUFence
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*/
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typedef struct SDL_GPUFence SDL_GPUFence;
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/**
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* Specifies the primitive topology of a graphics pipeline.
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*
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* \since This enum is available since SDL 3.0.0
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*
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* \sa SDL_CreateGPUGraphicsPipeline
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*/
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typedef enum SDL_GPUPrimitiveType
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{
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SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, /**< A series of separate triangles. */
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SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP, /**< A series of connected triangles. */
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SDL_GPU_PRIMITIVETYPE_LINELIST, /**< A series of separate lines. */
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SDL_GPU_PRIMITIVETYPE_LINESTRIP, /**< A series of connected lines. */
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SDL_GPU_PRIMITIVETYPE_POINTLIST /**< A series of separate points. */
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} SDL_GPUPrimitiveType;
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/**
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* Specifies how the contents of a texture attached to a render pass are
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* treated at the beginning of the render pass.
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*
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* \since This enum is available since SDL 3.0.0
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*
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* \sa SDL_BeginGPURenderPass
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*/
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typedef enum SDL_GPULoadOp
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{
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SDL_GPU_LOADOP_LOAD, /**< The previous contents of the texture will be preserved. */
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SDL_GPU_LOADOP_CLEAR, /**< The contents of the texture will be cleared to a color. */
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SDL_GPU_LOADOP_DONT_CARE /**< The previous contents of the texture need not be preserved. The contents will be undefined. */
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} SDL_GPULoadOp;
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/**
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* Specifies how the contents of a texture attached to a render pass are
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* treated at the end of the render pass.
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*
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* \since This enum is available since SDL 3.0.0
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*
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* \sa SDL_BeginGPURenderPass
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*/
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typedef enum SDL_GPUStoreOp
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{
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SDL_GPU_STOREOP_STORE, /**< The contents generated during the render pass will be written to memory. */
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SDL_GPU_STOREOP_DONT_CARE, /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
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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. */
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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. */
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} SDL_GPUStoreOp;
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/**
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* Specifies the size of elements in an index buffer.
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*
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* \since This enum is available since SDL 3.0.0
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*
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* \sa SDL_CreateGPUGraphicsPipeline
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*/
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typedef enum SDL_GPUIndexElementSize
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{
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SDL_GPU_INDEXELEMENTSIZE_16BIT, /**< The index elements are 16-bit. */
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SDL_GPU_INDEXELEMENTSIZE_32BIT /**< The index elements are 32-bit. */
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} SDL_GPUIndexElementSize;
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/**
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* Specifies the pixel format of a texture.
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*
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* Texture format support varies depending on driver, hardware, and usage
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* flags. In general, you should use SDL_GPUTextureSupportsFormat to query if
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* a format is supported before using it. However, there are a few guaranteed
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* formats.
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*
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* FIXME: Check universal support for 32-bit component formats FIXME: Check
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* universal support for SIMULTANEOUS_READ_WRITE
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*
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* For SAMPLER usage, the following formats are universally supported:
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*
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* - R8G8B8A8_UNORM
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* - B8G8R8A8_UNORM
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* - R8_UNORM
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* - R8_SNORM
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* - R8G8_UNORM
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* - R8G8_SNORM
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* - R8G8B8A8_SNORM
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* - R16_FLOAT
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* - R16G16_FLOAT
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* - R16G16B16A16_FLOAT
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* - R32_FLOAT
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* - R32G32_FLOAT
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* - R32G32B32A32_FLOAT
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* - R11G11B10_UFLOAT
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* - R8G8B8A8_UNORM_SRGB
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* - B8G8R8A8_UNORM_SRGB
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* - D16_UNORM
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*
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* For COLOR_TARGET usage, the following formats are universally supported:
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*
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* - R8G8B8A8_UNORM
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* - B8G8R8A8_UNORM
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* - R8_UNORM
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* - R16_FLOAT
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* - R16G16_FLOAT
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* - R16G16B16A16_FLOAT
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* - R32_FLOAT
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* - R32G32_FLOAT
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* - R32G32B32A32_FLOAT
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* - R8_UINT
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* - R8G8_UINT
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* - R8G8B8A8_UINT
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* - R16_UINT
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* - R16G16_UINT
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* - R16G16B16A16_UINT
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* - R8_INT
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* - R8G8_INT
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* - R8G8B8A8_INT
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* - R16_INT
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* - R16G16_INT
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* - R16G16B16A16_INT
|
|
* - R8G8B8A8_UNORM_SRGB
|
|
* - B8G8R8A8_UNORM_SRGB
|
|
*
|
|
* For STORAGE usages, the following formats are universally supported:
|
|
*
|
|
* - R8G8B8A8_UNORM
|
|
* - R8G8B8A8_SNORM
|
|
* - R16G16B16A16_FLOAT
|
|
* - R32_FLOAT
|
|
* - R32G32_FLOAT
|
|
* - R32G32B32A32_FLOAT
|
|
* - R8G8B8A8_UINT
|
|
* - R16G16B16A16_UINT
|
|
* - R8G8B8A8_INT
|
|
* - R16G16B16A16_INT
|
|
*
|
|
* For DEPTH_STENCIL_TARGET usage, the following formats are universally
|
|
* supported:
|
|
*
|
|
* - D16_UNORM
|
|
* - Either (but not necessarily both!) D24_UNORM or D32_SFLOAT
|
|
* - Either (but not necessarily both!) D24_UNORM_S8_UINT or
|
|
* D32_SFLOAT_S8_UINT
|
|
*
|
|
* Unless D16_UNORM is sufficient for your purposes, always check which of
|
|
* D24/D32 is supported before creating a depth-stencil texture!
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUTexture
|
|
* \sa SDL_GPUTextureSupportsFormat
|
|
*/
|
|
typedef enum SDL_GPUTextureFormat
|
|
{
|
|
SDL_GPU_TEXTUREFORMAT_INVALID,
|
|
|
|
/* Unsigned Normalized Float Color Formats */
|
|
SDL_GPU_TEXTUREFORMAT_A8_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_R8_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_R8G8_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_R16_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_R16G16_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM,
|
|
/* Compressed Unsigned Normalized Float Color Formats */
|
|
SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM,
|
|
/* Compressed Signed Float Color Formats */
|
|
SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT,
|
|
/* Compressed Unsigned Float Color Formats */
|
|
SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT,
|
|
/* Signed Normalized Float Color Formats */
|
|
SDL_GPU_TEXTUREFORMAT_R8_SNORM,
|
|
SDL_GPU_TEXTUREFORMAT_R8G8_SNORM,
|
|
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM,
|
|
SDL_GPU_TEXTUREFORMAT_R16_SNORM,
|
|
SDL_GPU_TEXTUREFORMAT_R16G16_SNORM,
|
|
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM,
|
|
/* Signed Float Color Formats */
|
|
SDL_GPU_TEXTUREFORMAT_R16_FLOAT,
|
|
SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT,
|
|
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT,
|
|
SDL_GPU_TEXTUREFORMAT_R32_FLOAT,
|
|
SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT,
|
|
SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT,
|
|
/* Unsigned Float Color Formats */
|
|
SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT,
|
|
/* Unsigned Integer Color Formats */
|
|
SDL_GPU_TEXTUREFORMAT_R8_UINT,
|
|
SDL_GPU_TEXTUREFORMAT_R8G8_UINT,
|
|
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT,
|
|
SDL_GPU_TEXTUREFORMAT_R16_UINT,
|
|
SDL_GPU_TEXTUREFORMAT_R16G16_UINT,
|
|
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT,
|
|
SDL_GPU_TEXTUREFORMAT_R32_UINT,
|
|
SDL_GPU_TEXTUREFORMAT_R32G32_UINT,
|
|
SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT,
|
|
/* Signed Integer Color Formats */
|
|
SDL_GPU_TEXTUREFORMAT_R8_INT,
|
|
SDL_GPU_TEXTUREFORMAT_R8G8_INT,
|
|
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT,
|
|
SDL_GPU_TEXTUREFORMAT_R16_INT,
|
|
SDL_GPU_TEXTUREFORMAT_R16G16_INT,
|
|
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT,
|
|
SDL_GPU_TEXTUREFORMAT_R32_INT,
|
|
SDL_GPU_TEXTUREFORMAT_R32G32_INT,
|
|
SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT,
|
|
/* SRGB Unsigned Normalized Color Formats */
|
|
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB,
|
|
SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB,
|
|
/* Compressed SRGB Unsigned Normalized Color Formats */
|
|
SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB,
|
|
SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB,
|
|
SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB,
|
|
SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB,
|
|
/* Depth Formats */
|
|
SDL_GPU_TEXTUREFORMAT_D16_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_D24_UNORM,
|
|
SDL_GPU_TEXTUREFORMAT_D32_FLOAT,
|
|
SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT,
|
|
SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT
|
|
} SDL_GPUTextureFormat;
|
|
|
|
/**
|
|
* Specifies how a texture is intended to be used by the client.
|
|
*
|
|
* A texture must have at least one usage flag. Note that some usage flag
|
|
* combinations are invalid.
|
|
*
|
|
* With regards to compute storage usage, READ | WRITE means that you can have
|
|
* shader A that only writes into the texture and shader B that only reads
|
|
* from the texture and bind the same texture to either shader respectively.
|
|
* SIMULTANEOUS means that you can do reads and writes within the same shader
|
|
* or compute pass. It also implies that atomic ops can be used, since those
|
|
* are read-modify-write operations. If you use SIMULTANEOUS, you are
|
|
* responsible for avoiding data races, as there is no data synchronization
|
|
* within a compute pass. Note that SIMULTANEOUS usage is only supported by a
|
|
* limited number of texture formats.
|
|
*
|
|
* \since This datatype is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUTexture
|
|
*/
|
|
typedef Uint32 SDL_GPUTextureUsageFlags;
|
|
|
|
#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< Texture supports sampling. */
|
|
#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< Texture is a color render target. */
|
|
#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< Texture is a depth stencil target. */
|
|
#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Texture supports storage reads in graphics stages. */
|
|
#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Texture supports storage reads in the compute stage. */
|
|
#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Texture supports storage writes in the compute stage. */
|
|
#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE (1u << 6) /**< Texture supports reads and writes in the same compute shader. This is NOT equivalent to READ | WRITE. */
|
|
|
|
/**
|
|
* Specifies the type of a texture.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUTexture
|
|
*/
|
|
typedef enum SDL_GPUTextureType
|
|
{
|
|
SDL_GPU_TEXTURETYPE_2D, /**< The texture is a 2-dimensional image. */
|
|
SDL_GPU_TEXTURETYPE_2D_ARRAY, /**< The texture is a 2-dimensional array image. */
|
|
SDL_GPU_TEXTURETYPE_3D, /**< The texture is a 3-dimensional image. */
|
|
SDL_GPU_TEXTURETYPE_CUBE, /**< The texture is a cube image. */
|
|
SDL_GPU_TEXTURETYPE_CUBE_ARRAY /**< The texture is a cube array image. */
|
|
} SDL_GPUTextureType;
|
|
|
|
/**
|
|
* Specifies the sample count of a texture.
|
|
*
|
|
* Used in multisampling. Note that this value only applies when the texture
|
|
* is used as a render target.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUTexture
|
|
* \sa SDL_GPUTextureSupportsSampleCount
|
|
*/
|
|
typedef enum SDL_GPUSampleCount
|
|
{
|
|
SDL_GPU_SAMPLECOUNT_1, /**< No multisampling. */
|
|
SDL_GPU_SAMPLECOUNT_2, /**< MSAA 2x */
|
|
SDL_GPU_SAMPLECOUNT_4, /**< MSAA 4x */
|
|
SDL_GPU_SAMPLECOUNT_8 /**< MSAA 8x */
|
|
} SDL_GPUSampleCount;
|
|
|
|
|
|
/**
|
|
* Specifies the face of a cube map.
|
|
*
|
|
* Can be passed in as the layer field in texture-related structs.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*/
|
|
typedef enum SDL_GPUCubeMapFace
|
|
{
|
|
SDL_GPU_CUBEMAPFACE_POSITIVEX,
|
|
SDL_GPU_CUBEMAPFACE_NEGATIVEX,
|
|
SDL_GPU_CUBEMAPFACE_POSITIVEY,
|
|
SDL_GPU_CUBEMAPFACE_NEGATIVEY,
|
|
SDL_GPU_CUBEMAPFACE_POSITIVEZ,
|
|
SDL_GPU_CUBEMAPFACE_NEGATIVEZ
|
|
} SDL_GPUCubeMapFace;
|
|
|
|
/**
|
|
* Specifies how a buffer is intended to be used by the client.
|
|
*
|
|
* A buffer must have at least one usage flag. Note that some usage flag
|
|
* combinations are invalid.
|
|
*
|
|
* Unlike textures, READ | WRITE can be used for simultaneous read-write
|
|
* usage. The same data synchronization concerns as textures apply.
|
|
*
|
|
* \since This datatype is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUBuffer
|
|
*/
|
|
typedef Uint32 SDL_GPUBufferUsageFlags;
|
|
|
|
#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< Buffer is a vertex buffer. */
|
|
#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< Buffer is an index buffer. */
|
|
#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< Buffer is an indirect buffer. */
|
|
#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Buffer supports storage reads in graphics stages. */
|
|
#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Buffer supports storage reads in the compute stage. */
|
|
#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Buffer supports storage writes in the compute stage. */
|
|
|
|
/**
|
|
* Specifies how a transfer buffer is intended to be used by the client.
|
|
*
|
|
* Note that mapping and copying FROM an upload transfer buffer or TO a
|
|
* download transfer buffer is undefined behavior.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUTransferBuffer
|
|
*/
|
|
typedef enum SDL_GPUTransferBufferUsage
|
|
{
|
|
SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
|
|
SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD
|
|
} SDL_GPUTransferBufferUsage;
|
|
|
|
/**
|
|
* Specifies which stage a shader program corresponds to.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUShader
|
|
*/
|
|
typedef enum SDL_GPUShaderStage
|
|
{
|
|
SDL_GPU_SHADERSTAGE_VERTEX,
|
|
SDL_GPU_SHADERSTAGE_FRAGMENT
|
|
} SDL_GPUShaderStage;
|
|
|
|
/**
|
|
* Specifies the format of shader code.
|
|
*
|
|
* Each format corresponds to a specific backend that accepts it.
|
|
*
|
|
* \since This datatype is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUShader
|
|
*/
|
|
typedef Uint32 SDL_GPUShaderFormat;
|
|
|
|
#define SDL_GPU_SHADERFORMAT_INVALID 0
|
|
#define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */
|
|
#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */
|
|
#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_0 shaders for D3D11. */
|
|
#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL shaders for D3D12. */
|
|
#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */
|
|
#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */
|
|
|
|
/**
|
|
* Specifies the format of a vertex attribute.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUGraphicsPipeline
|
|
*/
|
|
typedef enum SDL_GPUVertexElementFormat
|
|
{
|
|
SDL_GPU_VERTEXELEMENTFORMAT_INVALID,
|
|
|
|
/* 32-bit Signed Integers */
|
|
SDL_GPU_VERTEXELEMENTFORMAT_INT,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_INT2,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_INT3,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_INT4,
|
|
|
|
/* 32-bit Unsigned Integers */
|
|
SDL_GPU_VERTEXELEMENTFORMAT_UINT,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_UINT2,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_UINT3,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_UINT4,
|
|
|
|
/* 32-bit Floats */
|
|
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
|
|
|
|
/* 8-bit Signed Integers */
|
|
SDL_GPU_VERTEXELEMENTFORMAT_BYTE2,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_BYTE4,
|
|
|
|
/* 8-bit Unsigned Integers */
|
|
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4,
|
|
|
|
/* 8-bit Signed Normalized */
|
|
SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM,
|
|
|
|
/* 8-bit Unsigned Normalized */
|
|
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM,
|
|
|
|
/* 16-bit Signed Integers */
|
|
SDL_GPU_VERTEXELEMENTFORMAT_SHORT2,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_SHORT4,
|
|
|
|
/* 16-bit Unsigned Integers */
|
|
SDL_GPU_VERTEXELEMENTFORMAT_USHORT2,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_USHORT4,
|
|
|
|
/* 16-bit Signed Normalized */
|
|
SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM,
|
|
|
|
/* 16-bit Unsigned Normalized */
|
|
SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM,
|
|
|
|
/* 16-bit Floats */
|
|
SDL_GPU_VERTEXELEMENTFORMAT_HALF2,
|
|
SDL_GPU_VERTEXELEMENTFORMAT_HALF4
|
|
} SDL_GPUVertexElementFormat;
|
|
|
|
/**
|
|
* Specifies the rate at which vertex attributes are pulled from buffers.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUGraphicsPipeline
|
|
*/
|
|
typedef enum SDL_GPUVertexInputRate
|
|
{
|
|
SDL_GPU_VERTEXINPUTRATE_VERTEX, /**< Attribute addressing is a function of the vertex index. */
|
|
SDL_GPU_VERTEXINPUTRATE_INSTANCE /**< Attribute addressing is a function of the instance index. */
|
|
} SDL_GPUVertexInputRate;
|
|
|
|
/**
|
|
* Specifies the fill mode of the graphics pipeline.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUGraphicsPipeline
|
|
*/
|
|
typedef enum SDL_GPUFillMode
|
|
{
|
|
SDL_GPU_FILLMODE_FILL, /**< Polygons will be rendered via rasterization. */
|
|
SDL_GPU_FILLMODE_LINE /**< Polygon edges will be drawn as line segments. */
|
|
} SDL_GPUFillMode;
|
|
|
|
/**
|
|
* Specifies the facing direction in which triangle faces will be culled.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUGraphicsPipeline
|
|
*/
|
|
typedef enum SDL_GPUCullMode
|
|
{
|
|
SDL_GPU_CULLMODE_NONE, /**< No triangles are culled. */
|
|
SDL_GPU_CULLMODE_FRONT, /**< Front-facing triangles are culled. */
|
|
SDL_GPU_CULLMODE_BACK /**< Back-facing triangles are culled. */
|
|
} SDL_GPUCullMode;
|
|
|
|
/**
|
|
* Specifies the vertex winding that will cause a triangle to be determined to
|
|
* be front-facing.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUGraphicsPipeline
|
|
*/
|
|
typedef enum SDL_GPUFrontFace
|
|
{
|
|
SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE, /**< A triangle with counter-clockwise vertex winding will be considered front-facing. */
|
|
SDL_GPU_FRONTFACE_CLOCKWISE /**< A triangle with clockwise vertex winding will be considered front-facing. */
|
|
} SDL_GPUFrontFace;
|
|
|
|
/**
|
|
* Specifies a comparison operator for depth, stencil and sampler operations.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUGraphicsPipeline
|
|
*/
|
|
typedef enum SDL_GPUCompareOp
|
|
{
|
|
SDL_GPU_COMPAREOP_INVALID,
|
|
SDL_GPU_COMPAREOP_NEVER, /**< The comparison always evaluates false. */
|
|
SDL_GPU_COMPAREOP_LESS, /**< The comparison evaluates reference < test. */
|
|
SDL_GPU_COMPAREOP_EQUAL, /**< The comparison evaluates reference == test. */
|
|
SDL_GPU_COMPAREOP_LESS_OR_EQUAL, /**< The comparison evaluates reference <= test. */
|
|
SDL_GPU_COMPAREOP_GREATER, /**< The comparison evaluates reference > test. */
|
|
SDL_GPU_COMPAREOP_NOT_EQUAL, /**< The comparison evaluates reference != test. */
|
|
SDL_GPU_COMPAREOP_GREATER_OR_EQUAL, /**< The comparison evalutes reference >= test. */
|
|
SDL_GPU_COMPAREOP_ALWAYS /**< The comparison always evaluates true. */
|
|
} SDL_GPUCompareOp;
|
|
|
|
/**
|
|
* Specifies what happens to a stored stencil value if stencil tests fail or
|
|
* pass.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUGraphicsPipeline
|
|
*/
|
|
typedef enum SDL_GPUStencilOp
|
|
{
|
|
SDL_GPU_STENCILOP_INVALID,
|
|
SDL_GPU_STENCILOP_KEEP, /**< Keeps the current value. */
|
|
SDL_GPU_STENCILOP_ZERO, /**< Sets the value to 0. */
|
|
SDL_GPU_STENCILOP_REPLACE, /**< Sets the value to reference. */
|
|
SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP, /**< Increments the current value and clamps to the maximum value. */
|
|
SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP, /**< Decrements the current value and clamps to 0. */
|
|
SDL_GPU_STENCILOP_INVERT, /**< Bitwise-inverts the current value. */
|
|
SDL_GPU_STENCILOP_INCREMENT_AND_WRAP, /**< Increments the current value and wraps back to 0. */
|
|
SDL_GPU_STENCILOP_DECREMENT_AND_WRAP /**< Decrements the current value and wraps to the maximum value. */
|
|
} SDL_GPUStencilOp;
|
|
|
|
/**
|
|
* Specifies the operator to be used when pixels in a render target are
|
|
* blended with existing pixels in the texture.
|
|
*
|
|
* The source color is the value written by the fragment shader. The
|
|
* destination color is the value currently existing in the texture.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUGraphicsPipeline
|
|
*/
|
|
typedef enum SDL_GPUBlendOp
|
|
{
|
|
SDL_GPU_BLENDOP_INVALID,
|
|
SDL_GPU_BLENDOP_ADD, /**< (source * source_factor) + (destination * destination_factor) */
|
|
SDL_GPU_BLENDOP_SUBTRACT, /**< (source * source_factor) - (destination * destination_factor) */
|
|
SDL_GPU_BLENDOP_REVERSE_SUBTRACT, /**< (destination * destination_factor) - (source * source_factor) */
|
|
SDL_GPU_BLENDOP_MIN, /**< min(source, destination) */
|
|
SDL_GPU_BLENDOP_MAX /**< max(source, destination) */
|
|
} SDL_GPUBlendOp;
|
|
|
|
/**
|
|
* Specifies a blending factor to be used when pixels in a render target are
|
|
* blended with existing pixels in the texture.
|
|
*
|
|
* The source color is the value written by the fragment shader. The
|
|
* destination color is the value currently existing in the texture.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUGraphicsPipeline
|
|
*/
|
|
typedef enum SDL_GPUBlendFactor
|
|
{
|
|
SDL_GPU_BLENDFACTOR_INVALID,
|
|
SDL_GPU_BLENDFACTOR_ZERO, /**< 0 */
|
|
SDL_GPU_BLENDFACTOR_ONE, /**< 1 */
|
|
SDL_GPU_BLENDFACTOR_SRC_COLOR, /**< source color */
|
|
SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR, /**< 1 - source color */
|
|
SDL_GPU_BLENDFACTOR_DST_COLOR, /**< destination color */
|
|
SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR, /**< 1 - destination color */
|
|
SDL_GPU_BLENDFACTOR_SRC_ALPHA, /**< source alpha */
|
|
SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, /**< 1 - source alpha */
|
|
SDL_GPU_BLENDFACTOR_DST_ALPHA, /**< destination alpha */
|
|
SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA, /**< 1 - destination alpha */
|
|
SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, /**< blend constant */
|
|
SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR, /**< 1 - blend constant */
|
|
SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE /**< min(source alpha, 1 - destination alpha) */
|
|
} SDL_GPUBlendFactor;
|
|
|
|
/**
|
|
* Specifies which color components are written in a graphics pipeline.
|
|
*
|
|
* \since This datatype is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUGraphicsPipeline
|
|
*/
|
|
typedef Uint8 SDL_GPUColorComponentFlags;
|
|
|
|
#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */
|
|
#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */
|
|
#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */
|
|
#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */
|
|
|
|
/**
|
|
* Specifies a filter operation used by a sampler.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUSampler
|
|
*/
|
|
typedef enum SDL_GPUFilter
|
|
{
|
|
SDL_GPU_FILTER_NEAREST, /**< Point filtering. */
|
|
SDL_GPU_FILTER_LINEAR /**< Linear filtering. */
|
|
} SDL_GPUFilter;
|
|
|
|
/**
|
|
* Specifies a mipmap mode used by a sampler.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUSampler
|
|
*/
|
|
typedef enum SDL_GPUSamplerMipmapMode
|
|
{
|
|
SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, /**< Point filtering. */
|
|
SDL_GPU_SAMPLERMIPMAPMODE_LINEAR /**< Linear filtering. */
|
|
} SDL_GPUSamplerMipmapMode;
|
|
|
|
/**
|
|
* Specifies behavior of texture sampling when the coordinates exceed the 0-1
|
|
* range.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUSampler
|
|
*/
|
|
typedef enum SDL_GPUSamplerAddressMode
|
|
{
|
|
SDL_GPU_SAMPLERADDRESSMODE_REPEAT, /**< Specifies that the coordinates will wrap around. */
|
|
SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT, /**< Specifies that the coordinates will wrap around mirrored. */
|
|
SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE /**< Specifies that the coordinates will clamp to the 0-1 range. */
|
|
} SDL_GPUSamplerAddressMode;
|
|
|
|
/**
|
|
* Specifies the timing that will be used to present swapchain textures to the
|
|
* OS.
|
|
*
|
|
* Note that this value affects the behavior of
|
|
* SDL_AcquireGPUSwapchainTexture. VSYNC mode will always be supported.
|
|
* IMMEDIATE and MAILBOX modes may not be supported on certain systems.
|
|
*
|
|
* It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming
|
|
* the window if you wish to change the present mode to IMMEDIATE or MAILBOX.
|
|
*
|
|
* - VSYNC: Waits for vblank before presenting. No tearing is possible. If
|
|
* there is a pending image to present, the new image is enqueued for
|
|
* presentation. Disallows tearing at the cost of visual latency. When using
|
|
* this present mode, AcquireGPUSwapchainTexture will block if too many
|
|
* frames are in flight.
|
|
* - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
|
|
* occur. When using this mode, AcquireGPUSwapchainTexture will return NULL
|
|
* if too many frames are in flight.
|
|
* - MAILBOX: Waits for vblank before presenting. No tearing is possible. If
|
|
* there is a pending image to present, the pending image is replaced by the
|
|
* new image. Similar to VSYNC, but with reduced visual latency. When using
|
|
* this mode, AcquireGPUSwapchainTexture will return NULL if too many frames
|
|
* are in flight.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_SetGPUSwapchainParameters
|
|
* \sa SDL_WindowSupportsGPUPresentMode
|
|
* \sa SDL_AcquireGPUSwapchainTexture
|
|
*/
|
|
typedef enum SDL_GPUPresentMode
|
|
{
|
|
SDL_GPU_PRESENTMODE_VSYNC,
|
|
SDL_GPU_PRESENTMODE_IMMEDIATE,
|
|
SDL_GPU_PRESENTMODE_MAILBOX
|
|
} SDL_GPUPresentMode;
|
|
|
|
/**
|
|
* Specifies the texture format and colorspace of the swapchain textures.
|
|
*
|
|
* SDR will always be supported. Other compositions may not be supported on
|
|
* certain systems.
|
|
*
|
|
* It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after
|
|
* claiming the window if you wish to change the swapchain composition from
|
|
* SDR.
|
|
*
|
|
* - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in nonlinear sRGB
|
|
* encoding.
|
|
* - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are in
|
|
* nonlinear sRGB encoding.
|
|
* - HDR_EXTENDED_LINEAR: R16G16B16A16_SFLOAT swapchain. Pixel values are in
|
|
* extended linear encoding.
|
|
* - HDR10_ST2048: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in
|
|
* PQ ST2048 encoding.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_SetGPUSwapchainParameters
|
|
* \sa SDL_WindowSupportsGPUSwapchainComposition
|
|
* \sa SDL_AcquireGPUSwapchainTexture
|
|
*/
|
|
typedef enum SDL_GPUSwapchainComposition
|
|
{
|
|
SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
|
|
SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR,
|
|
SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR,
|
|
SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2048
|
|
} SDL_GPUSwapchainComposition;
|
|
|
|
/* Structures */
|
|
|
|
/**
|
|
* A structure specifying a viewport.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_SetGPUViewport
|
|
*/
|
|
typedef struct SDL_GPUViewport
|
|
{
|
|
float x; /**< The left offset of the viewport. */
|
|
float y; /**< The top offset of the viewport. */
|
|
float w; /**< The width of the viewport. */
|
|
float h; /**< The height of the viewport. */
|
|
float min_depth; /**< The minimum depth of the viewport. */
|
|
float max_depth; /**< The maximum depth of the viewport. */
|
|
} SDL_GPUViewport;
|
|
|
|
/**
|
|
* A structure specifying parameters related to transferring data to or from a
|
|
* texture.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_UploadToGPUTexture
|
|
* \sa SDL_DownloadFromGPUTexture
|
|
*/
|
|
typedef struct SDL_GPUTextureTransferInfo
|
|
{
|
|
SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
|
|
Uint32 offset; /**< The starting byte of the image data in the transfer buffer. */
|
|
Uint32 pixels_per_row; /**< The number of pixels from one row to the next. */
|
|
Uint32 rows_per_layer; /**< The number of rows from one layer/depth-slice to the next. */
|
|
} SDL_GPUTextureTransferInfo;
|
|
|
|
/**
|
|
* A structure specifying a location in a transfer buffer.
|
|
*
|
|
* Used when transferring buffer data to or from a transfer buffer.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_UploadToGPUBuffer
|
|
* \sa SDL_DownloadFromGPUBuffer
|
|
*/
|
|
typedef struct SDL_GPUTransferBufferLocation
|
|
{
|
|
SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
|
|
Uint32 offset; /**< The starting byte of the buffer data in the transfer buffer. */
|
|
} SDL_GPUTransferBufferLocation;
|
|
|
|
/**
|
|
* A structure specifying a location in a texture.
|
|
*
|
|
* Used when copying data from one texture to another.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CopyGPUTextureToTexture
|
|
*/
|
|
typedef struct SDL_GPUTextureLocation
|
|
{
|
|
SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
|
|
Uint32 mip_level; /**< The mip level index of the location. */
|
|
Uint32 layer; /**< The layer index of the location. */
|
|
Uint32 x; /**< The left offset of the location. */
|
|
Uint32 y; /**< The top offset of the location. */
|
|
Uint32 z; /**< The front offset of the location. */
|
|
} SDL_GPUTextureLocation;
|
|
|
|
/**
|
|
* A structure specifying a region of a texture.
|
|
*
|
|
* Used when transferring data to or from a texture.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_UploadToGPUTexture
|
|
* \sa SDL_DownloadFromGPUTexture
|
|
*/
|
|
typedef struct SDL_GPUTextureRegion
|
|
{
|
|
SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
|
|
Uint32 mip_level; /**< The mip level index to transfer. */
|
|
Uint32 layer; /**< The layer index to transfer. */
|
|
Uint32 x; /**< The left offset of the region. */
|
|
Uint32 y; /**< The top offset of the region. */
|
|
Uint32 z; /**< The front offset of the region. */
|
|
Uint32 w; /**< The width of the region. */
|
|
Uint32 h; /**< The height of the region. */
|
|
Uint32 d; /**< The depth of the region. */
|
|
} SDL_GPUTextureRegion;
|
|
|
|
/**
|
|
* A structure specifying a region of a texture used in the blit operation.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_BlitGPUTexture
|
|
*/
|
|
typedef struct SDL_GPUBlitRegion
|
|
{
|
|
SDL_GPUTexture *texture; /**< The texture. */
|
|
Uint32 mip_level; /**< The mip level index of the region. */
|
|
Uint32 layer_or_depth_plane; /**< The layer index or depth plane of the region. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
|
|
Uint32 x; /**< The left offset of the region. */
|
|
Uint32 y; /**< The top offset of the region. */
|
|
Uint32 w; /**< The width of the region. */
|
|
Uint32 h; /**< The height of the region. */
|
|
} SDL_GPUBlitRegion;
|
|
|
|
/**
|
|
* A structure specifying a location in a buffer.
|
|
*
|
|
* Used when copying data between buffers.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CopyGPUBufferToBuffer
|
|
*/
|
|
typedef struct SDL_GPUBufferLocation
|
|
{
|
|
SDL_GPUBuffer *buffer; /**< The buffer. */
|
|
Uint32 offset; /**< The starting byte within the buffer. */
|
|
} SDL_GPUBufferLocation;
|
|
|
|
/**
|
|
* A structure specifying a region of a buffer.
|
|
*
|
|
* Used when transferring data to or from buffers.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_UploadToGPUBuffer
|
|
* \sa SDL_DownloadFromGPUBuffer
|
|
*/
|
|
typedef struct SDL_GPUBufferRegion
|
|
{
|
|
SDL_GPUBuffer *buffer; /**< The buffer. */
|
|
Uint32 offset; /**< The starting byte within the buffer. */
|
|
Uint32 size; /**< The size in bytes of the region. */
|
|
} SDL_GPUBufferRegion;
|
|
|
|
/**
|
|
* A structure specifying the parameters of an indirect draw command.
|
|
*
|
|
* Note that the `first_vertex` and `first_instance` parameters are NOT
|
|
* compatible with built-in vertex/instance ID variables in shaders (for
|
|
* example, SV_VertexID). If your shader depends on these variables, the
|
|
* correlating draw call parameter MUST be 0.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_DrawGPUPrimitivesIndirect
|
|
*/
|
|
typedef struct SDL_GPUIndirectDrawCommand
|
|
{
|
|
Uint32 num_vertices; /**< The number of vertices to draw. */
|
|
Uint32 num_instances; /**< The number of instances to draw. */
|
|
Uint32 first_vertex; /**< The index of the first vertex to draw. */
|
|
Uint32 first_instance; /**< The ID of the first instance to draw. */
|
|
} SDL_GPUIndirectDrawCommand;
|
|
|
|
/**
|
|
* A structure specifying the parameters of an indexed indirect draw command.
|
|
*
|
|
* Note that the `first_vertex` and `first_instance` parameters are NOT
|
|
* compatible with built-in vertex/instance ID variables in shaders (for
|
|
* example, SV_VertexID). If your shader depends on these variables, the
|
|
* correlating draw call parameter MUST be 0.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_DrawGPUIndexedPrimitivesIndirect
|
|
*/
|
|
typedef struct SDL_GPUIndexedIndirectDrawCommand
|
|
{
|
|
Uint32 num_indices; /**< The number of indices to draw per instance. */
|
|
Uint32 num_instances; /**< The number of instances to draw. */
|
|
Uint32 first_index; /**< The base index within the index buffer. */
|
|
Sint32 vertex_offset; /**< The value added to the vertex index before indexing into the vertex buffer. */
|
|
Uint32 first_instance; /**< The ID of the first instance to draw. */
|
|
} SDL_GPUIndexedIndirectDrawCommand;
|
|
|
|
/**
|
|
* A structure specifying the parameters of an indexed dispatch command.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_DispatchGPUComputeIndirect
|
|
*/
|
|
typedef struct SDL_GPUIndirectDispatchCommand
|
|
{
|
|
Uint32 groupcount_x; /**< The number of local workgroups to dispatch in the X dimension. */
|
|
Uint32 groupcount_y; /**< The number of local workgroups to dispatch in the Y dimension. */
|
|
Uint32 groupcount_z; /**< The number of local workgroups to dispatch in the Z dimension. */
|
|
} SDL_GPUIndirectDispatchCommand;
|
|
|
|
/* State structures */
|
|
|
|
/**
|
|
* A structure specifying the parameters of a sampler.
|
|
*
|
|
* \since This function is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUSampler
|
|
*/
|
|
typedef struct SDL_GPUSamplerCreateInfo
|
|
{
|
|
SDL_GPUFilter min_filter; /**< The minification filter to apply to lookups. */
|
|
SDL_GPUFilter mag_filter; /**< The magnification filter to apply to lookups. */
|
|
SDL_GPUSamplerMipmapMode mipmap_mode; /**< The mipmap filter to apply to lookups. */
|
|
SDL_GPUSamplerAddressMode address_mode_u; /**< The addressing mode for U coordinates outside [0, 1). */
|
|
SDL_GPUSamplerAddressMode address_mode_v; /**< The addressing mode for V coordinates outside [0, 1). */
|
|
SDL_GPUSamplerAddressMode address_mode_w; /**< The addressing mode for W coordinates outside [0, 1). */
|
|
float mip_lod_bias; /**< The bias to be added to mipmap LOD calculation. */
|
|
float max_anisotropy; /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is false, this is ignored. */
|
|
SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */
|
|
float min_lod; /**< Clamps the minimum of the computed LOD value. */
|
|
float max_lod; /**< Clamps the maximum of the computed LOD value. */
|
|
bool enable_anisotropy; /**< true to enable anisotropic filtering. */
|
|
bool enable_compare; /**< true to enable comparison against a reference value during lookups. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
|
|
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
} SDL_GPUSamplerCreateInfo;
|
|
|
|
/**
|
|
* A structure specifying the parameters of vertex buffers used in a graphics
|
|
* pipeline.
|
|
*
|
|
* When you call SDL_BindGPUVertexBuffers, you specify the binding slots of
|
|
* the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with
|
|
* a first_slot of 2 and num_bindings of 3, the binding slots 2, 3, 4 would be
|
|
* used by the vertex buffers you pass in.
|
|
*
|
|
* Vertex attributes are linked to buffers via the buffer_slot field of
|
|
* SDL_GPUVertexAttribute. For example, if an attribute has a buffer_slot of
|
|
* 0, then that attribute belongs to the vertex buffer bound at slot 0.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_GPUVertexAttribute
|
|
* \sa SDL_GPUVertexInputState
|
|
*/
|
|
typedef struct SDL_GPUVertexBufferDescription
|
|
{
|
|
Uint32 slot; /**< The binding slot of the vertex buffer. */
|
|
Uint32 pitch; /**< The byte pitch between consecutive elements of the vertex buffer. */
|
|
SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */
|
|
Uint32 instance_step_rate; /**< 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 */
|
|
} SDL_GPUVertexBufferDescription;
|
|
|
|
/**
|
|
* A structure specifying a vertex attribute.
|
|
*
|
|
* All vertex attribute locations provided to an SDL_GPUVertexInputState must
|
|
* be unique.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_GPUVertexBufferDescription
|
|
* \sa SDL_GPUVertexInputState
|
|
*/
|
|
typedef struct SDL_GPUVertexAttribute
|
|
{
|
|
Uint32 location; /**< The shader input location index. */
|
|
Uint32 buffer_slot; /**< The binding slot of the associated vertex buffer. */
|
|
SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */
|
|
Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */
|
|
} SDL_GPUVertexAttribute;
|
|
|
|
/**
|
|
* A structure specifying the parameters of a graphics pipeline vertex input
|
|
* state.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_GPUGraphicsPipelineCreateInfo
|
|
*/
|
|
typedef struct SDL_GPUVertexInputState
|
|
{
|
|
const SDL_GPUVertexBufferDescription *vertex_buffer_descriptions; /**< A pointer to an array of vertex buffer descriptions. */
|
|
Uint32 num_vertex_buffers; /**< The number of vertex buffer descriptions in the above array. */
|
|
const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */
|
|
Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */
|
|
} SDL_GPUVertexInputState;
|
|
|
|
/**
|
|
* A structure specifying the stencil operation state of a graphics pipeline.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_GPUDepthStencilState
|
|
*/
|
|
typedef struct SDL_GPUStencilOpState
|
|
{
|
|
SDL_GPUStencilOp fail_op; /**< The action performed on samples that fail the stencil test. */
|
|
SDL_GPUStencilOp pass_op; /**< The action performed on samples that pass the depth and stencil tests. */
|
|
SDL_GPUStencilOp depth_fail_op; /**< The action performed on samples that pass the stencil test and fail the depth test. */
|
|
SDL_GPUCompareOp compare_op; /**< The comparison operator used in the stencil test. */
|
|
} SDL_GPUStencilOpState;
|
|
|
|
/**
|
|
* A structure specifying the blend state of a color target.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_GPUColorTargetDescription
|
|
*/
|
|
typedef struct SDL_GPUColorTargetBlendState
|
|
{
|
|
SDL_GPUBlendFactor src_color_blendfactor; /**< The value to be multiplied by the source RGB value. */
|
|
SDL_GPUBlendFactor dst_color_blendfactor; /**< The value to be multiplied by the destination RGB value. */
|
|
SDL_GPUBlendOp color_blend_op; /**< The blend operation for the RGB components. */
|
|
SDL_GPUBlendFactor src_alpha_blendfactor; /**< The value to be multiplied by the source alpha. */
|
|
SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */
|
|
SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */
|
|
SDL_GPUColorComponentFlags color_write_mask; /**< A bitmask specifying which of the RGBA components are enabled for writing. Writes to all channels if enable_color_write_mask is false. */
|
|
bool enable_blend; /**< Whether blending is enabled for the color target. */
|
|
bool enable_color_write_mask; /**< Whether the color write mask is enabled. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
} SDL_GPUColorTargetBlendState;
|
|
|
|
|
|
/**
|
|
* A structure specifying code and metadata for creating a shader object.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUShader
|
|
*/
|
|
typedef struct SDL_GPUShaderCreateInfo
|
|
{
|
|
size_t code_size; /**< The size in bytes of the code pointed to. */
|
|
const Uint8 *code; /**< A pointer to shader code. */
|
|
const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
|
|
SDL_GPUShaderFormat format; /**< The format of the shader code. */
|
|
SDL_GPUShaderStage stage; /**< The stage the shader program corresponds to. */
|
|
Uint32 num_samplers; /**< The number of samplers defined in the shader. */
|
|
Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */
|
|
Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */
|
|
Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
|
|
|
|
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
} SDL_GPUShaderCreateInfo;
|
|
|
|
/**
|
|
* A structure specifying the parameters of a texture.
|
|
*
|
|
* Usage flags can be bitwise OR'd together for combinations of usages. Note
|
|
* that certain usage combinations are invalid, for example SAMPLER and
|
|
* GRAPHICS_STORAGE.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUTexture
|
|
*/
|
|
typedef struct SDL_GPUTextureCreateInfo
|
|
{
|
|
SDL_GPUTextureType type; /**< The base dimensionality of the texture. */
|
|
SDL_GPUTextureFormat format; /**< The pixel format of the texture. */
|
|
SDL_GPUTextureUsageFlags usage; /**< How the texture is intended to be used by the client. */
|
|
Uint32 width; /**< The width of the texture. */
|
|
Uint32 height; /**< The height of the texture. */
|
|
Uint32 layer_count_or_depth; /**< The layer count or depth of the texture. This value is treated as a layer count on 2D array textures, and as a depth value on 3D textures. */
|
|
Uint32 num_levels; /**< The number of mip levels in the texture. */
|
|
SDL_GPUSampleCount sample_count; /**< The number of samples per texel. Only applies if the texture is used as a render target. */
|
|
|
|
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
} SDL_GPUTextureCreateInfo;
|
|
|
|
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT "SDL.gpu.createtexture.d3d12.clear.r"
|
|
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT "SDL.gpu.createtexture.d3d12.clear.g"
|
|
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT "SDL.gpu.createtexture.d3d12.clear.b"
|
|
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT "SDL.gpu.createtexture.d3d12.clear.a"
|
|
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.createtexture.d3d12.clear.depth"
|
|
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.createtexture.d3d12.clear.stencil"
|
|
|
|
/**
|
|
* A structure specifying the parameters of a buffer.
|
|
*
|
|
* Usage flags can be bitwise OR'd together for combinations of usages. Note
|
|
* that certain combinations are invalid, for example VERTEX and INDEX.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUBuffer
|
|
*/
|
|
typedef struct SDL_GPUBufferCreateInfo
|
|
{
|
|
SDL_GPUBufferUsageFlags usage; /**< How the buffer is intended to be used by the client. */
|
|
Uint32 size; /**< The size in bytes of the buffer. */
|
|
|
|
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
} SDL_GPUBufferCreateInfo;
|
|
|
|
/**
|
|
* A structure specifying the parameters of a transfer buffer.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUTransferBuffer
|
|
*/
|
|
typedef struct SDL_GPUTransferBufferCreateInfo
|
|
{
|
|
SDL_GPUTransferBufferUsage usage; /**< How the transfer buffer is intended to be used by the client. */
|
|
Uint32 size; /**< The size in bytes of the transfer buffer. */
|
|
|
|
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
} SDL_GPUTransferBufferCreateInfo;
|
|
|
|
/* Pipeline state structures */
|
|
|
|
/**
|
|
* A structure specifying the parameters of the graphics pipeline rasterizer
|
|
* state.
|
|
*
|
|
* NOTE: Some backend APIs (D3D11/12) will enable depth clamping even if
|
|
* enable_depth_clip is true. If you rely on this clamp+clip behavior,
|
|
* consider enabling depth clip and then manually clamping depth in your
|
|
* fragment shaders on Metal and Vulkan.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_GPUGraphicsPipelineCreateInfo
|
|
*/
|
|
typedef struct SDL_GPURasterizerState
|
|
{
|
|
SDL_GPUFillMode fill_mode; /**< Whether polygons will be filled in or drawn as lines. */
|
|
SDL_GPUCullMode cull_mode; /**< The facing direction in which triangles will be culled. */
|
|
SDL_GPUFrontFace front_face; /**< The vertex winding that will cause a triangle to be determined as front-facing. */
|
|
float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */
|
|
float depth_bias_clamp; /**< The maximum depth bias of a fragment. */
|
|
float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */
|
|
bool enable_depth_bias; /**< true to bias fragment depth values. */
|
|
bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
} SDL_GPURasterizerState;
|
|
|
|
/**
|
|
* A structure specifying the parameters of the graphics pipeline multisample
|
|
* state.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_GPUGraphicsPipelineCreateInfo
|
|
*/
|
|
typedef struct SDL_GPUMultisampleState
|
|
{
|
|
SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */
|
|
Uint32 sample_mask; /**< Determines which samples get updated in the render targets. Treated as 0xFFFFFFFF if enable_mask is false. */
|
|
bool enable_mask; /**< Enables sample masking. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint8 padding3;
|
|
} SDL_GPUMultisampleState;
|
|
|
|
/**
|
|
* A structure specifying the parameters of the graphics pipeline depth
|
|
* stencil state.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_GPUGraphicsPipelineCreateInfo
|
|
*/
|
|
typedef struct SDL_GPUDepthStencilState
|
|
{
|
|
SDL_GPUCompareOp compare_op; /**< The comparison operator used for depth testing. */
|
|
SDL_GPUStencilOpState back_stencil_state; /**< The stencil op state for back-facing triangles. */
|
|
SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */
|
|
Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */
|
|
Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */
|
|
bool enable_depth_test; /**< true enables the depth test. */
|
|
bool enable_depth_write; /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */
|
|
bool enable_stencil_test; /**< true enables the stencil test. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint8 padding3;
|
|
} SDL_GPUDepthStencilState;
|
|
|
|
/**
|
|
* A structure specifying the parameters of color targets used in a graphics
|
|
* pipeline.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_GPUGraphicsPipelineTargetInfo
|
|
*/
|
|
typedef struct SDL_GPUColorTargetDescription
|
|
{
|
|
SDL_GPUTextureFormat format; /**< The pixel format of the texture to be used as a color target. */
|
|
SDL_GPUColorTargetBlendState blend_state; /**< The blend state to be used for the color target. */
|
|
} SDL_GPUColorTargetDescription;
|
|
|
|
/**
|
|
* A structure specifying the descriptions of render targets used in a
|
|
* graphics pipeline.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_GPUGraphicsPipelineCreateInfo
|
|
*/
|
|
typedef struct SDL_GPUGraphicsPipelineTargetInfo
|
|
{
|
|
const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */
|
|
Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */
|
|
SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */
|
|
bool has_depth_stencil_target; /**< true specifies that the pipeline uses a depth-stencil target. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint8 padding3;
|
|
} SDL_GPUGraphicsPipelineTargetInfo;
|
|
|
|
/**
|
|
* A structure specifying the parameters of a graphics pipeline state.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUGraphicsPipeline
|
|
*/
|
|
typedef struct SDL_GPUGraphicsPipelineCreateInfo
|
|
{
|
|
SDL_GPUShader *vertex_shader; /**< The vertex shader used by the graphics pipeline. */
|
|
SDL_GPUShader *fragment_shader; /**< The fragment shader used by the graphics pipeline. */
|
|
SDL_GPUVertexInputState vertex_input_state; /**< The vertex layout of the graphics pipeline. */
|
|
SDL_GPUPrimitiveType primitive_type; /**< The primitive topology of the graphics pipeline. */
|
|
SDL_GPURasterizerState rasterizer_state; /**< The rasterizer state of the graphics pipeline. */
|
|
SDL_GPUMultisampleState multisample_state; /**< The multisample state of the graphics pipeline. */
|
|
SDL_GPUDepthStencilState depth_stencil_state; /**< The depth-stencil state of the graphics pipeline. */
|
|
SDL_GPUGraphicsPipelineTargetInfo target_info; /**< Formats and blend modes for the render targets of the graphics pipeline. */
|
|
|
|
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
} SDL_GPUGraphicsPipelineCreateInfo;
|
|
|
|
/**
|
|
* A structure specifying the parameters of a compute pipeline state.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_CreateGPUComputePipeline
|
|
*/
|
|
typedef struct SDL_GPUComputePipelineCreateInfo
|
|
{
|
|
size_t code_size; /**< The size in bytes of the compute shader code pointed to. */
|
|
const Uint8 *code; /**< A pointer to compute shader code. */
|
|
const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
|
|
SDL_GPUShaderFormat format; /**< The format of the compute shader code. */
|
|
Uint32 num_samplers; /**< The number of samplers defined in the shader. */
|
|
Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */
|
|
Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */
|
|
Uint32 num_readwrite_storage_textures; /**< The number of read-write storage textures defined in the shader. */
|
|
Uint32 num_readwrite_storage_buffers; /**< The number of read-write storage buffers defined in the shader. */
|
|
Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
|
|
Uint32 threadcount_x; /**< The number of threads in the X dimension. This should match the value in the shader. */
|
|
Uint32 threadcount_y; /**< The number of threads in the Y dimension. This should match the value in the shader. */
|
|
Uint32 threadcount_z; /**< The number of threads in the Z dimension. This should match the value in the shader. */
|
|
|
|
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
} SDL_GPUComputePipelineCreateInfo;
|
|
|
|
/**
|
|
* A structure specifying the parameters of a color target used by a render
|
|
* pass.
|
|
*
|
|
* The load_op field determines what is done with the texture at the beginning
|
|
* of the render pass.
|
|
*
|
|
* - LOAD: Loads the data currently in the texture. Not recommended for
|
|
* multisample textures as it requires significant memory bandwidth.
|
|
* - CLEAR: Clears the texture to a single color.
|
|
* - DONT_CARE: The driver will do whatever it wants with the texture memory.
|
|
* This is a good option if you know that every single pixel will be touched
|
|
* in the render pass.
|
|
*
|
|
* The store_op field determines what is done with the color results of the
|
|
* render pass.
|
|
*
|
|
* - STORE: Stores the results of the render pass in the texture. Not
|
|
* recommended for multisample textures as it requires significant memory
|
|
* bandwidth.
|
|
* - DONT_CARE: The driver will do whatever it wants with the texture memory.
|
|
* This is often a good option for depth/stencil textures.
|
|
* - RESOLVE: Resolves a multisample texture into resolve_texture, which must
|
|
* have a sample count of 1. Then the driver may discard the multisample
|
|
* texture memory. This is the most performant method of resolving a
|
|
* multisample target.
|
|
* - RESOLVE_AND_STORE: Resolves a multisample texture into the
|
|
* resolve_texture, which must have a sample count of 1. Then the driver
|
|
* stores the multisample texture's contents. Not recommended as it requires
|
|
* significant memory bandwidth.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_BeginGPURenderPass
|
|
*/
|
|
typedef struct SDL_GPUColorTargetInfo
|
|
{
|
|
SDL_GPUTexture *texture; /**< The texture that will be used as a color target by a render pass. */
|
|
Uint32 mip_level; /**< The mip level to use as a color target. */
|
|
Uint32 layer_or_depth_plane; /**< The layer index or depth plane to use as a color target. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
|
|
SDL_FColor clear_color; /**< The color to clear the color target to at the start of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
|
|
SDL_GPULoadOp load_op; /**< What is done with the contents of the color target at the beginning of the render pass. */
|
|
SDL_GPUStoreOp store_op; /**< What is done with the results of the render pass. */
|
|
SDL_GPUTexture *resolve_texture; /**< The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used. */
|
|
Uint32 resolve_mip_level; /**< The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
|
|
Uint32 resolve_layer; /**< The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
|
|
bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */
|
|
bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
} SDL_GPUColorTargetInfo;
|
|
|
|
/**
|
|
* A structure specifying the parameters of a depth-stencil target used by a
|
|
* render pass.
|
|
*
|
|
* The load_op field determines what is done with the depth contents of the
|
|
* texture at the beginning of the render pass.
|
|
*
|
|
* - LOAD: Loads the depth values currently in the texture.
|
|
* - CLEAR: Clears the texture to a single depth.
|
|
* - DONT_CARE: The driver will do whatever it wants with the memory. This is
|
|
* a good option if you know that every single pixel will be touched in the
|
|
* render pass.
|
|
*
|
|
* The store_op field determines what is done with the depth results of the
|
|
* render pass.
|
|
*
|
|
* - STORE: Stores the depth results in the texture.
|
|
* - DONT_CARE: The driver will do whatever it wants with the depth results.
|
|
* This is often a good option for depth/stencil textures that don't need to
|
|
* be reused again.
|
|
*
|
|
* The stencil_load_op field determines what is done with the stencil contents
|
|
* of the texture at the beginning of the render pass.
|
|
*
|
|
* - LOAD: Loads the stencil values currently in the texture.
|
|
* - CLEAR: Clears the stencil values to a single value.
|
|
* - DONT_CARE: The driver will do whatever it wants with the memory. This is
|
|
* a good option if you know that every single pixel will be touched in the
|
|
* render pass.
|
|
*
|
|
* The stencil_store_op field determines what is done with the stencil results
|
|
* of the render pass.
|
|
*
|
|
* - STORE: Stores the stencil results in the texture.
|
|
* - DONT_CARE: The driver will do whatever it wants with the stencil results.
|
|
* This is often a good option for depth/stencil textures that don't need to
|
|
* be reused again.
|
|
*
|
|
* Note that depth/stencil targets do not support multisample resolves.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_BeginGPURenderPass
|
|
*/
|
|
typedef struct SDL_GPUDepthStencilTargetInfo
|
|
{
|
|
SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */
|
|
float clear_depth; /**< The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
|
|
SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */
|
|
SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
|
|
SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
|
|
SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
|
|
bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
|
|
Uint8 clear_stencil; /**< The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
} SDL_GPUDepthStencilTargetInfo;
|
|
|
|
/**
|
|
* A structure containing parameters for a blit command.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_BlitGPUTexture
|
|
*/
|
|
typedef struct SDL_GPUBlitInfo {
|
|
SDL_GPUBlitRegion source; /**< The source region for the blit. */
|
|
SDL_GPUBlitRegion destination; /**< The destination region for the blit. */
|
|
SDL_GPULoadOp load_op; /**< What is done with the contents of the destination before the blit. */
|
|
SDL_FColor clear_color; /**< The color to clear the destination region to before the blit. Ignored if load_op is not SDL_GPU_LOADOP_CLEAR. */
|
|
SDL_FlipMode flip_mode; /**< The flip mode for the source region. */
|
|
SDL_GPUFilter filter; /**< The filter mode used when blitting. */
|
|
bool cycle; /**< true cycles the destination texture if it is already bound. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint8 padding3;
|
|
} SDL_GPUBlitInfo;
|
|
|
|
/* Binding structs */
|
|
|
|
/**
|
|
* A structure specifying parameters in a buffer binding call.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_BindGPUVertexBuffers
|
|
* \sa SDL_BindGPUIndexBuffers
|
|
*/
|
|
typedef struct SDL_GPUBufferBinding
|
|
{
|
|
SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_VERTEX for SDL_BindGPUVertexBuffers, or SDL_GPU_BUFFERUSAGE_INDEX for SDL_BindGPUIndexBuffers. */
|
|
Uint32 offset; /**< The starting byte of the data to bind in the buffer. */
|
|
} SDL_GPUBufferBinding;
|
|
|
|
/**
|
|
* A structure specifying parameters in a sampler binding call.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_BindGPUVertexSamplers
|
|
* \sa SDL_BindGPUFragmentSamplers
|
|
*/
|
|
typedef struct SDL_GPUTextureSamplerBinding
|
|
{
|
|
SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */
|
|
SDL_GPUSampler *sampler; /**< The sampler to bind. */
|
|
} SDL_GPUTextureSamplerBinding;
|
|
|
|
/**
|
|
* A structure specifying parameters related to binding buffers in a compute
|
|
* pass.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_BeginGPUComputePass
|
|
*/
|
|
typedef struct SDL_GPUStorageBufferReadWriteBinding
|
|
{
|
|
SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */
|
|
bool cycle; /**< true cycles the buffer if it is already bound. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint8 padding3;
|
|
} SDL_GPUStorageBufferReadWriteBinding;
|
|
|
|
/**
|
|
* A structure specifying parameters related to binding textures in a compute
|
|
* pass.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0
|
|
*
|
|
* \sa SDL_BeginGPUComputePass
|
|
*/
|
|
typedef struct SDL_GPUStorageTextureReadWriteBinding
|
|
{
|
|
SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE or SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE. */
|
|
Uint32 mip_level; /**< The mip level index to bind. */
|
|
Uint32 layer; /**< The layer index to bind. */
|
|
bool cycle; /**< true cycles the texture if it is already bound. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint8 padding3;
|
|
} SDL_GPUStorageTextureReadWriteBinding;
|
|
|
|
/* Functions */
|
|
|
|
/* Device */
|
|
|
|
/**
|
|
* Checks for GPU runtime support.
|
|
*
|
|
* \param format_flags a bitflag indicating which shader formats the app is
|
|
* able to provide.
|
|
* \param name the preferred GPU driver, or NULL to let SDL pick the optimal
|
|
* driver.
|
|
* \returns true if supported, false otherwise.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateGPUDevice
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsShaderFormats(
|
|
SDL_GPUShaderFormat format_flags,
|
|
const char *name);
|
|
|
|
/**
|
|
* Checks for GPU runtime support.
|
|
*
|
|
* \param props the properties to use.
|
|
* \returns true if supported, false otherwise.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateGPUDeviceWithProperties
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties(
|
|
SDL_PropertiesID props);
|
|
|
|
/**
|
|
* Creates a GPU context.
|
|
*
|
|
* \param format_flags a bitflag indicating which shader formats the app is
|
|
* able to provide.
|
|
* \param debug_mode enable debug mode properties and validations.
|
|
* \param name the preferred GPU driver, or NULL to let SDL pick the optimal
|
|
* driver.
|
|
* \returns a GPU context on success or NULL on failure; call SDL_GetError()
|
|
* for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetGPUShaderFormats
|
|
* \sa SDL_GetGPUDeviceDriver
|
|
* \sa SDL_DestroyGPUDevice
|
|
* \sa SDL_GPUSupportsShaderFormats
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
|
|
SDL_GPUShaderFormat format_flags,
|
|
bool debug_mode,
|
|
const char *name);
|
|
|
|
/**
|
|
* Creates a GPU context.
|
|
*
|
|
* These are the supported properties:
|
|
*
|
|
* - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL`: enable debug mode properties
|
|
* and validations, defaults to true.
|
|
* - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL`: enable to prefer energy
|
|
* efficiency over maximum GPU performance, defaults to false.
|
|
* - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to
|
|
* use, if a specific one is desired.
|
|
*
|
|
* These are the current shader format properties:
|
|
*
|
|
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL`: The app is able to
|
|
* provide shaders for an NDA platform.
|
|
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL`: The app is able to
|
|
* provide SPIR-V shaders if applicable.
|
|
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL`: The app is able to
|
|
* provide DXBC shaders if applicable
|
|
* `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL`: The app is able to
|
|
* provide DXIL shaders if applicable.
|
|
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL`: The app is able to provide
|
|
* MSL shaders if applicable.
|
|
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL`: The app is able to
|
|
* provide Metal shader libraries if applicable.
|
|
*
|
|
* With the D3D12 renderer:
|
|
*
|
|
* - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to
|
|
* use for all vertex semantics, default is "TEXCOORD".
|
|
*
|
|
* \param props the properties to use.
|
|
* \returns a GPU context on success or NULL on failure; call SDL_GetError()
|
|
* for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetGPUShaderFormats
|
|
* \sa SDL_GetGPUDeviceDriver
|
|
* \sa SDL_DestroyGPUDevice
|
|
* \sa SDL_GPUSupportsProperties
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDeviceWithProperties(
|
|
SDL_PropertiesID props);
|
|
|
|
#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL "SDL.gpu.device.create.debugmode"
|
|
#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL "SDL.gpu.device.create.preferlowpower"
|
|
#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name"
|
|
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL "SDL.gpu.device.create.shaders.private"
|
|
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL "SDL.gpu.device.create.shaders.spirv"
|
|
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL "SDL.gpu.device.create.shaders.dxbc"
|
|
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL "SDL.gpu.device.create.shaders.dxil"
|
|
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL "SDL.gpu.device.create.shaders.msl"
|
|
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL "SDL.gpu.device.create.shaders.metallib"
|
|
#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic"
|
|
|
|
/**
|
|
* Destroys a GPU context previously returned by SDL_CreateGPUDevice.
|
|
*
|
|
* \param device a GPU Context to destroy.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateGPUDevice
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device);
|
|
|
|
/**
|
|
* Get the number of GPU drivers compiled into SDL.
|
|
*
|
|
* \returns the number of built in GPU drivers.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetGPUDriver
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_GetNumGPUDrivers(void);
|
|
|
|
/**
|
|
* Get the name of a built in GPU driver.
|
|
*
|
|
* The GPU drivers are presented in the order in which they are normally
|
|
* checked during initialization.
|
|
*
|
|
* The names of drivers are all simple, low-ASCII identifiers, like "vulkan",
|
|
* "metal" or "direct3d12". These never have Unicode characters, and are not
|
|
* meant to be proper names.
|
|
*
|
|
* \param index the index of a GPU driver.
|
|
* \returns the name of the GPU driver with the given **index**.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetNumGPUDrivers
|
|
*/
|
|
extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDriver(int index);
|
|
|
|
/**
|
|
* Returns the name of the backend used to create this GPU context.
|
|
*
|
|
* \param device a GPU context to query.
|
|
* \returns the name of the device's driver, or NULL on error.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDeviceDriver(SDL_GPUDevice *device);
|
|
|
|
/**
|
|
* Returns the supported shader formats for this GPU context.
|
|
*
|
|
* \param device a GPU context to query.
|
|
* \returns a bitflag indicating which shader formats the driver is able to
|
|
* consume.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUDevice *device);
|
|
|
|
/* State Creation */
|
|
|
|
/**
|
|
* Creates a pipeline object to be used in a compute workflow.
|
|
*
|
|
* Shader resource bindings must be authored to follow a particular order
|
|
* depending on the shader format.
|
|
*
|
|
* For SPIR-V shaders, use the following resource sets:
|
|
*
|
|
* - 0: Sampled textures, followed by read-only storage textures, followed by
|
|
* read-only storage buffers
|
|
* - 1: Write-only storage textures, followed by write-only storage buffers
|
|
* - 2: Uniform buffers
|
|
*
|
|
* For DXBC Shader Model 5_0 shaders, use the following register order:
|
|
*
|
|
* - t registers: Sampled textures, followed by read-only storage textures,
|
|
* followed by read-only storage buffers
|
|
* - u registers: Write-only storage textures, followed by write-only storage
|
|
* buffers
|
|
* - b registers: Uniform buffers
|
|
*
|
|
* For DXIL shaders, use the following register order:
|
|
*
|
|
* - (t[n], space0): Sampled textures, followed by read-only storage textures,
|
|
* followed by read-only storage buffers
|
|
* - (u[n], space1): Write-only storage textures, followed by write-only
|
|
* storage buffers
|
|
* - (b[n], space2): Uniform buffers
|
|
*
|
|
* For MSL/metallib, use the following order:
|
|
*
|
|
* - [[buffer]]: Uniform buffers, followed by write-only storage buffers,
|
|
* followed by write-only storage buffers
|
|
* - [[texture]]: Sampled textures, followed by read-only storage textures,
|
|
* followed by write-only storage textures
|
|
*
|
|
* \param device a GPU Context.
|
|
* \param createinfo a struct describing the state of the compute pipeline to
|
|
* create.
|
|
* \returns a compute pipeline object on success, or NULL on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_BindGPUComputePipeline
|
|
* \sa SDL_ReleaseGPUComputePipeline
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline(
|
|
SDL_GPUDevice *device,
|
|
const SDL_GPUComputePipelineCreateInfo *createinfo);
|
|
|
|
/**
|
|
* Creates a pipeline object to be used in a graphics workflow.
|
|
*
|
|
* \param device a GPU Context.
|
|
* \param createinfo a struct describing the state of the graphics pipeline to
|
|
* create.
|
|
* \returns a graphics pipeline object on success, or NULL on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateGPUShader
|
|
* \sa SDL_BindGPUGraphicsPipeline
|
|
* \sa SDL_ReleaseGPUGraphicsPipeline
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUGraphicsPipeline *SDLCALL SDL_CreateGPUGraphicsPipeline(
|
|
SDL_GPUDevice *device,
|
|
const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
|
|
|
|
/**
|
|
* Creates a sampler object to be used when binding textures in a graphics
|
|
* workflow.
|
|
*
|
|
* \param device a GPU Context.
|
|
* \param createinfo a struct describing the state of the sampler to create.
|
|
* \returns a sampler object on success, or NULL on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_BindGPUVertexSamplers
|
|
* \sa SDL_BindGPUFragmentSamplers
|
|
* \sa SDL_ReleaseSampler
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
|
|
SDL_GPUDevice *device,
|
|
const SDL_GPUSamplerCreateInfo *createinfo);
|
|
|
|
/**
|
|
* Creates a shader to be used when creating a graphics pipeline.
|
|
*
|
|
* Shader resource bindings must be authored to follow a particular order
|
|
* depending on the shader format.
|
|
*
|
|
* For SPIR-V shaders, use the following resource sets:
|
|
*
|
|
* For vertex shaders:
|
|
*
|
|
* - 0: Sampled textures, followed by storage textures, followed by storage
|
|
* buffers
|
|
* - 1: Uniform buffers
|
|
*
|
|
* For fragment shaders:
|
|
*
|
|
* - 2: Sampled textures, followed by storage textures, followed by storage
|
|
* buffers
|
|
* - 3: Uniform buffers
|
|
*
|
|
* For DXBC Shader Model 5_0 shaders, use the following register order:
|
|
*
|
|
* - t registers: Sampled textures, followed by storage textures, followed by
|
|
* storage buffers
|
|
* - s registers: Samplers with indices corresponding to the sampled textures
|
|
* - b registers: Uniform buffers
|
|
*
|
|
* For DXIL shaders, use the following register order:
|
|
*
|
|
* For vertex shaders:
|
|
*
|
|
* - (t[n], space0): Sampled textures, followed by storage textures, followed
|
|
* by storage buffers
|
|
* - (s[n], space0): Samplers with indices corresponding to the sampled
|
|
* textures
|
|
* - (b[n], space1): Uniform buffers
|
|
*
|
|
* For pixel shaders:
|
|
*
|
|
* - (t[n], space2): Sampled textures, followed by storage textures, followed
|
|
* by storage buffers
|
|
* - (s[n], space2): Samplers with indices corresponding to the sampled
|
|
* textures
|
|
* - (b[n], space3): Uniform buffers
|
|
*
|
|
* For MSL/metallib, use the following order:
|
|
*
|
|
* - [[texture]]: Sampled textures, followed by storage textures
|
|
* - [[sampler]]: Samplers with indices corresponding to the sampled textures
|
|
* - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0
|
|
* is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on.
|
|
* Rather than manually authoring vertex buffer indices, use the
|
|
* [[stage_in]] attribute which will automatically use the vertex input
|
|
* information from the SDL_GPUPipeline.
|
|
*
|
|
* \param device a GPU Context.
|
|
* \param createinfo a struct describing the state of the shader to create.
|
|
* \returns a shader object on success, or NULL on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateGPUGraphicsPipeline
|
|
* \sa SDL_ReleaseGPUShader
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
|
|
SDL_GPUDevice *device,
|
|
const SDL_GPUShaderCreateInfo *createinfo);
|
|
|
|
/**
|
|
* Creates a texture object to be used in graphics or compute workflows.
|
|
*
|
|
* The contents of this texture are undefined until data is written to the
|
|
* texture.
|
|
*
|
|
* Note that certain combinations of usage flags are invalid. For example, a
|
|
* texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags.
|
|
*
|
|
* If you request a sample count higher than the hardware supports, the
|
|
* implementation will automatically fall back to the highest available sample
|
|
* count.
|
|
*
|
|
* \param device a GPU Context.
|
|
* \param createinfo a struct describing the state of the texture to create.
|
|
* \returns a texture object on success, or NULL on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_UploadToGPUTexture
|
|
* \sa SDL_DownloadFromGPUTexture
|
|
* \sa SDL_BindGPUVertexSamplers
|
|
* \sa SDL_BindGPUVertexStorageTextures
|
|
* \sa SDL_BindGPUFragmentSamplers
|
|
* \sa SDL_BindGPUFragmentStorageTextures
|
|
* \sa SDL_BindGPUComputeStorageTextures
|
|
* \sa SDL_BlitGPUTexture
|
|
* \sa SDL_ReleaseGPUTexture
|
|
* \sa SDL_GPUTextureSupportsFormat
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
|
|
SDL_GPUDevice *device,
|
|
const SDL_GPUTextureCreateInfo *createinfo);
|
|
|
|
/**
|
|
* Creates a buffer object to be used in graphics or compute workflows.
|
|
*
|
|
* The contents of this buffer are undefined until data is written to the
|
|
* buffer.
|
|
*
|
|
* Note that certain combinations of usage flags are invalid. For example, a
|
|
* buffer cannot have both the VERTEX and INDEX flags.
|
|
*
|
|
* \param device a GPU Context.
|
|
* \param createinfo a struct describing the state of the buffer to create.
|
|
* \returns a buffer object on success, or NULL on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetGPUBufferName
|
|
* \sa SDL_UploadToGPUBuffer
|
|
* \sa SDL_DownloadFromGPUBuffer
|
|
* \sa SDL_CopyGPUBufferToBuffer
|
|
* \sa SDL_BindGPUVertexBuffers
|
|
* \sa SDL_BindGPUIndexBuffer
|
|
* \sa SDL_BindGPUVertexStorageBuffers
|
|
* \sa SDL_BindGPUFragmentStorageBuffers
|
|
* \sa SDL_DrawGPUPrimitivesIndirect
|
|
* \sa SDL_DrawGPUIndexedPrimitivesIndirect
|
|
* \sa SDL_BindGPUComputeStorageBuffers
|
|
* \sa SDL_DispatchGPUComputeIndirect
|
|
* \sa SDL_ReleaseGPUBuffer
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
|
|
SDL_GPUDevice *device,
|
|
const SDL_GPUBufferCreateInfo *createinfo);
|
|
|
|
/**
|
|
* Creates a transfer buffer to be used when uploading to or downloading from
|
|
* graphics resources.
|
|
*
|
|
* \param device a GPU Context.
|
|
* \param createinfo a struct describing the state of the transfer buffer to
|
|
* create.
|
|
* \returns a transfer buffer on success, or NULL on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_UploadToGPUBuffer
|
|
* \sa SDL_DownloadFromGPUBuffer
|
|
* \sa SDL_UploadToGPUTexture
|
|
* \sa SDL_DownloadFromGPUTexture
|
|
* \sa SDL_ReleaseGPUTransferBuffer
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUTransferBuffer *SDLCALL SDL_CreateGPUTransferBuffer(
|
|
SDL_GPUDevice *device,
|
|
const SDL_GPUTransferBufferCreateInfo *createinfo);
|
|
|
|
/* Debug Naming */
|
|
|
|
/**
|
|
* Sets an arbitrary string constant to label a buffer.
|
|
*
|
|
* Useful for debugging.
|
|
*
|
|
* \param device a GPU Context.
|
|
* \param buffer a buffer to attach the name to.
|
|
* \param text a UTF-8 string constant to mark as the name of the buffer.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUBuffer *buffer,
|
|
const char *text);
|
|
|
|
/**
|
|
* Sets an arbitrary string constant to label a texture.
|
|
*
|
|
* Useful for debugging.
|
|
*
|
|
* \param device a GPU Context.
|
|
* \param texture a texture to attach the name to.
|
|
* \param text a UTF-8 string constant to mark as the name of the texture.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUTexture *texture,
|
|
const char *text);
|
|
|
|
/**
|
|
* Inserts an arbitrary string label into the command buffer callstream.
|
|
*
|
|
* Useful for debugging.
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
* \param text a UTF-8 string constant to insert as the label.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
|
|
SDL_GPUCommandBuffer *command_buffer,
|
|
const char *text);
|
|
|
|
/**
|
|
* Begins a debug group with an arbitary name.
|
|
*
|
|
* Used for denoting groups of calls when viewing the command buffer
|
|
* callstream in a graphics debugging tool.
|
|
*
|
|
* Each call to SDL_PushGPUDebugGroup must have a corresponding call to
|
|
* SDL_PopGPUDebugGroup.
|
|
*
|
|
* On some backends (e.g. Metal), pushing a debug group during a
|
|
* render/blit/compute pass will create a group that is scoped to the native
|
|
* pass rather than the command buffer. For best results, if you push a debug
|
|
* group during a pass, always pop it in the same pass.
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
* \param name a UTF-8 string constant that names the group.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_PopGPUDebugGroup
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
|
|
SDL_GPUCommandBuffer *command_buffer,
|
|
const char *name);
|
|
|
|
/**
|
|
* Ends the most-recently pushed debug group.
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_PushGPUDebugGroup
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup(
|
|
SDL_GPUCommandBuffer *command_buffer);
|
|
|
|
/* Disposal */
|
|
|
|
/**
|
|
* Frees the given texture as soon as it is safe to do so.
|
|
*
|
|
* You must not reference the texture after calling this function.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param texture a texture to be destroyed.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTexture(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUTexture *texture);
|
|
|
|
/**
|
|
* Frees the given sampler as soon as it is safe to do so.
|
|
*
|
|
* You must not reference the sampler after calling this function.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param sampler a sampler to be destroyed.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUSampler(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUSampler *sampler);
|
|
|
|
/**
|
|
* Frees the given buffer as soon as it is safe to do so.
|
|
*
|
|
* You must not reference the buffer after calling this function.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param buffer a buffer to be destroyed.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUBuffer *buffer);
|
|
|
|
/**
|
|
* Frees the given transfer buffer as soon as it is safe to do so.
|
|
*
|
|
* You must not reference the transfer buffer after calling this function.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param transfer_buffer a transfer buffer to be destroyed.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUTransferBuffer *transfer_buffer);
|
|
|
|
/**
|
|
* Frees the given compute pipeline as soon as it is safe to do so.
|
|
*
|
|
* You must not reference the compute pipeline after calling this function.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param compute_pipeline a compute pipeline to be destroyed.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUComputePipeline *compute_pipeline);
|
|
|
|
/**
|
|
* Frees the given shader as soon as it is safe to do so.
|
|
*
|
|
* You must not reference the shader after calling this function.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param shader a shader to be destroyed.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUShader *shader);
|
|
|
|
/**
|
|
* Frees the given graphics pipeline as soon as it is safe to do so.
|
|
*
|
|
* You must not reference the graphics pipeline after calling this function.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param graphics_pipeline a graphics pipeline to be destroyed.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUGraphicsPipeline *graphics_pipeline);
|
|
|
|
/**
|
|
* Acquire a command buffer.
|
|
*
|
|
* This command buffer is managed by the implementation and should not be
|
|
* freed by the user. The command buffer may only be used on the thread it was
|
|
* acquired on. The command buffer should be submitted on the thread it was
|
|
* acquired on.
|
|
*
|
|
* \param device a GPU context.
|
|
* \returns a command buffer, or NULL on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SubmitGPUCommandBuffer
|
|
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUCommandBuffer *SDLCALL SDL_AcquireGPUCommandBuffer(
|
|
SDL_GPUDevice *device);
|
|
|
|
/*
|
|
* UNIFORM DATA
|
|
*
|
|
* Uniforms are for passing data to shaders.
|
|
* The uniform data will be constant across all executions of the shader.
|
|
*
|
|
* There are 4 available uniform slots per shader stage (vertex, fragment, compute).
|
|
* Uniform data pushed to a slot on a stage keeps its value throughout the command buffer
|
|
* until you call the relevant Push function on that slot again.
|
|
*
|
|
* For example, you could write your vertex shaders to read a camera matrix from uniform binding slot 0,
|
|
* push the camera matrix at the start of the command buffer, and that data will be used for every
|
|
* subsequent draw call.
|
|
*
|
|
* It is valid to push uniform data during a render or compute pass.
|
|
*
|
|
* Uniforms are best for pushing small amounts of data.
|
|
* If you are pushing more than a matrix or two per call you should consider using a storage buffer instead.
|
|
*/
|
|
|
|
/**
|
|
* Pushes data to a vertex uniform slot on the command buffer.
|
|
*
|
|
* Subsequent draw calls will use this uniform data.
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
* \param slot_index the vertex uniform slot to push data to.
|
|
* \param data client data to write.
|
|
* \param length the length of the data to write.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
|
|
SDL_GPUCommandBuffer *command_buffer,
|
|
Uint32 slot_index,
|
|
const void *data,
|
|
Uint32 length);
|
|
|
|
/**
|
|
* Pushes data to a fragment uniform slot on the command buffer.
|
|
*
|
|
* Subsequent draw calls will use this uniform data.
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
* \param slot_index the fragment uniform slot to push data to.
|
|
* \param data client data to write.
|
|
* \param length the length of the data to write.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
|
|
SDL_GPUCommandBuffer *command_buffer,
|
|
Uint32 slot_index,
|
|
const void *data,
|
|
Uint32 length);
|
|
|
|
/**
|
|
* Pushes data to a uniform slot on the command buffer.
|
|
*
|
|
* Subsequent draw calls will use this uniform data.
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
* \param slot_index the uniform slot to push data to.
|
|
* \param data client data to write.
|
|
* \param length the length of the data to write.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
|
|
SDL_GPUCommandBuffer *command_buffer,
|
|
Uint32 slot_index,
|
|
const void *data,
|
|
Uint32 length);
|
|
|
|
/*
|
|
* A NOTE ON CYCLING
|
|
*
|
|
* When using a command buffer, operations do not occur immediately -
|
|
* they occur some time after the command buffer is submitted.
|
|
*
|
|
* When a resource is used in a pending or active command buffer, it is considered to be "bound".
|
|
* When a resource is no longer used in any pending or active command buffers, it is considered to be "unbound".
|
|
*
|
|
* If data resources are bound, it is unspecified when that data will be unbound
|
|
* unless you acquire a fence when submitting the command buffer and wait on it.
|
|
* However, this doesn't mean you need to track resource usage manually.
|
|
*
|
|
* All of the functions and structs that involve writing to a resource have a "cycle" bool.
|
|
* GPUTransferBuffer, GPUBuffer, and GPUTexture all effectively function as ring buffers on internal resources.
|
|
* When cycle is true, if the resource is bound, the cycle rotates to the next unbound internal resource,
|
|
* or if none are available, a new one is created.
|
|
* This means you don't have to worry about complex state tracking and synchronization as long as cycling is correctly employed.
|
|
*
|
|
* For example: you can call MapTransferBuffer, write texture data, UnmapTransferBuffer, and then UploadToTexture.
|
|
* The next time you write texture data to the transfer buffer, if you set the cycle param to true, you don't have
|
|
* to worry about overwriting any data that is not yet uploaded.
|
|
*
|
|
* Another example: If you are using a texture in a render pass every frame, this can cause a data dependency between frames.
|
|
* If you set cycle to true in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.
|
|
*
|
|
* Cycling will never undefine already bound data.
|
|
* When cycling, all data in the resource is considered to be undefined for subsequent commands until that data is written again.
|
|
* You must take care not to read undefined data.
|
|
*
|
|
* Note that when cycling a texture, the entire texture will be cycled,
|
|
* even if only part of the texture is used in the call,
|
|
* so you must consider the entire texture to contain undefined data after cycling.
|
|
*
|
|
* You must also take care not to overwrite a section of data that has been referenced in a command without cycling first.
|
|
* It is OK to overwrite unreferenced data in a bound resource without cycling,
|
|
* but overwriting a section of data that has already been referenced will produce unexpected results.
|
|
*/
|
|
|
|
/* Graphics State */
|
|
|
|
/**
|
|
* Begins a render pass on a command buffer.
|
|
*
|
|
* A render pass consists of a set of texture subresources (or depth slices in
|
|
* the 3D texture case) which will be rendered to during the render pass,
|
|
* along with corresponding clear values and load/store operations. All
|
|
* operations related to graphics pipelines must take place inside of a render
|
|
* pass. A default viewport and scissor state are automatically set when this
|
|
* is called. You cannot begin another render pass, or begin a compute pass or
|
|
* copy pass until you have ended the render pass.
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
* \param color_target_infos an array of texture subresources with
|
|
* corresponding clear values and load/store ops.
|
|
* \param num_color_targets the number of color targets in the
|
|
* color_target_infos array.
|
|
* \param depth_stencil_target_info a texture subresource with corresponding
|
|
* clear value and load/store ops, may be
|
|
* NULL.
|
|
* \returns a render pass handle.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_EndGPURenderPass
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPURenderPass *SDLCALL SDL_BeginGPURenderPass(
|
|
SDL_GPUCommandBuffer *command_buffer,
|
|
const SDL_GPUColorTargetInfo *color_target_infos,
|
|
Uint32 num_color_targets,
|
|
const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info);
|
|
|
|
/**
|
|
* Binds a graphics pipeline on a render pass to be used in rendering.
|
|
*
|
|
* A graphics pipeline must be bound before making any draw calls.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param graphics_pipeline the graphics pipeline to bind.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline(
|
|
SDL_GPURenderPass *render_pass,
|
|
SDL_GPUGraphicsPipeline *graphics_pipeline);
|
|
|
|
/**
|
|
* Sets the current viewport state on a command buffer.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param viewport the viewport to set.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport(
|
|
SDL_GPURenderPass *render_pass,
|
|
const SDL_GPUViewport *viewport);
|
|
|
|
/**
|
|
* Sets the current scissor state on a command buffer.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param scissor the scissor area to set.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor(
|
|
SDL_GPURenderPass *render_pass,
|
|
const SDL_Rect *scissor);
|
|
|
|
/**
|
|
* Sets the current blend constants on a command buffer.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param blend_constants the blend constant color.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
|
|
* \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants(
|
|
SDL_GPURenderPass *render_pass,
|
|
SDL_FColor blend_constants);
|
|
|
|
/**
|
|
* Sets the current stencil reference value on a command buffer.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param reference the stencil reference value to set.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
|
|
SDL_GPURenderPass *render_pass,
|
|
Uint8 reference);
|
|
|
|
/**
|
|
* Binds vertex buffers on a command buffer for use with subsequent draw
|
|
* calls.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param first_slot the vertex buffer slot to begin binding from.
|
|
* \param bindings an array of SDL_GPUBufferBinding structs containing vertex
|
|
* buffers and offset values.
|
|
* \param num_bindings the number of bindings in the bindings array.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers(
|
|
SDL_GPURenderPass *render_pass,
|
|
Uint32 first_slot,
|
|
const SDL_GPUBufferBinding *bindings,
|
|
Uint32 num_bindings);
|
|
|
|
/**
|
|
* Binds an index buffer on a command buffer for use with subsequent draw
|
|
* calls.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param binding a pointer to a struct containing an index buffer and offset.
|
|
* \param index_element_size whether the index values in the buffer are 16- or
|
|
* 32-bit.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
|
|
SDL_GPURenderPass *render_pass,
|
|
const SDL_GPUBufferBinding *binding,
|
|
SDL_GPUIndexElementSize index_element_size);
|
|
|
|
/**
|
|
* Binds texture-sampler pairs for use on the vertex shader.
|
|
*
|
|
* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param first_slot the vertex sampler slot to begin binding from.
|
|
* \param texture_sampler_bindings an array of texture-sampler binding
|
|
* structs.
|
|
* \param num_bindings the number of texture-sampler pairs to bind from the
|
|
* array.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
|
|
SDL_GPURenderPass *render_pass,
|
|
Uint32 first_slot,
|
|
const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
|
|
Uint32 num_bindings);
|
|
|
|
/**
|
|
* Binds storage textures for use on the vertex shader.
|
|
*
|
|
* These textures must have been created with
|
|
* SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param first_slot the vertex storage texture slot to begin binding from.
|
|
* \param storage_textures an array of storage textures.
|
|
* \param num_bindings the number of storage texture to bind from the array.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
|
|
SDL_GPURenderPass *render_pass,
|
|
Uint32 first_slot,
|
|
SDL_GPUTexture *const *storage_textures,
|
|
Uint32 num_bindings);
|
|
|
|
/**
|
|
* Binds storage buffers for use on the vertex shader.
|
|
*
|
|
* These buffers must have been created with
|
|
* SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param first_slot the vertex storage buffer slot to begin binding from.
|
|
* \param storage_buffers an array of buffers.
|
|
* \param num_bindings the number of buffers to bind from the array.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
|
|
SDL_GPURenderPass *render_pass,
|
|
Uint32 first_slot,
|
|
SDL_GPUBuffer *const *storage_buffers,
|
|
Uint32 num_bindings);
|
|
|
|
/**
|
|
* Binds texture-sampler pairs for use on the fragment shader.
|
|
*
|
|
* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param first_slot the fragment sampler slot to begin binding from.
|
|
* \param texture_sampler_bindings an array of texture-sampler binding
|
|
* structs.
|
|
* \param num_bindings the number of texture-sampler pairs to bind from the
|
|
* array.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
|
|
SDL_GPURenderPass *render_pass,
|
|
Uint32 first_slot,
|
|
const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
|
|
Uint32 num_bindings);
|
|
|
|
/**
|
|
* Binds storage textures for use on the fragment shader.
|
|
*
|
|
* These textures must have been created with
|
|
* SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param first_slot the fragment storage texture slot to begin binding from.
|
|
* \param storage_textures an array of storage textures.
|
|
* \param num_bindings the number of storage textures to bind from the array.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
|
|
SDL_GPURenderPass *render_pass,
|
|
Uint32 first_slot,
|
|
SDL_GPUTexture *const *storage_textures,
|
|
Uint32 num_bindings);
|
|
|
|
/**
|
|
* Binds storage buffers for use on the fragment shader.
|
|
*
|
|
* These buffers must have been created with
|
|
* SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param first_slot the fragment storage buffer slot to begin binding from.
|
|
* \param storage_buffers an array of storage buffers.
|
|
* \param num_bindings the number of storage buffers to bind from the array.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
|
|
SDL_GPURenderPass *render_pass,
|
|
Uint32 first_slot,
|
|
SDL_GPUBuffer *const *storage_buffers,
|
|
Uint32 num_bindings);
|
|
|
|
/* Drawing */
|
|
|
|
/**
|
|
* Draws data using bound graphics state with an index buffer and instancing
|
|
* enabled.
|
|
*
|
|
* You must not call this function before binding a graphics pipeline.
|
|
*
|
|
* Note that the `first_vertex` and `first_instance` parameters are NOT
|
|
* compatible with built-in vertex/instance ID variables in shaders (for
|
|
* example, SV_VertexID). If your shader depends on these variables, the
|
|
* correlating draw call parameter MUST be 0.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param num_indices the number of indices to draw per instance.
|
|
* \param num_instances the number of instances to draw.
|
|
* \param first_index the starting index within the index buffer.
|
|
* \param vertex_offset value added to vertex index before indexing into the
|
|
* vertex buffer.
|
|
* \param first_instance the ID of the first instance to draw.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives(
|
|
SDL_GPURenderPass *render_pass,
|
|
Uint32 num_indices,
|
|
Uint32 num_instances,
|
|
Uint32 first_index,
|
|
Sint32 vertex_offset,
|
|
Uint32 first_instance);
|
|
|
|
/**
|
|
* Draws data using bound graphics state.
|
|
*
|
|
* You must not call this function before binding a graphics pipeline.
|
|
*
|
|
* Note that the `first_vertex` and `first_instance` parameters are NOT
|
|
* compatible with built-in vertex/instance ID variables in shaders (for
|
|
* example, SV_VertexID). If your shader depends on these variables, the
|
|
* correlating draw call parameter MUST be 0.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param num_vertices the number of vertices to draw.
|
|
* \param num_instances the number of instances that will be drawn.
|
|
* \param first_vertex the index of the first vertex to draw.
|
|
* \param first_instance the ID of the first instance to draw.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
|
|
SDL_GPURenderPass *render_pass,
|
|
Uint32 num_vertices,
|
|
Uint32 num_instances,
|
|
Uint32 first_vertex,
|
|
Uint32 first_instance);
|
|
|
|
/**
|
|
* Draws data using bound graphics state and with draw parameters set from a
|
|
* buffer.
|
|
*
|
|
* The buffer must consist of tightly-packed draw parameter sets that each
|
|
* match the layout of SDL_GPUIndirectDrawCommand. You must not call this
|
|
* function before binding a graphics pipeline.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param buffer a buffer containing draw parameters.
|
|
* \param offset the offset to start reading from the draw buffer.
|
|
* \param draw_count the number of draw parameter sets that should be read
|
|
* from the draw buffer.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
|
|
SDL_GPURenderPass *render_pass,
|
|
SDL_GPUBuffer *buffer,
|
|
Uint32 offset,
|
|
Uint32 draw_count);
|
|
|
|
/**
|
|
* Draws data using bound graphics state with an index buffer enabled and with
|
|
* draw parameters set from a buffer.
|
|
*
|
|
* The buffer must consist of tightly-packed draw parameter sets that each
|
|
* match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call
|
|
* this function before binding a graphics pipeline.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
* \param buffer a buffer containing draw parameters.
|
|
* \param offset the offset to start reading from the draw buffer.
|
|
* \param draw_count the number of draw parameter sets that should be read
|
|
* from the draw buffer.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect(
|
|
SDL_GPURenderPass *render_pass,
|
|
SDL_GPUBuffer *buffer,
|
|
Uint32 offset,
|
|
Uint32 draw_count);
|
|
|
|
/**
|
|
* Ends the given render pass.
|
|
*
|
|
* All bound graphics state on the render pass command buffer is unset. The
|
|
* render pass handle is now invalid.
|
|
*
|
|
* \param render_pass a render pass handle.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
|
|
SDL_GPURenderPass *render_pass);
|
|
|
|
/* Compute Pass */
|
|
|
|
/**
|
|
* Begins a compute pass on a command buffer.
|
|
*
|
|
* A compute pass is defined by a set of texture subresources and buffers that
|
|
* may be written to by compute pipelines. These textures and buffers must
|
|
* have been created with the COMPUTE_STORAGE_WRITE bit or the
|
|
* COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture
|
|
* with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the
|
|
* texture in the compute pass. All operations related to compute pipelines
|
|
* must take place inside of a compute pass. You must not begin another
|
|
* compute pass, or a render pass or copy pass before ending the compute pass.
|
|
*
|
|
* A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT
|
|
* implicitly synchronized. This means you may cause data races by both
|
|
* reading and writing a resource region in a compute pass, or by writing
|
|
* multiple times to a resource region. If your compute work depends on
|
|
* reading the completed output from a previous dispatch, you MUST end the
|
|
* current compute pass and begin a new one before you can safely access the
|
|
* data. Otherwise you will receive unexpected results. Reading and writing a
|
|
* texture in the same compute pass is only supported by specific texture
|
|
* formats. Make sure you check the format support!
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
* \param storage_texture_bindings an array of writeable storage texture
|
|
* binding structs.
|
|
* \param num_storage_texture_bindings the number of storage textures to bind
|
|
* from the array.
|
|
* \param storage_buffer_bindings an array of writeable storage buffer binding
|
|
* structs.
|
|
* \param num_storage_buffer_bindings the number of storage buffers to bind
|
|
* from the array.
|
|
* \returns a compute pass handle.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_EndGPUComputePass
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUComputePass *SDLCALL SDL_BeginGPUComputePass(
|
|
SDL_GPUCommandBuffer *command_buffer,
|
|
const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings,
|
|
Uint32 num_storage_texture_bindings,
|
|
const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings,
|
|
Uint32 num_storage_buffer_bindings);
|
|
|
|
/**
|
|
* Binds a compute pipeline on a command buffer for use in compute dispatch.
|
|
*
|
|
* \param compute_pass a compute pass handle.
|
|
* \param compute_pipeline a compute pipeline to bind.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
|
|
SDL_GPUComputePass *compute_pass,
|
|
SDL_GPUComputePipeline *compute_pipeline);
|
|
|
|
/**
|
|
* Binds texture-sampler pairs for use on the compute shader.
|
|
*
|
|
* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
|
|
*
|
|
* \param compute_pass a compute pass handle.
|
|
* \param first_slot the compute sampler slot to begin binding from.
|
|
* \param texture_sampler_bindings an array of texture-sampler binding
|
|
* structs.
|
|
* \param num_bindings the number of texture-sampler bindings to bind from the
|
|
* array.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
|
|
SDL_GPUComputePass *compute_pass,
|
|
Uint32 first_slot,
|
|
const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
|
|
Uint32 num_bindings);
|
|
|
|
/**
|
|
* Binds storage textures as readonly for use on the compute pipeline.
|
|
*
|
|
* These textures must have been created with
|
|
* SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
|
|
*
|
|
* \param compute_pass a compute pass handle.
|
|
* \param first_slot the compute storage texture slot to begin binding from.
|
|
* \param storage_textures an array of storage textures.
|
|
* \param num_bindings the number of storage textures to bind from the array.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
|
|
SDL_GPUComputePass *compute_pass,
|
|
Uint32 first_slot,
|
|
SDL_GPUTexture *const *storage_textures,
|
|
Uint32 num_bindings);
|
|
|
|
/**
|
|
* Binds storage buffers as readonly for use on the compute pipeline.
|
|
*
|
|
* These buffers must have been created with
|
|
* SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
|
|
*
|
|
* \param compute_pass a compute pass handle.
|
|
* \param first_slot the compute storage buffer slot to begin binding from.
|
|
* \param storage_buffers an array of storage buffer binding structs.
|
|
* \param num_bindings the number of storage buffers to bind from the array.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
|
|
SDL_GPUComputePass *compute_pass,
|
|
Uint32 first_slot,
|
|
SDL_GPUBuffer *const *storage_buffers,
|
|
Uint32 num_bindings);
|
|
|
|
/**
|
|
* Dispatches compute work.
|
|
*
|
|
* You must not call this function before binding a compute pipeline.
|
|
*
|
|
* A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
|
|
* the dispatches write to the same resource region as each other, there is no
|
|
* guarantee of which order the writes will occur. If the write order matters,
|
|
* you MUST end the compute pass and begin another one.
|
|
*
|
|
* \param compute_pass a compute pass handle.
|
|
* \param groupcount_x number of local workgroups to dispatch in the X
|
|
* dimension.
|
|
* \param groupcount_y number of local workgroups to dispatch in the Y
|
|
* dimension.
|
|
* \param groupcount_z number of local workgroups to dispatch in the Z
|
|
* dimension.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
|
|
SDL_GPUComputePass *compute_pass,
|
|
Uint32 groupcount_x,
|
|
Uint32 groupcount_y,
|
|
Uint32 groupcount_z);
|
|
|
|
/**
|
|
* Dispatches compute work with parameters set from a buffer.
|
|
*
|
|
* The buffer layout should match the layout of
|
|
* SDL_GPUIndirectDispatchCommand. You must not call this function before
|
|
* binding a compute pipeline.
|
|
*
|
|
* A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
|
|
* the dispatches write to the same resource region as each other, there is no
|
|
* guarantee of which order the writes will occur. If the write order matters,
|
|
* you MUST end the compute pass and begin another one.
|
|
*
|
|
* \param compute_pass a compute pass handle.
|
|
* \param buffer a buffer containing dispatch parameters.
|
|
* \param offset the offset to start reading from the dispatch buffer.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect(
|
|
SDL_GPUComputePass *compute_pass,
|
|
SDL_GPUBuffer *buffer,
|
|
Uint32 offset);
|
|
|
|
/**
|
|
* Ends the current compute pass.
|
|
*
|
|
* All bound compute state on the command buffer is unset. The compute pass
|
|
* handle is now invalid.
|
|
*
|
|
* \param compute_pass a compute pass handle.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
|
|
SDL_GPUComputePass *compute_pass);
|
|
|
|
/* TransferBuffer Data */
|
|
|
|
/**
|
|
* Maps a transfer buffer into application address space.
|
|
*
|
|
* You must unmap the transfer buffer before encoding upload commands.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param transfer_buffer a transfer buffer.
|
|
* \param cycle if true, cycles the transfer buffer if it is already bound.
|
|
* \returns the address of the mapped transfer buffer memory, or NULL on
|
|
* failure; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void *SDLCALL SDL_MapGPUTransferBuffer(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUTransferBuffer *transfer_buffer,
|
|
bool cycle);
|
|
|
|
/**
|
|
* Unmaps a previously mapped transfer buffer.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param transfer_buffer a previously mapped transfer buffer.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUTransferBuffer *transfer_buffer);
|
|
|
|
/* Copy Pass */
|
|
|
|
/**
|
|
* Begins a copy pass on a command buffer.
|
|
*
|
|
* All operations related to copying to or from buffers or textures take place
|
|
* inside a copy pass. You must not begin another copy pass, or a render pass
|
|
* or compute pass before ending the copy pass.
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
* \returns a copy pass handle.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUCopyPass *SDLCALL SDL_BeginGPUCopyPass(
|
|
SDL_GPUCommandBuffer *command_buffer);
|
|
|
|
/**
|
|
* Uploads data from a transfer buffer to a texture.
|
|
*
|
|
* The upload occurs on the GPU timeline. You may assume that the upload has
|
|
* finished in subsequent commands.
|
|
*
|
|
* You must align the data in the transfer buffer to a multiple of the texel
|
|
* size of the texture format.
|
|
*
|
|
* \param copy_pass a copy pass handle.
|
|
* \param source the source transfer buffer with image layout information.
|
|
* \param destination the destination texture region.
|
|
* \param cycle if true, cycles the texture if the texture is bound, otherwise
|
|
* overwrites the data.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
|
|
SDL_GPUCopyPass *copy_pass,
|
|
const SDL_GPUTextureTransferInfo *source,
|
|
const SDL_GPUTextureRegion *destination,
|
|
bool cycle);
|
|
|
|
/* Uploads data from a TransferBuffer to a Buffer. */
|
|
|
|
/**
|
|
* Uploads data from a transfer buffer to a buffer.
|
|
*
|
|
* The upload occurs on the GPU timeline. You may assume that the upload has
|
|
* finished in subsequent commands.
|
|
*
|
|
* \param copy_pass a copy pass handle.
|
|
* \param source the source transfer buffer with offset.
|
|
* \param destination the destination buffer with offset and size.
|
|
* \param cycle if true, cycles the buffer if it is already bound, otherwise
|
|
* overwrites the data.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer(
|
|
SDL_GPUCopyPass *copy_pass,
|
|
const SDL_GPUTransferBufferLocation *source,
|
|
const SDL_GPUBufferRegion *destination,
|
|
bool cycle);
|
|
|
|
/**
|
|
* Performs a texture-to-texture copy.
|
|
*
|
|
* This copy occurs on the GPU timeline. You may assume the copy has finished
|
|
* in subsequent commands.
|
|
*
|
|
* \param copy_pass a copy pass handle.
|
|
* \param source a source texture region.
|
|
* \param destination a destination texture region.
|
|
* \param w the width of the region to copy.
|
|
* \param h the height of the region to copy.
|
|
* \param d the depth of the region to copy.
|
|
* \param cycle if true, cycles the destination texture if the destination
|
|
* texture is bound, otherwise overwrites the data.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
|
|
SDL_GPUCopyPass *copy_pass,
|
|
const SDL_GPUTextureLocation *source,
|
|
const SDL_GPUTextureLocation *destination,
|
|
Uint32 w,
|
|
Uint32 h,
|
|
Uint32 d,
|
|
bool cycle);
|
|
|
|
/* Copies data from a buffer to a buffer. */
|
|
|
|
/**
|
|
* Performs a buffer-to-buffer copy.
|
|
*
|
|
* This copy occurs on the GPU timeline. You may assume the copy has finished
|
|
* in subsequent commands.
|
|
*
|
|
* \param copy_pass a copy pass handle.
|
|
* \param source the buffer and offset to copy from.
|
|
* \param destination the buffer and offset to copy to.
|
|
* \param size the length of the buffer to copy.
|
|
* \param cycle if true, cycles the destination buffer if it is already bound,
|
|
* otherwise overwrites the data.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer(
|
|
SDL_GPUCopyPass *copy_pass,
|
|
const SDL_GPUBufferLocation *source,
|
|
const SDL_GPUBufferLocation *destination,
|
|
Uint32 size,
|
|
bool cycle);
|
|
|
|
/**
|
|
* Copies data from a texture to a transfer buffer on the GPU timeline.
|
|
*
|
|
* This data is not guaranteed to be copied until the command buffer fence is
|
|
* signaled.
|
|
*
|
|
* \param copy_pass a copy pass handle.
|
|
* \param source the source texture region.
|
|
* \param destination the destination transfer buffer with image layout
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture(
|
|
SDL_GPUCopyPass *copy_pass,
|
|
const SDL_GPUTextureRegion *source,
|
|
const SDL_GPUTextureTransferInfo *destination);
|
|
|
|
/**
|
|
* Copies data from a buffer to a transfer buffer on the GPU timeline.
|
|
*
|
|
* This data is not guaranteed to be copied until the command buffer fence is
|
|
* signaled.
|
|
*
|
|
* \param copy_pass a copy pass handle.
|
|
* \param source the source buffer with offset and size.
|
|
* \param destination the destination transfer buffer with offset.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer(
|
|
SDL_GPUCopyPass *copy_pass,
|
|
const SDL_GPUBufferRegion *source,
|
|
const SDL_GPUTransferBufferLocation *destination);
|
|
|
|
/**
|
|
* Ends the current copy pass.
|
|
*
|
|
* \param copy_pass a copy pass handle.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass(
|
|
SDL_GPUCopyPass *copy_pass);
|
|
|
|
/**
|
|
* Generates mipmaps for the given texture.
|
|
*
|
|
* This function must not be called inside of any pass.
|
|
*
|
|
* \param command_buffer a command_buffer.
|
|
* \param texture a texture with more than 1 mip level.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture(
|
|
SDL_GPUCommandBuffer *command_buffer,
|
|
SDL_GPUTexture *texture);
|
|
|
|
/**
|
|
* Blits from a source texture region to a destination texture region.
|
|
*
|
|
* This function must not be called inside of any pass.
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
* \param info the blit info struct containing the blit parameters.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
|
|
SDL_GPUCommandBuffer *command_buffer,
|
|
const SDL_GPUBlitInfo *info);
|
|
|
|
/* Submission/Presentation */
|
|
|
|
/**
|
|
* Determines whether a swapchain composition is supported by the window.
|
|
*
|
|
* The window must be claimed before calling this function.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param window an SDL_Window.
|
|
* \param swapchain_composition the swapchain composition to check.
|
|
* \returns true if supported, false if unsupported.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_ClaimWindowForGPUDevice
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
|
|
SDL_GPUDevice *device,
|
|
SDL_Window *window,
|
|
SDL_GPUSwapchainComposition swapchain_composition);
|
|
|
|
/**
|
|
* Determines whether a presentation mode is supported by the window.
|
|
*
|
|
* The window must be claimed before calling this function.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param window an SDL_Window.
|
|
* \param present_mode the presentation mode to check.
|
|
* \returns true if supported, false if unsupported.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_ClaimWindowForGPUDevice
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode(
|
|
SDL_GPUDevice *device,
|
|
SDL_Window *window,
|
|
SDL_GPUPresentMode present_mode);
|
|
|
|
/**
|
|
* Claims a window, creating a swapchain structure for it.
|
|
*
|
|
* This must be called before SDL_AcquireGPUSwapchainTexture is called using
|
|
* the window. You should only call this function from the thread that created
|
|
* the window.
|
|
*
|
|
* The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and
|
|
* SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain
|
|
* parameters, you must call SDL_SetGPUSwapchainParameters after claiming the
|
|
* window.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param window an SDL_Window.
|
|
* \returns true on success, or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AcquireGPUSwapchainTexture
|
|
* \sa SDL_ReleaseWindowFromGPUDevice
|
|
* \sa SDL_WindowSupportsGPUPresentMode
|
|
* \sa SDL_WindowSupportsGPUSwapchainComposition
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_ClaimWindowForGPUDevice(
|
|
SDL_GPUDevice *device,
|
|
SDL_Window *window);
|
|
|
|
/**
|
|
* Unclaims a window, destroying its swapchain structure.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param window an SDL_Window that has been claimed.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_ClaimWindowForGPUDevice
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
|
|
SDL_GPUDevice *device,
|
|
SDL_Window *window);
|
|
|
|
/**
|
|
* Changes the swapchain parameters for the given claimed window.
|
|
*
|
|
* This function will fail if the requested present mode or swapchain
|
|
* composition are unsupported by the device. Check if the parameters are
|
|
* supported via SDL_WindowSupportsGPUPresentMode /
|
|
* SDL_WindowSupportsGPUSwapchainComposition prior to calling this function.
|
|
*
|
|
* SDL_GPU_PRESENTMODE_VSYNC and SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always
|
|
* supported.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param window an SDL_Window that has been claimed.
|
|
* \param swapchain_composition the desired composition of the swapchain.
|
|
* \param present_mode the desired present mode for the swapchain.
|
|
* \returns true if successful, false on error; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_WindowSupportsGPUPresentMode
|
|
* \sa SDL_WindowSupportsGPUSwapchainComposition
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters(
|
|
SDL_GPUDevice *device,
|
|
SDL_Window *window,
|
|
SDL_GPUSwapchainComposition swapchain_composition,
|
|
SDL_GPUPresentMode present_mode);
|
|
|
|
/**
|
|
* Obtains the texture format of the swapchain for the given window.
|
|
*
|
|
* Note that this format can change if the swapchain parameters change.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param window an SDL_Window that has been claimed.
|
|
* \returns the texture format of the swapchain.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureFormat(
|
|
SDL_GPUDevice *device,
|
|
SDL_Window *window);
|
|
|
|
/**
|
|
* Acquire a texture to use in presentation.
|
|
*
|
|
* When a swapchain texture is acquired on a command buffer, it will
|
|
* automatically be submitted for presentation when the command buffer is
|
|
* submitted. The swapchain texture should only be referenced by the command
|
|
* buffer used to acquire it. The swapchain texture handle can be filled in
|
|
* with NULL under certain conditions. This is not necessarily an error. If
|
|
* this function returns false then there is an error.
|
|
*
|
|
* The swapchain texture is managed by the implementation and must not be
|
|
* freed by the user. You MUST NOT call this function from any thread other
|
|
* than the one that created the window.
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
* \param window a window that has been claimed.
|
|
* \param swapchain_texture a pointer filled in with a swapchain texture
|
|
* handle.
|
|
* \param swapchain_texture_width a pointer filled in with the swapchain
|
|
* texture width, may be NULL.
|
|
* \param swapchain_texture_height a pointer filled in with the swapchain
|
|
* texture height, may be NULL.
|
|
* \returns true on success, false on error; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_ClaimWindowForGPUDevice
|
|
* \sa SDL_SubmitGPUCommandBuffer
|
|
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
|
|
* \sa SDL_GetWindowSizeInPixels
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
|
|
SDL_GPUCommandBuffer *command_buffer,
|
|
SDL_Window *window,
|
|
SDL_GPUTexture **swapchain_texture,
|
|
Uint32 *swapchain_texture_width,
|
|
Uint32 *swapchain_texture_height);
|
|
|
|
/**
|
|
* Submits a command buffer so its commands can be processed on the GPU.
|
|
*
|
|
* It is invalid to use the command buffer after this is called.
|
|
*
|
|
* This must be called from the thread the command buffer was acquired on.
|
|
*
|
|
* All commands in the submission are guaranteed to begin executing before any
|
|
* command in a subsequent submission begins executing.
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
* \returns true on success, false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AcquireGPUCommandBuffer
|
|
* \sa SDL_AcquireGPUSwapchainTexture
|
|
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer(
|
|
SDL_GPUCommandBuffer *command_buffer);
|
|
|
|
/**
|
|
* Submits a command buffer so its commands can be processed on the GPU, and
|
|
* acquires a fence associated with the command buffer.
|
|
*
|
|
* You must release this fence when it is no longer needed or it will cause a
|
|
* leak. It is invalid to use the command buffer after this is called.
|
|
*
|
|
* This must be called from the thread the command buffer was acquired on.
|
|
*
|
|
* All commands in the submission are guaranteed to begin executing before any
|
|
* command in a subsequent submission begins executing.
|
|
*
|
|
* \param command_buffer a command buffer.
|
|
* \returns a fence associated with the command buffer, or NULL on failure;
|
|
* call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AcquireGPUCommandBuffer
|
|
* \sa SDL_AcquireGPUSwapchainTexture
|
|
* \sa SDL_SubmitGPUCommandBuffer
|
|
* \sa SDL_ReleaseGPUFence
|
|
*/
|
|
extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFence(
|
|
SDL_GPUCommandBuffer *command_buffer);
|
|
|
|
/**
|
|
* Blocks the thread until the GPU is completely idle.
|
|
*
|
|
* \param device a GPU context.
|
|
* \returns true on success, false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_WaitForGPUFences
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle(
|
|
SDL_GPUDevice *device);
|
|
|
|
/**
|
|
* Blocks the thread until the given fences are signaled.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all
|
|
* fences to be signaled.
|
|
* \param fences an array of fences to wait on.
|
|
* \param num_fences the number of fences in the fences array.
|
|
* \returns true on success, false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
|
|
* \sa SDL_WaitForGPUIdle
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences(
|
|
SDL_GPUDevice *device,
|
|
bool wait_all,
|
|
SDL_GPUFence *const *fences,
|
|
Uint32 num_fences);
|
|
|
|
/**
|
|
* Checks the status of a fence.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param fence a fence.
|
|
* \returns true if the fence is signaled, false if it is not.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_QueryGPUFence(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUFence *fence);
|
|
|
|
/**
|
|
* Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param fence a fence.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUFence *fence);
|
|
|
|
/* Format Info */
|
|
|
|
/**
|
|
* Obtains the texel block size for a texture format.
|
|
*
|
|
* \param format the texture format you want to know the texel size of.
|
|
* \returns the texel block size of the texture format.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_UploadToGPUTexture
|
|
*/
|
|
extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize(
|
|
SDL_GPUTextureFormat format);
|
|
|
|
/**
|
|
* Determines whether a texture format is supported for a given type and
|
|
* usage.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param format the texture format to check.
|
|
* \param type the type of texture (2D, 3D, Cube).
|
|
* \param usage a bitmask of all usage scenarios to check.
|
|
* \returns whether the texture format is supported for this type and usage.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsFormat(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUTextureFormat format,
|
|
SDL_GPUTextureType type,
|
|
SDL_GPUTextureUsageFlags usage);
|
|
|
|
/**
|
|
* Determines if a sample count for a texture format is supported.
|
|
*
|
|
* \param device a GPU context.
|
|
* \param format the texture format to check.
|
|
* \param sample_count the sample count to check.
|
|
* \returns a hardware-specific version of min(preferred, possible).
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsSampleCount(
|
|
SDL_GPUDevice *device,
|
|
SDL_GPUTextureFormat format,
|
|
SDL_GPUSampleCount sample_count);
|
|
|
|
#ifdef SDL_PLATFORM_GDK
|
|
|
|
/**
|
|
* Call this to suspend GPU operation on Xbox when you receive the
|
|
* SDL_EVENT_DID_ENTER_BACKGROUND event.
|
|
*
|
|
* Do NOT call any SDL_GPU functions after calling this function! This must
|
|
* also be called before calling SDL_GDKSuspendComplete.
|
|
*
|
|
* \param device a GPU context.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AddEventWatch
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device);
|
|
|
|
/**
|
|
* Call this to resume GPU operation on Xbox when you receive the
|
|
* SDL_EVENT_WILL_ENTER_FOREGROUND event.
|
|
*
|
|
* When resuming, this function MUST be called before calling any other
|
|
* SDL_GPU functions.
|
|
*
|
|
* \param device a GPU context.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AddEventWatch
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device);
|
|
|
|
#endif /* SDL_PLATFORM_GDK */
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif /* __cplusplus */
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_gpu_h_ */
|