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author | 3gg <3gg@shellblade.net> | 2025-08-30 16:53:58 -0700 |
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committer | 3gg <3gg@shellblade.net> | 2025-08-30 16:53:58 -0700 |
commit | 6aaedb813fa11ba0679c3051bc2eb28646b9506c (patch) | |
tree | 34acbfc9840e02cb4753e6306ea7ce978bf8b58e /src/contrib/SDL-3.2.20/include/SDL3/SDL_gpu.h | |
parent | 8f228ade99dd3d4c8da9b78ade1815c9adf85c8f (diff) |
Update to SDL3
Diffstat (limited to 'src/contrib/SDL-3.2.20/include/SDL3/SDL_gpu.h')
-rw-r--r-- | src/contrib/SDL-3.2.20/include/SDL3/SDL_gpu.h | 4213 |
1 files changed, 4213 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/include/SDL3/SDL_gpu.h b/src/contrib/SDL-3.2.20/include/SDL3/SDL_gpu.h new file mode 100644 index 0000000..4a5e32f --- /dev/null +++ b/src/contrib/SDL-3.2.20/include/SDL3/SDL_gpu.h | |||
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1 | /* | ||
2 | Simple DirectMedia Layer | ||
3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> | ||
4 | |||
5 | This software is provided 'as-is', without any express or implied | ||
6 | warranty. In no event will the authors be held liable for any damages | ||
7 | arising from the use of this software. | ||
8 | |||
9 | Permission is granted to anyone to use this software for any purpose, | ||
10 | including commercial applications, and to alter it and redistribute it | ||
11 | freely, subject to the following restrictions: | ||
12 | |||
13 | 1. The origin of this software must not be misrepresented; you must not | ||
14 | claim that you wrote the original software. If you use this software | ||
15 | in a product, an acknowledgment in the product documentation would be | ||
16 | appreciated but is not required. | ||
17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
18 | misrepresented as being the original software. | ||
19 | 3. This notice may not be removed or altered from any source distribution. | ||
20 | */ | ||
21 | |||
22 | /* WIKI CATEGORY: GPU */ | ||
23 | |||
24 | /** | ||
25 | * # CategoryGPU | ||
26 | * | ||
27 | * The GPU API offers a cross-platform way for apps to talk to modern graphics | ||
28 | * hardware. It offers both 3D graphics and compute support, in the style of | ||
29 | * Metal, Vulkan, and Direct3D 12. | ||
30 | * | ||
31 | * A basic workflow might be something like this: | ||
32 | * | ||
33 | * The app creates a GPU device with SDL_CreateGPUDevice(), and assigns it to | ||
34 | * a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you | ||
35 | * can render offscreen entirely, perhaps for image processing, and not use a | ||
36 | * window at all. | ||
37 | * | ||
38 | * Next, the app prepares static data (things that are created once and used | ||
39 | * over and over). For example: | ||
40 | * | ||
41 | * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader(). | ||
42 | * - Vertex buffers (arrays of geometry data) and other rendering data: use | ||
43 | * SDL_CreateGPUBuffer() and SDL_UploadToGPUBuffer(). | ||
44 | * - Textures (images): use SDL_CreateGPUTexture() and | ||
45 | * SDL_UploadToGPUTexture(). | ||
46 | * - Samplers (how textures should be read from): use SDL_CreateGPUSampler(). | ||
47 | * - Render pipelines (precalculated rendering state): use | ||
48 | * SDL_CreateGPUGraphicsPipeline() | ||
49 | * | ||
50 | * To render, the app creates one or more command buffers, with | ||
51 | * SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering | ||
52 | * instructions that will be submitted to the GPU in batch. Complex scenes can | ||
53 | * use multiple command buffers, maybe configured across multiple threads in | ||
54 | * parallel, as long as they are submitted in the correct order, but many apps | ||
55 | * will just need one command buffer per frame. | ||
56 | * | ||
57 | * Rendering can happen to a texture (what other APIs call a "render target") | ||
58 | * or it can happen to the swapchain texture (which is just a special texture | ||
59 | * that represents a window's contents). The app can use | ||
60 | * SDL_WaitAndAcquireGPUSwapchainTexture() to render to the window. | ||
61 | * | ||
62 | * Rendering actually happens in a Render Pass, which is encoded into a | ||
63 | * command buffer. One can encode multiple render passes (or alternate between | ||
64 | * render and compute passes) in a single command buffer, but many apps might | ||
65 | * simply need a single render pass in a single command buffer. Render Passes | ||
66 | * can render to up to four color textures and one depth texture | ||
67 | * simultaneously. If the set of textures being rendered to needs to change, | ||
68 | * the Render Pass must be ended and a new one must be begun. | ||
69 | * | ||
70 | * The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for | ||
71 | * each draw: | ||
72 | * | ||
73 | * - SDL_BindGPUGraphicsPipeline() | ||
74 | * - SDL_SetGPUViewport() | ||
75 | * - SDL_BindGPUVertexBuffers() | ||
76 | * - SDL_BindGPUVertexSamplers() | ||
77 | * - etc | ||
78 | * | ||
79 | * Then, make the actual draw commands with these states: | ||
80 | * | ||
81 | * - SDL_DrawGPUPrimitives() | ||
82 | * - SDL_DrawGPUPrimitivesIndirect() | ||
83 | * - SDL_DrawGPUIndexedPrimitivesIndirect() | ||
84 | * - etc | ||
85 | * | ||
86 | * After all the drawing commands for a pass are complete, the app should call | ||
87 | * SDL_EndGPURenderPass(). Once a render pass ends all render-related state is | ||
88 | * reset. | ||
89 | * | ||
90 | * The app can begin new Render Passes and make new draws in the same command | ||
91 | * buffer until the entire scene is rendered. | ||
92 | * | ||
93 | * Once all of the render commands for the scene are complete, the app calls | ||
94 | * SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing. | ||
95 | * | ||
96 | * If the app needs to read back data from texture or buffers, the API has an | ||
97 | * efficient way of doing this, provided that the app is willing to tolerate | ||
98 | * some latency. When the app uses SDL_DownloadFromGPUTexture() or | ||
99 | * SDL_DownloadFromGPUBuffer(), submitting the command buffer with | ||
100 | * SDL_SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that | ||
101 | * the app can poll or wait on in a thread. Once the fence indicates that the | ||
102 | * command buffer is done processing, it is safe to read the downloaded data. | ||
103 | * Make sure to call SDL_ReleaseGPUFence() when done with the fence. | ||
104 | * | ||
105 | * The API also has "compute" support. The app calls SDL_BeginGPUComputePass() | ||
106 | * with compute-writeable textures and/or buffers, which can be written to in | ||
107 | * a compute shader. Then it sets states it needs for the compute dispatches: | ||
108 | * | ||
109 | * - SDL_BindGPUComputePipeline() | ||
110 | * - SDL_BindGPUComputeStorageBuffers() | ||
111 | * - SDL_BindGPUComputeStorageTextures() | ||
112 | * | ||
113 | * Then, dispatch compute work: | ||
114 | * | ||
115 | * - SDL_DispatchGPUCompute() | ||
116 | * | ||
117 | * For advanced users, this opens up powerful GPU-driven workflows. | ||
118 | * | ||
119 | * Graphics and compute pipelines require the use of shaders, which as | ||
120 | * mentioned above are small programs executed on the GPU. Each backend | ||
121 | * (Vulkan, Metal, D3D12) requires a different shader format. When the app | ||
122 | * creates the GPU device, the app lets the device know which shader formats | ||
123 | * the app can provide. It will then select the appropriate backend depending | ||
124 | * on the available shader formats and the backends available on the platform. | ||
125 | * When creating shaders, the app must provide the correct shader format for | ||
126 | * the selected backend. If you would like to learn more about why the API | ||
127 | * works this way, there is a detailed | ||
128 | * [blog post](https://moonside.games/posts/layers-all-the-way-down/) | ||
129 | * explaining this situation. | ||
130 | * | ||
131 | * It is optimal for apps to pre-compile the shader formats they might use, | ||
132 | * but for ease of use SDL provides a separate project, | ||
133 | * [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross) | ||
134 | * , for performing runtime shader cross-compilation. It also has a CLI | ||
135 | * interface for offline precompilation as well. | ||
136 | * | ||
137 | * This is an extremely quick overview that leaves out several important | ||
138 | * details. Already, though, one can see that GPU programming can be quite | ||
139 | * complex! If you just need simple 2D graphics, the | ||
140 | * [Render API](https://wiki.libsdl.org/SDL3/CategoryRender) | ||
141 | * is much easier to use but still hardware-accelerated. That said, even for | ||
142 | * 2D applications the performance benefits and expressiveness of the GPU API | ||
143 | * are significant. | ||
144 | * | ||
145 | * The GPU API targets a feature set with a wide range of hardware support and | ||
146 | * ease of portability. It is designed so that the app won't have to branch | ||
147 | * itself by querying feature support. If you need cutting-edge features with | ||
148 | * limited hardware support, this API is probably not for you. | ||
149 | * | ||
150 | * Examples demonstrating proper usage of this API can be found | ||
151 | * [here](https://github.com/TheSpydog/SDL_gpu_examples) | ||
152 | * . | ||
153 | * | ||
154 | * ## Performance considerations | ||
155 | * | ||
156 | * Here are some basic tips for maximizing your rendering performance. | ||
157 | * | ||
158 | * - Beginning a new render pass is relatively expensive. Use as few render | ||
159 | * passes as you can. | ||
160 | * - Minimize the amount of state changes. For example, binding a pipeline is | ||
161 | * relatively cheap, but doing it hundreds of times when you don't need to | ||
162 | * will slow the performance significantly. | ||
163 | * - Perform your data uploads as early as possible in the frame. | ||
164 | * - Don't churn resources. Creating and releasing resources is expensive. | ||
165 | * It's better to create what you need up front and cache it. | ||
166 | * - Don't use uniform buffers for large amounts of data (more than a matrix | ||
167 | * or so). Use a storage buffer instead. | ||
168 | * - Use cycling correctly. There is a detailed explanation of cycling further | ||
169 | * below. | ||
170 | * - Use culling techniques to minimize pixel writes. The less writing the GPU | ||
171 | * has to do the better. Culling can be a very advanced topic but even | ||
172 | * simple culling techniques can boost performance significantly. | ||
173 | * | ||
174 | * In general try to remember the golden rule of performance: doing things is | ||
175 | * more expensive than not doing things. Don't Touch The Driver! | ||
176 | * | ||
177 | * ## FAQ | ||
178 | * | ||
179 | * **Question: When are you adding more advanced features, like ray tracing or | ||
180 | * mesh shaders?** | ||
181 | * | ||
182 | * Answer: We don't have immediate plans to add more bleeding-edge features, | ||
183 | * but we certainly might in the future, when these features prove worthwhile, | ||
184 | * and reasonable to implement across several platforms and underlying APIs. | ||
185 | * So while these things are not in the "never" category, they are definitely | ||
186 | * not "near future" items either. | ||
187 | * | ||
188 | * **Question: Why is my shader not working?** | ||
189 | * | ||
190 | * Answer: A common oversight when using shaders is not properly laying out | ||
191 | * the shader resources/registers correctly. The GPU API is very strict with | ||
192 | * how it wants resources to be laid out and it's difficult for the API to | ||
193 | * automatically validate shaders to see if they have a compatible layout. See | ||
194 | * the documentation for SDL_CreateGPUShader() and | ||
195 | * SDL_CreateGPUComputePipeline() for information on the expected layout. | ||
196 | * | ||
197 | * Another common issue is not setting the correct number of samplers, | ||
198 | * textures, and buffers in SDL_GPUShaderCreateInfo. If possible use shader | ||
199 | * reflection to extract the required information from the shader | ||
200 | * automatically instead of manually filling in the struct's values. | ||
201 | * | ||
202 | * **Question: My application isn't performing very well. Is this the GPU | ||
203 | * API's fault?** | ||
204 | * | ||
205 | * Answer: No. Long answer: The GPU API is a relatively thin layer over the | ||
206 | * underlying graphics API. While it's possible that we have done something | ||
207 | * inefficiently, it's very unlikely especially if you are relatively | ||
208 | * inexperienced with GPU rendering. Please see the performance tips above and | ||
209 | * make sure you are following them. Additionally, tools like RenderDoc can be | ||
210 | * very helpful for diagnosing incorrect behavior and performance issues. | ||
211 | * | ||
212 | * ## System Requirements | ||
213 | * | ||
214 | * **Vulkan:** Supported on Windows, Linux, Nintendo Switch, and certain | ||
215 | * Android devices. Requires Vulkan 1.0 with the following extensions and | ||
216 | * device features: | ||
217 | * | ||
218 | * - `VK_KHR_swapchain` | ||
219 | * - `VK_KHR_maintenance1` | ||
220 | * - `independentBlend` | ||
221 | * - `imageCubeArray` | ||
222 | * - `depthClamp` | ||
223 | * - `shaderClipDistance` | ||
224 | * - `drawIndirectFirstInstance` | ||
225 | * | ||
226 | * **D3D12:** Supported on Windows 10 or newer, Xbox One (GDK), and Xbox | ||
227 | * Series X|S (GDK). Requires a GPU that supports DirectX 12 Feature Level | ||
228 | * 11_1. | ||
229 | * | ||
230 | * **Metal:** Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware | ||
231 | * requirements vary by operating system: | ||
232 | * | ||
233 | * - macOS requires an Apple Silicon or | ||
234 | * [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc) | ||
235 | * GPU | ||
236 | * - iOS/tvOS requires an A9 GPU or newer | ||
237 | * - iOS Simulator and tvOS Simulator are unsupported | ||
238 | * | ||
239 | * ## Uniform Data | ||
240 | * | ||
241 | * Uniforms are for passing data to shaders. The uniform data will be constant | ||
242 | * across all executions of the shader. | ||
243 | * | ||
244 | * There are 4 available uniform slots per shader stage (where the stages are | ||
245 | * vertex, fragment, and compute). Uniform data pushed to a slot on a stage | ||
246 | * keeps its value throughout the command buffer until you call the relevant | ||
247 | * Push function on that slot again. | ||
248 | * | ||
249 | * For example, you could write your vertex shaders to read a camera matrix | ||
250 | * from uniform binding slot 0, push the camera matrix at the start of the | ||
251 | * command buffer, and that data will be used for every subsequent draw call. | ||
252 | * | ||
253 | * It is valid to push uniform data during a render or compute pass. | ||
254 | * | ||
255 | * Uniforms are best for pushing small amounts of data. If you are pushing | ||
256 | * more than a matrix or two per call you should consider using a storage | ||
257 | * buffer instead. | ||
258 | * | ||
259 | * ## A Note On Cycling | ||
260 | * | ||
261 | * When using a command buffer, operations do not occur immediately - they | ||
262 | * occur some time after the command buffer is submitted. | ||
263 | * | ||
264 | * When a resource is used in a pending or active command buffer, it is | ||
265 | * considered to be "bound". When a resource is no longer used in any pending | ||
266 | * or active command buffers, it is considered to be "unbound". | ||
267 | * | ||
268 | * If data resources are bound, it is unspecified when that data will be | ||
269 | * unbound unless you acquire a fence when submitting the command buffer and | ||
270 | * wait on it. However, this doesn't mean you need to track resource usage | ||
271 | * manually. | ||
272 | * | ||
273 | * All of the functions and structs that involve writing to a resource have a | ||
274 | * "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all | ||
275 | * effectively function as ring buffers on internal resources. When cycle is | ||
276 | * true, if the resource is bound, the cycle rotates to the next unbound | ||
277 | * internal resource, or if none are available, a new one is created. This | ||
278 | * means you don't have to worry about complex state tracking and | ||
279 | * synchronization as long as cycling is correctly employed. | ||
280 | * | ||
281 | * For example: you can call SDL_MapGPUTransferBuffer(), write texture data, | ||
282 | * SDL_UnmapGPUTransferBuffer(), and then SDL_UploadToGPUTexture(). The next | ||
283 | * time you write texture data to the transfer buffer, if you set the cycle | ||
284 | * param to true, you don't have to worry about overwriting any data that is | ||
285 | * not yet uploaded. | ||
286 | * | ||
287 | * Another example: If you are using a texture in a render pass every frame, | ||
288 | * this can cause a data dependency between frames. If you set cycle to true | ||
289 | * in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency. | ||
290 | * | ||
291 | * Cycling will never undefine already bound data. When cycling, all data in | ||
292 | * the resource is considered to be undefined for subsequent commands until | ||
293 | * that data is written again. You must take care not to read undefined data. | ||
294 | * | ||
295 | * Note that when cycling a texture, the entire texture will be cycled, even | ||
296 | * if only part of the texture is used in the call, so you must consider the | ||
297 | * entire texture to contain undefined data after cycling. | ||
298 | * | ||
299 | * You must also take care not to overwrite a section of data that has been | ||
300 | * referenced in a command without cycling first. It is OK to overwrite | ||
301 | * unreferenced data in a bound resource without cycling, but overwriting a | ||
302 | * section of data that has already been referenced will produce unexpected | ||
303 | * results. | ||
304 | */ | ||
305 | |||
306 | #ifndef SDL_gpu_h_ | ||
307 | #define SDL_gpu_h_ | ||
308 | |||
309 | #include <SDL3/SDL_stdinc.h> | ||
310 | #include <SDL3/SDL_pixels.h> | ||
311 | #include <SDL3/SDL_properties.h> | ||
312 | #include <SDL3/SDL_rect.h> | ||
313 | #include <SDL3/SDL_surface.h> | ||
314 | #include <SDL3/SDL_video.h> | ||
315 | |||
316 | #include <SDL3/SDL_begin_code.h> | ||
317 | #ifdef __cplusplus | ||
318 | extern "C" { | ||
319 | #endif /* __cplusplus */ | ||
320 | |||
321 | /* Type Declarations */ | ||
322 | |||
323 | /** | ||
324 | * An opaque handle representing the SDL_GPU context. | ||
325 | * | ||
326 | * \since This struct is available since SDL 3.2.0. | ||
327 | */ | ||
328 | typedef struct SDL_GPUDevice SDL_GPUDevice; | ||
329 | |||
330 | /** | ||
331 | * An opaque handle representing a buffer. | ||
332 | * | ||
333 | * Used for vertices, indices, indirect draw commands, and general compute | ||
334 | * data. | ||
335 | * | ||
336 | * \since This struct is available since SDL 3.2.0. | ||
337 | * | ||
338 | * \sa SDL_CreateGPUBuffer | ||
339 | * \sa SDL_UploadToGPUBuffer | ||
340 | * \sa SDL_DownloadFromGPUBuffer | ||
341 | * \sa SDL_CopyGPUBufferToBuffer | ||
342 | * \sa SDL_BindGPUVertexBuffers | ||
343 | * \sa SDL_BindGPUIndexBuffer | ||
344 | * \sa SDL_BindGPUVertexStorageBuffers | ||
345 | * \sa SDL_BindGPUFragmentStorageBuffers | ||
346 | * \sa SDL_DrawGPUPrimitivesIndirect | ||
347 | * \sa SDL_DrawGPUIndexedPrimitivesIndirect | ||
348 | * \sa SDL_BindGPUComputeStorageBuffers | ||
349 | * \sa SDL_DispatchGPUComputeIndirect | ||
350 | * \sa SDL_ReleaseGPUBuffer | ||
351 | */ | ||
352 | typedef struct SDL_GPUBuffer SDL_GPUBuffer; | ||
353 | |||
354 | /** | ||
355 | * An opaque handle representing a transfer buffer. | ||
356 | * | ||
357 | * Used for transferring data to and from the device. | ||
358 | * | ||
359 | * \since This struct is available since SDL 3.2.0. | ||
360 | * | ||
361 | * \sa SDL_CreateGPUTransferBuffer | ||
362 | * \sa SDL_MapGPUTransferBuffer | ||
363 | * \sa SDL_UnmapGPUTransferBuffer | ||
364 | * \sa SDL_UploadToGPUBuffer | ||
365 | * \sa SDL_UploadToGPUTexture | ||
366 | * \sa SDL_DownloadFromGPUBuffer | ||
367 | * \sa SDL_DownloadFromGPUTexture | ||
368 | * \sa SDL_ReleaseGPUTransferBuffer | ||
369 | */ | ||
370 | typedef struct SDL_GPUTransferBuffer SDL_GPUTransferBuffer; | ||
371 | |||
372 | /** | ||
373 | * An opaque handle representing a texture. | ||
374 | * | ||
375 | * \since This struct is available since SDL 3.2.0. | ||
376 | * | ||
377 | * \sa SDL_CreateGPUTexture | ||
378 | * \sa SDL_UploadToGPUTexture | ||
379 | * \sa SDL_DownloadFromGPUTexture | ||
380 | * \sa SDL_CopyGPUTextureToTexture | ||
381 | * \sa SDL_BindGPUVertexSamplers | ||
382 | * \sa SDL_BindGPUVertexStorageTextures | ||
383 | * \sa SDL_BindGPUFragmentSamplers | ||
384 | * \sa SDL_BindGPUFragmentStorageTextures | ||
385 | * \sa SDL_BindGPUComputeStorageTextures | ||
386 | * \sa SDL_GenerateMipmapsForGPUTexture | ||
387 | * \sa SDL_BlitGPUTexture | ||
388 | * \sa SDL_ReleaseGPUTexture | ||
389 | */ | ||
390 | typedef struct SDL_GPUTexture SDL_GPUTexture; | ||
391 | |||
392 | /** | ||
393 | * An opaque handle representing a sampler. | ||
394 | * | ||
395 | * \since This struct is available since SDL 3.2.0. | ||
396 | * | ||
397 | * \sa SDL_CreateGPUSampler | ||
398 | * \sa SDL_BindGPUVertexSamplers | ||
399 | * \sa SDL_BindGPUFragmentSamplers | ||
400 | * \sa SDL_ReleaseGPUSampler | ||
401 | */ | ||
402 | typedef struct SDL_GPUSampler SDL_GPUSampler; | ||
403 | |||
404 | /** | ||
405 | * An opaque handle representing a compiled shader object. | ||
406 | * | ||
407 | * \since This struct is available since SDL 3.2.0. | ||
408 | * | ||
409 | * \sa SDL_CreateGPUShader | ||
410 | * \sa SDL_CreateGPUGraphicsPipeline | ||
411 | * \sa SDL_ReleaseGPUShader | ||
412 | */ | ||
413 | typedef struct SDL_GPUShader SDL_GPUShader; | ||
414 | |||
415 | /** | ||
416 | * An opaque handle representing a compute pipeline. | ||
417 | * | ||
418 | * Used during compute passes. | ||
419 | * | ||
420 | * \since This struct is available since SDL 3.2.0. | ||
421 | * | ||
422 | * \sa SDL_CreateGPUComputePipeline | ||
423 | * \sa SDL_BindGPUComputePipeline | ||
424 | * \sa SDL_ReleaseGPUComputePipeline | ||
425 | */ | ||
426 | typedef struct SDL_GPUComputePipeline SDL_GPUComputePipeline; | ||
427 | |||
428 | /** | ||
429 | * An opaque handle representing a graphics pipeline. | ||
430 | * | ||
431 | * Used during render passes. | ||
432 | * | ||
433 | * \since This struct is available since SDL 3.2.0. | ||
434 | * | ||
435 | * \sa SDL_CreateGPUGraphicsPipeline | ||
436 | * \sa SDL_BindGPUGraphicsPipeline | ||
437 | * \sa SDL_ReleaseGPUGraphicsPipeline | ||
438 | */ | ||
439 | typedef struct SDL_GPUGraphicsPipeline SDL_GPUGraphicsPipeline; | ||
440 | |||
441 | /** | ||
442 | * An opaque handle representing a command buffer. | ||
443 | * | ||
444 | * Most state is managed via command buffers. When setting state using a | ||
445 | * command buffer, that state is local to the command buffer. | ||
446 | * | ||
447 | * Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is | ||
448 | * called. Once the command buffer is submitted, it is no longer valid to use | ||
449 | * it. | ||
450 | * | ||
451 | * Command buffers are executed in submission order. If you submit command | ||
452 | * buffer A and then command buffer B all commands in A will begin executing | ||
453 | * before any command in B begins executing. | ||
454 | * | ||
455 | * In multi-threading scenarios, you should only access a command buffer on | ||
456 | * the thread you acquired it from. | ||
457 | * | ||
458 | * \since This struct is available since SDL 3.2.0. | ||
459 | * | ||
460 | * \sa SDL_AcquireGPUCommandBuffer | ||
461 | * \sa SDL_SubmitGPUCommandBuffer | ||
462 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence | ||
463 | */ | ||
464 | typedef struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer; | ||
465 | |||
466 | /** | ||
467 | * An opaque handle representing a render pass. | ||
468 | * | ||
469 | * This handle is transient and should not be held or referenced after | ||
470 | * SDL_EndGPURenderPass is called. | ||
471 | * | ||
472 | * \since This struct is available since SDL 3.2.0. | ||
473 | * | ||
474 | * \sa SDL_BeginGPURenderPass | ||
475 | * \sa SDL_EndGPURenderPass | ||
476 | */ | ||
477 | typedef struct SDL_GPURenderPass SDL_GPURenderPass; | ||
478 | |||
479 | /** | ||
480 | * An opaque handle representing a compute pass. | ||
481 | * | ||
482 | * This handle is transient and should not be held or referenced after | ||
483 | * SDL_EndGPUComputePass is called. | ||
484 | * | ||
485 | * \since This struct is available since SDL 3.2.0. | ||
486 | * | ||
487 | * \sa SDL_BeginGPUComputePass | ||
488 | * \sa SDL_EndGPUComputePass | ||
489 | */ | ||
490 | typedef struct SDL_GPUComputePass SDL_GPUComputePass; | ||
491 | |||
492 | /** | ||
493 | * An opaque handle representing a copy pass. | ||
494 | * | ||
495 | * This handle is transient and should not be held or referenced after | ||
496 | * SDL_EndGPUCopyPass is called. | ||
497 | * | ||
498 | * \since This struct is available since SDL 3.2.0. | ||
499 | * | ||
500 | * \sa SDL_BeginGPUCopyPass | ||
501 | * \sa SDL_EndGPUCopyPass | ||
502 | */ | ||
503 | typedef struct SDL_GPUCopyPass SDL_GPUCopyPass; | ||
504 | |||
505 | /** | ||
506 | * An opaque handle representing a fence. | ||
507 | * | ||
508 | * \since This struct is available since SDL 3.2.0. | ||
509 | * | ||
510 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence | ||
511 | * \sa SDL_QueryGPUFence | ||
512 | * \sa SDL_WaitForGPUFences | ||
513 | * \sa SDL_ReleaseGPUFence | ||
514 | */ | ||
515 | typedef struct SDL_GPUFence SDL_GPUFence; | ||
516 | |||
517 | /** | ||
518 | * Specifies the primitive topology of a graphics pipeline. | ||
519 | * | ||
520 | * If you are using POINTLIST you must include a point size output in the | ||
521 | * vertex shader. | ||
522 | * | ||
523 | * - For HLSL compiling to SPIRV you must decorate a float output with | ||
524 | * [[vk::builtin("PointSize")]]. | ||
525 | * - For GLSL you must set the gl_PointSize builtin. | ||
526 | * - For MSL you must include a float output with the [[point_size]] | ||
527 | * decorator. | ||
528 | * | ||
529 | * Note that sized point topology is totally unsupported on D3D12. Any size | ||
530 | * other than 1 will be ignored. In general, you should avoid using point | ||
531 | * topology for both compatibility and performance reasons. You WILL regret | ||
532 | * using it. | ||
533 | * | ||
534 | * \since This enum is available since SDL 3.2.0. | ||
535 | * | ||
536 | * \sa SDL_CreateGPUGraphicsPipeline | ||
537 | */ | ||
538 | typedef enum SDL_GPUPrimitiveType | ||
539 | { | ||
540 | SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, /**< A series of separate triangles. */ | ||
541 | SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP, /**< A series of connected triangles. */ | ||
542 | SDL_GPU_PRIMITIVETYPE_LINELIST, /**< A series of separate lines. */ | ||
543 | SDL_GPU_PRIMITIVETYPE_LINESTRIP, /**< A series of connected lines. */ | ||
544 | SDL_GPU_PRIMITIVETYPE_POINTLIST /**< A series of separate points. */ | ||
545 | } SDL_GPUPrimitiveType; | ||
546 | |||
547 | /** | ||
548 | * Specifies how the contents of a texture attached to a render pass are | ||
549 | * treated at the beginning of the render pass. | ||
550 | * | ||
551 | * \since This enum is available since SDL 3.2.0. | ||
552 | * | ||
553 | * \sa SDL_BeginGPURenderPass | ||
554 | */ | ||
555 | typedef enum SDL_GPULoadOp | ||
556 | { | ||
557 | SDL_GPU_LOADOP_LOAD, /**< The previous contents of the texture will be preserved. */ | ||
558 | SDL_GPU_LOADOP_CLEAR, /**< The contents of the texture will be cleared to a color. */ | ||
559 | SDL_GPU_LOADOP_DONT_CARE /**< The previous contents of the texture need not be preserved. The contents will be undefined. */ | ||
560 | } SDL_GPULoadOp; | ||
561 | |||
562 | /** | ||
563 | * Specifies how the contents of a texture attached to a render pass are | ||
564 | * treated at the end of the render pass. | ||
565 | * | ||
566 | * \since This enum is available since SDL 3.2.0. | ||
567 | * | ||
568 | * \sa SDL_BeginGPURenderPass | ||
569 | */ | ||
570 | typedef enum SDL_GPUStoreOp | ||
571 | { | ||
572 | SDL_GPU_STOREOP_STORE, /**< The contents generated during the render pass will be written to memory. */ | ||
573 | SDL_GPU_STOREOP_DONT_CARE, /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */ | ||
574 | 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. */ | ||
575 | 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. */ | ||
576 | } SDL_GPUStoreOp; | ||
577 | |||
578 | /** | ||
579 | * Specifies the size of elements in an index buffer. | ||
580 | * | ||
581 | * \since This enum is available since SDL 3.2.0. | ||
582 | * | ||
583 | * \sa SDL_CreateGPUGraphicsPipeline | ||
584 | */ | ||
585 | typedef enum SDL_GPUIndexElementSize | ||
586 | { | ||
587 | SDL_GPU_INDEXELEMENTSIZE_16BIT, /**< The index elements are 16-bit. */ | ||
588 | SDL_GPU_INDEXELEMENTSIZE_32BIT /**< The index elements are 32-bit. */ | ||
589 | } SDL_GPUIndexElementSize; | ||
590 | |||
591 | /** | ||
592 | * Specifies the pixel format of a texture. | ||
593 | * | ||
594 | * Texture format support varies depending on driver, hardware, and usage | ||
595 | * flags. In general, you should use SDL_GPUTextureSupportsFormat to query if | ||
596 | * a format is supported before using it. However, there are a few guaranteed | ||
597 | * formats. | ||
598 | * | ||
599 | * FIXME: Check universal support for 32-bit component formats FIXME: Check | ||
600 | * universal support for SIMULTANEOUS_READ_WRITE | ||
601 | * | ||
602 | * For SAMPLER usage, the following formats are universally supported: | ||
603 | * | ||
604 | * - R8G8B8A8_UNORM | ||
605 | * - B8G8R8A8_UNORM | ||
606 | * - R8_UNORM | ||
607 | * - R8_SNORM | ||
608 | * - R8G8_UNORM | ||
609 | * - R8G8_SNORM | ||
610 | * - R8G8B8A8_SNORM | ||
611 | * - R16_FLOAT | ||
612 | * - R16G16_FLOAT | ||
613 | * - R16G16B16A16_FLOAT | ||
614 | * - R32_FLOAT | ||
615 | * - R32G32_FLOAT | ||
616 | * - R32G32B32A32_FLOAT | ||
617 | * - R11G11B10_UFLOAT | ||
618 | * - R8G8B8A8_UNORM_SRGB | ||
619 | * - B8G8R8A8_UNORM_SRGB | ||
620 | * - D16_UNORM | ||
621 | * | ||
622 | * For COLOR_TARGET usage, the following formats are universally supported: | ||
623 | * | ||
624 | * - R8G8B8A8_UNORM | ||
625 | * - B8G8R8A8_UNORM | ||
626 | * - R8_UNORM | ||
627 | * - R16_FLOAT | ||
628 | * - R16G16_FLOAT | ||
629 | * - R16G16B16A16_FLOAT | ||
630 | * - R32_FLOAT | ||
631 | * - R32G32_FLOAT | ||
632 | * - R32G32B32A32_FLOAT | ||
633 | * - R8_UINT | ||
634 | * - R8G8_UINT | ||
635 | * - R8G8B8A8_UINT | ||
636 | * - R16_UINT | ||
637 | * - R16G16_UINT | ||
638 | * - R16G16B16A16_UINT | ||
639 | * - R8_INT | ||
640 | * - R8G8_INT | ||
641 | * - R8G8B8A8_INT | ||
642 | * - R16_INT | ||
643 | * - R16G16_INT | ||
644 | * - R16G16B16A16_INT | ||
645 | * - R8G8B8A8_UNORM_SRGB | ||
646 | * - B8G8R8A8_UNORM_SRGB | ||
647 | * | ||
648 | * For STORAGE usages, the following formats are universally supported: | ||
649 | * | ||
650 | * - R8G8B8A8_UNORM | ||
651 | * - R8G8B8A8_SNORM | ||
652 | * - R16G16B16A16_FLOAT | ||
653 | * - R32_FLOAT | ||
654 | * - R32G32_FLOAT | ||
655 | * - R32G32B32A32_FLOAT | ||
656 | * - R8G8B8A8_UINT | ||
657 | * - R16G16B16A16_UINT | ||
658 | * - R8G8B8A8_INT | ||
659 | * - R16G16B16A16_INT | ||
660 | * | ||
661 | * For DEPTH_STENCIL_TARGET usage, the following formats are universally | ||
662 | * supported: | ||
663 | * | ||
664 | * - D16_UNORM | ||
665 | * - Either (but not necessarily both!) D24_UNORM or D32_FLOAT | ||
666 | * - Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_FLOAT_S8_UINT | ||
667 | * | ||
668 | * Unless D16_UNORM is sufficient for your purposes, always check which of | ||
669 | * D24/D32 is supported before creating a depth-stencil texture! | ||
670 | * | ||
671 | * \since This enum is available since SDL 3.2.0. | ||
672 | * | ||
673 | * \sa SDL_CreateGPUTexture | ||
674 | * \sa SDL_GPUTextureSupportsFormat | ||
675 | */ | ||
676 | typedef enum SDL_GPUTextureFormat | ||
677 | { | ||
678 | SDL_GPU_TEXTUREFORMAT_INVALID, | ||
679 | |||
680 | /* Unsigned Normalized Float Color Formats */ | ||
681 | SDL_GPU_TEXTUREFORMAT_A8_UNORM, | ||
682 | SDL_GPU_TEXTUREFORMAT_R8_UNORM, | ||
683 | SDL_GPU_TEXTUREFORMAT_R8G8_UNORM, | ||
684 | SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, | ||
685 | SDL_GPU_TEXTUREFORMAT_R16_UNORM, | ||
686 | SDL_GPU_TEXTUREFORMAT_R16G16_UNORM, | ||
687 | SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM, | ||
688 | SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM, | ||
689 | SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM, | ||
690 | SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM, | ||
691 | SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM, | ||
692 | SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM, | ||
693 | /* Compressed Unsigned Normalized Float Color Formats */ | ||
694 | SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM, | ||
695 | SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM, | ||
696 | SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM, | ||
697 | SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM, | ||
698 | SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM, | ||
699 | SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM, | ||
700 | /* Compressed Signed Float Color Formats */ | ||
701 | SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT, | ||
702 | /* Compressed Unsigned Float Color Formats */ | ||
703 | SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT, | ||
704 | /* Signed Normalized Float Color Formats */ | ||
705 | SDL_GPU_TEXTUREFORMAT_R8_SNORM, | ||
706 | SDL_GPU_TEXTUREFORMAT_R8G8_SNORM, | ||
707 | SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM, | ||
708 | SDL_GPU_TEXTUREFORMAT_R16_SNORM, | ||
709 | SDL_GPU_TEXTUREFORMAT_R16G16_SNORM, | ||
710 | SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM, | ||
711 | /* Signed Float Color Formats */ | ||
712 | SDL_GPU_TEXTUREFORMAT_R16_FLOAT, | ||
713 | SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT, | ||
714 | SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT, | ||
715 | SDL_GPU_TEXTUREFORMAT_R32_FLOAT, | ||
716 | SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT, | ||
717 | SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT, | ||
718 | /* Unsigned Float Color Formats */ | ||
719 | SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT, | ||
720 | /* Unsigned Integer Color Formats */ | ||
721 | SDL_GPU_TEXTUREFORMAT_R8_UINT, | ||
722 | SDL_GPU_TEXTUREFORMAT_R8G8_UINT, | ||
723 | SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT, | ||
724 | SDL_GPU_TEXTUREFORMAT_R16_UINT, | ||
725 | SDL_GPU_TEXTUREFORMAT_R16G16_UINT, | ||
726 | SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT, | ||
727 | SDL_GPU_TEXTUREFORMAT_R32_UINT, | ||
728 | SDL_GPU_TEXTUREFORMAT_R32G32_UINT, | ||
729 | SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT, | ||
730 | /* Signed Integer Color Formats */ | ||
731 | SDL_GPU_TEXTUREFORMAT_R8_INT, | ||
732 | SDL_GPU_TEXTUREFORMAT_R8G8_INT, | ||
733 | SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT, | ||
734 | SDL_GPU_TEXTUREFORMAT_R16_INT, | ||
735 | SDL_GPU_TEXTUREFORMAT_R16G16_INT, | ||
736 | SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT, | ||
737 | SDL_GPU_TEXTUREFORMAT_R32_INT, | ||
738 | SDL_GPU_TEXTUREFORMAT_R32G32_INT, | ||
739 | SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT, | ||
740 | /* SRGB Unsigned Normalized Color Formats */ | ||
741 | SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB, | ||
742 | SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB, | ||
743 | /* Compressed SRGB Unsigned Normalized Color Formats */ | ||
744 | SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB, | ||
745 | SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB, | ||
746 | SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB, | ||
747 | SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB, | ||
748 | /* Depth Formats */ | ||
749 | SDL_GPU_TEXTUREFORMAT_D16_UNORM, | ||
750 | SDL_GPU_TEXTUREFORMAT_D24_UNORM, | ||
751 | SDL_GPU_TEXTUREFORMAT_D32_FLOAT, | ||
752 | SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT, | ||
753 | SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT, | ||
754 | /* Compressed ASTC Normalized Float Color Formats*/ | ||
755 | SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM, | ||
756 | SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM, | ||
757 | SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM, | ||
758 | SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM, | ||
759 | SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM, | ||
760 | SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM, | ||
761 | SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM, | ||
762 | SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM, | ||
763 | SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM, | ||
764 | SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM, | ||
765 | SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM, | ||
766 | SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM, | ||
767 | SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM, | ||
768 | SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM, | ||
769 | /* Compressed SRGB ASTC Normalized Float Color Formats*/ | ||
770 | SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM_SRGB, | ||
771 | SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM_SRGB, | ||
772 | SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM_SRGB, | ||
773 | SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM_SRGB, | ||
774 | SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM_SRGB, | ||
775 | SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM_SRGB, | ||
776 | SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM_SRGB, | ||
777 | SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM_SRGB, | ||
778 | SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM_SRGB, | ||
779 | SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM_SRGB, | ||
780 | SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM_SRGB, | ||
781 | SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM_SRGB, | ||
782 | SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM_SRGB, | ||
783 | SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM_SRGB, | ||
784 | /* Compressed ASTC Signed Float Color Formats*/ | ||
785 | SDL_GPU_TEXTUREFORMAT_ASTC_4x4_FLOAT, | ||
786 | SDL_GPU_TEXTUREFORMAT_ASTC_5x4_FLOAT, | ||
787 | SDL_GPU_TEXTUREFORMAT_ASTC_5x5_FLOAT, | ||
788 | SDL_GPU_TEXTUREFORMAT_ASTC_6x5_FLOAT, | ||
789 | SDL_GPU_TEXTUREFORMAT_ASTC_6x6_FLOAT, | ||
790 | SDL_GPU_TEXTUREFORMAT_ASTC_8x5_FLOAT, | ||
791 | SDL_GPU_TEXTUREFORMAT_ASTC_8x6_FLOAT, | ||
792 | SDL_GPU_TEXTUREFORMAT_ASTC_8x8_FLOAT, | ||
793 | SDL_GPU_TEXTUREFORMAT_ASTC_10x5_FLOAT, | ||
794 | SDL_GPU_TEXTUREFORMAT_ASTC_10x6_FLOAT, | ||
795 | SDL_GPU_TEXTUREFORMAT_ASTC_10x8_FLOAT, | ||
796 | SDL_GPU_TEXTUREFORMAT_ASTC_10x10_FLOAT, | ||
797 | SDL_GPU_TEXTUREFORMAT_ASTC_12x10_FLOAT, | ||
798 | SDL_GPU_TEXTUREFORMAT_ASTC_12x12_FLOAT | ||
799 | } SDL_GPUTextureFormat; | ||
800 | |||
801 | /** | ||
802 | * Specifies how a texture is intended to be used by the client. | ||
803 | * | ||
804 | * A texture must have at least one usage flag. Note that some usage flag | ||
805 | * combinations are invalid. | ||
806 | * | ||
807 | * With regards to compute storage usage, READ | WRITE means that you can have | ||
808 | * shader A that only writes into the texture and shader B that only reads | ||
809 | * from the texture and bind the same texture to either shader respectively. | ||
810 | * SIMULTANEOUS means that you can do reads and writes within the same shader | ||
811 | * or compute pass. It also implies that atomic ops can be used, since those | ||
812 | * are read-modify-write operations. If you use SIMULTANEOUS, you are | ||
813 | * responsible for avoiding data races, as there is no data synchronization | ||
814 | * within a compute pass. Note that SIMULTANEOUS usage is only supported by a | ||
815 | * limited number of texture formats. | ||
816 | * | ||
817 | * \since This datatype is available since SDL 3.2.0. | ||
818 | * | ||
819 | * \sa SDL_CreateGPUTexture | ||
820 | */ | ||
821 | typedef Uint32 SDL_GPUTextureUsageFlags; | ||
822 | |||
823 | #define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< Texture supports sampling. */ | ||
824 | #define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< Texture is a color render target. */ | ||
825 | #define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< Texture is a depth stencil target. */ | ||
826 | #define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Texture supports storage reads in graphics stages. */ | ||
827 | #define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Texture supports storage reads in the compute stage. */ | ||
828 | #define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Texture supports storage writes in the compute stage. */ | ||
829 | #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. */ | ||
830 | |||
831 | /** | ||
832 | * Specifies the type of a texture. | ||
833 | * | ||
834 | * \since This enum is available since SDL 3.2.0. | ||
835 | * | ||
836 | * \sa SDL_CreateGPUTexture | ||
837 | */ | ||
838 | typedef enum SDL_GPUTextureType | ||
839 | { | ||
840 | SDL_GPU_TEXTURETYPE_2D, /**< The texture is a 2-dimensional image. */ | ||
841 | SDL_GPU_TEXTURETYPE_2D_ARRAY, /**< The texture is a 2-dimensional array image. */ | ||
842 | SDL_GPU_TEXTURETYPE_3D, /**< The texture is a 3-dimensional image. */ | ||
843 | SDL_GPU_TEXTURETYPE_CUBE, /**< The texture is a cube image. */ | ||
844 | SDL_GPU_TEXTURETYPE_CUBE_ARRAY /**< The texture is a cube array image. */ | ||
845 | } SDL_GPUTextureType; | ||
846 | |||
847 | /** | ||
848 | * Specifies the sample count of a texture. | ||
849 | * | ||
850 | * Used in multisampling. Note that this value only applies when the texture | ||
851 | * is used as a render target. | ||
852 | * | ||
853 | * \since This enum is available since SDL 3.2.0. | ||
854 | * | ||
855 | * \sa SDL_CreateGPUTexture | ||
856 | * \sa SDL_GPUTextureSupportsSampleCount | ||
857 | */ | ||
858 | typedef enum SDL_GPUSampleCount | ||
859 | { | ||
860 | SDL_GPU_SAMPLECOUNT_1, /**< No multisampling. */ | ||
861 | SDL_GPU_SAMPLECOUNT_2, /**< MSAA 2x */ | ||
862 | SDL_GPU_SAMPLECOUNT_4, /**< MSAA 4x */ | ||
863 | SDL_GPU_SAMPLECOUNT_8 /**< MSAA 8x */ | ||
864 | } SDL_GPUSampleCount; | ||
865 | |||
866 | |||
867 | /** | ||
868 | * Specifies the face of a cube map. | ||
869 | * | ||
870 | * Can be passed in as the layer field in texture-related structs. | ||
871 | * | ||
872 | * \since This enum is available since SDL 3.2.0. | ||
873 | */ | ||
874 | typedef enum SDL_GPUCubeMapFace | ||
875 | { | ||
876 | SDL_GPU_CUBEMAPFACE_POSITIVEX, | ||
877 | SDL_GPU_CUBEMAPFACE_NEGATIVEX, | ||
878 | SDL_GPU_CUBEMAPFACE_POSITIVEY, | ||
879 | SDL_GPU_CUBEMAPFACE_NEGATIVEY, | ||
880 | SDL_GPU_CUBEMAPFACE_POSITIVEZ, | ||
881 | SDL_GPU_CUBEMAPFACE_NEGATIVEZ | ||
882 | } SDL_GPUCubeMapFace; | ||
883 | |||
884 | /** | ||
885 | * Specifies how a buffer is intended to be used by the client. | ||
886 | * | ||
887 | * A buffer must have at least one usage flag. Note that some usage flag | ||
888 | * combinations are invalid. | ||
889 | * | ||
890 | * Unlike textures, READ | WRITE can be used for simultaneous read-write | ||
891 | * usage. The same data synchronization concerns as textures apply. | ||
892 | * | ||
893 | * If you use a STORAGE flag, the data in the buffer must respect std140 | ||
894 | * layout conventions. In practical terms this means you must ensure that vec3 | ||
895 | * and vec4 fields are 16-byte aligned. | ||
896 | * | ||
897 | * \since This datatype is available since SDL 3.2.0. | ||
898 | * | ||
899 | * \sa SDL_CreateGPUBuffer | ||
900 | */ | ||
901 | typedef Uint32 SDL_GPUBufferUsageFlags; | ||
902 | |||
903 | #define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< Buffer is a vertex buffer. */ | ||
904 | #define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< Buffer is an index buffer. */ | ||
905 | #define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< Buffer is an indirect buffer. */ | ||
906 | #define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Buffer supports storage reads in graphics stages. */ | ||
907 | #define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Buffer supports storage reads in the compute stage. */ | ||
908 | #define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Buffer supports storage writes in the compute stage. */ | ||
909 | |||
910 | /** | ||
911 | * Specifies how a transfer buffer is intended to be used by the client. | ||
912 | * | ||
913 | * Note that mapping and copying FROM an upload transfer buffer or TO a | ||
914 | * download transfer buffer is undefined behavior. | ||
915 | * | ||
916 | * \since This enum is available since SDL 3.2.0. | ||
917 | * | ||
918 | * \sa SDL_CreateGPUTransferBuffer | ||
919 | */ | ||
920 | typedef enum SDL_GPUTransferBufferUsage | ||
921 | { | ||
922 | SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD, | ||
923 | SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD | ||
924 | } SDL_GPUTransferBufferUsage; | ||
925 | |||
926 | /** | ||
927 | * Specifies which stage a shader program corresponds to. | ||
928 | * | ||
929 | * \since This enum is available since SDL 3.2.0. | ||
930 | * | ||
931 | * \sa SDL_CreateGPUShader | ||
932 | */ | ||
933 | typedef enum SDL_GPUShaderStage | ||
934 | { | ||
935 | SDL_GPU_SHADERSTAGE_VERTEX, | ||
936 | SDL_GPU_SHADERSTAGE_FRAGMENT | ||
937 | } SDL_GPUShaderStage; | ||
938 | |||
939 | /** | ||
940 | * Specifies the format of shader code. | ||
941 | * | ||
942 | * Each format corresponds to a specific backend that accepts it. | ||
943 | * | ||
944 | * \since This datatype is available since SDL 3.2.0. | ||
945 | * | ||
946 | * \sa SDL_CreateGPUShader | ||
947 | */ | ||
948 | typedef Uint32 SDL_GPUShaderFormat; | ||
949 | |||
950 | #define SDL_GPU_SHADERFORMAT_INVALID 0 | ||
951 | #define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */ | ||
952 | #define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */ | ||
953 | #define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */ | ||
954 | #define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */ | ||
955 | #define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */ | ||
956 | #define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */ | ||
957 | |||
958 | /** | ||
959 | * Specifies the format of a vertex attribute. | ||
960 | * | ||
961 | * \since This enum is available since SDL 3.2.0. | ||
962 | * | ||
963 | * \sa SDL_CreateGPUGraphicsPipeline | ||
964 | */ | ||
965 | typedef enum SDL_GPUVertexElementFormat | ||
966 | { | ||
967 | SDL_GPU_VERTEXELEMENTFORMAT_INVALID, | ||
968 | |||
969 | /* 32-bit Signed Integers */ | ||
970 | SDL_GPU_VERTEXELEMENTFORMAT_INT, | ||
971 | SDL_GPU_VERTEXELEMENTFORMAT_INT2, | ||
972 | SDL_GPU_VERTEXELEMENTFORMAT_INT3, | ||
973 | SDL_GPU_VERTEXELEMENTFORMAT_INT4, | ||
974 | |||
975 | /* 32-bit Unsigned Integers */ | ||
976 | SDL_GPU_VERTEXELEMENTFORMAT_UINT, | ||
977 | SDL_GPU_VERTEXELEMENTFORMAT_UINT2, | ||
978 | SDL_GPU_VERTEXELEMENTFORMAT_UINT3, | ||
979 | SDL_GPU_VERTEXELEMENTFORMAT_UINT4, | ||
980 | |||
981 | /* 32-bit Floats */ | ||
982 | SDL_GPU_VERTEXELEMENTFORMAT_FLOAT, | ||
983 | SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, | ||
984 | SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, | ||
985 | SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4, | ||
986 | |||
987 | /* 8-bit Signed Integers */ | ||
988 | SDL_GPU_VERTEXELEMENTFORMAT_BYTE2, | ||
989 | SDL_GPU_VERTEXELEMENTFORMAT_BYTE4, | ||
990 | |||
991 | /* 8-bit Unsigned Integers */ | ||
992 | SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2, | ||
993 | SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4, | ||
994 | |||
995 | /* 8-bit Signed Normalized */ | ||
996 | SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM, | ||
997 | SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM, | ||
998 | |||
999 | /* 8-bit Unsigned Normalized */ | ||
1000 | SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM, | ||
1001 | SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM, | ||
1002 | |||
1003 | /* 16-bit Signed Integers */ | ||
1004 | SDL_GPU_VERTEXELEMENTFORMAT_SHORT2, | ||
1005 | SDL_GPU_VERTEXELEMENTFORMAT_SHORT4, | ||
1006 | |||
1007 | /* 16-bit Unsigned Integers */ | ||
1008 | SDL_GPU_VERTEXELEMENTFORMAT_USHORT2, | ||
1009 | SDL_GPU_VERTEXELEMENTFORMAT_USHORT4, | ||
1010 | |||
1011 | /* 16-bit Signed Normalized */ | ||
1012 | SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM, | ||
1013 | SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM, | ||
1014 | |||
1015 | /* 16-bit Unsigned Normalized */ | ||
1016 | SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM, | ||
1017 | SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM, | ||
1018 | |||
1019 | /* 16-bit Floats */ | ||
1020 | SDL_GPU_VERTEXELEMENTFORMAT_HALF2, | ||
1021 | SDL_GPU_VERTEXELEMENTFORMAT_HALF4 | ||
1022 | } SDL_GPUVertexElementFormat; | ||
1023 | |||
1024 | /** | ||
1025 | * Specifies the rate at which vertex attributes are pulled from buffers. | ||
1026 | * | ||
1027 | * \since This enum is available since SDL 3.2.0. | ||
1028 | * | ||
1029 | * \sa SDL_CreateGPUGraphicsPipeline | ||
1030 | */ | ||
1031 | typedef enum SDL_GPUVertexInputRate | ||
1032 | { | ||
1033 | SDL_GPU_VERTEXINPUTRATE_VERTEX, /**< Attribute addressing is a function of the vertex index. */ | ||
1034 | SDL_GPU_VERTEXINPUTRATE_INSTANCE /**< Attribute addressing is a function of the instance index. */ | ||
1035 | } SDL_GPUVertexInputRate; | ||
1036 | |||
1037 | /** | ||
1038 | * Specifies the fill mode of the graphics pipeline. | ||
1039 | * | ||
1040 | * \since This enum is available since SDL 3.2.0. | ||
1041 | * | ||
1042 | * \sa SDL_CreateGPUGraphicsPipeline | ||
1043 | */ | ||
1044 | typedef enum SDL_GPUFillMode | ||
1045 | { | ||
1046 | SDL_GPU_FILLMODE_FILL, /**< Polygons will be rendered via rasterization. */ | ||
1047 | SDL_GPU_FILLMODE_LINE /**< Polygon edges will be drawn as line segments. */ | ||
1048 | } SDL_GPUFillMode; | ||
1049 | |||
1050 | /** | ||
1051 | * Specifies the facing direction in which triangle faces will be culled. | ||
1052 | * | ||
1053 | * \since This enum is available since SDL 3.2.0. | ||
1054 | * | ||
1055 | * \sa SDL_CreateGPUGraphicsPipeline | ||
1056 | */ | ||
1057 | typedef enum SDL_GPUCullMode | ||
1058 | { | ||
1059 | SDL_GPU_CULLMODE_NONE, /**< No triangles are culled. */ | ||
1060 | SDL_GPU_CULLMODE_FRONT, /**< Front-facing triangles are culled. */ | ||
1061 | SDL_GPU_CULLMODE_BACK /**< Back-facing triangles are culled. */ | ||
1062 | } SDL_GPUCullMode; | ||
1063 | |||
1064 | /** | ||
1065 | * Specifies the vertex winding that will cause a triangle to be determined to | ||
1066 | * be front-facing. | ||
1067 | * | ||
1068 | * \since This enum is available since SDL 3.2.0. | ||
1069 | * | ||
1070 | * \sa SDL_CreateGPUGraphicsPipeline | ||
1071 | */ | ||
1072 | typedef enum SDL_GPUFrontFace | ||
1073 | { | ||
1074 | SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE, /**< A triangle with counter-clockwise vertex winding will be considered front-facing. */ | ||
1075 | SDL_GPU_FRONTFACE_CLOCKWISE /**< A triangle with clockwise vertex winding will be considered front-facing. */ | ||
1076 | } SDL_GPUFrontFace; | ||
1077 | |||
1078 | /** | ||
1079 | * Specifies a comparison operator for depth, stencil and sampler operations. | ||
1080 | * | ||
1081 | * \since This enum is available since SDL 3.2.0. | ||
1082 | * | ||
1083 | * \sa SDL_CreateGPUGraphicsPipeline | ||
1084 | */ | ||
1085 | typedef enum SDL_GPUCompareOp | ||
1086 | { | ||
1087 | SDL_GPU_COMPAREOP_INVALID, | ||
1088 | SDL_GPU_COMPAREOP_NEVER, /**< The comparison always evaluates false. */ | ||
1089 | SDL_GPU_COMPAREOP_LESS, /**< The comparison evaluates reference < test. */ | ||
1090 | SDL_GPU_COMPAREOP_EQUAL, /**< The comparison evaluates reference == test. */ | ||
1091 | SDL_GPU_COMPAREOP_LESS_OR_EQUAL, /**< The comparison evaluates reference <= test. */ | ||
1092 | SDL_GPU_COMPAREOP_GREATER, /**< The comparison evaluates reference > test. */ | ||
1093 | SDL_GPU_COMPAREOP_NOT_EQUAL, /**< The comparison evaluates reference != test. */ | ||
1094 | SDL_GPU_COMPAREOP_GREATER_OR_EQUAL, /**< The comparison evalutes reference >= test. */ | ||
1095 | SDL_GPU_COMPAREOP_ALWAYS /**< The comparison always evaluates true. */ | ||
1096 | } SDL_GPUCompareOp; | ||
1097 | |||
1098 | /** | ||
1099 | * Specifies what happens to a stored stencil value if stencil tests fail or | ||
1100 | * pass. | ||
1101 | * | ||
1102 | * \since This enum is available since SDL 3.2.0. | ||
1103 | * | ||
1104 | * \sa SDL_CreateGPUGraphicsPipeline | ||
1105 | */ | ||
1106 | typedef enum SDL_GPUStencilOp | ||
1107 | { | ||
1108 | SDL_GPU_STENCILOP_INVALID, | ||
1109 | SDL_GPU_STENCILOP_KEEP, /**< Keeps the current value. */ | ||
1110 | SDL_GPU_STENCILOP_ZERO, /**< Sets the value to 0. */ | ||
1111 | SDL_GPU_STENCILOP_REPLACE, /**< Sets the value to reference. */ | ||
1112 | SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP, /**< Increments the current value and clamps to the maximum value. */ | ||
1113 | SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP, /**< Decrements the current value and clamps to 0. */ | ||
1114 | SDL_GPU_STENCILOP_INVERT, /**< Bitwise-inverts the current value. */ | ||
1115 | SDL_GPU_STENCILOP_INCREMENT_AND_WRAP, /**< Increments the current value and wraps back to 0. */ | ||
1116 | SDL_GPU_STENCILOP_DECREMENT_AND_WRAP /**< Decrements the current value and wraps to the maximum value. */ | ||
1117 | } SDL_GPUStencilOp; | ||
1118 | |||
1119 | /** | ||
1120 | * Specifies the operator to be used when pixels in a render target are | ||
1121 | * blended with existing pixels in the texture. | ||
1122 | * | ||
1123 | * The source color is the value written by the fragment shader. The | ||
1124 | * destination color is the value currently existing in the texture. | ||
1125 | * | ||
1126 | * \since This enum is available since SDL 3.2.0. | ||
1127 | * | ||
1128 | * \sa SDL_CreateGPUGraphicsPipeline | ||
1129 | */ | ||
1130 | typedef enum SDL_GPUBlendOp | ||
1131 | { | ||
1132 | SDL_GPU_BLENDOP_INVALID, | ||
1133 | SDL_GPU_BLENDOP_ADD, /**< (source * source_factor) + (destination * destination_factor) */ | ||
1134 | SDL_GPU_BLENDOP_SUBTRACT, /**< (source * source_factor) - (destination * destination_factor) */ | ||
1135 | SDL_GPU_BLENDOP_REVERSE_SUBTRACT, /**< (destination * destination_factor) - (source * source_factor) */ | ||
1136 | SDL_GPU_BLENDOP_MIN, /**< min(source, destination) */ | ||
1137 | SDL_GPU_BLENDOP_MAX /**< max(source, destination) */ | ||
1138 | } SDL_GPUBlendOp; | ||
1139 | |||
1140 | /** | ||
1141 | * Specifies a blending factor to be used when pixels in a render target are | ||
1142 | * blended with existing pixels in the texture. | ||
1143 | * | ||
1144 | * The source color is the value written by the fragment shader. The | ||
1145 | * destination color is the value currently existing in the texture. | ||
1146 | * | ||
1147 | * \since This enum is available since SDL 3.2.0. | ||
1148 | * | ||
1149 | * \sa SDL_CreateGPUGraphicsPipeline | ||
1150 | */ | ||
1151 | typedef enum SDL_GPUBlendFactor | ||
1152 | { | ||
1153 | SDL_GPU_BLENDFACTOR_INVALID, | ||
1154 | SDL_GPU_BLENDFACTOR_ZERO, /**< 0 */ | ||
1155 | SDL_GPU_BLENDFACTOR_ONE, /**< 1 */ | ||
1156 | SDL_GPU_BLENDFACTOR_SRC_COLOR, /**< source color */ | ||
1157 | SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR, /**< 1 - source color */ | ||
1158 | SDL_GPU_BLENDFACTOR_DST_COLOR, /**< destination color */ | ||
1159 | SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR, /**< 1 - destination color */ | ||
1160 | SDL_GPU_BLENDFACTOR_SRC_ALPHA, /**< source alpha */ | ||
1161 | SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, /**< 1 - source alpha */ | ||
1162 | SDL_GPU_BLENDFACTOR_DST_ALPHA, /**< destination alpha */ | ||
1163 | SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA, /**< 1 - destination alpha */ | ||
1164 | SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, /**< blend constant */ | ||
1165 | SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR, /**< 1 - blend constant */ | ||
1166 | SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE /**< min(source alpha, 1 - destination alpha) */ | ||
1167 | } SDL_GPUBlendFactor; | ||
1168 | |||
1169 | /** | ||
1170 | * Specifies which color components are written in a graphics pipeline. | ||
1171 | * | ||
1172 | * \since This datatype is available since SDL 3.2.0. | ||
1173 | * | ||
1174 | * \sa SDL_CreateGPUGraphicsPipeline | ||
1175 | */ | ||
1176 | typedef Uint8 SDL_GPUColorComponentFlags; | ||
1177 | |||
1178 | #define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */ | ||
1179 | #define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */ | ||
1180 | #define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */ | ||
1181 | #define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */ | ||
1182 | |||
1183 | /** | ||
1184 | * Specifies a filter operation used by a sampler. | ||
1185 | * | ||
1186 | * \since This enum is available since SDL 3.2.0. | ||
1187 | * | ||
1188 | * \sa SDL_CreateGPUSampler | ||
1189 | */ | ||
1190 | typedef enum SDL_GPUFilter | ||
1191 | { | ||
1192 | SDL_GPU_FILTER_NEAREST, /**< Point filtering. */ | ||
1193 | SDL_GPU_FILTER_LINEAR /**< Linear filtering. */ | ||
1194 | } SDL_GPUFilter; | ||
1195 | |||
1196 | /** | ||
1197 | * Specifies a mipmap mode used by a sampler. | ||
1198 | * | ||
1199 | * \since This enum is available since SDL 3.2.0. | ||
1200 | * | ||
1201 | * \sa SDL_CreateGPUSampler | ||
1202 | */ | ||
1203 | typedef enum SDL_GPUSamplerMipmapMode | ||
1204 | { | ||
1205 | SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, /**< Point filtering. */ | ||
1206 | SDL_GPU_SAMPLERMIPMAPMODE_LINEAR /**< Linear filtering. */ | ||
1207 | } SDL_GPUSamplerMipmapMode; | ||
1208 | |||
1209 | /** | ||
1210 | * Specifies behavior of texture sampling when the coordinates exceed the 0-1 | ||
1211 | * range. | ||
1212 | * | ||
1213 | * \since This enum is available since SDL 3.2.0. | ||
1214 | * | ||
1215 | * \sa SDL_CreateGPUSampler | ||
1216 | */ | ||
1217 | typedef enum SDL_GPUSamplerAddressMode | ||
1218 | { | ||
1219 | SDL_GPU_SAMPLERADDRESSMODE_REPEAT, /**< Specifies that the coordinates will wrap around. */ | ||
1220 | SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT, /**< Specifies that the coordinates will wrap around mirrored. */ | ||
1221 | SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE /**< Specifies that the coordinates will clamp to the 0-1 range. */ | ||
1222 | } SDL_GPUSamplerAddressMode; | ||
1223 | |||
1224 | /** | ||
1225 | * Specifies the timing that will be used to present swapchain textures to the | ||
1226 | * OS. | ||
1227 | * | ||
1228 | * VSYNC mode will always be supported. IMMEDIATE and MAILBOX modes may not be | ||
1229 | * supported on certain systems. | ||
1230 | * | ||
1231 | * It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming | ||
1232 | * the window if you wish to change the present mode to IMMEDIATE or MAILBOX. | ||
1233 | * | ||
1234 | * - VSYNC: Waits for vblank before presenting. No tearing is possible. If | ||
1235 | * there is a pending image to present, the new image is enqueued for | ||
1236 | * presentation. Disallows tearing at the cost of visual latency. | ||
1237 | * - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may | ||
1238 | * occur. | ||
1239 | * - MAILBOX: Waits for vblank before presenting. No tearing is possible. If | ||
1240 | * there is a pending image to present, the pending image is replaced by the | ||
1241 | * new image. Similar to VSYNC, but with reduced visual latency. | ||
1242 | * | ||
1243 | * \since This enum is available since SDL 3.2.0. | ||
1244 | * | ||
1245 | * \sa SDL_SetGPUSwapchainParameters | ||
1246 | * \sa SDL_WindowSupportsGPUPresentMode | ||
1247 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture | ||
1248 | */ | ||
1249 | typedef enum SDL_GPUPresentMode | ||
1250 | { | ||
1251 | SDL_GPU_PRESENTMODE_VSYNC, | ||
1252 | SDL_GPU_PRESENTMODE_IMMEDIATE, | ||
1253 | SDL_GPU_PRESENTMODE_MAILBOX | ||
1254 | } SDL_GPUPresentMode; | ||
1255 | |||
1256 | /** | ||
1257 | * Specifies the texture format and colorspace of the swapchain textures. | ||
1258 | * | ||
1259 | * SDR will always be supported. Other compositions may not be supported on | ||
1260 | * certain systems. | ||
1261 | * | ||
1262 | * It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after | ||
1263 | * claiming the window if you wish to change the swapchain composition from | ||
1264 | * SDR. | ||
1265 | * | ||
1266 | * - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in sRGB encoding. | ||
1267 | * - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are | ||
1268 | * stored in memory in sRGB encoding but accessed in shaders in "linear | ||
1269 | * sRGB" encoding which is sRGB but with a linear transfer function. | ||
1270 | * - HDR_EXTENDED_LINEAR: R16G16B16A16_FLOAT swapchain. Pixel values are in | ||
1271 | * extended linear sRGB encoding and permits values outside of the [0, 1] | ||
1272 | * range. | ||
1273 | * - HDR10_ST2084: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in | ||
1274 | * BT.2020 ST2084 (PQ) encoding. | ||
1275 | * | ||
1276 | * \since This enum is available since SDL 3.2.0. | ||
1277 | * | ||
1278 | * \sa SDL_SetGPUSwapchainParameters | ||
1279 | * \sa SDL_WindowSupportsGPUSwapchainComposition | ||
1280 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture | ||
1281 | */ | ||
1282 | typedef enum SDL_GPUSwapchainComposition | ||
1283 | { | ||
1284 | SDL_GPU_SWAPCHAINCOMPOSITION_SDR, | ||
1285 | SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR, | ||
1286 | SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR, | ||
1287 | SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2084 | ||
1288 | } SDL_GPUSwapchainComposition; | ||
1289 | |||
1290 | /* Structures */ | ||
1291 | |||
1292 | /** | ||
1293 | * A structure specifying a viewport. | ||
1294 | * | ||
1295 | * \since This struct is available since SDL 3.2.0. | ||
1296 | * | ||
1297 | * \sa SDL_SetGPUViewport | ||
1298 | */ | ||
1299 | typedef struct SDL_GPUViewport | ||
1300 | { | ||
1301 | float x; /**< The left offset of the viewport. */ | ||
1302 | float y; /**< The top offset of the viewport. */ | ||
1303 | float w; /**< The width of the viewport. */ | ||
1304 | float h; /**< The height of the viewport. */ | ||
1305 | float min_depth; /**< The minimum depth of the viewport. */ | ||
1306 | float max_depth; /**< The maximum depth of the viewport. */ | ||
1307 | } SDL_GPUViewport; | ||
1308 | |||
1309 | /** | ||
1310 | * A structure specifying parameters related to transferring data to or from a | ||
1311 | * texture. | ||
1312 | * | ||
1313 | * \since This struct is available since SDL 3.2.0. | ||
1314 | * | ||
1315 | * \sa SDL_UploadToGPUTexture | ||
1316 | * \sa SDL_DownloadFromGPUTexture | ||
1317 | */ | ||
1318 | typedef struct SDL_GPUTextureTransferInfo | ||
1319 | { | ||
1320 | SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */ | ||
1321 | Uint32 offset; /**< The starting byte of the image data in the transfer buffer. */ | ||
1322 | Uint32 pixels_per_row; /**< The number of pixels from one row to the next. */ | ||
1323 | Uint32 rows_per_layer; /**< The number of rows from one layer/depth-slice to the next. */ | ||
1324 | } SDL_GPUTextureTransferInfo; | ||
1325 | |||
1326 | /** | ||
1327 | * A structure specifying a location in a transfer buffer. | ||
1328 | * | ||
1329 | * Used when transferring buffer data to or from a transfer buffer. | ||
1330 | * | ||
1331 | * \since This struct is available since SDL 3.2.0. | ||
1332 | * | ||
1333 | * \sa SDL_UploadToGPUBuffer | ||
1334 | * \sa SDL_DownloadFromGPUBuffer | ||
1335 | */ | ||
1336 | typedef struct SDL_GPUTransferBufferLocation | ||
1337 | { | ||
1338 | SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */ | ||
1339 | Uint32 offset; /**< The starting byte of the buffer data in the transfer buffer. */ | ||
1340 | } SDL_GPUTransferBufferLocation; | ||
1341 | |||
1342 | /** | ||
1343 | * A structure specifying a location in a texture. | ||
1344 | * | ||
1345 | * Used when copying data from one texture to another. | ||
1346 | * | ||
1347 | * \since This struct is available since SDL 3.2.0. | ||
1348 | * | ||
1349 | * \sa SDL_CopyGPUTextureToTexture | ||
1350 | */ | ||
1351 | typedef struct SDL_GPUTextureLocation | ||
1352 | { | ||
1353 | SDL_GPUTexture *texture; /**< The texture used in the copy operation. */ | ||
1354 | Uint32 mip_level; /**< The mip level index of the location. */ | ||
1355 | Uint32 layer; /**< The layer index of the location. */ | ||
1356 | Uint32 x; /**< The left offset of the location. */ | ||
1357 | Uint32 y; /**< The top offset of the location. */ | ||
1358 | Uint32 z; /**< The front offset of the location. */ | ||
1359 | } SDL_GPUTextureLocation; | ||
1360 | |||
1361 | /** | ||
1362 | * A structure specifying a region of a texture. | ||
1363 | * | ||
1364 | * Used when transferring data to or from a texture. | ||
1365 | * | ||
1366 | * \since This struct is available since SDL 3.2.0. | ||
1367 | * | ||
1368 | * \sa SDL_UploadToGPUTexture | ||
1369 | * \sa SDL_DownloadFromGPUTexture | ||
1370 | * \sa SDL_CreateGPUTexture | ||
1371 | */ | ||
1372 | typedef struct SDL_GPUTextureRegion | ||
1373 | { | ||
1374 | SDL_GPUTexture *texture; /**< The texture used in the copy operation. */ | ||
1375 | Uint32 mip_level; /**< The mip level index to transfer. */ | ||
1376 | Uint32 layer; /**< The layer index to transfer. */ | ||
1377 | Uint32 x; /**< The left offset of the region. */ | ||
1378 | Uint32 y; /**< The top offset of the region. */ | ||
1379 | Uint32 z; /**< The front offset of the region. */ | ||
1380 | Uint32 w; /**< The width of the region. */ | ||
1381 | Uint32 h; /**< The height of the region. */ | ||
1382 | Uint32 d; /**< The depth of the region. */ | ||
1383 | } SDL_GPUTextureRegion; | ||
1384 | |||
1385 | /** | ||
1386 | * A structure specifying a region of a texture used in the blit operation. | ||
1387 | * | ||
1388 | * \since This struct is available since SDL 3.2.0. | ||
1389 | * | ||
1390 | * \sa SDL_BlitGPUTexture | ||
1391 | */ | ||
1392 | typedef struct SDL_GPUBlitRegion | ||
1393 | { | ||
1394 | SDL_GPUTexture *texture; /**< The texture. */ | ||
1395 | Uint32 mip_level; /**< The mip level index of the region. */ | ||
1396 | 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. */ | ||
1397 | Uint32 x; /**< The left offset of the region. */ | ||
1398 | Uint32 y; /**< The top offset of the region. */ | ||
1399 | Uint32 w; /**< The width of the region. */ | ||
1400 | Uint32 h; /**< The height of the region. */ | ||
1401 | } SDL_GPUBlitRegion; | ||
1402 | |||
1403 | /** | ||
1404 | * A structure specifying a location in a buffer. | ||
1405 | * | ||
1406 | * Used when copying data between buffers. | ||
1407 | * | ||
1408 | * \since This struct is available since SDL 3.2.0. | ||
1409 | * | ||
1410 | * \sa SDL_CopyGPUBufferToBuffer | ||
1411 | */ | ||
1412 | typedef struct SDL_GPUBufferLocation | ||
1413 | { | ||
1414 | SDL_GPUBuffer *buffer; /**< The buffer. */ | ||
1415 | Uint32 offset; /**< The starting byte within the buffer. */ | ||
1416 | } SDL_GPUBufferLocation; | ||
1417 | |||
1418 | /** | ||
1419 | * A structure specifying a region of a buffer. | ||
1420 | * | ||
1421 | * Used when transferring data to or from buffers. | ||
1422 | * | ||
1423 | * \since This struct is available since SDL 3.2.0. | ||
1424 | * | ||
1425 | * \sa SDL_UploadToGPUBuffer | ||
1426 | * \sa SDL_DownloadFromGPUBuffer | ||
1427 | */ | ||
1428 | typedef struct SDL_GPUBufferRegion | ||
1429 | { | ||
1430 | SDL_GPUBuffer *buffer; /**< The buffer. */ | ||
1431 | Uint32 offset; /**< The starting byte within the buffer. */ | ||
1432 | Uint32 size; /**< The size in bytes of the region. */ | ||
1433 | } SDL_GPUBufferRegion; | ||
1434 | |||
1435 | /** | ||
1436 | * A structure specifying the parameters of an indirect draw command. | ||
1437 | * | ||
1438 | * Note that the `first_vertex` and `first_instance` parameters are NOT | ||
1439 | * compatible with built-in vertex/instance ID variables in shaders (for | ||
1440 | * example, SV_VertexID); GPU APIs and shader languages do not define these | ||
1441 | * built-in variables consistently, so if your shader depends on them, the | ||
1442 | * only way to keep behavior consistent and portable is to always pass 0 for | ||
1443 | * the correlating parameter in the draw calls. | ||
1444 | * | ||
1445 | * \since This struct is available since SDL 3.2.0. | ||
1446 | * | ||
1447 | * \sa SDL_DrawGPUPrimitivesIndirect | ||
1448 | */ | ||
1449 | typedef struct SDL_GPUIndirectDrawCommand | ||
1450 | { | ||
1451 | Uint32 num_vertices; /**< The number of vertices to draw. */ | ||
1452 | Uint32 num_instances; /**< The number of instances to draw. */ | ||
1453 | Uint32 first_vertex; /**< The index of the first vertex to draw. */ | ||
1454 | Uint32 first_instance; /**< The ID of the first instance to draw. */ | ||
1455 | } SDL_GPUIndirectDrawCommand; | ||
1456 | |||
1457 | /** | ||
1458 | * A structure specifying the parameters of an indexed indirect draw command. | ||
1459 | * | ||
1460 | * Note that the `first_vertex` and `first_instance` parameters are NOT | ||
1461 | * compatible with built-in vertex/instance ID variables in shaders (for | ||
1462 | * example, SV_VertexID); GPU APIs and shader languages do not define these | ||
1463 | * built-in variables consistently, so if your shader depends on them, the | ||
1464 | * only way to keep behavior consistent and portable is to always pass 0 for | ||
1465 | * the correlating parameter in the draw calls. | ||
1466 | * | ||
1467 | * \since This struct is available since SDL 3.2.0. | ||
1468 | * | ||
1469 | * \sa SDL_DrawGPUIndexedPrimitivesIndirect | ||
1470 | */ | ||
1471 | typedef struct SDL_GPUIndexedIndirectDrawCommand | ||
1472 | { | ||
1473 | Uint32 num_indices; /**< The number of indices to draw per instance. */ | ||
1474 | Uint32 num_instances; /**< The number of instances to draw. */ | ||
1475 | Uint32 first_index; /**< The base index within the index buffer. */ | ||
1476 | Sint32 vertex_offset; /**< The value added to the vertex index before indexing into the vertex buffer. */ | ||
1477 | Uint32 first_instance; /**< The ID of the first instance to draw. */ | ||
1478 | } SDL_GPUIndexedIndirectDrawCommand; | ||
1479 | |||
1480 | /** | ||
1481 | * A structure specifying the parameters of an indexed dispatch command. | ||
1482 | * | ||
1483 | * \since This struct is available since SDL 3.2.0. | ||
1484 | * | ||
1485 | * \sa SDL_DispatchGPUComputeIndirect | ||
1486 | */ | ||
1487 | typedef struct SDL_GPUIndirectDispatchCommand | ||
1488 | { | ||
1489 | Uint32 groupcount_x; /**< The number of local workgroups to dispatch in the X dimension. */ | ||
1490 | Uint32 groupcount_y; /**< The number of local workgroups to dispatch in the Y dimension. */ | ||
1491 | Uint32 groupcount_z; /**< The number of local workgroups to dispatch in the Z dimension. */ | ||
1492 | } SDL_GPUIndirectDispatchCommand; | ||
1493 | |||
1494 | /* State structures */ | ||
1495 | |||
1496 | /** | ||
1497 | * A structure specifying the parameters of a sampler. | ||
1498 | * | ||
1499 | * Note that mip_lod_bias is a no-op for the Metal driver. For Metal, LOD bias | ||
1500 | * must be applied via shader instead. | ||
1501 | * | ||
1502 | * \since This function is available since SDL 3.2.0. | ||
1503 | * | ||
1504 | * \sa SDL_CreateGPUSampler | ||
1505 | * \sa SDL_GPUFilter | ||
1506 | * \sa SDL_GPUSamplerMipmapMode | ||
1507 | * \sa SDL_GPUSamplerAddressMode | ||
1508 | * \sa SDL_GPUCompareOp | ||
1509 | */ | ||
1510 | typedef struct SDL_GPUSamplerCreateInfo | ||
1511 | { | ||
1512 | SDL_GPUFilter min_filter; /**< The minification filter to apply to lookups. */ | ||
1513 | SDL_GPUFilter mag_filter; /**< The magnification filter to apply to lookups. */ | ||
1514 | SDL_GPUSamplerMipmapMode mipmap_mode; /**< The mipmap filter to apply to lookups. */ | ||
1515 | SDL_GPUSamplerAddressMode address_mode_u; /**< The addressing mode for U coordinates outside [0, 1). */ | ||
1516 | SDL_GPUSamplerAddressMode address_mode_v; /**< The addressing mode for V coordinates outside [0, 1). */ | ||
1517 | SDL_GPUSamplerAddressMode address_mode_w; /**< The addressing mode for W coordinates outside [0, 1). */ | ||
1518 | float mip_lod_bias; /**< The bias to be added to mipmap LOD calculation. */ | ||
1519 | float max_anisotropy; /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is false, this is ignored. */ | ||
1520 | SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */ | ||
1521 | float min_lod; /**< Clamps the minimum of the computed LOD value. */ | ||
1522 | float max_lod; /**< Clamps the maximum of the computed LOD value. */ | ||
1523 | bool enable_anisotropy; /**< true to enable anisotropic filtering. */ | ||
1524 | bool enable_compare; /**< true to enable comparison against a reference value during lookups. */ | ||
1525 | Uint8 padding1; | ||
1526 | Uint8 padding2; | ||
1527 | |||
1528 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ | ||
1529 | } SDL_GPUSamplerCreateInfo; | ||
1530 | |||
1531 | /** | ||
1532 | * A structure specifying the parameters of vertex buffers used in a graphics | ||
1533 | * pipeline. | ||
1534 | * | ||
1535 | * When you call SDL_BindGPUVertexBuffers, you specify the binding slots of | ||
1536 | * the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with | ||
1537 | * a first_slot of 2 and num_bindings of 3, the binding slots 2, 3, 4 would be | ||
1538 | * used by the vertex buffers you pass in. | ||
1539 | * | ||
1540 | * Vertex attributes are linked to buffers via the buffer_slot field of | ||
1541 | * SDL_GPUVertexAttribute. For example, if an attribute has a buffer_slot of | ||
1542 | * 0, then that attribute belongs to the vertex buffer bound at slot 0. | ||
1543 | * | ||
1544 | * \since This struct is available since SDL 3.2.0. | ||
1545 | * | ||
1546 | * \sa SDL_GPUVertexAttribute | ||
1547 | * \sa SDL_GPUVertexInputRate | ||
1548 | */ | ||
1549 | typedef struct SDL_GPUVertexBufferDescription | ||
1550 | { | ||
1551 | Uint32 slot; /**< The binding slot of the vertex buffer. */ | ||
1552 | Uint32 pitch; /**< The size of a single element + the offset between elements. */ | ||
1553 | SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */ | ||
1554 | Uint32 instance_step_rate; /**< Reserved for future use. Must be set to 0. */ | ||
1555 | } SDL_GPUVertexBufferDescription; | ||
1556 | |||
1557 | /** | ||
1558 | * A structure specifying a vertex attribute. | ||
1559 | * | ||
1560 | * All vertex attribute locations provided to an SDL_GPUVertexInputState must | ||
1561 | * be unique. | ||
1562 | * | ||
1563 | * \since This struct is available since SDL 3.2.0. | ||
1564 | * | ||
1565 | * \sa SDL_GPUVertexBufferDescription | ||
1566 | * \sa SDL_GPUVertexInputState | ||
1567 | * \sa SDL_GPUVertexElementFormat | ||
1568 | */ | ||
1569 | typedef struct SDL_GPUVertexAttribute | ||
1570 | { | ||
1571 | Uint32 location; /**< The shader input location index. */ | ||
1572 | Uint32 buffer_slot; /**< The binding slot of the associated vertex buffer. */ | ||
1573 | SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */ | ||
1574 | Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */ | ||
1575 | } SDL_GPUVertexAttribute; | ||
1576 | |||
1577 | /** | ||
1578 | * A structure specifying the parameters of a graphics pipeline vertex input | ||
1579 | * state. | ||
1580 | * | ||
1581 | * \since This struct is available since SDL 3.2.0. | ||
1582 | * | ||
1583 | * \sa SDL_GPUGraphicsPipelineCreateInfo | ||
1584 | * \sa SDL_GPUVertexBufferDescription | ||
1585 | * \sa SDL_GPUVertexAttribute | ||
1586 | */ | ||
1587 | typedef struct SDL_GPUVertexInputState | ||
1588 | { | ||
1589 | const SDL_GPUVertexBufferDescription *vertex_buffer_descriptions; /**< A pointer to an array of vertex buffer descriptions. */ | ||
1590 | Uint32 num_vertex_buffers; /**< The number of vertex buffer descriptions in the above array. */ | ||
1591 | const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */ | ||
1592 | Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */ | ||
1593 | } SDL_GPUVertexInputState; | ||
1594 | |||
1595 | /** | ||
1596 | * A structure specifying the stencil operation state of a graphics pipeline. | ||
1597 | * | ||
1598 | * \since This struct is available since SDL 3.2.0. | ||
1599 | * | ||
1600 | * \sa SDL_GPUDepthStencilState | ||
1601 | */ | ||
1602 | typedef struct SDL_GPUStencilOpState | ||
1603 | { | ||
1604 | SDL_GPUStencilOp fail_op; /**< The action performed on samples that fail the stencil test. */ | ||
1605 | SDL_GPUStencilOp pass_op; /**< The action performed on samples that pass the depth and stencil tests. */ | ||
1606 | SDL_GPUStencilOp depth_fail_op; /**< The action performed on samples that pass the stencil test and fail the depth test. */ | ||
1607 | SDL_GPUCompareOp compare_op; /**< The comparison operator used in the stencil test. */ | ||
1608 | } SDL_GPUStencilOpState; | ||
1609 | |||
1610 | /** | ||
1611 | * A structure specifying the blend state of a color target. | ||
1612 | * | ||
1613 | * \since This struct is available since SDL 3.2.0. | ||
1614 | * | ||
1615 | * \sa SDL_GPUColorTargetDescription | ||
1616 | */ | ||
1617 | typedef struct SDL_GPUColorTargetBlendState | ||
1618 | { | ||
1619 | SDL_GPUBlendFactor src_color_blendfactor; /**< The value to be multiplied by the source RGB value. */ | ||
1620 | SDL_GPUBlendFactor dst_color_blendfactor; /**< The value to be multiplied by the destination RGB value. */ | ||
1621 | SDL_GPUBlendOp color_blend_op; /**< The blend operation for the RGB components. */ | ||
1622 | SDL_GPUBlendFactor src_alpha_blendfactor; /**< The value to be multiplied by the source alpha. */ | ||
1623 | SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */ | ||
1624 | SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */ | ||
1625 | 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. */ | ||
1626 | bool enable_blend; /**< Whether blending is enabled for the color target. */ | ||
1627 | bool enable_color_write_mask; /**< Whether the color write mask is enabled. */ | ||
1628 | Uint8 padding1; | ||
1629 | Uint8 padding2; | ||
1630 | } SDL_GPUColorTargetBlendState; | ||
1631 | |||
1632 | |||
1633 | /** | ||
1634 | * A structure specifying code and metadata for creating a shader object. | ||
1635 | * | ||
1636 | * \since This struct is available since SDL 3.2.0. | ||
1637 | * | ||
1638 | * \sa SDL_CreateGPUShader | ||
1639 | */ | ||
1640 | typedef struct SDL_GPUShaderCreateInfo | ||
1641 | { | ||
1642 | size_t code_size; /**< The size in bytes of the code pointed to. */ | ||
1643 | const Uint8 *code; /**< A pointer to shader code. */ | ||
1644 | const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */ | ||
1645 | SDL_GPUShaderFormat format; /**< The format of the shader code. */ | ||
1646 | SDL_GPUShaderStage stage; /**< The stage the shader program corresponds to. */ | ||
1647 | Uint32 num_samplers; /**< The number of samplers defined in the shader. */ | ||
1648 | Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */ | ||
1649 | Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */ | ||
1650 | Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */ | ||
1651 | |||
1652 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ | ||
1653 | } SDL_GPUShaderCreateInfo; | ||
1654 | |||
1655 | /** | ||
1656 | * A structure specifying the parameters of a texture. | ||
1657 | * | ||
1658 | * Usage flags can be bitwise OR'd together for combinations of usages. Note | ||
1659 | * that certain usage combinations are invalid, for example SAMPLER and | ||
1660 | * GRAPHICS_STORAGE. | ||
1661 | * | ||
1662 | * \since This struct is available since SDL 3.2.0. | ||
1663 | * | ||
1664 | * \sa SDL_CreateGPUTexture | ||
1665 | * \sa SDL_GPUTextureType | ||
1666 | * \sa SDL_GPUTextureFormat | ||
1667 | * \sa SDL_GPUTextureUsageFlags | ||
1668 | * \sa SDL_GPUSampleCount | ||
1669 | */ | ||
1670 | typedef struct SDL_GPUTextureCreateInfo | ||
1671 | { | ||
1672 | SDL_GPUTextureType type; /**< The base dimensionality of the texture. */ | ||
1673 | SDL_GPUTextureFormat format; /**< The pixel format of the texture. */ | ||
1674 | SDL_GPUTextureUsageFlags usage; /**< How the texture is intended to be used by the client. */ | ||
1675 | Uint32 width; /**< The width of the texture. */ | ||
1676 | Uint32 height; /**< The height of the texture. */ | ||
1677 | 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. */ | ||
1678 | Uint32 num_levels; /**< The number of mip levels in the texture. */ | ||
1679 | SDL_GPUSampleCount sample_count; /**< The number of samples per texel. Only applies if the texture is used as a render target. */ | ||
1680 | |||
1681 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ | ||
1682 | } SDL_GPUTextureCreateInfo; | ||
1683 | |||
1684 | /** | ||
1685 | * A structure specifying the parameters of a buffer. | ||
1686 | * | ||
1687 | * Usage flags can be bitwise OR'd together for combinations of usages. Note | ||
1688 | * that certain combinations are invalid, for example VERTEX and INDEX. | ||
1689 | * | ||
1690 | * \since This struct is available since SDL 3.2.0. | ||
1691 | * | ||
1692 | * \sa SDL_CreateGPUBuffer | ||
1693 | * \sa SDL_GPUBufferUsageFlags | ||
1694 | */ | ||
1695 | typedef struct SDL_GPUBufferCreateInfo | ||
1696 | { | ||
1697 | SDL_GPUBufferUsageFlags usage; /**< How the buffer is intended to be used by the client. */ | ||
1698 | Uint32 size; /**< The size in bytes of the buffer. */ | ||
1699 | |||
1700 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ | ||
1701 | } SDL_GPUBufferCreateInfo; | ||
1702 | |||
1703 | /** | ||
1704 | * A structure specifying the parameters of a transfer buffer. | ||
1705 | * | ||
1706 | * \since This struct is available since SDL 3.2.0. | ||
1707 | * | ||
1708 | * \sa SDL_CreateGPUTransferBuffer | ||
1709 | */ | ||
1710 | typedef struct SDL_GPUTransferBufferCreateInfo | ||
1711 | { | ||
1712 | SDL_GPUTransferBufferUsage usage; /**< How the transfer buffer is intended to be used by the client. */ | ||
1713 | Uint32 size; /**< The size in bytes of the transfer buffer. */ | ||
1714 | |||
1715 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ | ||
1716 | } SDL_GPUTransferBufferCreateInfo; | ||
1717 | |||
1718 | /* Pipeline state structures */ | ||
1719 | |||
1720 | /** | ||
1721 | * A structure specifying the parameters of the graphics pipeline rasterizer | ||
1722 | * state. | ||
1723 | * | ||
1724 | * Note that SDL_GPU_FILLMODE_LINE is not supported on many Android devices. | ||
1725 | * For those devices, the fill mode will automatically fall back to FILL. | ||
1726 | * | ||
1727 | * Also note that the D3D12 driver will enable depth clamping even if | ||
1728 | * enable_depth_clip is true. If you need this clamp+clip behavior, consider | ||
1729 | * enabling depth clip and then manually clamping depth in your fragment | ||
1730 | * shaders on Metal and Vulkan. | ||
1731 | * | ||
1732 | * \since This struct is available since SDL 3.2.0. | ||
1733 | * | ||
1734 | * \sa SDL_GPUGraphicsPipelineCreateInfo | ||
1735 | */ | ||
1736 | typedef struct SDL_GPURasterizerState | ||
1737 | { | ||
1738 | SDL_GPUFillMode fill_mode; /**< Whether polygons will be filled in or drawn as lines. */ | ||
1739 | SDL_GPUCullMode cull_mode; /**< The facing direction in which triangles will be culled. */ | ||
1740 | SDL_GPUFrontFace front_face; /**< The vertex winding that will cause a triangle to be determined as front-facing. */ | ||
1741 | float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */ | ||
1742 | float depth_bias_clamp; /**< The maximum depth bias of a fragment. */ | ||
1743 | float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */ | ||
1744 | bool enable_depth_bias; /**< true to bias fragment depth values. */ | ||
1745 | bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */ | ||
1746 | Uint8 padding1; | ||
1747 | Uint8 padding2; | ||
1748 | } SDL_GPURasterizerState; | ||
1749 | |||
1750 | /** | ||
1751 | * A structure specifying the parameters of the graphics pipeline multisample | ||
1752 | * state. | ||
1753 | * | ||
1754 | * \since This struct is available since SDL 3.2.0. | ||
1755 | * | ||
1756 | * \sa SDL_GPUGraphicsPipelineCreateInfo | ||
1757 | */ | ||
1758 | typedef struct SDL_GPUMultisampleState | ||
1759 | { | ||
1760 | SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */ | ||
1761 | Uint32 sample_mask; /**< Reserved for future use. Must be set to 0. */ | ||
1762 | bool enable_mask; /**< Reserved for future use. Must be set to false. */ | ||
1763 | Uint8 padding1; | ||
1764 | Uint8 padding2; | ||
1765 | Uint8 padding3; | ||
1766 | } SDL_GPUMultisampleState; | ||
1767 | |||
1768 | /** | ||
1769 | * A structure specifying the parameters of the graphics pipeline depth | ||
1770 | * stencil state. | ||
1771 | * | ||
1772 | * \since This struct is available since SDL 3.2.0. | ||
1773 | * | ||
1774 | * \sa SDL_GPUGraphicsPipelineCreateInfo | ||
1775 | */ | ||
1776 | typedef struct SDL_GPUDepthStencilState | ||
1777 | { | ||
1778 | SDL_GPUCompareOp compare_op; /**< The comparison operator used for depth testing. */ | ||
1779 | SDL_GPUStencilOpState back_stencil_state; /**< The stencil op state for back-facing triangles. */ | ||
1780 | SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */ | ||
1781 | Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */ | ||
1782 | Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */ | ||
1783 | bool enable_depth_test; /**< true enables the depth test. */ | ||
1784 | bool enable_depth_write; /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */ | ||
1785 | bool enable_stencil_test; /**< true enables the stencil test. */ | ||
1786 | Uint8 padding1; | ||
1787 | Uint8 padding2; | ||
1788 | Uint8 padding3; | ||
1789 | } SDL_GPUDepthStencilState; | ||
1790 | |||
1791 | /** | ||
1792 | * A structure specifying the parameters of color targets used in a graphics | ||
1793 | * pipeline. | ||
1794 | * | ||
1795 | * \since This struct is available since SDL 3.2.0. | ||
1796 | * | ||
1797 | * \sa SDL_GPUGraphicsPipelineTargetInfo | ||
1798 | */ | ||
1799 | typedef struct SDL_GPUColorTargetDescription | ||
1800 | { | ||
1801 | SDL_GPUTextureFormat format; /**< The pixel format of the texture to be used as a color target. */ | ||
1802 | SDL_GPUColorTargetBlendState blend_state; /**< The blend state to be used for the color target. */ | ||
1803 | } SDL_GPUColorTargetDescription; | ||
1804 | |||
1805 | /** | ||
1806 | * A structure specifying the descriptions of render targets used in a | ||
1807 | * graphics pipeline. | ||
1808 | * | ||
1809 | * \since This struct is available since SDL 3.2.0. | ||
1810 | * | ||
1811 | * \sa SDL_GPUGraphicsPipelineCreateInfo | ||
1812 | * \sa SDL_GPUColorTargetDescription | ||
1813 | * \sa SDL_GPUTextureFormat | ||
1814 | */ | ||
1815 | typedef struct SDL_GPUGraphicsPipelineTargetInfo | ||
1816 | { | ||
1817 | const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */ | ||
1818 | Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */ | ||
1819 | SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */ | ||
1820 | bool has_depth_stencil_target; /**< true specifies that the pipeline uses a depth-stencil target. */ | ||
1821 | Uint8 padding1; | ||
1822 | Uint8 padding2; | ||
1823 | Uint8 padding3; | ||
1824 | } SDL_GPUGraphicsPipelineTargetInfo; | ||
1825 | |||
1826 | /** | ||
1827 | * A structure specifying the parameters of a graphics pipeline state. | ||
1828 | * | ||
1829 | * \since This struct is available since SDL 3.2.0. | ||
1830 | * | ||
1831 | * \sa SDL_CreateGPUGraphicsPipeline | ||
1832 | * \sa SDL_GPUShader | ||
1833 | * \sa SDL_GPUVertexInputState | ||
1834 | * \sa SDL_GPUPrimitiveType | ||
1835 | * \sa SDL_GPURasterizerState | ||
1836 | * \sa SDL_GPUMultisampleState | ||
1837 | * \sa SDL_GPUDepthStencilState | ||
1838 | * \sa SDL_GPUGraphicsPipelineTargetInfo | ||
1839 | */ | ||
1840 | typedef struct SDL_GPUGraphicsPipelineCreateInfo | ||
1841 | { | ||
1842 | SDL_GPUShader *vertex_shader; /**< The vertex shader used by the graphics pipeline. */ | ||
1843 | SDL_GPUShader *fragment_shader; /**< The fragment shader used by the graphics pipeline. */ | ||
1844 | SDL_GPUVertexInputState vertex_input_state; /**< The vertex layout of the graphics pipeline. */ | ||
1845 | SDL_GPUPrimitiveType primitive_type; /**< The primitive topology of the graphics pipeline. */ | ||
1846 | SDL_GPURasterizerState rasterizer_state; /**< The rasterizer state of the graphics pipeline. */ | ||
1847 | SDL_GPUMultisampleState multisample_state; /**< The multisample state of the graphics pipeline. */ | ||
1848 | SDL_GPUDepthStencilState depth_stencil_state; /**< The depth-stencil state of the graphics pipeline. */ | ||
1849 | SDL_GPUGraphicsPipelineTargetInfo target_info; /**< Formats and blend modes for the render targets of the graphics pipeline. */ | ||
1850 | |||
1851 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ | ||
1852 | } SDL_GPUGraphicsPipelineCreateInfo; | ||
1853 | |||
1854 | /** | ||
1855 | * A structure specifying the parameters of a compute pipeline state. | ||
1856 | * | ||
1857 | * \since This struct is available since SDL 3.2.0. | ||
1858 | * | ||
1859 | * \sa SDL_CreateGPUComputePipeline | ||
1860 | * \sa SDL_GPUShaderFormat | ||
1861 | */ | ||
1862 | typedef struct SDL_GPUComputePipelineCreateInfo | ||
1863 | { | ||
1864 | size_t code_size; /**< The size in bytes of the compute shader code pointed to. */ | ||
1865 | const Uint8 *code; /**< A pointer to compute shader code. */ | ||
1866 | const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */ | ||
1867 | SDL_GPUShaderFormat format; /**< The format of the compute shader code. */ | ||
1868 | Uint32 num_samplers; /**< The number of samplers defined in the shader. */ | ||
1869 | Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */ | ||
1870 | Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */ | ||
1871 | Uint32 num_readwrite_storage_textures; /**< The number of read-write storage textures defined in the shader. */ | ||
1872 | Uint32 num_readwrite_storage_buffers; /**< The number of read-write storage buffers defined in the shader. */ | ||
1873 | Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */ | ||
1874 | Uint32 threadcount_x; /**< The number of threads in the X dimension. This should match the value in the shader. */ | ||
1875 | Uint32 threadcount_y; /**< The number of threads in the Y dimension. This should match the value in the shader. */ | ||
1876 | Uint32 threadcount_z; /**< The number of threads in the Z dimension. This should match the value in the shader. */ | ||
1877 | |||
1878 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ | ||
1879 | } SDL_GPUComputePipelineCreateInfo; | ||
1880 | |||
1881 | /** | ||
1882 | * A structure specifying the parameters of a color target used by a render | ||
1883 | * pass. | ||
1884 | * | ||
1885 | * The load_op field determines what is done with the texture at the beginning | ||
1886 | * of the render pass. | ||
1887 | * | ||
1888 | * - LOAD: Loads the data currently in the texture. Not recommended for | ||
1889 | * multisample textures as it requires significant memory bandwidth. | ||
1890 | * - CLEAR: Clears the texture to a single color. | ||
1891 | * - DONT_CARE: The driver will do whatever it wants with the texture memory. | ||
1892 | * This is a good option if you know that every single pixel will be touched | ||
1893 | * in the render pass. | ||
1894 | * | ||
1895 | * The store_op field determines what is done with the color results of the | ||
1896 | * render pass. | ||
1897 | * | ||
1898 | * - STORE: Stores the results of the render pass in the texture. Not | ||
1899 | * recommended for multisample textures as it requires significant memory | ||
1900 | * bandwidth. | ||
1901 | * - DONT_CARE: The driver will do whatever it wants with the texture memory. | ||
1902 | * This is often a good option for depth/stencil textures. | ||
1903 | * - RESOLVE: Resolves a multisample texture into resolve_texture, which must | ||
1904 | * have a sample count of 1. Then the driver may discard the multisample | ||
1905 | * texture memory. This is the most performant method of resolving a | ||
1906 | * multisample target. | ||
1907 | * - RESOLVE_AND_STORE: Resolves a multisample texture into the | ||
1908 | * resolve_texture, which must have a sample count of 1. Then the driver | ||
1909 | * stores the multisample texture's contents. Not recommended as it requires | ||
1910 | * significant memory bandwidth. | ||
1911 | * | ||
1912 | * \since This struct is available since SDL 3.2.0. | ||
1913 | * | ||
1914 | * \sa SDL_BeginGPURenderPass | ||
1915 | */ | ||
1916 | typedef struct SDL_GPUColorTargetInfo | ||
1917 | { | ||
1918 | SDL_GPUTexture *texture; /**< The texture that will be used as a color target by a render pass. */ | ||
1919 | Uint32 mip_level; /**< The mip level to use as a color target. */ | ||
1920 | 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. */ | ||
1921 | 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. */ | ||
1922 | SDL_GPULoadOp load_op; /**< What is done with the contents of the color target at the beginning of the render pass. */ | ||
1923 | SDL_GPUStoreOp store_op; /**< What is done with the results of the render pass. */ | ||
1924 | 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. */ | ||
1925 | 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. */ | ||
1926 | 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. */ | ||
1927 | bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */ | ||
1928 | bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */ | ||
1929 | Uint8 padding1; | ||
1930 | Uint8 padding2; | ||
1931 | } SDL_GPUColorTargetInfo; | ||
1932 | |||
1933 | /** | ||
1934 | * A structure specifying the parameters of a depth-stencil target used by a | ||
1935 | * render pass. | ||
1936 | * | ||
1937 | * The load_op field determines what is done with the depth contents of the | ||
1938 | * texture at the beginning of the render pass. | ||
1939 | * | ||
1940 | * - LOAD: Loads the depth values currently in the texture. | ||
1941 | * - CLEAR: Clears the texture to a single depth. | ||
1942 | * - DONT_CARE: The driver will do whatever it wants with the memory. This is | ||
1943 | * a good option if you know that every single pixel will be touched in the | ||
1944 | * render pass. | ||
1945 | * | ||
1946 | * The store_op field determines what is done with the depth results of the | ||
1947 | * render pass. | ||
1948 | * | ||
1949 | * - STORE: Stores the depth results in the texture. | ||
1950 | * - DONT_CARE: The driver will do whatever it wants with the depth results. | ||
1951 | * This is often a good option for depth/stencil textures that don't need to | ||
1952 | * be reused again. | ||
1953 | * | ||
1954 | * The stencil_load_op field determines what is done with the stencil contents | ||
1955 | * of the texture at the beginning of the render pass. | ||
1956 | * | ||
1957 | * - LOAD: Loads the stencil values currently in the texture. | ||
1958 | * - CLEAR: Clears the stencil values to a single value. | ||
1959 | * - DONT_CARE: The driver will do whatever it wants with the memory. This is | ||
1960 | * a good option if you know that every single pixel will be touched in the | ||
1961 | * render pass. | ||
1962 | * | ||
1963 | * The stencil_store_op field determines what is done with the stencil results | ||
1964 | * of the render pass. | ||
1965 | * | ||
1966 | * - STORE: Stores the stencil results in the texture. | ||
1967 | * - DONT_CARE: The driver will do whatever it wants with the stencil results. | ||
1968 | * This is often a good option for depth/stencil textures that don't need to | ||
1969 | * be reused again. | ||
1970 | * | ||
1971 | * Note that depth/stencil targets do not support multisample resolves. | ||
1972 | * | ||
1973 | * \since This struct is available since SDL 3.2.0. | ||
1974 | * | ||
1975 | * \sa SDL_BeginGPURenderPass | ||
1976 | */ | ||
1977 | typedef struct SDL_GPUDepthStencilTargetInfo | ||
1978 | { | ||
1979 | SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */ | ||
1980 | 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. */ | ||
1981 | SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */ | ||
1982 | SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */ | ||
1983 | SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */ | ||
1984 | SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */ | ||
1985 | bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */ | ||
1986 | 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. */ | ||
1987 | Uint8 padding1; | ||
1988 | Uint8 padding2; | ||
1989 | } SDL_GPUDepthStencilTargetInfo; | ||
1990 | |||
1991 | /** | ||
1992 | * A structure containing parameters for a blit command. | ||
1993 | * | ||
1994 | * \since This struct is available since SDL 3.2.0. | ||
1995 | * | ||
1996 | * \sa SDL_BlitGPUTexture | ||
1997 | */ | ||
1998 | typedef struct SDL_GPUBlitInfo { | ||
1999 | SDL_GPUBlitRegion source; /**< The source region for the blit. */ | ||
2000 | SDL_GPUBlitRegion destination; /**< The destination region for the blit. */ | ||
2001 | SDL_GPULoadOp load_op; /**< What is done with the contents of the destination before the blit. */ | ||
2002 | 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. */ | ||
2003 | SDL_FlipMode flip_mode; /**< The flip mode for the source region. */ | ||
2004 | SDL_GPUFilter filter; /**< The filter mode used when blitting. */ | ||
2005 | bool cycle; /**< true cycles the destination texture if it is already bound. */ | ||
2006 | Uint8 padding1; | ||
2007 | Uint8 padding2; | ||
2008 | Uint8 padding3; | ||
2009 | } SDL_GPUBlitInfo; | ||
2010 | |||
2011 | /* Binding structs */ | ||
2012 | |||
2013 | /** | ||
2014 | * A structure specifying parameters in a buffer binding call. | ||
2015 | * | ||
2016 | * \since This struct is available since SDL 3.2.0. | ||
2017 | * | ||
2018 | * \sa SDL_BindGPUVertexBuffers | ||
2019 | * \sa SDL_BindGPUIndexBuffer | ||
2020 | */ | ||
2021 | typedef struct SDL_GPUBufferBinding | ||
2022 | { | ||
2023 | SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_VERTEX for SDL_BindGPUVertexBuffers, or SDL_GPU_BUFFERUSAGE_INDEX for SDL_BindGPUIndexBuffer. */ | ||
2024 | Uint32 offset; /**< The starting byte of the data to bind in the buffer. */ | ||
2025 | } SDL_GPUBufferBinding; | ||
2026 | |||
2027 | /** | ||
2028 | * A structure specifying parameters in a sampler binding call. | ||
2029 | * | ||
2030 | * \since This struct is available since SDL 3.2.0. | ||
2031 | * | ||
2032 | * \sa SDL_BindGPUVertexSamplers | ||
2033 | * \sa SDL_BindGPUFragmentSamplers | ||
2034 | */ | ||
2035 | typedef struct SDL_GPUTextureSamplerBinding | ||
2036 | { | ||
2037 | SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */ | ||
2038 | SDL_GPUSampler *sampler; /**< The sampler to bind. */ | ||
2039 | } SDL_GPUTextureSamplerBinding; | ||
2040 | |||
2041 | /** | ||
2042 | * A structure specifying parameters related to binding buffers in a compute | ||
2043 | * pass. | ||
2044 | * | ||
2045 | * \since This struct is available since SDL 3.2.0. | ||
2046 | * | ||
2047 | * \sa SDL_BeginGPUComputePass | ||
2048 | */ | ||
2049 | typedef struct SDL_GPUStorageBufferReadWriteBinding | ||
2050 | { | ||
2051 | SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */ | ||
2052 | bool cycle; /**< true cycles the buffer if it is already bound. */ | ||
2053 | Uint8 padding1; | ||
2054 | Uint8 padding2; | ||
2055 | Uint8 padding3; | ||
2056 | } SDL_GPUStorageBufferReadWriteBinding; | ||
2057 | |||
2058 | /** | ||
2059 | * A structure specifying parameters related to binding textures in a compute | ||
2060 | * pass. | ||
2061 | * | ||
2062 | * \since This struct is available since SDL 3.2.0. | ||
2063 | * | ||
2064 | * \sa SDL_BeginGPUComputePass | ||
2065 | */ | ||
2066 | typedef struct SDL_GPUStorageTextureReadWriteBinding | ||
2067 | { | ||
2068 | 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. */ | ||
2069 | Uint32 mip_level; /**< The mip level index to bind. */ | ||
2070 | Uint32 layer; /**< The layer index to bind. */ | ||
2071 | bool cycle; /**< true cycles the texture if it is already bound. */ | ||
2072 | Uint8 padding1; | ||
2073 | Uint8 padding2; | ||
2074 | Uint8 padding3; | ||
2075 | } SDL_GPUStorageTextureReadWriteBinding; | ||
2076 | |||
2077 | /* Functions */ | ||
2078 | |||
2079 | /* Device */ | ||
2080 | |||
2081 | /** | ||
2082 | * Checks for GPU runtime support. | ||
2083 | * | ||
2084 | * \param format_flags a bitflag indicating which shader formats the app is | ||
2085 | * able to provide. | ||
2086 | * \param name the preferred GPU driver, or NULL to let SDL pick the optimal | ||
2087 | * driver. | ||
2088 | * \returns true if supported, false otherwise. | ||
2089 | * | ||
2090 | * \since This function is available since SDL 3.2.0. | ||
2091 | * | ||
2092 | * \sa SDL_CreateGPUDevice | ||
2093 | */ | ||
2094 | extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsShaderFormats( | ||
2095 | SDL_GPUShaderFormat format_flags, | ||
2096 | const char *name); | ||
2097 | |||
2098 | /** | ||
2099 | * Checks for GPU runtime support. | ||
2100 | * | ||
2101 | * \param props the properties to use. | ||
2102 | * \returns true if supported, false otherwise. | ||
2103 | * | ||
2104 | * \since This function is available since SDL 3.2.0. | ||
2105 | * | ||
2106 | * \sa SDL_CreateGPUDeviceWithProperties | ||
2107 | */ | ||
2108 | extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties( | ||
2109 | SDL_PropertiesID props); | ||
2110 | |||
2111 | /** | ||
2112 | * Creates a GPU context. | ||
2113 | * | ||
2114 | * \param format_flags a bitflag indicating which shader formats the app is | ||
2115 | * able to provide. | ||
2116 | * \param debug_mode enable debug mode properties and validations. | ||
2117 | * \param name the preferred GPU driver, or NULL to let SDL pick the optimal | ||
2118 | * driver. | ||
2119 | * \returns a GPU context on success or NULL on failure; call SDL_GetError() | ||
2120 | * for more information. | ||
2121 | * | ||
2122 | * \since This function is available since SDL 3.2.0. | ||
2123 | * | ||
2124 | * \sa SDL_GetGPUShaderFormats | ||
2125 | * \sa SDL_GetGPUDeviceDriver | ||
2126 | * \sa SDL_DestroyGPUDevice | ||
2127 | * \sa SDL_GPUSupportsShaderFormats | ||
2128 | */ | ||
2129 | extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice( | ||
2130 | SDL_GPUShaderFormat format_flags, | ||
2131 | bool debug_mode, | ||
2132 | const char *name); | ||
2133 | |||
2134 | /** | ||
2135 | * Creates a GPU context. | ||
2136 | * | ||
2137 | * These are the supported properties: | ||
2138 | * | ||
2139 | * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode | ||
2140 | * properties and validations, defaults to true. | ||
2141 | * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer | ||
2142 | * energy efficiency over maximum GPU performance, defaults to false. | ||
2143 | * - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to | ||
2144 | * use, if a specific one is desired. | ||
2145 | * | ||
2146 | * These are the current shader format properties: | ||
2147 | * | ||
2148 | * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to | ||
2149 | * provide shaders for an NDA platform. | ||
2150 | * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to | ||
2151 | * provide SPIR-V shaders if applicable. | ||
2152 | * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to | ||
2153 | * provide DXBC shaders if applicable | ||
2154 | * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to | ||
2155 | * provide DXIL shaders if applicable. | ||
2156 | * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to | ||
2157 | * provide MSL shaders if applicable. | ||
2158 | * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to | ||
2159 | * provide Metal shader libraries if applicable. | ||
2160 | * | ||
2161 | * With the D3D12 renderer: | ||
2162 | * | ||
2163 | * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to | ||
2164 | * use for all vertex semantics, default is "TEXCOORD". | ||
2165 | * | ||
2166 | * \param props the properties to use. | ||
2167 | * \returns a GPU context on success or NULL on failure; call SDL_GetError() | ||
2168 | * for more information. | ||
2169 | * | ||
2170 | * \since This function is available since SDL 3.2.0. | ||
2171 | * | ||
2172 | * \sa SDL_GetGPUShaderFormats | ||
2173 | * \sa SDL_GetGPUDeviceDriver | ||
2174 | * \sa SDL_DestroyGPUDevice | ||
2175 | * \sa SDL_GPUSupportsProperties | ||
2176 | */ | ||
2177 | extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDeviceWithProperties( | ||
2178 | SDL_PropertiesID props); | ||
2179 | |||
2180 | #define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN "SDL.gpu.device.create.debugmode" | ||
2181 | #define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN "SDL.gpu.device.create.preferlowpower" | ||
2182 | #define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name" | ||
2183 | #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN "SDL.gpu.device.create.shaders.private" | ||
2184 | #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN "SDL.gpu.device.create.shaders.spirv" | ||
2185 | #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN "SDL.gpu.device.create.shaders.dxbc" | ||
2186 | #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN "SDL.gpu.device.create.shaders.dxil" | ||
2187 | #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN "SDL.gpu.device.create.shaders.msl" | ||
2188 | #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib" | ||
2189 | #define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic" | ||
2190 | |||
2191 | /** | ||
2192 | * Destroys a GPU context previously returned by SDL_CreateGPUDevice. | ||
2193 | * | ||
2194 | * \param device a GPU Context to destroy. | ||
2195 | * | ||
2196 | * \since This function is available since SDL 3.2.0. | ||
2197 | * | ||
2198 | * \sa SDL_CreateGPUDevice | ||
2199 | */ | ||
2200 | extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device); | ||
2201 | |||
2202 | /** | ||
2203 | * Get the number of GPU drivers compiled into SDL. | ||
2204 | * | ||
2205 | * \returns the number of built in GPU drivers. | ||
2206 | * | ||
2207 | * \since This function is available since SDL 3.2.0. | ||
2208 | * | ||
2209 | * \sa SDL_GetGPUDriver | ||
2210 | */ | ||
2211 | extern SDL_DECLSPEC int SDLCALL SDL_GetNumGPUDrivers(void); | ||
2212 | |||
2213 | /** | ||
2214 | * Get the name of a built in GPU driver. | ||
2215 | * | ||
2216 | * The GPU drivers are presented in the order in which they are normally | ||
2217 | * checked during initialization. | ||
2218 | * | ||
2219 | * The names of drivers are all simple, low-ASCII identifiers, like "vulkan", | ||
2220 | * "metal" or "direct3d12". These never have Unicode characters, and are not | ||
2221 | * meant to be proper names. | ||
2222 | * | ||
2223 | * \param index the index of a GPU driver. | ||
2224 | * \returns the name of the GPU driver with the given **index**. | ||
2225 | * | ||
2226 | * \since This function is available since SDL 3.2.0. | ||
2227 | * | ||
2228 | * \sa SDL_GetNumGPUDrivers | ||
2229 | */ | ||
2230 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDriver(int index); | ||
2231 | |||
2232 | /** | ||
2233 | * Returns the name of the backend used to create this GPU context. | ||
2234 | * | ||
2235 | * \param device a GPU context to query. | ||
2236 | * \returns the name of the device's driver, or NULL on error. | ||
2237 | * | ||
2238 | * \since This function is available since SDL 3.2.0. | ||
2239 | */ | ||
2240 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDeviceDriver(SDL_GPUDevice *device); | ||
2241 | |||
2242 | /** | ||
2243 | * Returns the supported shader formats for this GPU context. | ||
2244 | * | ||
2245 | * \param device a GPU context to query. | ||
2246 | * \returns a bitflag indicating which shader formats the driver is able to | ||
2247 | * consume. | ||
2248 | * | ||
2249 | * \since This function is available since SDL 3.2.0. | ||
2250 | */ | ||
2251 | extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUDevice *device); | ||
2252 | |||
2253 | /* State Creation */ | ||
2254 | |||
2255 | /** | ||
2256 | * Creates a pipeline object to be used in a compute workflow. | ||
2257 | * | ||
2258 | * Shader resource bindings must be authored to follow a particular order | ||
2259 | * depending on the shader format. | ||
2260 | * | ||
2261 | * For SPIR-V shaders, use the following resource sets: | ||
2262 | * | ||
2263 | * - 0: Sampled textures, followed by read-only storage textures, followed by | ||
2264 | * read-only storage buffers | ||
2265 | * - 1: Read-write storage textures, followed by read-write storage buffers | ||
2266 | * - 2: Uniform buffers | ||
2267 | * | ||
2268 | * For DXBC and DXIL shaders, use the following register order: | ||
2269 | * | ||
2270 | * - (t[n], space0): Sampled textures, followed by read-only storage textures, | ||
2271 | * followed by read-only storage buffers | ||
2272 | * - (u[n], space1): Read-write storage textures, followed by read-write | ||
2273 | * storage buffers | ||
2274 | * - (b[n], space2): Uniform buffers | ||
2275 | * | ||
2276 | * For MSL/metallib, use the following order: | ||
2277 | * | ||
2278 | * - [[buffer]]: Uniform buffers, followed by read-only storage buffers, | ||
2279 | * followed by read-write storage buffers | ||
2280 | * - [[texture]]: Sampled textures, followed by read-only storage textures, | ||
2281 | * followed by read-write storage textures | ||
2282 | * | ||
2283 | * There are optional properties that can be provided through `props`. These | ||
2284 | * are the supported properties: | ||
2285 | * | ||
2286 | * - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be | ||
2287 | * displayed in debugging tools. | ||
2288 | * | ||
2289 | * \param device a GPU Context. | ||
2290 | * \param createinfo a struct describing the state of the compute pipeline to | ||
2291 | * create. | ||
2292 | * \returns a compute pipeline object on success, or NULL on failure; call | ||
2293 | * SDL_GetError() for more information. | ||
2294 | * | ||
2295 | * \since This function is available since SDL 3.2.0. | ||
2296 | * | ||
2297 | * \sa SDL_BindGPUComputePipeline | ||
2298 | * \sa SDL_ReleaseGPUComputePipeline | ||
2299 | */ | ||
2300 | extern SDL_DECLSPEC SDL_GPUComputePipeline * SDLCALL SDL_CreateGPUComputePipeline( | ||
2301 | SDL_GPUDevice *device, | ||
2302 | const SDL_GPUComputePipelineCreateInfo *createinfo); | ||
2303 | |||
2304 | #define SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING "SDL.gpu.computepipeline.create.name" | ||
2305 | |||
2306 | /** | ||
2307 | * Creates a pipeline object to be used in a graphics workflow. | ||
2308 | * | ||
2309 | * There are optional properties that can be provided through `props`. These | ||
2310 | * are the supported properties: | ||
2311 | * | ||
2312 | * - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be | ||
2313 | * displayed in debugging tools. | ||
2314 | * | ||
2315 | * \param device a GPU Context. | ||
2316 | * \param createinfo a struct describing the state of the graphics pipeline to | ||
2317 | * create. | ||
2318 | * \returns a graphics pipeline object on success, or NULL on failure; call | ||
2319 | * SDL_GetError() for more information. | ||
2320 | * | ||
2321 | * \since This function is available since SDL 3.2.0. | ||
2322 | * | ||
2323 | * \sa SDL_CreateGPUShader | ||
2324 | * \sa SDL_BindGPUGraphicsPipeline | ||
2325 | * \sa SDL_ReleaseGPUGraphicsPipeline | ||
2326 | */ | ||
2327 | extern SDL_DECLSPEC SDL_GPUGraphicsPipeline * SDLCALL SDL_CreateGPUGraphicsPipeline( | ||
2328 | SDL_GPUDevice *device, | ||
2329 | const SDL_GPUGraphicsPipelineCreateInfo *createinfo); | ||
2330 | |||
2331 | #define SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING "SDL.gpu.graphicspipeline.create.name" | ||
2332 | |||
2333 | /** | ||
2334 | * Creates a sampler object to be used when binding textures in a graphics | ||
2335 | * workflow. | ||
2336 | * | ||
2337 | * There are optional properties that can be provided through `props`. These | ||
2338 | * are the supported properties: | ||
2339 | * | ||
2340 | * - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed | ||
2341 | * in debugging tools. | ||
2342 | * | ||
2343 | * \param device a GPU Context. | ||
2344 | * \param createinfo a struct describing the state of the sampler to create. | ||
2345 | * \returns a sampler object on success, or NULL on failure; call | ||
2346 | * SDL_GetError() for more information. | ||
2347 | * | ||
2348 | * \since This function is available since SDL 3.2.0. | ||
2349 | * | ||
2350 | * \sa SDL_BindGPUVertexSamplers | ||
2351 | * \sa SDL_BindGPUFragmentSamplers | ||
2352 | * \sa SDL_ReleaseGPUSampler | ||
2353 | */ | ||
2354 | extern SDL_DECLSPEC SDL_GPUSampler * SDLCALL SDL_CreateGPUSampler( | ||
2355 | SDL_GPUDevice *device, | ||
2356 | const SDL_GPUSamplerCreateInfo *createinfo); | ||
2357 | |||
2358 | #define SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING "SDL.gpu.sampler.create.name" | ||
2359 | |||
2360 | /** | ||
2361 | * Creates a shader to be used when creating a graphics pipeline. | ||
2362 | * | ||
2363 | * Shader resource bindings must be authored to follow a particular order | ||
2364 | * depending on the shader format. | ||
2365 | * | ||
2366 | * For SPIR-V shaders, use the following resource sets: | ||
2367 | * | ||
2368 | * For vertex shaders: | ||
2369 | * | ||
2370 | * - 0: Sampled textures, followed by storage textures, followed by storage | ||
2371 | * buffers | ||
2372 | * - 1: Uniform buffers | ||
2373 | * | ||
2374 | * For fragment shaders: | ||
2375 | * | ||
2376 | * - 2: Sampled textures, followed by storage textures, followed by storage | ||
2377 | * buffers | ||
2378 | * - 3: Uniform buffers | ||
2379 | * | ||
2380 | * For DXBC and DXIL shaders, use the following register order: | ||
2381 | * | ||
2382 | * For vertex shaders: | ||
2383 | * | ||
2384 | * - (t[n], space0): Sampled textures, followed by storage textures, followed | ||
2385 | * by storage buffers | ||
2386 | * - (s[n], space0): Samplers with indices corresponding to the sampled | ||
2387 | * textures | ||
2388 | * - (b[n], space1): Uniform buffers | ||
2389 | * | ||
2390 | * For pixel shaders: | ||
2391 | * | ||
2392 | * - (t[n], space2): Sampled textures, followed by storage textures, followed | ||
2393 | * by storage buffers | ||
2394 | * - (s[n], space2): Samplers with indices corresponding to the sampled | ||
2395 | * textures | ||
2396 | * - (b[n], space3): Uniform buffers | ||
2397 | * | ||
2398 | * For MSL/metallib, use the following order: | ||
2399 | * | ||
2400 | * - [[texture]]: Sampled textures, followed by storage textures | ||
2401 | * - [[sampler]]: Samplers with indices corresponding to the sampled textures | ||
2402 | * - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0 | ||
2403 | * is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on. | ||
2404 | * Rather than manually authoring vertex buffer indices, use the | ||
2405 | * [[stage_in]] attribute which will automatically use the vertex input | ||
2406 | * information from the SDL_GPUGraphicsPipeline. | ||
2407 | * | ||
2408 | * Shader semantics other than system-value semantics do not matter in D3D12 | ||
2409 | * and for ease of use the SDL implementation assumes that non system-value | ||
2410 | * semantics will all be TEXCOORD. If you are using HLSL as the shader source | ||
2411 | * language, your vertex semantics should start at TEXCOORD0 and increment | ||
2412 | * like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic | ||
2413 | * prefix to something other than TEXCOORD you can use | ||
2414 | * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with | ||
2415 | * SDL_CreateGPUDeviceWithProperties(). | ||
2416 | * | ||
2417 | * There are optional properties that can be provided through `props`. These | ||
2418 | * are the supported properties: | ||
2419 | * | ||
2420 | * - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in | ||
2421 | * debugging tools. | ||
2422 | * | ||
2423 | * \param device a GPU Context. | ||
2424 | * \param createinfo a struct describing the state of the shader to create. | ||
2425 | * \returns a shader object on success, or NULL on failure; call | ||
2426 | * SDL_GetError() for more information. | ||
2427 | * | ||
2428 | * \since This function is available since SDL 3.2.0. | ||
2429 | * | ||
2430 | * \sa SDL_CreateGPUGraphicsPipeline | ||
2431 | * \sa SDL_ReleaseGPUShader | ||
2432 | */ | ||
2433 | extern SDL_DECLSPEC SDL_GPUShader * SDLCALL SDL_CreateGPUShader( | ||
2434 | SDL_GPUDevice *device, | ||
2435 | const SDL_GPUShaderCreateInfo *createinfo); | ||
2436 | |||
2437 | #define SDL_PROP_GPU_SHADER_CREATE_NAME_STRING "SDL.gpu.shader.create.name" | ||
2438 | |||
2439 | /** | ||
2440 | * Creates a texture object to be used in graphics or compute workflows. | ||
2441 | * | ||
2442 | * The contents of this texture are undefined until data is written to the | ||
2443 | * texture. | ||
2444 | * | ||
2445 | * Note that certain combinations of usage flags are invalid. For example, a | ||
2446 | * texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags. | ||
2447 | * | ||
2448 | * If you request a sample count higher than the hardware supports, the | ||
2449 | * implementation will automatically fall back to the highest available sample | ||
2450 | * count. | ||
2451 | * | ||
2452 | * There are optional properties that can be provided through | ||
2453 | * SDL_GPUTextureCreateInfo's `props`. These are the supported properties: | ||
2454 | * | ||
2455 | * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if | ||
2456 | * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture | ||
2457 | * to a color with this red intensity. Defaults to zero. | ||
2458 | * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if | ||
2459 | * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture | ||
2460 | * to a color with this green intensity. Defaults to zero. | ||
2461 | * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if | ||
2462 | * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture | ||
2463 | * to a color with this blue intensity. Defaults to zero. | ||
2464 | * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if | ||
2465 | * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture | ||
2466 | * to a color with this alpha intensity. Defaults to zero. | ||
2467 | * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only) | ||
2468 | * if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear | ||
2469 | * the texture to a depth of this value. Defaults to zero. | ||
2470 | * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER`: (Direct3D 12 | ||
2471 | * only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, | ||
2472 | * clear the texture to a stencil of this Uint8 value. Defaults to zero. | ||
2473 | * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed | ||
2474 | * in debugging tools. | ||
2475 | * | ||
2476 | * \param device a GPU Context. | ||
2477 | * \param createinfo a struct describing the state of the texture to create. | ||
2478 | * \returns a texture object on success, or NULL on failure; call | ||
2479 | * SDL_GetError() for more information. | ||
2480 | * | ||
2481 | * \since This function is available since SDL 3.2.0. | ||
2482 | * | ||
2483 | * \sa SDL_UploadToGPUTexture | ||
2484 | * \sa SDL_DownloadFromGPUTexture | ||
2485 | * \sa SDL_BindGPUVertexSamplers | ||
2486 | * \sa SDL_BindGPUVertexStorageTextures | ||
2487 | * \sa SDL_BindGPUFragmentSamplers | ||
2488 | * \sa SDL_BindGPUFragmentStorageTextures | ||
2489 | * \sa SDL_BindGPUComputeStorageTextures | ||
2490 | * \sa SDL_BlitGPUTexture | ||
2491 | * \sa SDL_ReleaseGPUTexture | ||
2492 | * \sa SDL_GPUTextureSupportsFormat | ||
2493 | */ | ||
2494 | extern SDL_DECLSPEC SDL_GPUTexture * SDLCALL SDL_CreateGPUTexture( | ||
2495 | SDL_GPUDevice *device, | ||
2496 | const SDL_GPUTextureCreateInfo *createinfo); | ||
2497 | |||
2498 | #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT "SDL.gpu.texture.create.d3d12.clear.r" | ||
2499 | #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT "SDL.gpu.texture.create.d3d12.clear.g" | ||
2500 | #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT "SDL.gpu.texture.create.d3d12.clear.b" | ||
2501 | #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT "SDL.gpu.texture.create.d3d12.clear.a" | ||
2502 | #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.texture.create.d3d12.clear.depth" | ||
2503 | #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER "SDL.gpu.texture.create.d3d12.clear.stencil" | ||
2504 | #define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name" | ||
2505 | |||
2506 | /** | ||
2507 | * Creates a buffer object to be used in graphics or compute workflows. | ||
2508 | * | ||
2509 | * The contents of this buffer are undefined until data is written to the | ||
2510 | * buffer. | ||
2511 | * | ||
2512 | * Note that certain combinations of usage flags are invalid. For example, a | ||
2513 | * buffer cannot have both the VERTEX and INDEX flags. | ||
2514 | * | ||
2515 | * If you use a STORAGE flag, the data in the buffer must respect std140 | ||
2516 | * layout conventions. In practical terms this means you must ensure that vec3 | ||
2517 | * and vec4 fields are 16-byte aligned. | ||
2518 | * | ||
2519 | * For better understanding of underlying concepts and memory management with | ||
2520 | * SDL GPU API, you may refer | ||
2521 | * [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/) | ||
2522 | * . | ||
2523 | * | ||
2524 | * There are optional properties that can be provided through `props`. These | ||
2525 | * are the supported properties: | ||
2526 | * | ||
2527 | * - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in | ||
2528 | * debugging tools. | ||
2529 | * | ||
2530 | * \param device a GPU Context. | ||
2531 | * \param createinfo a struct describing the state of the buffer to create. | ||
2532 | * \returns a buffer object on success, or NULL on failure; call | ||
2533 | * SDL_GetError() for more information. | ||
2534 | * | ||
2535 | * \since This function is available since SDL 3.2.0. | ||
2536 | * | ||
2537 | * \sa SDL_UploadToGPUBuffer | ||
2538 | * \sa SDL_DownloadFromGPUBuffer | ||
2539 | * \sa SDL_CopyGPUBufferToBuffer | ||
2540 | * \sa SDL_BindGPUVertexBuffers | ||
2541 | * \sa SDL_BindGPUIndexBuffer | ||
2542 | * \sa SDL_BindGPUVertexStorageBuffers | ||
2543 | * \sa SDL_BindGPUFragmentStorageBuffers | ||
2544 | * \sa SDL_DrawGPUPrimitivesIndirect | ||
2545 | * \sa SDL_DrawGPUIndexedPrimitivesIndirect | ||
2546 | * \sa SDL_BindGPUComputeStorageBuffers | ||
2547 | * \sa SDL_DispatchGPUComputeIndirect | ||
2548 | * \sa SDL_ReleaseGPUBuffer | ||
2549 | */ | ||
2550 | extern SDL_DECLSPEC SDL_GPUBuffer * SDLCALL SDL_CreateGPUBuffer( | ||
2551 | SDL_GPUDevice *device, | ||
2552 | const SDL_GPUBufferCreateInfo *createinfo); | ||
2553 | |||
2554 | #define SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING "SDL.gpu.buffer.create.name" | ||
2555 | |||
2556 | /** | ||
2557 | * Creates a transfer buffer to be used when uploading to or downloading from | ||
2558 | * graphics resources. | ||
2559 | * | ||
2560 | * Download buffers can be particularly expensive to create, so it is good | ||
2561 | * practice to reuse them if data will be downloaded regularly. | ||
2562 | * | ||
2563 | * There are optional properties that can be provided through `props`. These | ||
2564 | * are the supported properties: | ||
2565 | * | ||
2566 | * - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be | ||
2567 | * displayed in debugging tools. | ||
2568 | * | ||
2569 | * \param device a GPU Context. | ||
2570 | * \param createinfo a struct describing the state of the transfer buffer to | ||
2571 | * create. | ||
2572 | * \returns a transfer buffer on success, or NULL on failure; call | ||
2573 | * SDL_GetError() for more information. | ||
2574 | * | ||
2575 | * \since This function is available since SDL 3.2.0. | ||
2576 | * | ||
2577 | * \sa SDL_UploadToGPUBuffer | ||
2578 | * \sa SDL_DownloadFromGPUBuffer | ||
2579 | * \sa SDL_UploadToGPUTexture | ||
2580 | * \sa SDL_DownloadFromGPUTexture | ||
2581 | * \sa SDL_ReleaseGPUTransferBuffer | ||
2582 | */ | ||
2583 | extern SDL_DECLSPEC SDL_GPUTransferBuffer * SDLCALL SDL_CreateGPUTransferBuffer( | ||
2584 | SDL_GPUDevice *device, | ||
2585 | const SDL_GPUTransferBufferCreateInfo *createinfo); | ||
2586 | |||
2587 | #define SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING "SDL.gpu.transferbuffer.create.name" | ||
2588 | |||
2589 | /* Debug Naming */ | ||
2590 | |||
2591 | /** | ||
2592 | * Sets an arbitrary string constant to label a buffer. | ||
2593 | * | ||
2594 | * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with | ||
2595 | * SDL_CreateGPUBuffer instead of this function to avoid thread safety issues. | ||
2596 | * | ||
2597 | * \param device a GPU Context. | ||
2598 | * \param buffer a buffer to attach the name to. | ||
2599 | * \param text a UTF-8 string constant to mark as the name of the buffer. | ||
2600 | * | ||
2601 | * \threadsafety This function is not thread safe, you must make sure the | ||
2602 | * buffer is not simultaneously used by any other thread. | ||
2603 | * | ||
2604 | * \since This function is available since SDL 3.2.0. | ||
2605 | * | ||
2606 | * \sa SDL_CreateGPUBuffer | ||
2607 | */ | ||
2608 | extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName( | ||
2609 | SDL_GPUDevice *device, | ||
2610 | SDL_GPUBuffer *buffer, | ||
2611 | const char *text); | ||
2612 | |||
2613 | /** | ||
2614 | * Sets an arbitrary string constant to label a texture. | ||
2615 | * | ||
2616 | * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with | ||
2617 | * SDL_CreateGPUTexture instead of this function to avoid thread safety | ||
2618 | * issues. | ||
2619 | * | ||
2620 | * \param device a GPU Context. | ||
2621 | * \param texture a texture to attach the name to. | ||
2622 | * \param text a UTF-8 string constant to mark as the name of the texture. | ||
2623 | * | ||
2624 | * \threadsafety This function is not thread safe, you must make sure the | ||
2625 | * texture is not simultaneously used by any other thread. | ||
2626 | * | ||
2627 | * \since This function is available since SDL 3.2.0. | ||
2628 | * | ||
2629 | * \sa SDL_CreateGPUTexture | ||
2630 | */ | ||
2631 | extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName( | ||
2632 | SDL_GPUDevice *device, | ||
2633 | SDL_GPUTexture *texture, | ||
2634 | const char *text); | ||
2635 | |||
2636 | /** | ||
2637 | * Inserts an arbitrary string label into the command buffer callstream. | ||
2638 | * | ||
2639 | * Useful for debugging. | ||
2640 | * | ||
2641 | * \param command_buffer a command buffer. | ||
2642 | * \param text a UTF-8 string constant to insert as the label. | ||
2643 | * | ||
2644 | * \since This function is available since SDL 3.2.0. | ||
2645 | */ | ||
2646 | extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel( | ||
2647 | SDL_GPUCommandBuffer *command_buffer, | ||
2648 | const char *text); | ||
2649 | |||
2650 | /** | ||
2651 | * Begins a debug group with an arbitary name. | ||
2652 | * | ||
2653 | * Used for denoting groups of calls when viewing the command buffer | ||
2654 | * callstream in a graphics debugging tool. | ||
2655 | * | ||
2656 | * Each call to SDL_PushGPUDebugGroup must have a corresponding call to | ||
2657 | * SDL_PopGPUDebugGroup. | ||
2658 | * | ||
2659 | * On some backends (e.g. Metal), pushing a debug group during a | ||
2660 | * render/blit/compute pass will create a group that is scoped to the native | ||
2661 | * pass rather than the command buffer. For best results, if you push a debug | ||
2662 | * group during a pass, always pop it in the same pass. | ||
2663 | * | ||
2664 | * \param command_buffer a command buffer. | ||
2665 | * \param name a UTF-8 string constant that names the group. | ||
2666 | * | ||
2667 | * \since This function is available since SDL 3.2.0. | ||
2668 | * | ||
2669 | * \sa SDL_PopGPUDebugGroup | ||
2670 | */ | ||
2671 | extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup( | ||
2672 | SDL_GPUCommandBuffer *command_buffer, | ||
2673 | const char *name); | ||
2674 | |||
2675 | /** | ||
2676 | * Ends the most-recently pushed debug group. | ||
2677 | * | ||
2678 | * \param command_buffer a command buffer. | ||
2679 | * | ||
2680 | * \since This function is available since SDL 3.2.0. | ||
2681 | * | ||
2682 | * \sa SDL_PushGPUDebugGroup | ||
2683 | */ | ||
2684 | extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup( | ||
2685 | SDL_GPUCommandBuffer *command_buffer); | ||
2686 | |||
2687 | /* Disposal */ | ||
2688 | |||
2689 | /** | ||
2690 | * Frees the given texture as soon as it is safe to do so. | ||
2691 | * | ||
2692 | * You must not reference the texture after calling this function. | ||
2693 | * | ||
2694 | * \param device a GPU context. | ||
2695 | * \param texture a texture to be destroyed. | ||
2696 | * | ||
2697 | * \since This function is available since SDL 3.2.0. | ||
2698 | */ | ||
2699 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTexture( | ||
2700 | SDL_GPUDevice *device, | ||
2701 | SDL_GPUTexture *texture); | ||
2702 | |||
2703 | /** | ||
2704 | * Frees the given sampler as soon as it is safe to do so. | ||
2705 | * | ||
2706 | * You must not reference the sampler after calling this function. | ||
2707 | * | ||
2708 | * \param device a GPU context. | ||
2709 | * \param sampler a sampler to be destroyed. | ||
2710 | * | ||
2711 | * \since This function is available since SDL 3.2.0. | ||
2712 | */ | ||
2713 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUSampler( | ||
2714 | SDL_GPUDevice *device, | ||
2715 | SDL_GPUSampler *sampler); | ||
2716 | |||
2717 | /** | ||
2718 | * Frees the given buffer as soon as it is safe to do so. | ||
2719 | * | ||
2720 | * You must not reference the buffer after calling this function. | ||
2721 | * | ||
2722 | * \param device a GPU context. | ||
2723 | * \param buffer a buffer to be destroyed. | ||
2724 | * | ||
2725 | * \since This function is available since SDL 3.2.0. | ||
2726 | */ | ||
2727 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer( | ||
2728 | SDL_GPUDevice *device, | ||
2729 | SDL_GPUBuffer *buffer); | ||
2730 | |||
2731 | /** | ||
2732 | * Frees the given transfer buffer as soon as it is safe to do so. | ||
2733 | * | ||
2734 | * You must not reference the transfer buffer after calling this function. | ||
2735 | * | ||
2736 | * \param device a GPU context. | ||
2737 | * \param transfer_buffer a transfer buffer to be destroyed. | ||
2738 | * | ||
2739 | * \since This function is available since SDL 3.2.0. | ||
2740 | */ | ||
2741 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer( | ||
2742 | SDL_GPUDevice *device, | ||
2743 | SDL_GPUTransferBuffer *transfer_buffer); | ||
2744 | |||
2745 | /** | ||
2746 | * Frees the given compute pipeline as soon as it is safe to do so. | ||
2747 | * | ||
2748 | * You must not reference the compute pipeline after calling this function. | ||
2749 | * | ||
2750 | * \param device a GPU context. | ||
2751 | * \param compute_pipeline a compute pipeline to be destroyed. | ||
2752 | * | ||
2753 | * \since This function is available since SDL 3.2.0. | ||
2754 | */ | ||
2755 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline( | ||
2756 | SDL_GPUDevice *device, | ||
2757 | SDL_GPUComputePipeline *compute_pipeline); | ||
2758 | |||
2759 | /** | ||
2760 | * Frees the given shader as soon as it is safe to do so. | ||
2761 | * | ||
2762 | * You must not reference the shader after calling this function. | ||
2763 | * | ||
2764 | * \param device a GPU context. | ||
2765 | * \param shader a shader to be destroyed. | ||
2766 | * | ||
2767 | * \since This function is available since SDL 3.2.0. | ||
2768 | */ | ||
2769 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader( | ||
2770 | SDL_GPUDevice *device, | ||
2771 | SDL_GPUShader *shader); | ||
2772 | |||
2773 | /** | ||
2774 | * Frees the given graphics pipeline as soon as it is safe to do so. | ||
2775 | * | ||
2776 | * You must not reference the graphics pipeline after calling this function. | ||
2777 | * | ||
2778 | * \param device a GPU context. | ||
2779 | * \param graphics_pipeline a graphics pipeline to be destroyed. | ||
2780 | * | ||
2781 | * \since This function is available since SDL 3.2.0. | ||
2782 | */ | ||
2783 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline( | ||
2784 | SDL_GPUDevice *device, | ||
2785 | SDL_GPUGraphicsPipeline *graphics_pipeline); | ||
2786 | |||
2787 | /** | ||
2788 | * Acquire a command buffer. | ||
2789 | * | ||
2790 | * This command buffer is managed by the implementation and should not be | ||
2791 | * freed by the user. The command buffer may only be used on the thread it was | ||
2792 | * acquired on. The command buffer should be submitted on the thread it was | ||
2793 | * acquired on. | ||
2794 | * | ||
2795 | * It is valid to acquire multiple command buffers on the same thread at once. | ||
2796 | * In fact a common design pattern is to acquire two command buffers per frame | ||
2797 | * where one is dedicated to render and compute passes and the other is | ||
2798 | * dedicated to copy passes and other preparatory work such as generating | ||
2799 | * mipmaps. Interleaving commands between the two command buffers reduces the | ||
2800 | * total amount of passes overall which improves rendering performance. | ||
2801 | * | ||
2802 | * \param device a GPU context. | ||
2803 | * \returns a command buffer, or NULL on failure; call SDL_GetError() for more | ||
2804 | * information. | ||
2805 | * | ||
2806 | * \since This function is available since SDL 3.2.0. | ||
2807 | * | ||
2808 | * \sa SDL_SubmitGPUCommandBuffer | ||
2809 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence | ||
2810 | */ | ||
2811 | extern SDL_DECLSPEC SDL_GPUCommandBuffer * SDLCALL SDL_AcquireGPUCommandBuffer( | ||
2812 | SDL_GPUDevice *device); | ||
2813 | |||
2814 | /* Uniform Data */ | ||
2815 | |||
2816 | /** | ||
2817 | * Pushes data to a vertex uniform slot on the command buffer. | ||
2818 | * | ||
2819 | * Subsequent draw calls will use this uniform data. | ||
2820 | * | ||
2821 | * The data being pushed must respect std140 layout conventions. In practical | ||
2822 | * terms this means you must ensure that vec3 and vec4 fields are 16-byte | ||
2823 | * aligned. | ||
2824 | * | ||
2825 | * \param command_buffer a command buffer. | ||
2826 | * \param slot_index the vertex uniform slot to push data to. | ||
2827 | * \param data client data to write. | ||
2828 | * \param length the length of the data to write. | ||
2829 | * | ||
2830 | * \since This function is available since SDL 3.2.0. | ||
2831 | */ | ||
2832 | extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData( | ||
2833 | SDL_GPUCommandBuffer *command_buffer, | ||
2834 | Uint32 slot_index, | ||
2835 | const void *data, | ||
2836 | Uint32 length); | ||
2837 | |||
2838 | /** | ||
2839 | * Pushes data to a fragment uniform slot on the command buffer. | ||
2840 | * | ||
2841 | * Subsequent draw calls will use this uniform data. | ||
2842 | * | ||
2843 | * The data being pushed must respect std140 layout conventions. In practical | ||
2844 | * terms this means you must ensure that vec3 and vec4 fields are 16-byte | ||
2845 | * aligned. | ||
2846 | * | ||
2847 | * \param command_buffer a command buffer. | ||
2848 | * \param slot_index the fragment uniform slot to push data to. | ||
2849 | * \param data client data to write. | ||
2850 | * \param length the length of the data to write. | ||
2851 | * | ||
2852 | * \since This function is available since SDL 3.2.0. | ||
2853 | */ | ||
2854 | extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData( | ||
2855 | SDL_GPUCommandBuffer *command_buffer, | ||
2856 | Uint32 slot_index, | ||
2857 | const void *data, | ||
2858 | Uint32 length); | ||
2859 | |||
2860 | /** | ||
2861 | * Pushes data to a uniform slot on the command buffer. | ||
2862 | * | ||
2863 | * Subsequent draw calls will use this uniform data. | ||
2864 | * | ||
2865 | * The data being pushed must respect std140 layout conventions. In practical | ||
2866 | * terms this means you must ensure that vec3 and vec4 fields are 16-byte | ||
2867 | * aligned. | ||
2868 | * | ||
2869 | * \param command_buffer a command buffer. | ||
2870 | * \param slot_index the uniform slot to push data to. | ||
2871 | * \param data client data to write. | ||
2872 | * \param length the length of the data to write. | ||
2873 | * | ||
2874 | * \since This function is available since SDL 3.2.0. | ||
2875 | */ | ||
2876 | extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData( | ||
2877 | SDL_GPUCommandBuffer *command_buffer, | ||
2878 | Uint32 slot_index, | ||
2879 | const void *data, | ||
2880 | Uint32 length); | ||
2881 | |||
2882 | /* Graphics State */ | ||
2883 | |||
2884 | /** | ||
2885 | * Begins a render pass on a command buffer. | ||
2886 | * | ||
2887 | * A render pass consists of a set of texture subresources (or depth slices in | ||
2888 | * the 3D texture case) which will be rendered to during the render pass, | ||
2889 | * along with corresponding clear values and load/store operations. All | ||
2890 | * operations related to graphics pipelines must take place inside of a render | ||
2891 | * pass. A default viewport and scissor state are automatically set when this | ||
2892 | * is called. You cannot begin another render pass, or begin a compute pass or | ||
2893 | * copy pass until you have ended the render pass. | ||
2894 | * | ||
2895 | * \param command_buffer a command buffer. | ||
2896 | * \param color_target_infos an array of texture subresources with | ||
2897 | * corresponding clear values and load/store ops. | ||
2898 | * \param num_color_targets the number of color targets in the | ||
2899 | * color_target_infos array. | ||
2900 | * \param depth_stencil_target_info a texture subresource with corresponding | ||
2901 | * clear value and load/store ops, may be | ||
2902 | * NULL. | ||
2903 | * \returns a render pass handle. | ||
2904 | * | ||
2905 | * \since This function is available since SDL 3.2.0. | ||
2906 | * | ||
2907 | * \sa SDL_EndGPURenderPass | ||
2908 | */ | ||
2909 | extern SDL_DECLSPEC SDL_GPURenderPass * SDLCALL SDL_BeginGPURenderPass( | ||
2910 | SDL_GPUCommandBuffer *command_buffer, | ||
2911 | const SDL_GPUColorTargetInfo *color_target_infos, | ||
2912 | Uint32 num_color_targets, | ||
2913 | const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info); | ||
2914 | |||
2915 | /** | ||
2916 | * Binds a graphics pipeline on a render pass to be used in rendering. | ||
2917 | * | ||
2918 | * A graphics pipeline must be bound before making any draw calls. | ||
2919 | * | ||
2920 | * \param render_pass a render pass handle. | ||
2921 | * \param graphics_pipeline the graphics pipeline to bind. | ||
2922 | * | ||
2923 | * \since This function is available since SDL 3.2.0. | ||
2924 | */ | ||
2925 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline( | ||
2926 | SDL_GPURenderPass *render_pass, | ||
2927 | SDL_GPUGraphicsPipeline *graphics_pipeline); | ||
2928 | |||
2929 | /** | ||
2930 | * Sets the current viewport state on a command buffer. | ||
2931 | * | ||
2932 | * \param render_pass a render pass handle. | ||
2933 | * \param viewport the viewport to set. | ||
2934 | * | ||
2935 | * \since This function is available since SDL 3.2.0. | ||
2936 | */ | ||
2937 | extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport( | ||
2938 | SDL_GPURenderPass *render_pass, | ||
2939 | const SDL_GPUViewport *viewport); | ||
2940 | |||
2941 | /** | ||
2942 | * Sets the current scissor state on a command buffer. | ||
2943 | * | ||
2944 | * \param render_pass a render pass handle. | ||
2945 | * \param scissor the scissor area to set. | ||
2946 | * | ||
2947 | * \since This function is available since SDL 3.2.0. | ||
2948 | */ | ||
2949 | extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor( | ||
2950 | SDL_GPURenderPass *render_pass, | ||
2951 | const SDL_Rect *scissor); | ||
2952 | |||
2953 | /** | ||
2954 | * Sets the current blend constants on a command buffer. | ||
2955 | * | ||
2956 | * \param render_pass a render pass handle. | ||
2957 | * \param blend_constants the blend constant color. | ||
2958 | * | ||
2959 | * \since This function is available since SDL 3.2.0. | ||
2960 | * | ||
2961 | * \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR | ||
2962 | * \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR | ||
2963 | */ | ||
2964 | extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants( | ||
2965 | SDL_GPURenderPass *render_pass, | ||
2966 | SDL_FColor blend_constants); | ||
2967 | |||
2968 | /** | ||
2969 | * Sets the current stencil reference value on a command buffer. | ||
2970 | * | ||
2971 | * \param render_pass a render pass handle. | ||
2972 | * \param reference the stencil reference value to set. | ||
2973 | * | ||
2974 | * \since This function is available since SDL 3.2.0. | ||
2975 | */ | ||
2976 | extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference( | ||
2977 | SDL_GPURenderPass *render_pass, | ||
2978 | Uint8 reference); | ||
2979 | |||
2980 | /** | ||
2981 | * Binds vertex buffers on a command buffer for use with subsequent draw | ||
2982 | * calls. | ||
2983 | * | ||
2984 | * \param render_pass a render pass handle. | ||
2985 | * \param first_slot the vertex buffer slot to begin binding from. | ||
2986 | * \param bindings an array of SDL_GPUBufferBinding structs containing vertex | ||
2987 | * buffers and offset values. | ||
2988 | * \param num_bindings the number of bindings in the bindings array. | ||
2989 | * | ||
2990 | * \since This function is available since SDL 3.2.0. | ||
2991 | */ | ||
2992 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers( | ||
2993 | SDL_GPURenderPass *render_pass, | ||
2994 | Uint32 first_slot, | ||
2995 | const SDL_GPUBufferBinding *bindings, | ||
2996 | Uint32 num_bindings); | ||
2997 | |||
2998 | /** | ||
2999 | * Binds an index buffer on a command buffer for use with subsequent draw | ||
3000 | * calls. | ||
3001 | * | ||
3002 | * \param render_pass a render pass handle. | ||
3003 | * \param binding a pointer to a struct containing an index buffer and offset. | ||
3004 | * \param index_element_size whether the index values in the buffer are 16- or | ||
3005 | * 32-bit. | ||
3006 | * | ||
3007 | * \since This function is available since SDL 3.2.0. | ||
3008 | */ | ||
3009 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer( | ||
3010 | SDL_GPURenderPass *render_pass, | ||
3011 | const SDL_GPUBufferBinding *binding, | ||
3012 | SDL_GPUIndexElementSize index_element_size); | ||
3013 | |||
3014 | /** | ||
3015 | * Binds texture-sampler pairs for use on the vertex shader. | ||
3016 | * | ||
3017 | * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. | ||
3018 | * | ||
3019 | * Be sure your shader is set up according to the requirements documented in | ||
3020 | * SDL_CreateGPUShader(). | ||
3021 | * | ||
3022 | * \param render_pass a render pass handle. | ||
3023 | * \param first_slot the vertex sampler slot to begin binding from. | ||
3024 | * \param texture_sampler_bindings an array of texture-sampler binding | ||
3025 | * structs. | ||
3026 | * \param num_bindings the number of texture-sampler pairs to bind from the | ||
3027 | * array. | ||
3028 | * | ||
3029 | * \since This function is available since SDL 3.2.0. | ||
3030 | * | ||
3031 | * \sa SDL_CreateGPUShader | ||
3032 | */ | ||
3033 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers( | ||
3034 | SDL_GPURenderPass *render_pass, | ||
3035 | Uint32 first_slot, | ||
3036 | const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, | ||
3037 | Uint32 num_bindings); | ||
3038 | |||
3039 | /** | ||
3040 | * Binds storage textures for use on the vertex shader. | ||
3041 | * | ||
3042 | * These textures must have been created with | ||
3043 | * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ. | ||
3044 | * | ||
3045 | * Be sure your shader is set up according to the requirements documented in | ||
3046 | * SDL_CreateGPUShader(). | ||
3047 | * | ||
3048 | * \param render_pass a render pass handle. | ||
3049 | * \param first_slot the vertex storage texture slot to begin binding from. | ||
3050 | * \param storage_textures an array of storage textures. | ||
3051 | * \param num_bindings the number of storage texture to bind from the array. | ||
3052 | * | ||
3053 | * \since This function is available since SDL 3.2.0. | ||
3054 | * | ||
3055 | * \sa SDL_CreateGPUShader | ||
3056 | */ | ||
3057 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures( | ||
3058 | SDL_GPURenderPass *render_pass, | ||
3059 | Uint32 first_slot, | ||
3060 | SDL_GPUTexture *const *storage_textures, | ||
3061 | Uint32 num_bindings); | ||
3062 | |||
3063 | /** | ||
3064 | * Binds storage buffers for use on the vertex shader. | ||
3065 | * | ||
3066 | * These buffers must have been created with | ||
3067 | * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ. | ||
3068 | * | ||
3069 | * Be sure your shader is set up according to the requirements documented in | ||
3070 | * SDL_CreateGPUShader(). | ||
3071 | * | ||
3072 | * \param render_pass a render pass handle. | ||
3073 | * \param first_slot the vertex storage buffer slot to begin binding from. | ||
3074 | * \param storage_buffers an array of buffers. | ||
3075 | * \param num_bindings the number of buffers to bind from the array. | ||
3076 | * | ||
3077 | * \since This function is available since SDL 3.2.0. | ||
3078 | * | ||
3079 | * \sa SDL_CreateGPUShader | ||
3080 | */ | ||
3081 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers( | ||
3082 | SDL_GPURenderPass *render_pass, | ||
3083 | Uint32 first_slot, | ||
3084 | SDL_GPUBuffer *const *storage_buffers, | ||
3085 | Uint32 num_bindings); | ||
3086 | |||
3087 | /** | ||
3088 | * Binds texture-sampler pairs for use on the fragment shader. | ||
3089 | * | ||
3090 | * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. | ||
3091 | * | ||
3092 | * Be sure your shader is set up according to the requirements documented in | ||
3093 | * SDL_CreateGPUShader(). | ||
3094 | * | ||
3095 | * \param render_pass a render pass handle. | ||
3096 | * \param first_slot the fragment sampler slot to begin binding from. | ||
3097 | * \param texture_sampler_bindings an array of texture-sampler binding | ||
3098 | * structs. | ||
3099 | * \param num_bindings the number of texture-sampler pairs to bind from the | ||
3100 | * array. | ||
3101 | * | ||
3102 | * \since This function is available since SDL 3.2.0. | ||
3103 | * | ||
3104 | * \sa SDL_CreateGPUShader | ||
3105 | */ | ||
3106 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers( | ||
3107 | SDL_GPURenderPass *render_pass, | ||
3108 | Uint32 first_slot, | ||
3109 | const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, | ||
3110 | Uint32 num_bindings); | ||
3111 | |||
3112 | /** | ||
3113 | * Binds storage textures for use on the fragment shader. | ||
3114 | * | ||
3115 | * These textures must have been created with | ||
3116 | * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ. | ||
3117 | * | ||
3118 | * Be sure your shader is set up according to the requirements documented in | ||
3119 | * SDL_CreateGPUShader(). | ||
3120 | * | ||
3121 | * \param render_pass a render pass handle. | ||
3122 | * \param first_slot the fragment storage texture slot to begin binding from. | ||
3123 | * \param storage_textures an array of storage textures. | ||
3124 | * \param num_bindings the number of storage textures to bind from the array. | ||
3125 | * | ||
3126 | * \since This function is available since SDL 3.2.0. | ||
3127 | * | ||
3128 | * \sa SDL_CreateGPUShader | ||
3129 | */ | ||
3130 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures( | ||
3131 | SDL_GPURenderPass *render_pass, | ||
3132 | Uint32 first_slot, | ||
3133 | SDL_GPUTexture *const *storage_textures, | ||
3134 | Uint32 num_bindings); | ||
3135 | |||
3136 | /** | ||
3137 | * Binds storage buffers for use on the fragment shader. | ||
3138 | * | ||
3139 | * These buffers must have been created with | ||
3140 | * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ. | ||
3141 | * | ||
3142 | * Be sure your shader is set up according to the requirements documented in | ||
3143 | * SDL_CreateGPUShader(). | ||
3144 | * | ||
3145 | * \param render_pass a render pass handle. | ||
3146 | * \param first_slot the fragment storage buffer slot to begin binding from. | ||
3147 | * \param storage_buffers an array of storage buffers. | ||
3148 | * \param num_bindings the number of storage buffers to bind from the array. | ||
3149 | * | ||
3150 | * \since This function is available since SDL 3.2.0. | ||
3151 | * | ||
3152 | * \sa SDL_CreateGPUShader | ||
3153 | */ | ||
3154 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers( | ||
3155 | SDL_GPURenderPass *render_pass, | ||
3156 | Uint32 first_slot, | ||
3157 | SDL_GPUBuffer *const *storage_buffers, | ||
3158 | Uint32 num_bindings); | ||
3159 | |||
3160 | /* Drawing */ | ||
3161 | |||
3162 | /** | ||
3163 | * Draws data using bound graphics state with an index buffer and instancing | ||
3164 | * enabled. | ||
3165 | * | ||
3166 | * You must not call this function before binding a graphics pipeline. | ||
3167 | * | ||
3168 | * Note that the `first_vertex` and `first_instance` parameters are NOT | ||
3169 | * compatible with built-in vertex/instance ID variables in shaders (for | ||
3170 | * example, SV_VertexID); GPU APIs and shader languages do not define these | ||
3171 | * built-in variables consistently, so if your shader depends on them, the | ||
3172 | * only way to keep behavior consistent and portable is to always pass 0 for | ||
3173 | * the correlating parameter in the draw calls. | ||
3174 | * | ||
3175 | * \param render_pass a render pass handle. | ||
3176 | * \param num_indices the number of indices to draw per instance. | ||
3177 | * \param num_instances the number of instances to draw. | ||
3178 | * \param first_index the starting index within the index buffer. | ||
3179 | * \param vertex_offset value added to vertex index before indexing into the | ||
3180 | * vertex buffer. | ||
3181 | * \param first_instance the ID of the first instance to draw. | ||
3182 | * | ||
3183 | * \since This function is available since SDL 3.2.0. | ||
3184 | */ | ||
3185 | extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives( | ||
3186 | SDL_GPURenderPass *render_pass, | ||
3187 | Uint32 num_indices, | ||
3188 | Uint32 num_instances, | ||
3189 | Uint32 first_index, | ||
3190 | Sint32 vertex_offset, | ||
3191 | Uint32 first_instance); | ||
3192 | |||
3193 | /** | ||
3194 | * Draws data using bound graphics state. | ||
3195 | * | ||
3196 | * You must not call this function before binding a graphics pipeline. | ||
3197 | * | ||
3198 | * Note that the `first_vertex` and `first_instance` parameters are NOT | ||
3199 | * compatible with built-in vertex/instance ID variables in shaders (for | ||
3200 | * example, SV_VertexID); GPU APIs and shader languages do not define these | ||
3201 | * built-in variables consistently, so if your shader depends on them, the | ||
3202 | * only way to keep behavior consistent and portable is to always pass 0 for | ||
3203 | * the correlating parameter in the draw calls. | ||
3204 | * | ||
3205 | * \param render_pass a render pass handle. | ||
3206 | * \param num_vertices the number of vertices to draw. | ||
3207 | * \param num_instances the number of instances that will be drawn. | ||
3208 | * \param first_vertex the index of the first vertex to draw. | ||
3209 | * \param first_instance the ID of the first instance to draw. | ||
3210 | * | ||
3211 | * \since This function is available since SDL 3.2.0. | ||
3212 | */ | ||
3213 | extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives( | ||
3214 | SDL_GPURenderPass *render_pass, | ||
3215 | Uint32 num_vertices, | ||
3216 | Uint32 num_instances, | ||
3217 | Uint32 first_vertex, | ||
3218 | Uint32 first_instance); | ||
3219 | |||
3220 | /** | ||
3221 | * Draws data using bound graphics state and with draw parameters set from a | ||
3222 | * buffer. | ||
3223 | * | ||
3224 | * The buffer must consist of tightly-packed draw parameter sets that each | ||
3225 | * match the layout of SDL_GPUIndirectDrawCommand. You must not call this | ||
3226 | * function before binding a graphics pipeline. | ||
3227 | * | ||
3228 | * \param render_pass a render pass handle. | ||
3229 | * \param buffer a buffer containing draw parameters. | ||
3230 | * \param offset the offset to start reading from the draw buffer. | ||
3231 | * \param draw_count the number of draw parameter sets that should be read | ||
3232 | * from the draw buffer. | ||
3233 | * | ||
3234 | * \since This function is available since SDL 3.2.0. | ||
3235 | */ | ||
3236 | extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect( | ||
3237 | SDL_GPURenderPass *render_pass, | ||
3238 | SDL_GPUBuffer *buffer, | ||
3239 | Uint32 offset, | ||
3240 | Uint32 draw_count); | ||
3241 | |||
3242 | /** | ||
3243 | * Draws data using bound graphics state with an index buffer enabled and with | ||
3244 | * draw parameters set from a buffer. | ||
3245 | * | ||
3246 | * The buffer must consist of tightly-packed draw parameter sets that each | ||
3247 | * match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call | ||
3248 | * this function before binding a graphics pipeline. | ||
3249 | * | ||
3250 | * \param render_pass a render pass handle. | ||
3251 | * \param buffer a buffer containing draw parameters. | ||
3252 | * \param offset the offset to start reading from the draw buffer. | ||
3253 | * \param draw_count the number of draw parameter sets that should be read | ||
3254 | * from the draw buffer. | ||
3255 | * | ||
3256 | * \since This function is available since SDL 3.2.0. | ||
3257 | */ | ||
3258 | extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect( | ||
3259 | SDL_GPURenderPass *render_pass, | ||
3260 | SDL_GPUBuffer *buffer, | ||
3261 | Uint32 offset, | ||
3262 | Uint32 draw_count); | ||
3263 | |||
3264 | /** | ||
3265 | * Ends the given render pass. | ||
3266 | * | ||
3267 | * All bound graphics state on the render pass command buffer is unset. The | ||
3268 | * render pass handle is now invalid. | ||
3269 | * | ||
3270 | * \param render_pass a render pass handle. | ||
3271 | * | ||
3272 | * \since This function is available since SDL 3.2.0. | ||
3273 | */ | ||
3274 | extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass( | ||
3275 | SDL_GPURenderPass *render_pass); | ||
3276 | |||
3277 | /* Compute Pass */ | ||
3278 | |||
3279 | /** | ||
3280 | * Begins a compute pass on a command buffer. | ||
3281 | * | ||
3282 | * A compute pass is defined by a set of texture subresources and buffers that | ||
3283 | * may be written to by compute pipelines. These textures and buffers must | ||
3284 | * have been created with the COMPUTE_STORAGE_WRITE bit or the | ||
3285 | * COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture | ||
3286 | * with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the | ||
3287 | * texture in the compute pass. All operations related to compute pipelines | ||
3288 | * must take place inside of a compute pass. You must not begin another | ||
3289 | * compute pass, or a render pass or copy pass before ending the compute pass. | ||
3290 | * | ||
3291 | * A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT | ||
3292 | * implicitly synchronized. This means you may cause data races by both | ||
3293 | * reading and writing a resource region in a compute pass, or by writing | ||
3294 | * multiple times to a resource region. If your compute work depends on | ||
3295 | * reading the completed output from a previous dispatch, you MUST end the | ||
3296 | * current compute pass and begin a new one before you can safely access the | ||
3297 | * data. Otherwise you will receive unexpected results. Reading and writing a | ||
3298 | * texture in the same compute pass is only supported by specific texture | ||
3299 | * formats. Make sure you check the format support! | ||
3300 | * | ||
3301 | * \param command_buffer a command buffer. | ||
3302 | * \param storage_texture_bindings an array of writeable storage texture | ||
3303 | * binding structs. | ||
3304 | * \param num_storage_texture_bindings the number of storage textures to bind | ||
3305 | * from the array. | ||
3306 | * \param storage_buffer_bindings an array of writeable storage buffer binding | ||
3307 | * structs. | ||
3308 | * \param num_storage_buffer_bindings the number of storage buffers to bind | ||
3309 | * from the array. | ||
3310 | * \returns a compute pass handle. | ||
3311 | * | ||
3312 | * \since This function is available since SDL 3.2.0. | ||
3313 | * | ||
3314 | * \sa SDL_EndGPUComputePass | ||
3315 | */ | ||
3316 | extern SDL_DECLSPEC SDL_GPUComputePass * SDLCALL SDL_BeginGPUComputePass( | ||
3317 | SDL_GPUCommandBuffer *command_buffer, | ||
3318 | const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings, | ||
3319 | Uint32 num_storage_texture_bindings, | ||
3320 | const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings, | ||
3321 | Uint32 num_storage_buffer_bindings); | ||
3322 | |||
3323 | /** | ||
3324 | * Binds a compute pipeline on a command buffer for use in compute dispatch. | ||
3325 | * | ||
3326 | * \param compute_pass a compute pass handle. | ||
3327 | * \param compute_pipeline a compute pipeline to bind. | ||
3328 | * | ||
3329 | * \since This function is available since SDL 3.2.0. | ||
3330 | */ | ||
3331 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline( | ||
3332 | SDL_GPUComputePass *compute_pass, | ||
3333 | SDL_GPUComputePipeline *compute_pipeline); | ||
3334 | |||
3335 | /** | ||
3336 | * Binds texture-sampler pairs for use on the compute shader. | ||
3337 | * | ||
3338 | * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. | ||
3339 | * | ||
3340 | * Be sure your shader is set up according to the requirements documented in | ||
3341 | * SDL_CreateGPUShader(). | ||
3342 | * | ||
3343 | * \param compute_pass a compute pass handle. | ||
3344 | * \param first_slot the compute sampler slot to begin binding from. | ||
3345 | * \param texture_sampler_bindings an array of texture-sampler binding | ||
3346 | * structs. | ||
3347 | * \param num_bindings the number of texture-sampler bindings to bind from the | ||
3348 | * array. | ||
3349 | * | ||
3350 | * \since This function is available since SDL 3.2.0. | ||
3351 | * | ||
3352 | * \sa SDL_CreateGPUShader | ||
3353 | */ | ||
3354 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers( | ||
3355 | SDL_GPUComputePass *compute_pass, | ||
3356 | Uint32 first_slot, | ||
3357 | const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, | ||
3358 | Uint32 num_bindings); | ||
3359 | |||
3360 | /** | ||
3361 | * Binds storage textures as readonly for use on the compute pipeline. | ||
3362 | * | ||
3363 | * These textures must have been created with | ||
3364 | * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ. | ||
3365 | * | ||
3366 | * Be sure your shader is set up according to the requirements documented in | ||
3367 | * SDL_CreateGPUShader(). | ||
3368 | * | ||
3369 | * \param compute_pass a compute pass handle. | ||
3370 | * \param first_slot the compute storage texture slot to begin binding from. | ||
3371 | * \param storage_textures an array of storage textures. | ||
3372 | * \param num_bindings the number of storage textures to bind from the array. | ||
3373 | * | ||
3374 | * \since This function is available since SDL 3.2.0. | ||
3375 | * | ||
3376 | * \sa SDL_CreateGPUShader | ||
3377 | */ | ||
3378 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures( | ||
3379 | SDL_GPUComputePass *compute_pass, | ||
3380 | Uint32 first_slot, | ||
3381 | SDL_GPUTexture *const *storage_textures, | ||
3382 | Uint32 num_bindings); | ||
3383 | |||
3384 | /** | ||
3385 | * Binds storage buffers as readonly for use on the compute pipeline. | ||
3386 | * | ||
3387 | * These buffers must have been created with | ||
3388 | * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ. | ||
3389 | * | ||
3390 | * Be sure your shader is set up according to the requirements documented in | ||
3391 | * SDL_CreateGPUShader(). | ||
3392 | * | ||
3393 | * \param compute_pass a compute pass handle. | ||
3394 | * \param first_slot the compute storage buffer slot to begin binding from. | ||
3395 | * \param storage_buffers an array of storage buffer binding structs. | ||
3396 | * \param num_bindings the number of storage buffers to bind from the array. | ||
3397 | * | ||
3398 | * \since This function is available since SDL 3.2.0. | ||
3399 | * | ||
3400 | * \sa SDL_CreateGPUShader | ||
3401 | */ | ||
3402 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers( | ||
3403 | SDL_GPUComputePass *compute_pass, | ||
3404 | Uint32 first_slot, | ||
3405 | SDL_GPUBuffer *const *storage_buffers, | ||
3406 | Uint32 num_bindings); | ||
3407 | |||
3408 | /** | ||
3409 | * Dispatches compute work. | ||
3410 | * | ||
3411 | * You must not call this function before binding a compute pipeline. | ||
3412 | * | ||
3413 | * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and | ||
3414 | * the dispatches write to the same resource region as each other, there is no | ||
3415 | * guarantee of which order the writes will occur. If the write order matters, | ||
3416 | * you MUST end the compute pass and begin another one. | ||
3417 | * | ||
3418 | * \param compute_pass a compute pass handle. | ||
3419 | * \param groupcount_x number of local workgroups to dispatch in the X | ||
3420 | * dimension. | ||
3421 | * \param groupcount_y number of local workgroups to dispatch in the Y | ||
3422 | * dimension. | ||
3423 | * \param groupcount_z number of local workgroups to dispatch in the Z | ||
3424 | * dimension. | ||
3425 | * | ||
3426 | * \since This function is available since SDL 3.2.0. | ||
3427 | */ | ||
3428 | extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute( | ||
3429 | SDL_GPUComputePass *compute_pass, | ||
3430 | Uint32 groupcount_x, | ||
3431 | Uint32 groupcount_y, | ||
3432 | Uint32 groupcount_z); | ||
3433 | |||
3434 | /** | ||
3435 | * Dispatches compute work with parameters set from a buffer. | ||
3436 | * | ||
3437 | * The buffer layout should match the layout of | ||
3438 | * SDL_GPUIndirectDispatchCommand. You must not call this function before | ||
3439 | * binding a compute pipeline. | ||
3440 | * | ||
3441 | * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and | ||
3442 | * the dispatches write to the same resource region as each other, there is no | ||
3443 | * guarantee of which order the writes will occur. If the write order matters, | ||
3444 | * you MUST end the compute pass and begin another one. | ||
3445 | * | ||
3446 | * \param compute_pass a compute pass handle. | ||
3447 | * \param buffer a buffer containing dispatch parameters. | ||
3448 | * \param offset the offset to start reading from the dispatch buffer. | ||
3449 | * | ||
3450 | * \since This function is available since SDL 3.2.0. | ||
3451 | */ | ||
3452 | extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect( | ||
3453 | SDL_GPUComputePass *compute_pass, | ||
3454 | SDL_GPUBuffer *buffer, | ||
3455 | Uint32 offset); | ||
3456 | |||
3457 | /** | ||
3458 | * Ends the current compute pass. | ||
3459 | * | ||
3460 | * All bound compute state on the command buffer is unset. The compute pass | ||
3461 | * handle is now invalid. | ||
3462 | * | ||
3463 | * \param compute_pass a compute pass handle. | ||
3464 | * | ||
3465 | * \since This function is available since SDL 3.2.0. | ||
3466 | */ | ||
3467 | extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass( | ||
3468 | SDL_GPUComputePass *compute_pass); | ||
3469 | |||
3470 | /* TransferBuffer Data */ | ||
3471 | |||
3472 | /** | ||
3473 | * Maps a transfer buffer into application address space. | ||
3474 | * | ||
3475 | * You must unmap the transfer buffer before encoding upload commands. The | ||
3476 | * memory is owned by the graphics driver - do NOT call SDL_free() on the | ||
3477 | * returned pointer. | ||
3478 | * | ||
3479 | * \param device a GPU context. | ||
3480 | * \param transfer_buffer a transfer buffer. | ||
3481 | * \param cycle if true, cycles the transfer buffer if it is already bound. | ||
3482 | * \returns the address of the mapped transfer buffer memory, or NULL on | ||
3483 | * failure; call SDL_GetError() for more information. | ||
3484 | * | ||
3485 | * \since This function is available since SDL 3.2.0. | ||
3486 | */ | ||
3487 | extern SDL_DECLSPEC void * SDLCALL SDL_MapGPUTransferBuffer( | ||
3488 | SDL_GPUDevice *device, | ||
3489 | SDL_GPUTransferBuffer *transfer_buffer, | ||
3490 | bool cycle); | ||
3491 | |||
3492 | /** | ||
3493 | * Unmaps a previously mapped transfer buffer. | ||
3494 | * | ||
3495 | * \param device a GPU context. | ||
3496 | * \param transfer_buffer a previously mapped transfer buffer. | ||
3497 | * | ||
3498 | * \since This function is available since SDL 3.2.0. | ||
3499 | */ | ||
3500 | extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer( | ||
3501 | SDL_GPUDevice *device, | ||
3502 | SDL_GPUTransferBuffer *transfer_buffer); | ||
3503 | |||
3504 | /* Copy Pass */ | ||
3505 | |||
3506 | /** | ||
3507 | * Begins a copy pass on a command buffer. | ||
3508 | * | ||
3509 | * All operations related to copying to or from buffers or textures take place | ||
3510 | * inside a copy pass. You must not begin another copy pass, or a render pass | ||
3511 | * or compute pass before ending the copy pass. | ||
3512 | * | ||
3513 | * \param command_buffer a command buffer. | ||
3514 | * \returns a copy pass handle. | ||
3515 | * | ||
3516 | * \since This function is available since SDL 3.2.0. | ||
3517 | */ | ||
3518 | extern SDL_DECLSPEC SDL_GPUCopyPass * SDLCALL SDL_BeginGPUCopyPass( | ||
3519 | SDL_GPUCommandBuffer *command_buffer); | ||
3520 | |||
3521 | /** | ||
3522 | * Uploads data from a transfer buffer to a texture. | ||
3523 | * | ||
3524 | * The upload occurs on the GPU timeline. You may assume that the upload has | ||
3525 | * finished in subsequent commands. | ||
3526 | * | ||
3527 | * You must align the data in the transfer buffer to a multiple of the texel | ||
3528 | * size of the texture format. | ||
3529 | * | ||
3530 | * \param copy_pass a copy pass handle. | ||
3531 | * \param source the source transfer buffer with image layout information. | ||
3532 | * \param destination the destination texture region. | ||
3533 | * \param cycle if true, cycles the texture if the texture is bound, otherwise | ||
3534 | * overwrites the data. | ||
3535 | * | ||
3536 | * \since This function is available since SDL 3.2.0. | ||
3537 | */ | ||
3538 | extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture( | ||
3539 | SDL_GPUCopyPass *copy_pass, | ||
3540 | const SDL_GPUTextureTransferInfo *source, | ||
3541 | const SDL_GPUTextureRegion *destination, | ||
3542 | bool cycle); | ||
3543 | |||
3544 | /** | ||
3545 | * Uploads data from a transfer buffer to a buffer. | ||
3546 | * | ||
3547 | * The upload occurs on the GPU timeline. You may assume that the upload has | ||
3548 | * finished in subsequent commands. | ||
3549 | * | ||
3550 | * \param copy_pass a copy pass handle. | ||
3551 | * \param source the source transfer buffer with offset. | ||
3552 | * \param destination the destination buffer with offset and size. | ||
3553 | * \param cycle if true, cycles the buffer if it is already bound, otherwise | ||
3554 | * overwrites the data. | ||
3555 | * | ||
3556 | * \since This function is available since SDL 3.2.0. | ||
3557 | */ | ||
3558 | extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer( | ||
3559 | SDL_GPUCopyPass *copy_pass, | ||
3560 | const SDL_GPUTransferBufferLocation *source, | ||
3561 | const SDL_GPUBufferRegion *destination, | ||
3562 | bool cycle); | ||
3563 | |||
3564 | /** | ||
3565 | * Performs a texture-to-texture copy. | ||
3566 | * | ||
3567 | * This copy occurs on the GPU timeline. You may assume the copy has finished | ||
3568 | * in subsequent commands. | ||
3569 | * | ||
3570 | * \param copy_pass a copy pass handle. | ||
3571 | * \param source a source texture region. | ||
3572 | * \param destination a destination texture region. | ||
3573 | * \param w the width of the region to copy. | ||
3574 | * \param h the height of the region to copy. | ||
3575 | * \param d the depth of the region to copy. | ||
3576 | * \param cycle if true, cycles the destination texture if the destination | ||
3577 | * texture is bound, otherwise overwrites the data. | ||
3578 | * | ||
3579 | * \since This function is available since SDL 3.2.0. | ||
3580 | */ | ||
3581 | extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture( | ||
3582 | SDL_GPUCopyPass *copy_pass, | ||
3583 | const SDL_GPUTextureLocation *source, | ||
3584 | const SDL_GPUTextureLocation *destination, | ||
3585 | Uint32 w, | ||
3586 | Uint32 h, | ||
3587 | Uint32 d, | ||
3588 | bool cycle); | ||
3589 | |||
3590 | /** | ||
3591 | * Performs a buffer-to-buffer copy. | ||
3592 | * | ||
3593 | * This copy occurs on the GPU timeline. You may assume the copy has finished | ||
3594 | * in subsequent commands. | ||
3595 | * | ||
3596 | * \param copy_pass a copy pass handle. | ||
3597 | * \param source the buffer and offset to copy from. | ||
3598 | * \param destination the buffer and offset to copy to. | ||
3599 | * \param size the length of the buffer to copy. | ||
3600 | * \param cycle if true, cycles the destination buffer if it is already bound, | ||
3601 | * otherwise overwrites the data. | ||
3602 | * | ||
3603 | * \since This function is available since SDL 3.2.0. | ||
3604 | */ | ||
3605 | extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer( | ||
3606 | SDL_GPUCopyPass *copy_pass, | ||
3607 | const SDL_GPUBufferLocation *source, | ||
3608 | const SDL_GPUBufferLocation *destination, | ||
3609 | Uint32 size, | ||
3610 | bool cycle); | ||
3611 | |||
3612 | /** | ||
3613 | * Copies data from a texture to a transfer buffer on the GPU timeline. | ||
3614 | * | ||
3615 | * This data is not guaranteed to be copied until the command buffer fence is | ||
3616 | * signaled. | ||
3617 | * | ||
3618 | * \param copy_pass a copy pass handle. | ||
3619 | * \param source the source texture region. | ||
3620 | * \param destination the destination transfer buffer with image layout | ||
3621 | * information. | ||
3622 | * | ||
3623 | * \since This function is available since SDL 3.2.0. | ||
3624 | */ | ||
3625 | extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture( | ||
3626 | SDL_GPUCopyPass *copy_pass, | ||
3627 | const SDL_GPUTextureRegion *source, | ||
3628 | const SDL_GPUTextureTransferInfo *destination); | ||
3629 | |||
3630 | /** | ||
3631 | * Copies data from a buffer to a transfer buffer on the GPU timeline. | ||
3632 | * | ||
3633 | * This data is not guaranteed to be copied until the command buffer fence is | ||
3634 | * signaled. | ||
3635 | * | ||
3636 | * \param copy_pass a copy pass handle. | ||
3637 | * \param source the source buffer with offset and size. | ||
3638 | * \param destination the destination transfer buffer with offset. | ||
3639 | * | ||
3640 | * \since This function is available since SDL 3.2.0. | ||
3641 | */ | ||
3642 | extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer( | ||
3643 | SDL_GPUCopyPass *copy_pass, | ||
3644 | const SDL_GPUBufferRegion *source, | ||
3645 | const SDL_GPUTransferBufferLocation *destination); | ||
3646 | |||
3647 | /** | ||
3648 | * Ends the current copy pass. | ||
3649 | * | ||
3650 | * \param copy_pass a copy pass handle. | ||
3651 | * | ||
3652 | * \since This function is available since SDL 3.2.0. | ||
3653 | */ | ||
3654 | extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass( | ||
3655 | SDL_GPUCopyPass *copy_pass); | ||
3656 | |||
3657 | /** | ||
3658 | * Generates mipmaps for the given texture. | ||
3659 | * | ||
3660 | * This function must not be called inside of any pass. | ||
3661 | * | ||
3662 | * \param command_buffer a command_buffer. | ||
3663 | * \param texture a texture with more than 1 mip level. | ||
3664 | * | ||
3665 | * \since This function is available since SDL 3.2.0. | ||
3666 | */ | ||
3667 | extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture( | ||
3668 | SDL_GPUCommandBuffer *command_buffer, | ||
3669 | SDL_GPUTexture *texture); | ||
3670 | |||
3671 | /** | ||
3672 | * Blits from a source texture region to a destination texture region. | ||
3673 | * | ||
3674 | * This function must not be called inside of any pass. | ||
3675 | * | ||
3676 | * \param command_buffer a command buffer. | ||
3677 | * \param info the blit info struct containing the blit parameters. | ||
3678 | * | ||
3679 | * \since This function is available since SDL 3.2.0. | ||
3680 | */ | ||
3681 | extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture( | ||
3682 | SDL_GPUCommandBuffer *command_buffer, | ||
3683 | const SDL_GPUBlitInfo *info); | ||
3684 | |||
3685 | /* Submission/Presentation */ | ||
3686 | |||
3687 | /** | ||
3688 | * Determines whether a swapchain composition is supported by the window. | ||
3689 | * | ||
3690 | * The window must be claimed before calling this function. | ||
3691 | * | ||
3692 | * \param device a GPU context. | ||
3693 | * \param window an SDL_Window. | ||
3694 | * \param swapchain_composition the swapchain composition to check. | ||
3695 | * \returns true if supported, false if unsupported. | ||
3696 | * | ||
3697 | * \since This function is available since SDL 3.2.0. | ||
3698 | * | ||
3699 | * \sa SDL_ClaimWindowForGPUDevice | ||
3700 | */ | ||
3701 | extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition( | ||
3702 | SDL_GPUDevice *device, | ||
3703 | SDL_Window *window, | ||
3704 | SDL_GPUSwapchainComposition swapchain_composition); | ||
3705 | |||
3706 | /** | ||
3707 | * Determines whether a presentation mode is supported by the window. | ||
3708 | * | ||
3709 | * The window must be claimed before calling this function. | ||
3710 | * | ||
3711 | * \param device a GPU context. | ||
3712 | * \param window an SDL_Window. | ||
3713 | * \param present_mode the presentation mode to check. | ||
3714 | * \returns true if supported, false if unsupported. | ||
3715 | * | ||
3716 | * \since This function is available since SDL 3.2.0. | ||
3717 | * | ||
3718 | * \sa SDL_ClaimWindowForGPUDevice | ||
3719 | */ | ||
3720 | extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode( | ||
3721 | SDL_GPUDevice *device, | ||
3722 | SDL_Window *window, | ||
3723 | SDL_GPUPresentMode present_mode); | ||
3724 | |||
3725 | /** | ||
3726 | * Claims a window, creating a swapchain structure for it. | ||
3727 | * | ||
3728 | * This must be called before SDL_AcquireGPUSwapchainTexture is called using | ||
3729 | * the window. You should only call this function from the thread that created | ||
3730 | * the window. | ||
3731 | * | ||
3732 | * The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and | ||
3733 | * SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain | ||
3734 | * parameters, you must call SDL_SetGPUSwapchainParameters after claiming the | ||
3735 | * window. | ||
3736 | * | ||
3737 | * \param device a GPU context. | ||
3738 | * \param window an SDL_Window. | ||
3739 | * \returns true on success, or false on failure; call SDL_GetError() for more | ||
3740 | * information. | ||
3741 | * | ||
3742 | * \threadsafety This function should only be called from the thread that | ||
3743 | * created the window. | ||
3744 | * | ||
3745 | * \since This function is available since SDL 3.2.0. | ||
3746 | * | ||
3747 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture | ||
3748 | * \sa SDL_ReleaseWindowFromGPUDevice | ||
3749 | * \sa SDL_WindowSupportsGPUPresentMode | ||
3750 | * \sa SDL_WindowSupportsGPUSwapchainComposition | ||
3751 | */ | ||
3752 | extern SDL_DECLSPEC bool SDLCALL SDL_ClaimWindowForGPUDevice( | ||
3753 | SDL_GPUDevice *device, | ||
3754 | SDL_Window *window); | ||
3755 | |||
3756 | /** | ||
3757 | * Unclaims a window, destroying its swapchain structure. | ||
3758 | * | ||
3759 | * \param device a GPU context. | ||
3760 | * \param window an SDL_Window that has been claimed. | ||
3761 | * | ||
3762 | * \since This function is available since SDL 3.2.0. | ||
3763 | * | ||
3764 | * \sa SDL_ClaimWindowForGPUDevice | ||
3765 | */ | ||
3766 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice( | ||
3767 | SDL_GPUDevice *device, | ||
3768 | SDL_Window *window); | ||
3769 | |||
3770 | /** | ||
3771 | * Changes the swapchain parameters for the given claimed window. | ||
3772 | * | ||
3773 | * This function will fail if the requested present mode or swapchain | ||
3774 | * composition are unsupported by the device. Check if the parameters are | ||
3775 | * supported via SDL_WindowSupportsGPUPresentMode / | ||
3776 | * SDL_WindowSupportsGPUSwapchainComposition prior to calling this function. | ||
3777 | * | ||
3778 | * SDL_GPU_PRESENTMODE_VSYNC with SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always | ||
3779 | * supported. | ||
3780 | * | ||
3781 | * \param device a GPU context. | ||
3782 | * \param window an SDL_Window that has been claimed. | ||
3783 | * \param swapchain_composition the desired composition of the swapchain. | ||
3784 | * \param present_mode the desired present mode for the swapchain. | ||
3785 | * \returns true if successful, false on error; call SDL_GetError() for more | ||
3786 | * information. | ||
3787 | * | ||
3788 | * \since This function is available since SDL 3.2.0. | ||
3789 | * | ||
3790 | * \sa SDL_WindowSupportsGPUPresentMode | ||
3791 | * \sa SDL_WindowSupportsGPUSwapchainComposition | ||
3792 | */ | ||
3793 | extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters( | ||
3794 | SDL_GPUDevice *device, | ||
3795 | SDL_Window *window, | ||
3796 | SDL_GPUSwapchainComposition swapchain_composition, | ||
3797 | SDL_GPUPresentMode present_mode); | ||
3798 | |||
3799 | /** | ||
3800 | * Configures the maximum allowed number of frames in flight. | ||
3801 | * | ||
3802 | * The default value when the device is created is 2. This means that after | ||
3803 | * you have submitted 2 frames for presentation, if the GPU has not finished | ||
3804 | * working on the first frame, SDL_AcquireGPUSwapchainTexture() will fill the | ||
3805 | * swapchain texture pointer with NULL, and | ||
3806 | * SDL_WaitAndAcquireGPUSwapchainTexture() will block. | ||
3807 | * | ||
3808 | * Higher values increase throughput at the expense of visual latency. Lower | ||
3809 | * values decrease visual latency at the expense of throughput. | ||
3810 | * | ||
3811 | * Note that calling this function will stall and flush the command queue to | ||
3812 | * prevent synchronization issues. | ||
3813 | * | ||
3814 | * The minimum value of allowed frames in flight is 1, and the maximum is 3. | ||
3815 | * | ||
3816 | * \param device a GPU context. | ||
3817 | * \param allowed_frames_in_flight the maximum number of frames that can be | ||
3818 | * pending on the GPU. | ||
3819 | * \returns true if successful, false on error; call SDL_GetError() for more | ||
3820 | * information. | ||
3821 | * | ||
3822 | * \since This function is available since SDL 3.2.0. | ||
3823 | */ | ||
3824 | extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUAllowedFramesInFlight( | ||
3825 | SDL_GPUDevice *device, | ||
3826 | Uint32 allowed_frames_in_flight); | ||
3827 | |||
3828 | /** | ||
3829 | * Obtains the texture format of the swapchain for the given window. | ||
3830 | * | ||
3831 | * Note that this format can change if the swapchain parameters change. | ||
3832 | * | ||
3833 | * \param device a GPU context. | ||
3834 | * \param window an SDL_Window that has been claimed. | ||
3835 | * \returns the texture format of the swapchain. | ||
3836 | * | ||
3837 | * \since This function is available since SDL 3.2.0. | ||
3838 | */ | ||
3839 | extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureFormat( | ||
3840 | SDL_GPUDevice *device, | ||
3841 | SDL_Window *window); | ||
3842 | |||
3843 | /** | ||
3844 | * Acquire a texture to use in presentation. | ||
3845 | * | ||
3846 | * When a swapchain texture is acquired on a command buffer, it will | ||
3847 | * automatically be submitted for presentation when the command buffer is | ||
3848 | * submitted. The swapchain texture should only be referenced by the command | ||
3849 | * buffer used to acquire it. | ||
3850 | * | ||
3851 | * This function will fill the swapchain texture handle with NULL if too many | ||
3852 | * frames are in flight. This is not an error. | ||
3853 | * | ||
3854 | * If you use this function, it is possible to create a situation where many | ||
3855 | * command buffers are allocated while the rendering context waits for the GPU | ||
3856 | * to catch up, which will cause memory usage to grow. You should use | ||
3857 | * SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing | ||
3858 | * with timing. | ||
3859 | * | ||
3860 | * The swapchain texture is managed by the implementation and must not be | ||
3861 | * freed by the user. You MUST NOT call this function from any thread other | ||
3862 | * than the one that created the window. | ||
3863 | * | ||
3864 | * \param command_buffer a command buffer. | ||
3865 | * \param window a window that has been claimed. | ||
3866 | * \param swapchain_texture a pointer filled in with a swapchain texture | ||
3867 | * handle. | ||
3868 | * \param swapchain_texture_width a pointer filled in with the swapchain | ||
3869 | * texture width, may be NULL. | ||
3870 | * \param swapchain_texture_height a pointer filled in with the swapchain | ||
3871 | * texture height, may be NULL. | ||
3872 | * \returns true on success, false on error; call SDL_GetError() for more | ||
3873 | * information. | ||
3874 | * | ||
3875 | * \threadsafety This function should only be called from the thread that | ||
3876 | * created the window. | ||
3877 | * | ||
3878 | * \since This function is available since SDL 3.2.0. | ||
3879 | * | ||
3880 | * \sa SDL_ClaimWindowForGPUDevice | ||
3881 | * \sa SDL_SubmitGPUCommandBuffer | ||
3882 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence | ||
3883 | * \sa SDL_CancelGPUCommandBuffer | ||
3884 | * \sa SDL_GetWindowSizeInPixels | ||
3885 | * \sa SDL_WaitForGPUSwapchain | ||
3886 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture | ||
3887 | * \sa SDL_SetGPUAllowedFramesInFlight | ||
3888 | */ | ||
3889 | extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture( | ||
3890 | SDL_GPUCommandBuffer *command_buffer, | ||
3891 | SDL_Window *window, | ||
3892 | SDL_GPUTexture **swapchain_texture, | ||
3893 | Uint32 *swapchain_texture_width, | ||
3894 | Uint32 *swapchain_texture_height); | ||
3895 | |||
3896 | /** | ||
3897 | * Blocks the thread until a swapchain texture is available to be acquired. | ||
3898 | * | ||
3899 | * \param device a GPU context. | ||
3900 | * \param window a window that has been claimed. | ||
3901 | * \returns true on success, false on failure; call SDL_GetError() for more | ||
3902 | * information. | ||
3903 | * | ||
3904 | * \threadsafety This function should only be called from the thread that | ||
3905 | * created the window. | ||
3906 | * | ||
3907 | * \since This function is available since SDL 3.2.0. | ||
3908 | * | ||
3909 | * \sa SDL_AcquireGPUSwapchainTexture | ||
3910 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture | ||
3911 | * \sa SDL_SetGPUAllowedFramesInFlight | ||
3912 | */ | ||
3913 | extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUSwapchain( | ||
3914 | SDL_GPUDevice *device, | ||
3915 | SDL_Window *window); | ||
3916 | |||
3917 | /** | ||
3918 | * Blocks the thread until a swapchain texture is available to be acquired, | ||
3919 | * and then acquires it. | ||
3920 | * | ||
3921 | * When a swapchain texture is acquired on a command buffer, it will | ||
3922 | * automatically be submitted for presentation when the command buffer is | ||
3923 | * submitted. The swapchain texture should only be referenced by the command | ||
3924 | * buffer used to acquire it. It is an error to call | ||
3925 | * SDL_CancelGPUCommandBuffer() after a swapchain texture is acquired. | ||
3926 | * | ||
3927 | * This function can fill the swapchain texture handle with NULL in certain | ||
3928 | * cases, for example if the window is minimized. This is not an error. You | ||
3929 | * should always make sure to check whether the pointer is NULL before | ||
3930 | * actually using it. | ||
3931 | * | ||
3932 | * The swapchain texture is managed by the implementation and must not be | ||
3933 | * freed by the user. You MUST NOT call this function from any thread other | ||
3934 | * than the one that created the window. | ||
3935 | * | ||
3936 | * The swapchain texture is write-only and cannot be used as a sampler or for | ||
3937 | * another reading operation. | ||
3938 | * | ||
3939 | * \param command_buffer a command buffer. | ||
3940 | * \param window a window that has been claimed. | ||
3941 | * \param swapchain_texture a pointer filled in with a swapchain texture | ||
3942 | * handle. | ||
3943 | * \param swapchain_texture_width a pointer filled in with the swapchain | ||
3944 | * texture width, may be NULL. | ||
3945 | * \param swapchain_texture_height a pointer filled in with the swapchain | ||
3946 | * texture height, may be NULL. | ||
3947 | * \returns true on success, false on error; call SDL_GetError() for more | ||
3948 | * information. | ||
3949 | * | ||
3950 | * \threadsafety This function should only be called from the thread that | ||
3951 | * created the window. | ||
3952 | * | ||
3953 | * \since This function is available since SDL 3.2.0. | ||
3954 | * | ||
3955 | * \sa SDL_SubmitGPUCommandBuffer | ||
3956 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence | ||
3957 | * \sa SDL_AcquireGPUSwapchainTexture | ||
3958 | */ | ||
3959 | extern SDL_DECLSPEC bool SDLCALL SDL_WaitAndAcquireGPUSwapchainTexture( | ||
3960 | SDL_GPUCommandBuffer *command_buffer, | ||
3961 | SDL_Window *window, | ||
3962 | SDL_GPUTexture **swapchain_texture, | ||
3963 | Uint32 *swapchain_texture_width, | ||
3964 | Uint32 *swapchain_texture_height); | ||
3965 | |||
3966 | /** | ||
3967 | * Submits a command buffer so its commands can be processed on the GPU. | ||
3968 | * | ||
3969 | * It is invalid to use the command buffer after this is called. | ||
3970 | * | ||
3971 | * This must be called from the thread the command buffer was acquired on. | ||
3972 | * | ||
3973 | * All commands in the submission are guaranteed to begin executing before any | ||
3974 | * command in a subsequent submission begins executing. | ||
3975 | * | ||
3976 | * \param command_buffer a command buffer. | ||
3977 | * \returns true on success, false on failure; call SDL_GetError() for more | ||
3978 | * information. | ||
3979 | * | ||
3980 | * \since This function is available since SDL 3.2.0. | ||
3981 | * | ||
3982 | * \sa SDL_AcquireGPUCommandBuffer | ||
3983 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture | ||
3984 | * \sa SDL_AcquireGPUSwapchainTexture | ||
3985 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence | ||
3986 | */ | ||
3987 | extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer( | ||
3988 | SDL_GPUCommandBuffer *command_buffer); | ||
3989 | |||
3990 | /** | ||
3991 | * Submits a command buffer so its commands can be processed on the GPU, and | ||
3992 | * acquires a fence associated with the command buffer. | ||
3993 | * | ||
3994 | * You must release this fence when it is no longer needed or it will cause a | ||
3995 | * leak. It is invalid to use the command buffer after this is called. | ||
3996 | * | ||
3997 | * This must be called from the thread the command buffer was acquired on. | ||
3998 | * | ||
3999 | * All commands in the submission are guaranteed to begin executing before any | ||
4000 | * command in a subsequent submission begins executing. | ||
4001 | * | ||
4002 | * \param command_buffer a command buffer. | ||
4003 | * \returns a fence associated with the command buffer, or NULL on failure; | ||
4004 | * call SDL_GetError() for more information. | ||
4005 | * | ||
4006 | * \since This function is available since SDL 3.2.0. | ||
4007 | * | ||
4008 | * \sa SDL_AcquireGPUCommandBuffer | ||
4009 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture | ||
4010 | * \sa SDL_AcquireGPUSwapchainTexture | ||
4011 | * \sa SDL_SubmitGPUCommandBuffer | ||
4012 | * \sa SDL_ReleaseGPUFence | ||
4013 | */ | ||
4014 | extern SDL_DECLSPEC SDL_GPUFence * SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFence( | ||
4015 | SDL_GPUCommandBuffer *command_buffer); | ||
4016 | |||
4017 | /** | ||
4018 | * Cancels a command buffer. | ||
4019 | * | ||
4020 | * None of the enqueued commands are executed. | ||
4021 | * | ||
4022 | * It is an error to call this function after a swapchain texture has been | ||
4023 | * acquired. | ||
4024 | * | ||
4025 | * This must be called from the thread the command buffer was acquired on. | ||
4026 | * | ||
4027 | * You must not reference the command buffer after calling this function. | ||
4028 | * | ||
4029 | * \param command_buffer a command buffer. | ||
4030 | * \returns true on success, false on error; call SDL_GetError() for more | ||
4031 | * information. | ||
4032 | * | ||
4033 | * \since This function is available since SDL 3.2.0. | ||
4034 | * | ||
4035 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture | ||
4036 | * \sa SDL_AcquireGPUCommandBuffer | ||
4037 | * \sa SDL_AcquireGPUSwapchainTexture | ||
4038 | */ | ||
4039 | extern SDL_DECLSPEC bool SDLCALL SDL_CancelGPUCommandBuffer( | ||
4040 | SDL_GPUCommandBuffer *command_buffer); | ||
4041 | |||
4042 | /** | ||
4043 | * Blocks the thread until the GPU is completely idle. | ||
4044 | * | ||
4045 | * \param device a GPU context. | ||
4046 | * \returns true on success, false on failure; call SDL_GetError() for more | ||
4047 | * information. | ||
4048 | * | ||
4049 | * \since This function is available since SDL 3.2.0. | ||
4050 | * | ||
4051 | * \sa SDL_WaitForGPUFences | ||
4052 | */ | ||
4053 | extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle( | ||
4054 | SDL_GPUDevice *device); | ||
4055 | |||
4056 | /** | ||
4057 | * Blocks the thread until the given fences are signaled. | ||
4058 | * | ||
4059 | * \param device a GPU context. | ||
4060 | * \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all | ||
4061 | * fences to be signaled. | ||
4062 | * \param fences an array of fences to wait on. | ||
4063 | * \param num_fences the number of fences in the fences array. | ||
4064 | * \returns true on success, false on failure; call SDL_GetError() for more | ||
4065 | * information. | ||
4066 | * | ||
4067 | * \since This function is available since SDL 3.2.0. | ||
4068 | * | ||
4069 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence | ||
4070 | * \sa SDL_WaitForGPUIdle | ||
4071 | */ | ||
4072 | extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences( | ||
4073 | SDL_GPUDevice *device, | ||
4074 | bool wait_all, | ||
4075 | SDL_GPUFence *const *fences, | ||
4076 | Uint32 num_fences); | ||
4077 | |||
4078 | /** | ||
4079 | * Checks the status of a fence. | ||
4080 | * | ||
4081 | * \param device a GPU context. | ||
4082 | * \param fence a fence. | ||
4083 | * \returns true if the fence is signaled, false if it is not. | ||
4084 | * | ||
4085 | * \since This function is available since SDL 3.2.0. | ||
4086 | * | ||
4087 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence | ||
4088 | */ | ||
4089 | extern SDL_DECLSPEC bool SDLCALL SDL_QueryGPUFence( | ||
4090 | SDL_GPUDevice *device, | ||
4091 | SDL_GPUFence *fence); | ||
4092 | |||
4093 | /** | ||
4094 | * Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence. | ||
4095 | * | ||
4096 | * You must not reference the fence after calling this function. | ||
4097 | * | ||
4098 | * \param device a GPU context. | ||
4099 | * \param fence a fence. | ||
4100 | * | ||
4101 | * \since This function is available since SDL 3.2.0. | ||
4102 | * | ||
4103 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence | ||
4104 | */ | ||
4105 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence( | ||
4106 | SDL_GPUDevice *device, | ||
4107 | SDL_GPUFence *fence); | ||
4108 | |||
4109 | /* Format Info */ | ||
4110 | |||
4111 | /** | ||
4112 | * Obtains the texel block size for a texture format. | ||
4113 | * | ||
4114 | * \param format the texture format you want to know the texel size of. | ||
4115 | * \returns the texel block size of the texture format. | ||
4116 | * | ||
4117 | * \since This function is available since SDL 3.2.0. | ||
4118 | * | ||
4119 | * \sa SDL_UploadToGPUTexture | ||
4120 | */ | ||
4121 | extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize( | ||
4122 | SDL_GPUTextureFormat format); | ||
4123 | |||
4124 | /** | ||
4125 | * Determines whether a texture format is supported for a given type and | ||
4126 | * usage. | ||
4127 | * | ||
4128 | * \param device a GPU context. | ||
4129 | * \param format the texture format to check. | ||
4130 | * \param type the type of texture (2D, 3D, Cube). | ||
4131 | * \param usage a bitmask of all usage scenarios to check. | ||
4132 | * \returns whether the texture format is supported for this type and usage. | ||
4133 | * | ||
4134 | * \since This function is available since SDL 3.2.0. | ||
4135 | */ | ||
4136 | extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsFormat( | ||
4137 | SDL_GPUDevice *device, | ||
4138 | SDL_GPUTextureFormat format, | ||
4139 | SDL_GPUTextureType type, | ||
4140 | SDL_GPUTextureUsageFlags usage); | ||
4141 | |||
4142 | /** | ||
4143 | * Determines if a sample count for a texture format is supported. | ||
4144 | * | ||
4145 | * \param device a GPU context. | ||
4146 | * \param format the texture format to check. | ||
4147 | * \param sample_count the sample count to check. | ||
4148 | * \returns whether the sample count is supported for this texture format. | ||
4149 | * | ||
4150 | * \since This function is available since SDL 3.2.0. | ||
4151 | */ | ||
4152 | extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsSampleCount( | ||
4153 | SDL_GPUDevice *device, | ||
4154 | SDL_GPUTextureFormat format, | ||
4155 | SDL_GPUSampleCount sample_count); | ||
4156 | |||
4157 | /** | ||
4158 | * Calculate the size in bytes of a texture format with dimensions. | ||
4159 | * | ||
4160 | * \param format a texture format. | ||
4161 | * \param width width in pixels. | ||
4162 | * \param height height in pixels. | ||
4163 | * \param depth_or_layer_count depth for 3D textures or layer count otherwise. | ||
4164 | * \returns the size of a texture with this format and dimensions. | ||
4165 | * | ||
4166 | * \since This function is available since SDL 3.2.0. | ||
4167 | */ | ||
4168 | extern SDL_DECLSPEC Uint32 SDLCALL SDL_CalculateGPUTextureFormatSize( | ||
4169 | SDL_GPUTextureFormat format, | ||
4170 | Uint32 width, | ||
4171 | Uint32 height, | ||
4172 | Uint32 depth_or_layer_count); | ||
4173 | |||
4174 | #ifdef SDL_PLATFORM_GDK | ||
4175 | |||
4176 | /** | ||
4177 | * Call this to suspend GPU operation on Xbox when you receive the | ||
4178 | * SDL_EVENT_DID_ENTER_BACKGROUND event. | ||
4179 | * | ||
4180 | * Do NOT call any SDL_GPU functions after calling this function! This must | ||
4181 | * also be called before calling SDL_GDKSuspendComplete. | ||
4182 | * | ||
4183 | * \param device a GPU context. | ||
4184 | * | ||
4185 | * \since This function is available since SDL 3.2.0. | ||
4186 | * | ||
4187 | * \sa SDL_AddEventWatch | ||
4188 | */ | ||
4189 | extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device); | ||
4190 | |||
4191 | /** | ||
4192 | * Call this to resume GPU operation on Xbox when you receive the | ||
4193 | * SDL_EVENT_WILL_ENTER_FOREGROUND event. | ||
4194 | * | ||
4195 | * When resuming, this function MUST be called before calling any other | ||
4196 | * SDL_GPU functions. | ||
4197 | * | ||
4198 | * \param device a GPU context. | ||
4199 | * | ||
4200 | * \since This function is available since SDL 3.2.0. | ||
4201 | * | ||
4202 | * \sa SDL_AddEventWatch | ||
4203 | */ | ||
4204 | extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device); | ||
4205 | |||
4206 | #endif /* SDL_PLATFORM_GDK */ | ||
4207 | |||
4208 | #ifdef __cplusplus | ||
4209 | } | ||
4210 | #endif /* __cplusplus */ | ||
4211 | #include <SDL3/SDL_close_code.h> | ||
4212 | |||
4213 | #endif /* SDL_gpu_h_ */ | ||