summaryrefslogtreecommitdiff
path: root/src/contrib/SDL-3.2.20/include/SDL3/SDL_gpu.h
diff options
context:
space:
mode:
author3gg <3gg@shellblade.net>2025-08-30 16:53:58 -0700
committer3gg <3gg@shellblade.net>2025-08-30 16:53:58 -0700
commit6aaedb813fa11ba0679c3051bc2eb28646b9506c (patch)
tree34acbfc9840e02cb4753e6306ea7ce978bf8b58e /src/contrib/SDL-3.2.20/include/SDL3/SDL_gpu.h
parent8f228ade99dd3d4c8da9b78ade1815c9adf85c8f (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.h4213
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
@@ -0,0 +1,4213 @@
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
318extern "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 */
328typedef 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 */
352typedef 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 */
370typedef 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 */
390typedef 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 */
402typedef 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 */
413typedef 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 */
426typedef 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 */
439typedef 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 */
464typedef 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 */
477typedef 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 */
490typedef 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 */
503typedef 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 */
515typedef 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 */
538typedef 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 */
555typedef 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 */
570typedef 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 */
585typedef 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 */
676typedef 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 */
821typedef 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 */
838typedef 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 */
858typedef 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 */
874typedef 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 */
901typedef 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 */
920typedef 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 */
933typedef 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 */
948typedef 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 */
965typedef 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 */
1031typedef 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 */
1044typedef 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 */
1057typedef 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 */
1072typedef 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 */
1085typedef 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 */
1106typedef 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 */
1130typedef 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 */
1151typedef 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 */
1176typedef 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 */
1190typedef 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 */
1203typedef 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 */
1217typedef 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 */
1249typedef 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 */
1282typedef 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 */
1299typedef 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 */
1318typedef 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 */
1336typedef 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 */
1351typedef 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 */
1372typedef 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 */
1392typedef 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 */
1412typedef 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 */
1428typedef 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 */
1449typedef 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 */
1471typedef 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 */
1487typedef 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 */
1510typedef 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 */
1549typedef 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 */
1569typedef 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 */
1587typedef 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 */
1602typedef 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 */
1617typedef 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 */
1640typedef 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 */
1670typedef 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 */
1695typedef 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 */
1710typedef 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 */
1736typedef 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 */
1758typedef 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 */
1776typedef 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 */
1799typedef 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 */
1815typedef 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 */
1840typedef 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 */
1862typedef 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 */
1916typedef 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 */
1977typedef 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 */
1998typedef 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 */
2021typedef 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 */
2035typedef 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 */
2049typedef 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 */
2066typedef 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 */
2094extern 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 */
2108extern 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 */
2129extern 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 */
2177extern 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 */
2200extern 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 */
2211extern 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 */
2230extern 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 */
2240extern 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 */
2251extern 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 */
2300extern 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 */
2327extern 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 */
2354extern 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 */
2433extern 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 */
2494extern 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 */
2550extern 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 */
2583extern 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 */
2608extern 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 */
2631extern 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 */
2646extern 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 */
2671extern 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 */
2684extern 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 */
2699extern 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 */
2713extern 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 */
2727extern 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 */
2741extern 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 */
2755extern 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 */
2769extern 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 */
2783extern 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 */
2811extern 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 */
2832extern 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 */
2854extern 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 */
2876extern 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 */
2909extern 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 */
2925extern 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 */
2937extern 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 */
2949extern 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 */
2964extern 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 */
2976extern 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 */
2992extern 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 */
3009extern 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 */
3033extern 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 */
3057extern 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 */
3081extern 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 */
3106extern 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 */
3130extern 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 */
3154extern 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 */
3185extern 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 */
3213extern 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 */
3236extern 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 */
3258extern 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 */
3274extern 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 */
3316extern 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 */
3331extern 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 */
3354extern 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 */
3378extern 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 */
3402extern 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 */
3428extern 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 */
3452extern 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 */
3467extern 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 */
3487extern 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 */
3500extern 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 */
3518extern 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 */
3538extern 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 */
3558extern 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 */
3581extern 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 */
3605extern 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 */
3625extern 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 */
3642extern 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 */
3654extern 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 */
3667extern 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 */
3681extern 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 */
3701extern 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 */
3720extern 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 */
3752extern 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 */
3766extern 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 */
3793extern 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 */
3824extern 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 */
3839extern 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 */
3889extern 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 */
3913extern 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 */
3959extern 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 */
3987extern 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 */
4014extern 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 */
4039extern 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 */
4053extern 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 */
4072extern 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 */
4089extern 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 */
4105extern 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 */
4121extern 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 */
4136extern 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 */
4152extern 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 */
4168extern 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 */
4189extern 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 */
4204extern 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_ */