1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> |
4 | |
5 | This software is provided 'as-is', without any express or implied |
6 | warranty. In no event will the authors be held liable for any damages |
7 | arising from the use of this software. |
8 | |
9 | Permission is granted to anyone to use this software for any purpose, |
10 | including commercial applications, and to alter it and redistribute it |
11 | freely, subject to the following restrictions: |
12 | |
13 | 1. The origin of this software must not be misrepresented; you must not |
14 | claim that you wrote the original software. If you use this software |
15 | in a product, an acknowledgment in the product documentation would be |
16 | appreciated but is not required. |
17 | 2. Altered source versions must be plainly marked as such, and must not be |
18 | misrepresented as being the original software. |
19 | 3. This notice may not be removed or altered from any source distribution. |
20 | */ |
21 | |
22 | /* WIKI CATEGORY: GPU */ |
23 | |
24 | /** |
25 | * # CategoryGPU |
26 | * |
27 | * The GPU API offers a cross-platform way for apps to talk to modern graphics |
28 | * hardware. It offers both 3D graphics and compute support, in the style of |
29 | * Metal, Vulkan, and Direct3D 12. |
30 | * |
31 | * A basic workflow might be something like this: |
32 | * |
33 | * The app creates a GPU device with SDL_CreateGPUDevice(), and assigns it to |
34 | * a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you |
35 | * can render offscreen entirely, perhaps for image processing, and not use a |
36 | * window at all. |
37 | * |
38 | * Next, the app prepares static data (things that are created once and used |
39 | * over and over). For example: |
40 | * |
41 | * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader(). |
42 | * - Vertex buffers (arrays of geometry data) and other rendering data: use |
43 | * SDL_CreateGPUBuffer() and SDL_UploadToGPUBuffer(). |
44 | * - Textures (images): use SDL_CreateGPUTexture() and |
45 | * SDL_UploadToGPUTexture(). |
46 | * - Samplers (how textures should be read from): use SDL_CreateGPUSampler(). |
47 | * - Render pipelines (precalculated rendering state): use |
48 | * SDL_CreateGPUGraphicsPipeline() |
49 | * |
50 | * To render, the app creates one or more command buffers, with |
51 | * SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering |
52 | * instructions that will be submitted to the GPU in batch. Complex scenes can |
53 | * use multiple command buffers, maybe configured across multiple threads in |
54 | * parallel, as long as they are submitted in the correct order, but many apps |
55 | * will just need one command buffer per frame. |
56 | * |
57 | * Rendering can happen to a texture (what other APIs call a "render target") |
58 | * or it can happen to the swapchain texture (which is just a special texture |
59 | * that represents a window's contents). The app can use |
60 | * SDL_WaitAndAcquireGPUSwapchainTexture() to render to the window. |
61 | * |
62 | * Rendering actually happens in a Render Pass, which is encoded into a |
63 | * command buffer. One can encode multiple render passes (or alternate between |
64 | * render and compute passes) in a single command buffer, but many apps might |
65 | * simply need a single render pass in a single command buffer. Render Passes |
66 | * can render to up to four color textures and one depth texture |
67 | * simultaneously. If the set of textures being rendered to needs to change, |
68 | * the Render Pass must be ended and a new one must be begun. |
69 | * |
70 | * The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for |
71 | * each draw: |
72 | * |
73 | * - SDL_BindGPUGraphicsPipeline() |
74 | * - SDL_SetGPUViewport() |
75 | * - SDL_BindGPUVertexBuffers() |
76 | * - SDL_BindGPUVertexSamplers() |
77 | * - etc |
78 | * |
79 | * Then, make the actual draw commands with these states: |
80 | * |
81 | * - SDL_DrawGPUPrimitives() |
82 | * - SDL_DrawGPUPrimitivesIndirect() |
83 | * - SDL_DrawGPUIndexedPrimitivesIndirect() |
84 | * - etc |
85 | * |
86 | * After all the drawing commands for a pass are complete, the app should call |
87 | * SDL_EndGPURenderPass(). Once a render pass ends all render-related state is |
88 | * reset. |
89 | * |
90 | * The app can begin new Render Passes and make new draws in the same command |
91 | * buffer until the entire scene is rendered. |
92 | * |
93 | * Once all of the render commands for the scene are complete, the app calls |
94 | * SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing. |
95 | * |
96 | * If the app needs to read back data from texture or buffers, the API has an |
97 | * efficient way of doing this, provided that the app is willing to tolerate |
98 | * some latency. When the app uses SDL_DownloadFromGPUTexture() or |
99 | * SDL_DownloadFromGPUBuffer(), submitting the command buffer with |
100 | * SDL_SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that |
101 | * the app can poll or wait on in a thread. Once the fence indicates that the |
102 | * command buffer is done processing, it is safe to read the downloaded data. |
103 | * Make sure to call SDL_ReleaseGPUFence() when done with the fence. |
104 | * |
105 | * The API also has "compute" support. The app calls SDL_BeginGPUComputePass() |
106 | * with compute-writeable textures and/or buffers, which can be written to in |
107 | * a compute shader. Then it sets states it needs for the compute dispatches: |
108 | * |
109 | * - SDL_BindGPUComputePipeline() |
110 | * - SDL_BindGPUComputeStorageBuffers() |
111 | * - SDL_BindGPUComputeStorageTextures() |
112 | * |
113 | * Then, dispatch compute work: |
114 | * |
115 | * - SDL_DispatchGPUCompute() |
116 | * |
117 | * For advanced users, this opens up powerful GPU-driven workflows. |
118 | * |
119 | * Graphics and compute pipelines require the use of shaders, which as |
120 | * mentioned above are small programs executed on the GPU. Each backend |
121 | * (Vulkan, Metal, D3D12) requires a different shader format. When the app |
122 | * creates the GPU device, the app lets the device know which shader formats |
123 | * the app can provide. It will then select the appropriate backend depending |
124 | * on the available shader formats and the backends available on the platform. |
125 | * When creating shaders, the app must provide the correct shader format for |
126 | * the selected backend. If you would like to learn more about why the API |
127 | * works this way, there is a detailed |
128 | * [blog post](https://moonside.games/posts/layers-all-the-way-down/) |
129 | * explaining this situation. |
130 | * |
131 | * It is optimal for apps to pre-compile the shader formats they might use, |
132 | * but for ease of use SDL provides a separate project, |
133 | * [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross) |
134 | * , for performing runtime shader cross-compilation. It also has a CLI |
135 | * interface for offline precompilation as well. |
136 | * |
137 | * This is an extremely quick overview that leaves out several important |
138 | * details. Already, though, one can see that GPU programming can be quite |
139 | * complex! If you just need simple 2D graphics, the |
140 | * [Render API](https://wiki.libsdl.org/SDL3/CategoryRender) |
141 | * is much easier to use but still hardware-accelerated. That said, even for |
142 | * 2D applications the performance benefits and expressiveness of the GPU API |
143 | * are significant. |
144 | * |
145 | * The GPU API targets a feature set with a wide range of hardware support and |
146 | * ease of portability. It is designed so that the app won't have to branch |
147 | * itself by querying feature support. If you need cutting-edge features with |
148 | * limited hardware support, this API is probably not for you. |
149 | * |
150 | * Examples demonstrating proper usage of this API can be found |
151 | * [here](https://github.com/TheSpydog/SDL_gpu_examples) |
152 | * . |
153 | * |
154 | * ## Performance considerations |
155 | * |
156 | * Here are some basic tips for maximizing your rendering performance. |
157 | * |
158 | * - Beginning a new render pass is relatively expensive. Use as few render |
159 | * passes as you can. |
160 | * - Minimize the amount of state changes. For example, binding a pipeline is |
161 | * relatively cheap, but doing it hundreds of times when you don't need to |
162 | * will slow the performance significantly. |
163 | * - Perform your data uploads as early as possible in the frame. |
164 | * - Don't churn resources. Creating and releasing resources is expensive. |
165 | * It's better to create what you need up front and cache it. |
166 | * - Don't use uniform buffers for large amounts of data (more than a matrix |
167 | * or so). Use a storage buffer instead. |
168 | * - Use cycling correctly. There is a detailed explanation of cycling further |
169 | * below. |
170 | * - Use culling techniques to minimize pixel writes. The less writing the GPU |
171 | * has to do the better. Culling can be a very advanced topic but even |
172 | * simple culling techniques can boost performance significantly. |
173 | * |
174 | * In general try to remember the golden rule of performance: doing things is |
175 | * more expensive than not doing things. Don't Touch The Driver! |
176 | * |
177 | * ## FAQ |
178 | * |
179 | * **Question: When are you adding more advanced features, like ray tracing or |
180 | * mesh shaders?** |
181 | * |
182 | * Answer: We don't have immediate plans to add more bleeding-edge features, |
183 | * but we certainly might in the future, when these features prove worthwhile, |
184 | * and reasonable to implement across several platforms and underlying APIs. |
185 | * So while these things are not in the "never" category, they are definitely |
186 | * not "near future" items either. |
187 | * |
188 | * **Question: Why is my shader not working?** |
189 | * |
190 | * Answer: A common oversight when using shaders is not properly laying out |
191 | * the shader resources/registers correctly. The GPU API is very strict with |
192 | * how it wants resources to be laid out and it's difficult for the API to |
193 | * automatically validate shaders to see if they have a compatible layout. See |
194 | * the documentation for SDL_CreateGPUShader() and |
195 | * SDL_CreateGPUComputePipeline() for information on the expected layout. |
196 | * |
197 | * Another common issue is not setting the correct number of samplers, |
198 | * textures, and buffers in SDL_GPUShaderCreateInfo. If possible use shader |
199 | * reflection to extract the required information from the shader |
200 | * automatically instead of manually filling in the struct's values. |
201 | * |
202 | * **Question: My application isn't performing very well. Is this the GPU |
203 | * API's fault?** |
204 | * |
205 | * Answer: No. Long answer: The GPU API is a relatively thin layer over the |
206 | * underlying graphics API. While it's possible that we have done something |
207 | * inefficiently, it's very unlikely especially if you are relatively |
208 | * inexperienced with GPU rendering. Please see the performance tips above and |
209 | * make sure you are following them. Additionally, tools like RenderDoc can be |
210 | * very helpful for diagnosing incorrect behavior and performance issues. |
211 | * |
212 | * ## System Requirements |
213 | * |
214 | * **Vulkan:** Supported on Windows, Linux, Nintendo Switch, and certain |
215 | * Android devices. Requires Vulkan 1.0 with the following extensions and |
216 | * device features: |
217 | * |
218 | * - `VK_KHR_swapchain` |
219 | * - `VK_KHR_maintenance1` |
220 | * - `independentBlend` |
221 | * - `imageCubeArray` |
222 | * - `depthClamp` |
223 | * - `shaderClipDistance` |
224 | * - `drawIndirectFirstInstance` |
225 | * |
226 | * **D3D12:** Supported on Windows 10 or newer, Xbox One (GDK), and Xbox |
227 | * Series X|S (GDK). Requires a GPU that supports DirectX 12 Feature Level |
228 | * 11_1. |
229 | * |
230 | * **Metal:** Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware |
231 | * requirements vary by operating system: |
232 | * |
233 | * - macOS requires an Apple Silicon or |
234 | * [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc) |
235 | * GPU |
236 | * - iOS/tvOS requires an A9 GPU or newer |
237 | * - iOS Simulator and tvOS Simulator are unsupported |
238 | * |
239 | * ## Uniform Data |
240 | * |
241 | * Uniforms are for passing data to shaders. The uniform data will be constant |
242 | * across all executions of the shader. |
243 | * |
244 | * There are 4 available uniform slots per shader stage (where the stages are |
245 | * vertex, fragment, and compute). Uniform data pushed to a slot on a stage |
246 | * keeps its value throughout the command buffer until you call the relevant |
247 | * Push function on that slot again. |
248 | * |
249 | * For example, you could write your vertex shaders to read a camera matrix |
250 | * from uniform binding slot 0, push the camera matrix at the start of the |
251 | * command buffer, and that data will be used for every subsequent draw call. |
252 | * |
253 | * It is valid to push uniform data during a render or compute pass. |
254 | * |
255 | * Uniforms are best for pushing small amounts of data. If you are pushing |
256 | * more than a matrix or two per call you should consider using a storage |
257 | * buffer instead. |
258 | * |
259 | * ## A Note On Cycling |
260 | * |
261 | * When using a command buffer, operations do not occur immediately - they |
262 | * occur some time after the command buffer is submitted. |
263 | * |
264 | * When a resource is used in a pending or active command buffer, it is |
265 | * considered to be "bound". When a resource is no longer used in any pending |
266 | * or active command buffers, it is considered to be "unbound". |
267 | * |
268 | * If data resources are bound, it is unspecified when that data will be |
269 | * unbound unless you acquire a fence when submitting the command buffer and |
270 | * wait on it. However, this doesn't mean you need to track resource usage |
271 | * manually. |
272 | * |
273 | * All of the functions and structs that involve writing to a resource have a |
274 | * "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all |
275 | * effectively function as ring buffers on internal resources. When cycle is |
276 | * true, if the resource is bound, the cycle rotates to the next unbound |
277 | * internal resource, or if none are available, a new one is created. This |
278 | * means you don't have to worry about complex state tracking and |
279 | * synchronization as long as cycling is correctly employed. |
280 | * |
281 | * For example: you can call SDL_MapGPUTransferBuffer(), write texture data, |
282 | * SDL_UnmapGPUTransferBuffer(), and then SDL_UploadToGPUTexture(). The next |
283 | * time you write texture data to the transfer buffer, if you set the cycle |
284 | * param to true, you don't have to worry about overwriting any data that is |
285 | * not yet uploaded. |
286 | * |
287 | * Another example: If you are using a texture in a render pass every frame, |
288 | * this can cause a data dependency between frames. If you set cycle to true |
289 | * in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency. |
290 | * |
291 | * Cycling will never undefine already bound data. When cycling, all data in |
292 | * the resource is considered to be undefined for subsequent commands until |
293 | * that data is written again. You must take care not to read undefined data. |
294 | * |
295 | * Note that when cycling a texture, the entire texture will be cycled, even |
296 | * if only part of the texture is used in the call, so you must consider the |
297 | * entire texture to contain undefined data after cycling. |
298 | * |
299 | * You must also take care not to overwrite a section of data that has been |
300 | * referenced in a command without cycling first. It is OK to overwrite |
301 | * unreferenced data in a bound resource without cycling, but overwriting a |
302 | * section of data that has already been referenced will produce unexpected |
303 | * results. |
304 | */ |
305 | |
306 | #ifndef SDL_gpu_h_ |
307 | #define SDL_gpu_h_ |
308 | |
309 | #include <SDL3/SDL_stdinc.h> |
310 | #include <SDL3/SDL_pixels.h> |
311 | #include <SDL3/SDL_properties.h> |
312 | #include <SDL3/SDL_rect.h> |
313 | #include <SDL3/SDL_surface.h> |
314 | #include <SDL3/SDL_video.h> |
315 | |
316 | #include <SDL3/SDL_begin_code.h> |
317 | #ifdef __cplusplus |
318 | extern "C" { |
319 | #endif /* __cplusplus */ |
320 | |
321 | /* Type Declarations */ |
322 | |
323 | /** |
324 | * An opaque handle representing the SDL_GPU context. |
325 | * |
326 | * \since This struct is available since SDL 3.2.0. |
327 | */ |
328 | typedef struct SDL_GPUDevice SDL_GPUDevice; |
329 | |
330 | /** |
331 | * An opaque handle representing a buffer. |
332 | * |
333 | * Used for vertices, indices, indirect draw commands, and general compute |
334 | * data. |
335 | * |
336 | * \since This struct is available since SDL 3.2.0. |
337 | * |
338 | * \sa SDL_CreateGPUBuffer |
339 | * \sa SDL_UploadToGPUBuffer |
340 | * \sa SDL_DownloadFromGPUBuffer |
341 | * \sa SDL_CopyGPUBufferToBuffer |
342 | * \sa SDL_BindGPUVertexBuffers |
343 | * \sa SDL_BindGPUIndexBuffer |
344 | * \sa SDL_BindGPUVertexStorageBuffers |
345 | * \sa SDL_BindGPUFragmentStorageBuffers |
346 | * \sa SDL_DrawGPUPrimitivesIndirect |
347 | * \sa SDL_DrawGPUIndexedPrimitivesIndirect |
348 | * \sa SDL_BindGPUComputeStorageBuffers |
349 | * \sa SDL_DispatchGPUComputeIndirect |
350 | * \sa SDL_ReleaseGPUBuffer |
351 | */ |
352 | typedef struct SDL_GPUBuffer SDL_GPUBuffer; |
353 | |
354 | /** |
355 | * An opaque handle representing a transfer buffer. |
356 | * |
357 | * Used for transferring data to and from the device. |
358 | * |
359 | * \since This struct is available since SDL 3.2.0. |
360 | * |
361 | * \sa SDL_CreateGPUTransferBuffer |
362 | * \sa SDL_MapGPUTransferBuffer |
363 | * \sa SDL_UnmapGPUTransferBuffer |
364 | * \sa SDL_UploadToGPUBuffer |
365 | * \sa SDL_UploadToGPUTexture |
366 | * \sa SDL_DownloadFromGPUBuffer |
367 | * \sa SDL_DownloadFromGPUTexture |
368 | * \sa SDL_ReleaseGPUTransferBuffer |
369 | */ |
370 | typedef struct SDL_GPUTransferBuffer SDL_GPUTransferBuffer; |
371 | |
372 | /** |
373 | * An opaque handle representing a texture. |
374 | * |
375 | * \since This struct is available since SDL 3.2.0. |
376 | * |
377 | * \sa SDL_CreateGPUTexture |
378 | * \sa SDL_UploadToGPUTexture |
379 | * \sa SDL_DownloadFromGPUTexture |
380 | * \sa SDL_CopyGPUTextureToTexture |
381 | * \sa SDL_BindGPUVertexSamplers |
382 | * \sa SDL_BindGPUVertexStorageTextures |
383 | * \sa SDL_BindGPUFragmentSamplers |
384 | * \sa SDL_BindGPUFragmentStorageTextures |
385 | * \sa SDL_BindGPUComputeStorageTextures |
386 | * \sa SDL_GenerateMipmapsForGPUTexture |
387 | * \sa SDL_BlitGPUTexture |
388 | * \sa SDL_ReleaseGPUTexture |
389 | */ |
390 | typedef struct SDL_GPUTexture SDL_GPUTexture; |
391 | |
392 | /** |
393 | * An opaque handle representing a sampler. |
394 | * |
395 | * \since This struct is available since SDL 3.2.0. |
396 | * |
397 | * \sa SDL_CreateGPUSampler |
398 | * \sa SDL_BindGPUVertexSamplers |
399 | * \sa SDL_BindGPUFragmentSamplers |
400 | * \sa SDL_ReleaseGPUSampler |
401 | */ |
402 | typedef struct SDL_GPUSampler SDL_GPUSampler; |
403 | |
404 | /** |
405 | * An opaque handle representing a compiled shader object. |
406 | * |
407 | * \since This struct is available since SDL 3.2.0. |
408 | * |
409 | * \sa SDL_CreateGPUShader |
410 | * \sa SDL_CreateGPUGraphicsPipeline |
411 | * \sa SDL_ReleaseGPUShader |
412 | */ |
413 | typedef struct SDL_GPUShader SDL_GPUShader; |
414 | |
415 | /** |
416 | * An opaque handle representing a compute pipeline. |
417 | * |
418 | * Used during compute passes. |
419 | * |
420 | * \since This struct is available since SDL 3.2.0. |
421 | * |
422 | * \sa SDL_CreateGPUComputePipeline |
423 | * \sa SDL_BindGPUComputePipeline |
424 | * \sa SDL_ReleaseGPUComputePipeline |
425 | */ |
426 | typedef struct SDL_GPUComputePipeline SDL_GPUComputePipeline; |
427 | |
428 | /** |
429 | * An opaque handle representing a graphics pipeline. |
430 | * |
431 | * Used during render passes. |
432 | * |
433 | * \since This struct is available since SDL 3.2.0. |
434 | * |
435 | * \sa SDL_CreateGPUGraphicsPipeline |
436 | * \sa SDL_BindGPUGraphicsPipeline |
437 | * \sa SDL_ReleaseGPUGraphicsPipeline |
438 | */ |
439 | typedef struct SDL_GPUGraphicsPipeline SDL_GPUGraphicsPipeline; |
440 | |
441 | /** |
442 | * An opaque handle representing a command buffer. |
443 | * |
444 | * Most state is managed via command buffers. When setting state using a |
445 | * command buffer, that state is local to the command buffer. |
446 | * |
447 | * Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is |
448 | * called. Once the command buffer is submitted, it is no longer valid to use |
449 | * it. |
450 | * |
451 | * Command buffers are executed in submission order. If you submit command |
452 | * buffer A and then command buffer B all commands in A will begin executing |
453 | * before any command in B begins executing. |
454 | * |
455 | * In multi-threading scenarios, you should only access a command buffer on |
456 | * the thread you acquired it from. |
457 | * |
458 | * \since This struct is available since SDL 3.2.0. |
459 | * |
460 | * \sa SDL_AcquireGPUCommandBuffer |
461 | * \sa SDL_SubmitGPUCommandBuffer |
462 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence |
463 | */ |
464 | typedef struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer; |
465 | |
466 | /** |
467 | * An opaque handle representing a render pass. |
468 | * |
469 | * This handle is transient and should not be held or referenced after |
470 | * SDL_EndGPURenderPass is called. |
471 | * |
472 | * \since This struct is available since SDL 3.2.0. |
473 | * |
474 | * \sa SDL_BeginGPURenderPass |
475 | * \sa SDL_EndGPURenderPass |
476 | */ |
477 | typedef struct SDL_GPURenderPass SDL_GPURenderPass; |
478 | |
479 | /** |
480 | * An opaque handle representing a compute pass. |
481 | * |
482 | * This handle is transient and should not be held or referenced after |
483 | * SDL_EndGPUComputePass is called. |
484 | * |
485 | * \since This struct is available since SDL 3.2.0. |
486 | * |
487 | * \sa SDL_BeginGPUComputePass |
488 | * \sa SDL_EndGPUComputePass |
489 | */ |
490 | typedef struct SDL_GPUComputePass SDL_GPUComputePass; |
491 | |
492 | /** |
493 | * An opaque handle representing a copy pass. |
494 | * |
495 | * This handle is transient and should not be held or referenced after |
496 | * SDL_EndGPUCopyPass is called. |
497 | * |
498 | * \since This struct is available since SDL 3.2.0. |
499 | * |
500 | * \sa SDL_BeginGPUCopyPass |
501 | * \sa SDL_EndGPUCopyPass |
502 | */ |
503 | typedef struct SDL_GPUCopyPass SDL_GPUCopyPass; |
504 | |
505 | /** |
506 | * An opaque handle representing a fence. |
507 | * |
508 | * \since This struct is available since SDL 3.2.0. |
509 | * |
510 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence |
511 | * \sa SDL_QueryGPUFence |
512 | * \sa SDL_WaitForGPUFences |
513 | * \sa SDL_ReleaseGPUFence |
514 | */ |
515 | typedef struct SDL_GPUFence SDL_GPUFence; |
516 | |
517 | /** |
518 | * Specifies the primitive topology of a graphics pipeline. |
519 | * |
520 | * If you are using POINTLIST you must include a point size output in the |
521 | * vertex shader. |
522 | * |
523 | * - For HLSL compiling to SPIRV you must decorate a float output with |
524 | * [[vk::builtin("PointSize")]]. |
525 | * - For GLSL you must set the gl_PointSize builtin. |
526 | * - For MSL you must include a float output with the [[point_size]] |
527 | * decorator. |
528 | * |
529 | * Note that sized point topology is totally unsupported on D3D12. Any size |
530 | * other than 1 will be ignored. In general, you should avoid using point |
531 | * topology for both compatibility and performance reasons. You WILL regret |
532 | * using it. |
533 | * |
534 | * \since This enum is available since SDL 3.2.0. |
535 | * |
536 | * \sa SDL_CreateGPUGraphicsPipeline |
537 | */ |
538 | typedef enum SDL_GPUPrimitiveType |
539 | { |
540 | SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, /**< A series of separate triangles. */ |
541 | SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP, /**< A series of connected triangles. */ |
542 | SDL_GPU_PRIMITIVETYPE_LINELIST, /**< A series of separate lines. */ |
543 | SDL_GPU_PRIMITIVETYPE_LINESTRIP, /**< A series of connected lines. */ |
544 | SDL_GPU_PRIMITIVETYPE_POINTLIST /**< A series of separate points. */ |
545 | } SDL_GPUPrimitiveType; |
546 | |
547 | /** |
548 | * Specifies how the contents of a texture attached to a render pass are |
549 | * treated at the beginning of the render pass. |
550 | * |
551 | * \since This enum is available since SDL 3.2.0. |
552 | * |
553 | * \sa SDL_BeginGPURenderPass |
554 | */ |
555 | typedef enum SDL_GPULoadOp |
556 | { |
557 | SDL_GPU_LOADOP_LOAD, /**< The previous contents of the texture will be preserved. */ |
558 | SDL_GPU_LOADOP_CLEAR, /**< The contents of the texture will be cleared to a color. */ |
559 | SDL_GPU_LOADOP_DONT_CARE /**< The previous contents of the texture need not be preserved. The contents will be undefined. */ |
560 | } SDL_GPULoadOp; |
561 | |
562 | /** |
563 | * Specifies how the contents of a texture attached to a render pass are |
564 | * treated at the end of the render pass. |
565 | * |
566 | * \since This enum is available since SDL 3.2.0. |
567 | * |
568 | * \sa SDL_BeginGPURenderPass |
569 | */ |
570 | typedef enum SDL_GPUStoreOp |
571 | { |
572 | SDL_GPU_STOREOP_STORE, /**< The contents generated during the render pass will be written to memory. */ |
573 | SDL_GPU_STOREOP_DONT_CARE, /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */ |
574 | SDL_GPU_STOREOP_RESOLVE, /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined. */ |
575 | SDL_GPU_STOREOP_RESOLVE_AND_STORE /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory. */ |
576 | } SDL_GPUStoreOp; |
577 | |
578 | /** |
579 | * Specifies the size of elements in an index buffer. |
580 | * |
581 | * \since This enum is available since SDL 3.2.0. |
582 | * |
583 | * \sa SDL_CreateGPUGraphicsPipeline |
584 | */ |
585 | typedef enum SDL_GPUIndexElementSize |
586 | { |
587 | SDL_GPU_INDEXELEMENTSIZE_16BIT, /**< The index elements are 16-bit. */ |
588 | SDL_GPU_INDEXELEMENTSIZE_32BIT /**< The index elements are 32-bit. */ |
589 | } SDL_GPUIndexElementSize; |
590 | |
591 | /** |
592 | * Specifies the pixel format of a texture. |
593 | * |
594 | * Texture format support varies depending on driver, hardware, and usage |
595 | * flags. In general, you should use SDL_GPUTextureSupportsFormat to query if |
596 | * a format is supported before using it. However, there are a few guaranteed |
597 | * formats. |
598 | * |
599 | * FIXME: Check universal support for 32-bit component formats FIXME: Check |
600 | * universal support for SIMULTANEOUS_READ_WRITE |
601 | * |
602 | * For SAMPLER usage, the following formats are universally supported: |
603 | * |
604 | * - R8G8B8A8_UNORM |
605 | * - B8G8R8A8_UNORM |
606 | * - R8_UNORM |
607 | * - R8_SNORM |
608 | * - R8G8_UNORM |
609 | * - R8G8_SNORM |
610 | * - R8G8B8A8_SNORM |
611 | * - R16_FLOAT |
612 | * - R16G16_FLOAT |
613 | * - R16G16B16A16_FLOAT |
614 | * - R32_FLOAT |
615 | * - R32G32_FLOAT |
616 | * - R32G32B32A32_FLOAT |
617 | * - R11G11B10_UFLOAT |
618 | * - R8G8B8A8_UNORM_SRGB |
619 | * - B8G8R8A8_UNORM_SRGB |
620 | * - D16_UNORM |
621 | * |
622 | * For COLOR_TARGET usage, the following formats are universally supported: |
623 | * |
624 | * - R8G8B8A8_UNORM |
625 | * - B8G8R8A8_UNORM |
626 | * - R8_UNORM |
627 | * - R16_FLOAT |
628 | * - R16G16_FLOAT |
629 | * - R16G16B16A16_FLOAT |
630 | * - R32_FLOAT |
631 | * - R32G32_FLOAT |
632 | * - R32G32B32A32_FLOAT |
633 | * - R8_UINT |
634 | * - R8G8_UINT |
635 | * - R8G8B8A8_UINT |
636 | * - R16_UINT |
637 | * - R16G16_UINT |
638 | * - R16G16B16A16_UINT |
639 | * - R8_INT |
640 | * - R8G8_INT |
641 | * - R8G8B8A8_INT |
642 | * - R16_INT |
643 | * - R16G16_INT |
644 | * - R16G16B16A16_INT |
645 | * - R8G8B8A8_UNORM_SRGB |
646 | * - B8G8R8A8_UNORM_SRGB |
647 | * |
648 | * For STORAGE usages, the following formats are universally supported: |
649 | * |
650 | * - R8G8B8A8_UNORM |
651 | * - R8G8B8A8_SNORM |
652 | * - R16G16B16A16_FLOAT |
653 | * - R32_FLOAT |
654 | * - R32G32_FLOAT |
655 | * - R32G32B32A32_FLOAT |
656 | * - R8G8B8A8_UINT |
657 | * - R16G16B16A16_UINT |
658 | * - R8G8B8A8_INT |
659 | * - R16G16B16A16_INT |
660 | * |
661 | * For DEPTH_STENCIL_TARGET usage, the following formats are universally |
662 | * supported: |
663 | * |
664 | * - D16_UNORM |
665 | * - Either (but not necessarily both!) D24_UNORM or D32_FLOAT |
666 | * - Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_FLOAT_S8_UINT |
667 | * |
668 | * Unless D16_UNORM is sufficient for your purposes, always check which of |
669 | * D24/D32 is supported before creating a depth-stencil texture! |
670 | * |
671 | * \since This enum is available since SDL 3.2.0. |
672 | * |
673 | * \sa SDL_CreateGPUTexture |
674 | * \sa SDL_GPUTextureSupportsFormat |
675 | */ |
676 | typedef enum SDL_GPUTextureFormat |
677 | { |
678 | SDL_GPU_TEXTUREFORMAT_INVALID, |
679 | |
680 | /* Unsigned Normalized Float Color Formats */ |
681 | SDL_GPU_TEXTUREFORMAT_A8_UNORM, |
682 | SDL_GPU_TEXTUREFORMAT_R8_UNORM, |
683 | SDL_GPU_TEXTUREFORMAT_R8G8_UNORM, |
684 | SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, |
685 | SDL_GPU_TEXTUREFORMAT_R16_UNORM, |
686 | SDL_GPU_TEXTUREFORMAT_R16G16_UNORM, |
687 | SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM, |
688 | SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM, |
689 | SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM, |
690 | SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM, |
691 | SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM, |
692 | SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM, |
693 | /* Compressed Unsigned Normalized Float Color Formats */ |
694 | SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM, |
695 | SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM, |
696 | SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM, |
697 | SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM, |
698 | SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM, |
699 | SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM, |
700 | /* Compressed Signed Float Color Formats */ |
701 | SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT, |
702 | /* Compressed Unsigned Float Color Formats */ |
703 | SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT, |
704 | /* Signed Normalized Float Color Formats */ |
705 | SDL_GPU_TEXTUREFORMAT_R8_SNORM, |
706 | SDL_GPU_TEXTUREFORMAT_R8G8_SNORM, |
707 | SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM, |
708 | SDL_GPU_TEXTUREFORMAT_R16_SNORM, |
709 | SDL_GPU_TEXTUREFORMAT_R16G16_SNORM, |
710 | SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM, |
711 | /* Signed Float Color Formats */ |
712 | SDL_GPU_TEXTUREFORMAT_R16_FLOAT, |
713 | SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT, |
714 | SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT, |
715 | SDL_GPU_TEXTUREFORMAT_R32_FLOAT, |
716 | SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT, |
717 | SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT, |
718 | /* Unsigned Float Color Formats */ |
719 | SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT, |
720 | /* Unsigned Integer Color Formats */ |
721 | SDL_GPU_TEXTUREFORMAT_R8_UINT, |
722 | SDL_GPU_TEXTUREFORMAT_R8G8_UINT, |
723 | SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT, |
724 | SDL_GPU_TEXTUREFORMAT_R16_UINT, |
725 | SDL_GPU_TEXTUREFORMAT_R16G16_UINT, |
726 | SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT, |
727 | SDL_GPU_TEXTUREFORMAT_R32_UINT, |
728 | SDL_GPU_TEXTUREFORMAT_R32G32_UINT, |
729 | SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT, |
730 | /* Signed Integer Color Formats */ |
731 | SDL_GPU_TEXTUREFORMAT_R8_INT, |
732 | SDL_GPU_TEXTUREFORMAT_R8G8_INT, |
733 | SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT, |
734 | SDL_GPU_TEXTUREFORMAT_R16_INT, |
735 | SDL_GPU_TEXTUREFORMAT_R16G16_INT, |
736 | SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT, |
737 | SDL_GPU_TEXTUREFORMAT_R32_INT, |
738 | SDL_GPU_TEXTUREFORMAT_R32G32_INT, |
739 | SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT, |
740 | /* SRGB Unsigned Normalized Color Formats */ |
741 | SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB, |
742 | SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB, |
743 | /* Compressed SRGB Unsigned Normalized Color Formats */ |
744 | SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB, |
745 | SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB, |
746 | SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB, |
747 | SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB, |
748 | /* Depth Formats */ |
749 | SDL_GPU_TEXTUREFORMAT_D16_UNORM, |
750 | SDL_GPU_TEXTUREFORMAT_D24_UNORM, |
751 | SDL_GPU_TEXTUREFORMAT_D32_FLOAT, |
752 | SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT, |
753 | SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT, |
754 | /* Compressed ASTC Normalized Float Color Formats*/ |
755 | SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM, |
756 | SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM, |
757 | SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM, |
758 | SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM, |
759 | SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM, |
760 | SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM, |
761 | SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM, |
762 | SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM, |
763 | SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM, |
764 | SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM, |
765 | SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM, |
766 | SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM, |
767 | SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM, |
768 | SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM, |
769 | /* Compressed SRGB ASTC Normalized Float Color Formats*/ |
770 | SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM_SRGB, |
771 | SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM_SRGB, |
772 | SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM_SRGB, |
773 | SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM_SRGB, |
774 | SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM_SRGB, |
775 | SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM_SRGB, |
776 | SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM_SRGB, |
777 | SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM_SRGB, |
778 | SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM_SRGB, |
779 | SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM_SRGB, |
780 | SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM_SRGB, |
781 | SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM_SRGB, |
782 | SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM_SRGB, |
783 | SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM_SRGB, |
784 | /* Compressed ASTC Signed Float Color Formats*/ |
785 | SDL_GPU_TEXTUREFORMAT_ASTC_4x4_FLOAT, |
786 | SDL_GPU_TEXTUREFORMAT_ASTC_5x4_FLOAT, |
787 | SDL_GPU_TEXTUREFORMAT_ASTC_5x5_FLOAT, |
788 | SDL_GPU_TEXTUREFORMAT_ASTC_6x5_FLOAT, |
789 | SDL_GPU_TEXTUREFORMAT_ASTC_6x6_FLOAT, |
790 | SDL_GPU_TEXTUREFORMAT_ASTC_8x5_FLOAT, |
791 | SDL_GPU_TEXTUREFORMAT_ASTC_8x6_FLOAT, |
792 | SDL_GPU_TEXTUREFORMAT_ASTC_8x8_FLOAT, |
793 | SDL_GPU_TEXTUREFORMAT_ASTC_10x5_FLOAT, |
794 | SDL_GPU_TEXTUREFORMAT_ASTC_10x6_FLOAT, |
795 | SDL_GPU_TEXTUREFORMAT_ASTC_10x8_FLOAT, |
796 | SDL_GPU_TEXTUREFORMAT_ASTC_10x10_FLOAT, |
797 | SDL_GPU_TEXTUREFORMAT_ASTC_12x10_FLOAT, |
798 | SDL_GPU_TEXTUREFORMAT_ASTC_12x12_FLOAT |
799 | } SDL_GPUTextureFormat; |
800 | |
801 | /** |
802 | * Specifies how a texture is intended to be used by the client. |
803 | * |
804 | * A texture must have at least one usage flag. Note that some usage flag |
805 | * combinations are invalid. |
806 | * |
807 | * With regards to compute storage usage, READ | WRITE means that you can have |
808 | * shader A that only writes into the texture and shader B that only reads |
809 | * from the texture and bind the same texture to either shader respectively. |
810 | * SIMULTANEOUS means that you can do reads and writes within the same shader |
811 | * or compute pass. It also implies that atomic ops can be used, since those |
812 | * are read-modify-write operations. If you use SIMULTANEOUS, you are |
813 | * responsible for avoiding data races, as there is no data synchronization |
814 | * within a compute pass. Note that SIMULTANEOUS usage is only supported by a |
815 | * limited number of texture formats. |
816 | * |
817 | * \since This datatype is available since SDL 3.2.0. |
818 | * |
819 | * \sa SDL_CreateGPUTexture |
820 | */ |
821 | typedef Uint32 SDL_GPUTextureUsageFlags; |
822 | |
823 | #define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< Texture supports sampling. */ |
824 | #define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< Texture is a color render target. */ |
825 | #define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< Texture is a depth stencil target. */ |
826 | #define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Texture supports storage reads in graphics stages. */ |
827 | #define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Texture supports storage reads in the compute stage. */ |
828 | #define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Texture supports storage writes in the compute stage. */ |
829 | #define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE (1u << 6) /**< Texture supports reads and writes in the same compute shader. This is NOT equivalent to READ | WRITE. */ |
830 | |
831 | /** |
832 | * Specifies the type of a texture. |
833 | * |
834 | * \since This enum is available since SDL 3.2.0. |
835 | * |
836 | * \sa SDL_CreateGPUTexture |
837 | */ |
838 | typedef enum SDL_GPUTextureType |
839 | { |
840 | SDL_GPU_TEXTURETYPE_2D, /**< The texture is a 2-dimensional image. */ |
841 | SDL_GPU_TEXTURETYPE_2D_ARRAY, /**< The texture is a 2-dimensional array image. */ |
842 | SDL_GPU_TEXTURETYPE_3D, /**< The texture is a 3-dimensional image. */ |
843 | SDL_GPU_TEXTURETYPE_CUBE, /**< The texture is a cube image. */ |
844 | SDL_GPU_TEXTURETYPE_CUBE_ARRAY /**< The texture is a cube array image. */ |
845 | } SDL_GPUTextureType; |
846 | |
847 | /** |
848 | * Specifies the sample count of a texture. |
849 | * |
850 | * Used in multisampling. Note that this value only applies when the texture |
851 | * is used as a render target. |
852 | * |
853 | * \since This enum is available since SDL 3.2.0. |
854 | * |
855 | * \sa SDL_CreateGPUTexture |
856 | * \sa SDL_GPUTextureSupportsSampleCount |
857 | */ |
858 | typedef enum SDL_GPUSampleCount |
859 | { |
860 | SDL_GPU_SAMPLECOUNT_1, /**< No multisampling. */ |
861 | SDL_GPU_SAMPLECOUNT_2, /**< MSAA 2x */ |
862 | SDL_GPU_SAMPLECOUNT_4, /**< MSAA 4x */ |
863 | SDL_GPU_SAMPLECOUNT_8 /**< MSAA 8x */ |
864 | } SDL_GPUSampleCount; |
865 | |
866 | |
867 | /** |
868 | * Specifies the face of a cube map. |
869 | * |
870 | * Can be passed in as the layer field in texture-related structs. |
871 | * |
872 | * \since This enum is available since SDL 3.2.0. |
873 | */ |
874 | typedef enum SDL_GPUCubeMapFace |
875 | { |
876 | SDL_GPU_CUBEMAPFACE_POSITIVEX, |
877 | SDL_GPU_CUBEMAPFACE_NEGATIVEX, |
878 | SDL_GPU_CUBEMAPFACE_POSITIVEY, |
879 | SDL_GPU_CUBEMAPFACE_NEGATIVEY, |
880 | SDL_GPU_CUBEMAPFACE_POSITIVEZ, |
881 | SDL_GPU_CUBEMAPFACE_NEGATIVEZ |
882 | } SDL_GPUCubeMapFace; |
883 | |
884 | /** |
885 | * Specifies how a buffer is intended to be used by the client. |
886 | * |
887 | * A buffer must have at least one usage flag. Note that some usage flag |
888 | * combinations are invalid. |
889 | * |
890 | * Unlike textures, READ | WRITE can be used for simultaneous read-write |
891 | * usage. The same data synchronization concerns as textures apply. |
892 | * |
893 | * If you use a STORAGE flag, the data in the buffer must respect std140 |
894 | * layout conventions. In practical terms this means you must ensure that vec3 |
895 | * and vec4 fields are 16-byte aligned. |
896 | * |
897 | * \since This datatype is available since SDL 3.2.0. |
898 | * |
899 | * \sa SDL_CreateGPUBuffer |
900 | */ |
901 | typedef Uint32 SDL_GPUBufferUsageFlags; |
902 | |
903 | #define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< Buffer is a vertex buffer. */ |
904 | #define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< Buffer is an index buffer. */ |
905 | #define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< Buffer is an indirect buffer. */ |
906 | #define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Buffer supports storage reads in graphics stages. */ |
907 | #define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Buffer supports storage reads in the compute stage. */ |
908 | #define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Buffer supports storage writes in the compute stage. */ |
909 | |
910 | /** |
911 | * Specifies how a transfer buffer is intended to be used by the client. |
912 | * |
913 | * Note that mapping and copying FROM an upload transfer buffer or TO a |
914 | * download transfer buffer is undefined behavior. |
915 | * |
916 | * \since This enum is available since SDL 3.2.0. |
917 | * |
918 | * \sa SDL_CreateGPUTransferBuffer |
919 | */ |
920 | typedef enum SDL_GPUTransferBufferUsage |
921 | { |
922 | SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD, |
923 | SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD |
924 | } SDL_GPUTransferBufferUsage; |
925 | |
926 | /** |
927 | * Specifies which stage a shader program corresponds to. |
928 | * |
929 | * \since This enum is available since SDL 3.2.0. |
930 | * |
931 | * \sa SDL_CreateGPUShader |
932 | */ |
933 | typedef enum SDL_GPUShaderStage |
934 | { |
935 | SDL_GPU_SHADERSTAGE_VERTEX, |
936 | SDL_GPU_SHADERSTAGE_FRAGMENT |
937 | } SDL_GPUShaderStage; |
938 | |
939 | /** |
940 | * Specifies the format of shader code. |
941 | * |
942 | * Each format corresponds to a specific backend that accepts it. |
943 | * |
944 | * \since This datatype is available since SDL 3.2.0. |
945 | * |
946 | * \sa SDL_CreateGPUShader |
947 | */ |
948 | typedef Uint32 SDL_GPUShaderFormat; |
949 | |
950 | #define SDL_GPU_SHADERFORMAT_INVALID 0 |
951 | #define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */ |
952 | #define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */ |
953 | #define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */ |
954 | #define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */ |
955 | #define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */ |
956 | #define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */ |
957 | |
958 | /** |
959 | * Specifies the format of a vertex attribute. |
960 | * |
961 | * \since This enum is available since SDL 3.2.0. |
962 | * |
963 | * \sa SDL_CreateGPUGraphicsPipeline |
964 | */ |
965 | typedef enum SDL_GPUVertexElementFormat |
966 | { |
967 | SDL_GPU_VERTEXELEMENTFORMAT_INVALID, |
968 | |
969 | /* 32-bit Signed Integers */ |
970 | SDL_GPU_VERTEXELEMENTFORMAT_INT, |
971 | SDL_GPU_VERTEXELEMENTFORMAT_INT2, |
972 | SDL_GPU_VERTEXELEMENTFORMAT_INT3, |
973 | SDL_GPU_VERTEXELEMENTFORMAT_INT4, |
974 | |
975 | /* 32-bit Unsigned Integers */ |
976 | SDL_GPU_VERTEXELEMENTFORMAT_UINT, |
977 | SDL_GPU_VERTEXELEMENTFORMAT_UINT2, |
978 | SDL_GPU_VERTEXELEMENTFORMAT_UINT3, |
979 | SDL_GPU_VERTEXELEMENTFORMAT_UINT4, |
980 | |
981 | /* 32-bit Floats */ |
982 | SDL_GPU_VERTEXELEMENTFORMAT_FLOAT, |
983 | SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, |
984 | SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, |
985 | SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4, |
986 | |
987 | /* 8-bit Signed Integers */ |
988 | SDL_GPU_VERTEXELEMENTFORMAT_BYTE2, |
989 | SDL_GPU_VERTEXELEMENTFORMAT_BYTE4, |
990 | |
991 | /* 8-bit Unsigned Integers */ |
992 | SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2, |
993 | SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4, |
994 | |
995 | /* 8-bit Signed Normalized */ |
996 | SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM, |
997 | SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM, |
998 | |
999 | /* 8-bit Unsigned Normalized */ |
1000 | SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM, |
1001 | SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM, |
1002 | |
1003 | /* 16-bit Signed Integers */ |
1004 | SDL_GPU_VERTEXELEMENTFORMAT_SHORT2, |
1005 | SDL_GPU_VERTEXELEMENTFORMAT_SHORT4, |
1006 | |
1007 | /* 16-bit Unsigned Integers */ |
1008 | SDL_GPU_VERTEXELEMENTFORMAT_USHORT2, |
1009 | SDL_GPU_VERTEXELEMENTFORMAT_USHORT4, |
1010 | |
1011 | /* 16-bit Signed Normalized */ |
1012 | SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM, |
1013 | SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM, |
1014 | |
1015 | /* 16-bit Unsigned Normalized */ |
1016 | SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM, |
1017 | SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM, |
1018 | |
1019 | /* 16-bit Floats */ |
1020 | SDL_GPU_VERTEXELEMENTFORMAT_HALF2, |
1021 | SDL_GPU_VERTEXELEMENTFORMAT_HALF4 |
1022 | } SDL_GPUVertexElementFormat; |
1023 | |
1024 | /** |
1025 | * Specifies the rate at which vertex attributes are pulled from buffers. |
1026 | * |
1027 | * \since This enum is available since SDL 3.2.0. |
1028 | * |
1029 | * \sa SDL_CreateGPUGraphicsPipeline |
1030 | */ |
1031 | typedef enum SDL_GPUVertexInputRate |
1032 | { |
1033 | SDL_GPU_VERTEXINPUTRATE_VERTEX, /**< Attribute addressing is a function of the vertex index. */ |
1034 | SDL_GPU_VERTEXINPUTRATE_INSTANCE /**< Attribute addressing is a function of the instance index. */ |
1035 | } SDL_GPUVertexInputRate; |
1036 | |
1037 | /** |
1038 | * Specifies the fill mode of the graphics pipeline. |
1039 | * |
1040 | * \since This enum is available since SDL 3.2.0. |
1041 | * |
1042 | * \sa SDL_CreateGPUGraphicsPipeline |
1043 | */ |
1044 | typedef enum SDL_GPUFillMode |
1045 | { |
1046 | SDL_GPU_FILLMODE_FILL, /**< Polygons will be rendered via rasterization. */ |
1047 | SDL_GPU_FILLMODE_LINE /**< Polygon edges will be drawn as line segments. */ |
1048 | } SDL_GPUFillMode; |
1049 | |
1050 | /** |
1051 | * Specifies the facing direction in which triangle faces will be culled. |
1052 | * |
1053 | * \since This enum is available since SDL 3.2.0. |
1054 | * |
1055 | * \sa SDL_CreateGPUGraphicsPipeline |
1056 | */ |
1057 | typedef enum SDL_GPUCullMode |
1058 | { |
1059 | SDL_GPU_CULLMODE_NONE, /**< No triangles are culled. */ |
1060 | SDL_GPU_CULLMODE_FRONT, /**< Front-facing triangles are culled. */ |
1061 | SDL_GPU_CULLMODE_BACK /**< Back-facing triangles are culled. */ |
1062 | } SDL_GPUCullMode; |
1063 | |
1064 | /** |
1065 | * Specifies the vertex winding that will cause a triangle to be determined to |
1066 | * be front-facing. |
1067 | * |
1068 | * \since This enum is available since SDL 3.2.0. |
1069 | * |
1070 | * \sa SDL_CreateGPUGraphicsPipeline |
1071 | */ |
1072 | typedef enum SDL_GPUFrontFace |
1073 | { |
1074 | SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE, /**< A triangle with counter-clockwise vertex winding will be considered front-facing. */ |
1075 | SDL_GPU_FRONTFACE_CLOCKWISE /**< A triangle with clockwise vertex winding will be considered front-facing. */ |
1076 | } SDL_GPUFrontFace; |
1077 | |
1078 | /** |
1079 | * Specifies a comparison operator for depth, stencil and sampler operations. |
1080 | * |
1081 | * \since This enum is available since SDL 3.2.0. |
1082 | * |
1083 | * \sa SDL_CreateGPUGraphicsPipeline |
1084 | */ |
1085 | typedef enum SDL_GPUCompareOp |
1086 | { |
1087 | SDL_GPU_COMPAREOP_INVALID, |
1088 | SDL_GPU_COMPAREOP_NEVER, /**< The comparison always evaluates false. */ |
1089 | SDL_GPU_COMPAREOP_LESS, /**< The comparison evaluates reference < test. */ |
1090 | SDL_GPU_COMPAREOP_EQUAL, /**< The comparison evaluates reference == test. */ |
1091 | SDL_GPU_COMPAREOP_LESS_OR_EQUAL, /**< The comparison evaluates reference <= test. */ |
1092 | SDL_GPU_COMPAREOP_GREATER, /**< The comparison evaluates reference > test. */ |
1093 | SDL_GPU_COMPAREOP_NOT_EQUAL, /**< The comparison evaluates reference != test. */ |
1094 | SDL_GPU_COMPAREOP_GREATER_OR_EQUAL, /**< The comparison evalutes reference >= test. */ |
1095 | SDL_GPU_COMPAREOP_ALWAYS /**< The comparison always evaluates true. */ |
1096 | } SDL_GPUCompareOp; |
1097 | |
1098 | /** |
1099 | * Specifies what happens to a stored stencil value if stencil tests fail or |
1100 | * pass. |
1101 | * |
1102 | * \since This enum is available since SDL 3.2.0. |
1103 | * |
1104 | * \sa SDL_CreateGPUGraphicsPipeline |
1105 | */ |
1106 | typedef enum SDL_GPUStencilOp |
1107 | { |
1108 | SDL_GPU_STENCILOP_INVALID, |
1109 | SDL_GPU_STENCILOP_KEEP, /**< Keeps the current value. */ |
1110 | SDL_GPU_STENCILOP_ZERO, /**< Sets the value to 0. */ |
1111 | SDL_GPU_STENCILOP_REPLACE, /**< Sets the value to reference. */ |
1112 | SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP, /**< Increments the current value and clamps to the maximum value. */ |
1113 | SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP, /**< Decrements the current value and clamps to 0. */ |
1114 | SDL_GPU_STENCILOP_INVERT, /**< Bitwise-inverts the current value. */ |
1115 | SDL_GPU_STENCILOP_INCREMENT_AND_WRAP, /**< Increments the current value and wraps back to 0. */ |
1116 | SDL_GPU_STENCILOP_DECREMENT_AND_WRAP /**< Decrements the current value and wraps to the maximum value. */ |
1117 | } SDL_GPUStencilOp; |
1118 | |
1119 | /** |
1120 | * Specifies the operator to be used when pixels in a render target are |
1121 | * blended with existing pixels in the texture. |
1122 | * |
1123 | * The source color is the value written by the fragment shader. The |
1124 | * destination color is the value currently existing in the texture. |
1125 | * |
1126 | * \since This enum is available since SDL 3.2.0. |
1127 | * |
1128 | * \sa SDL_CreateGPUGraphicsPipeline |
1129 | */ |
1130 | typedef enum SDL_GPUBlendOp |
1131 | { |
1132 | SDL_GPU_BLENDOP_INVALID, |
1133 | SDL_GPU_BLENDOP_ADD, /**< (source * source_factor) + (destination * destination_factor) */ |
1134 | SDL_GPU_BLENDOP_SUBTRACT, /**< (source * source_factor) - (destination * destination_factor) */ |
1135 | SDL_GPU_BLENDOP_REVERSE_SUBTRACT, /**< (destination * destination_factor) - (source * source_factor) */ |
1136 | SDL_GPU_BLENDOP_MIN, /**< min(source, destination) */ |
1137 | SDL_GPU_BLENDOP_MAX /**< max(source, destination) */ |
1138 | } SDL_GPUBlendOp; |
1139 | |
1140 | /** |
1141 | * Specifies a blending factor to be used when pixels in a render target are |
1142 | * blended with existing pixels in the texture. |
1143 | * |
1144 | * The source color is the value written by the fragment shader. The |
1145 | * destination color is the value currently existing in the texture. |
1146 | * |
1147 | * \since This enum is available since SDL 3.2.0. |
1148 | * |
1149 | * \sa SDL_CreateGPUGraphicsPipeline |
1150 | */ |
1151 | typedef enum SDL_GPUBlendFactor |
1152 | { |
1153 | SDL_GPU_BLENDFACTOR_INVALID, |
1154 | SDL_GPU_BLENDFACTOR_ZERO, /**< 0 */ |
1155 | SDL_GPU_BLENDFACTOR_ONE, /**< 1 */ |
1156 | SDL_GPU_BLENDFACTOR_SRC_COLOR, /**< source color */ |
1157 | SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR, /**< 1 - source color */ |
1158 | SDL_GPU_BLENDFACTOR_DST_COLOR, /**< destination color */ |
1159 | SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR, /**< 1 - destination color */ |
1160 | SDL_GPU_BLENDFACTOR_SRC_ALPHA, /**< source alpha */ |
1161 | SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, /**< 1 - source alpha */ |
1162 | SDL_GPU_BLENDFACTOR_DST_ALPHA, /**< destination alpha */ |
1163 | SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA, /**< 1 - destination alpha */ |
1164 | SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, /**< blend constant */ |
1165 | SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR, /**< 1 - blend constant */ |
1166 | SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE /**< min(source alpha, 1 - destination alpha) */ |
1167 | } SDL_GPUBlendFactor; |
1168 | |
1169 | /** |
1170 | * Specifies which color components are written in a graphics pipeline. |
1171 | * |
1172 | * \since This datatype is available since SDL 3.2.0. |
1173 | * |
1174 | * \sa SDL_CreateGPUGraphicsPipeline |
1175 | */ |
1176 | typedef Uint8 SDL_GPUColorComponentFlags; |
1177 | |
1178 | #define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */ |
1179 | #define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */ |
1180 | #define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */ |
1181 | #define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */ |
1182 | |
1183 | /** |
1184 | * Specifies a filter operation used by a sampler. |
1185 | * |
1186 | * \since This enum is available since SDL 3.2.0. |
1187 | * |
1188 | * \sa SDL_CreateGPUSampler |
1189 | */ |
1190 | typedef enum SDL_GPUFilter |
1191 | { |
1192 | SDL_GPU_FILTER_NEAREST, /**< Point filtering. */ |
1193 | SDL_GPU_FILTER_LINEAR /**< Linear filtering. */ |
1194 | } SDL_GPUFilter; |
1195 | |
1196 | /** |
1197 | * Specifies a mipmap mode used by a sampler. |
1198 | * |
1199 | * \since This enum is available since SDL 3.2.0. |
1200 | * |
1201 | * \sa SDL_CreateGPUSampler |
1202 | */ |
1203 | typedef enum SDL_GPUSamplerMipmapMode |
1204 | { |
1205 | SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, /**< Point filtering. */ |
1206 | SDL_GPU_SAMPLERMIPMAPMODE_LINEAR /**< Linear filtering. */ |
1207 | } SDL_GPUSamplerMipmapMode; |
1208 | |
1209 | /** |
1210 | * Specifies behavior of texture sampling when the coordinates exceed the 0-1 |
1211 | * range. |
1212 | * |
1213 | * \since This enum is available since SDL 3.2.0. |
1214 | * |
1215 | * \sa SDL_CreateGPUSampler |
1216 | */ |
1217 | typedef enum SDL_GPUSamplerAddressMode |
1218 | { |
1219 | SDL_GPU_SAMPLERADDRESSMODE_REPEAT, /**< Specifies that the coordinates will wrap around. */ |
1220 | SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT, /**< Specifies that the coordinates will wrap around mirrored. */ |
1221 | SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE /**< Specifies that the coordinates will clamp to the 0-1 range. */ |
1222 | } SDL_GPUSamplerAddressMode; |
1223 | |
1224 | /** |
1225 | * Specifies the timing that will be used to present swapchain textures to the |
1226 | * OS. |
1227 | * |
1228 | * VSYNC mode will always be supported. IMMEDIATE and MAILBOX modes may not be |
1229 | * supported on certain systems. |
1230 | * |
1231 | * It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming |
1232 | * the window if you wish to change the present mode to IMMEDIATE or MAILBOX. |
1233 | * |
1234 | * - VSYNC: Waits for vblank before presenting. No tearing is possible. If |
1235 | * there is a pending image to present, the new image is enqueued for |
1236 | * presentation. Disallows tearing at the cost of visual latency. |
1237 | * - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may |
1238 | * occur. |
1239 | * - MAILBOX: Waits for vblank before presenting. No tearing is possible. If |
1240 | * there is a pending image to present, the pending image is replaced by the |
1241 | * new image. Similar to VSYNC, but with reduced visual latency. |
1242 | * |
1243 | * \since This enum is available since SDL 3.2.0. |
1244 | * |
1245 | * \sa SDL_SetGPUSwapchainParameters |
1246 | * \sa SDL_WindowSupportsGPUPresentMode |
1247 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture |
1248 | */ |
1249 | typedef enum SDL_GPUPresentMode |
1250 | { |
1251 | SDL_GPU_PRESENTMODE_VSYNC, |
1252 | SDL_GPU_PRESENTMODE_IMMEDIATE, |
1253 | SDL_GPU_PRESENTMODE_MAILBOX |
1254 | } SDL_GPUPresentMode; |
1255 | |
1256 | /** |
1257 | * Specifies the texture format and colorspace of the swapchain textures. |
1258 | * |
1259 | * SDR will always be supported. Other compositions may not be supported on |
1260 | * certain systems. |
1261 | * |
1262 | * It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after |
1263 | * claiming the window if you wish to change the swapchain composition from |
1264 | * SDR. |
1265 | * |
1266 | * - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in sRGB encoding. |
1267 | * - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are |
1268 | * stored in memory in sRGB encoding but accessed in shaders in "linear |
1269 | * sRGB" encoding which is sRGB but with a linear transfer function. |
1270 | * - HDR_EXTENDED_LINEAR: R16G16B16A16_FLOAT swapchain. Pixel values are in |
1271 | * extended linear sRGB encoding and permits values outside of the [0, 1] |
1272 | * range. |
1273 | * - HDR10_ST2084: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in |
1274 | * BT.2020 ST2084 (PQ) encoding. |
1275 | * |
1276 | * \since This enum is available since SDL 3.2.0. |
1277 | * |
1278 | * \sa SDL_SetGPUSwapchainParameters |
1279 | * \sa SDL_WindowSupportsGPUSwapchainComposition |
1280 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture |
1281 | */ |
1282 | typedef enum SDL_GPUSwapchainComposition |
1283 | { |
1284 | SDL_GPU_SWAPCHAINCOMPOSITION_SDR, |
1285 | SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR, |
1286 | SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR, |
1287 | SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2084 |
1288 | } SDL_GPUSwapchainComposition; |
1289 | |
1290 | /* Structures */ |
1291 | |
1292 | /** |
1293 | * A structure specifying a viewport. |
1294 | * |
1295 | * \since This struct is available since SDL 3.2.0. |
1296 | * |
1297 | * \sa SDL_SetGPUViewport |
1298 | */ |
1299 | typedef struct SDL_GPUViewport |
1300 | { |
1301 | float x; /**< The left offset of the viewport. */ |
1302 | float y; /**< The top offset of the viewport. */ |
1303 | float w; /**< The width of the viewport. */ |
1304 | float h; /**< The height of the viewport. */ |
1305 | float min_depth; /**< The minimum depth of the viewport. */ |
1306 | float max_depth; /**< The maximum depth of the viewport. */ |
1307 | } SDL_GPUViewport; |
1308 | |
1309 | /** |
1310 | * A structure specifying parameters related to transferring data to or from a |
1311 | * texture. |
1312 | * |
1313 | * If either of `pixels_per_row` or `rows_per_layer` is zero, then width and |
1314 | * height of passed SDL_GPUTextureRegion to SDL_UploadToGPUTexture |
1315 | * |
1316 | * / SDL_DownloadFromGPUTexture are used as default values respectively and |
1317 | * data is considered to be tightly packed. |
1318 | * |
1319 | * \since This struct is available since SDL 3.2.0. |
1320 | * |
1321 | * \sa SDL_UploadToGPUTexture |
1322 | * \sa SDL_DownloadFromGPUTexture |
1323 | */ |
1324 | typedef struct SDL_GPUTextureTransferInfo |
1325 | { |
1326 | SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */ |
1327 | Uint32 offset; /**< The starting byte of the image data in the transfer buffer. */ |
1328 | Uint32 pixels_per_row; /**< The number of pixels from one row to the next. */ |
1329 | Uint32 rows_per_layer; /**< The number of rows from one layer/depth-slice to the next. */ |
1330 | } SDL_GPUTextureTransferInfo; |
1331 | |
1332 | /** |
1333 | * A structure specifying a location in a transfer buffer. |
1334 | * |
1335 | * Used when transferring buffer data to or from a transfer buffer. |
1336 | * |
1337 | * \since This struct is available since SDL 3.2.0. |
1338 | * |
1339 | * \sa SDL_UploadToGPUBuffer |
1340 | * \sa SDL_DownloadFromGPUBuffer |
1341 | */ |
1342 | typedef struct SDL_GPUTransferBufferLocation |
1343 | { |
1344 | SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */ |
1345 | Uint32 offset; /**< The starting byte of the buffer data in the transfer buffer. */ |
1346 | } SDL_GPUTransferBufferLocation; |
1347 | |
1348 | /** |
1349 | * A structure specifying a location in a texture. |
1350 | * |
1351 | * Used when copying data from one texture to another. |
1352 | * |
1353 | * \since This struct is available since SDL 3.2.0. |
1354 | * |
1355 | * \sa SDL_CopyGPUTextureToTexture |
1356 | */ |
1357 | typedef struct SDL_GPUTextureLocation |
1358 | { |
1359 | SDL_GPUTexture *texture; /**< The texture used in the copy operation. */ |
1360 | Uint32 mip_level; /**< The mip level index of the location. */ |
1361 | Uint32 layer; /**< The layer index of the location. */ |
1362 | Uint32 x; /**< The left offset of the location. */ |
1363 | Uint32 y; /**< The top offset of the location. */ |
1364 | Uint32 z; /**< The front offset of the location. */ |
1365 | } SDL_GPUTextureLocation; |
1366 | |
1367 | /** |
1368 | * A structure specifying a region of a texture. |
1369 | * |
1370 | * Used when transferring data to or from a texture. |
1371 | * |
1372 | * \since This struct is available since SDL 3.2.0. |
1373 | * |
1374 | * \sa SDL_UploadToGPUTexture |
1375 | * \sa SDL_DownloadFromGPUTexture |
1376 | * \sa SDL_CreateGPUTexture |
1377 | */ |
1378 | typedef struct SDL_GPUTextureRegion |
1379 | { |
1380 | SDL_GPUTexture *texture; /**< The texture used in the copy operation. */ |
1381 | Uint32 mip_level; /**< The mip level index to transfer. */ |
1382 | Uint32 layer; /**< The layer index to transfer. */ |
1383 | Uint32 x; /**< The left offset of the region. */ |
1384 | Uint32 y; /**< The top offset of the region. */ |
1385 | Uint32 z; /**< The front offset of the region. */ |
1386 | Uint32 w; /**< The width of the region. */ |
1387 | Uint32 h; /**< The height of the region. */ |
1388 | Uint32 d; /**< The depth of the region. */ |
1389 | } SDL_GPUTextureRegion; |
1390 | |
1391 | /** |
1392 | * A structure specifying a region of a texture used in the blit operation. |
1393 | * |
1394 | * \since This struct is available since SDL 3.2.0. |
1395 | * |
1396 | * \sa SDL_BlitGPUTexture |
1397 | */ |
1398 | typedef struct SDL_GPUBlitRegion |
1399 | { |
1400 | SDL_GPUTexture *texture; /**< The texture. */ |
1401 | Uint32 mip_level; /**< The mip level index of the region. */ |
1402 | 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. */ |
1403 | Uint32 x; /**< The left offset of the region. */ |
1404 | Uint32 y; /**< The top offset of the region. */ |
1405 | Uint32 w; /**< The width of the region. */ |
1406 | Uint32 h; /**< The height of the region. */ |
1407 | } SDL_GPUBlitRegion; |
1408 | |
1409 | /** |
1410 | * A structure specifying a location in a buffer. |
1411 | * |
1412 | * Used when copying data between buffers. |
1413 | * |
1414 | * \since This struct is available since SDL 3.2.0. |
1415 | * |
1416 | * \sa SDL_CopyGPUBufferToBuffer |
1417 | */ |
1418 | typedef struct SDL_GPUBufferLocation |
1419 | { |
1420 | SDL_GPUBuffer *buffer; /**< The buffer. */ |
1421 | Uint32 offset; /**< The starting byte within the buffer. */ |
1422 | } SDL_GPUBufferLocation; |
1423 | |
1424 | /** |
1425 | * A structure specifying a region of a buffer. |
1426 | * |
1427 | * Used when transferring data to or from buffers. |
1428 | * |
1429 | * \since This struct is available since SDL 3.2.0. |
1430 | * |
1431 | * \sa SDL_UploadToGPUBuffer |
1432 | * \sa SDL_DownloadFromGPUBuffer |
1433 | */ |
1434 | typedef struct SDL_GPUBufferRegion |
1435 | { |
1436 | SDL_GPUBuffer *buffer; /**< The buffer. */ |
1437 | Uint32 offset; /**< The starting byte within the buffer. */ |
1438 | Uint32 size; /**< The size in bytes of the region. */ |
1439 | } SDL_GPUBufferRegion; |
1440 | |
1441 | /** |
1442 | * A structure specifying the parameters of an indirect draw command. |
1443 | * |
1444 | * Note that the `first_vertex` and `first_instance` parameters are NOT |
1445 | * compatible with built-in vertex/instance ID variables in shaders (for |
1446 | * example, SV_VertexID); GPU APIs and shader languages do not define these |
1447 | * built-in variables consistently, so if your shader depends on them, the |
1448 | * only way to keep behavior consistent and portable is to always pass 0 for |
1449 | * the correlating parameter in the draw calls. |
1450 | * |
1451 | * \since This struct is available since SDL 3.2.0. |
1452 | * |
1453 | * \sa SDL_DrawGPUPrimitivesIndirect |
1454 | */ |
1455 | typedef struct SDL_GPUIndirectDrawCommand |
1456 | { |
1457 | Uint32 num_vertices; /**< The number of vertices to draw. */ |
1458 | Uint32 num_instances; /**< The number of instances to draw. */ |
1459 | Uint32 first_vertex; /**< The index of the first vertex to draw. */ |
1460 | Uint32 first_instance; /**< The ID of the first instance to draw. */ |
1461 | } SDL_GPUIndirectDrawCommand; |
1462 | |
1463 | /** |
1464 | * A structure specifying the parameters of an indexed indirect draw command. |
1465 | * |
1466 | * Note that the `first_vertex` and `first_instance` parameters are NOT |
1467 | * compatible with built-in vertex/instance ID variables in shaders (for |
1468 | * example, SV_VertexID); GPU APIs and shader languages do not define these |
1469 | * built-in variables consistently, so if your shader depends on them, the |
1470 | * only way to keep behavior consistent and portable is to always pass 0 for |
1471 | * the correlating parameter in the draw calls. |
1472 | * |
1473 | * \since This struct is available since SDL 3.2.0. |
1474 | * |
1475 | * \sa SDL_DrawGPUIndexedPrimitivesIndirect |
1476 | */ |
1477 | typedef struct SDL_GPUIndexedIndirectDrawCommand |
1478 | { |
1479 | Uint32 num_indices; /**< The number of indices to draw per instance. */ |
1480 | Uint32 num_instances; /**< The number of instances to draw. */ |
1481 | Uint32 first_index; /**< The base index within the index buffer. */ |
1482 | Sint32 vertex_offset; /**< The value added to the vertex index before indexing into the vertex buffer. */ |
1483 | Uint32 first_instance; /**< The ID of the first instance to draw. */ |
1484 | } SDL_GPUIndexedIndirectDrawCommand; |
1485 | |
1486 | /** |
1487 | * A structure specifying the parameters of an indexed dispatch command. |
1488 | * |
1489 | * \since This struct is available since SDL 3.2.0. |
1490 | * |
1491 | * \sa SDL_DispatchGPUComputeIndirect |
1492 | */ |
1493 | typedef struct SDL_GPUIndirectDispatchCommand |
1494 | { |
1495 | Uint32 groupcount_x; /**< The number of local workgroups to dispatch in the X dimension. */ |
1496 | Uint32 groupcount_y; /**< The number of local workgroups to dispatch in the Y dimension. */ |
1497 | Uint32 groupcount_z; /**< The number of local workgroups to dispatch in the Z dimension. */ |
1498 | } SDL_GPUIndirectDispatchCommand; |
1499 | |
1500 | /* State structures */ |
1501 | |
1502 | /** |
1503 | * A structure specifying the parameters of a sampler. |
1504 | * |
1505 | * Note that mip_lod_bias is a no-op for the Metal driver. For Metal, LOD bias |
1506 | * must be applied via shader instead. |
1507 | * |
1508 | * \since This function is available since SDL 3.2.0. |
1509 | * |
1510 | * \sa SDL_CreateGPUSampler |
1511 | * \sa SDL_GPUFilter |
1512 | * \sa SDL_GPUSamplerMipmapMode |
1513 | * \sa SDL_GPUSamplerAddressMode |
1514 | * \sa SDL_GPUCompareOp |
1515 | */ |
1516 | typedef struct SDL_GPUSamplerCreateInfo |
1517 | { |
1518 | SDL_GPUFilter min_filter; /**< The minification filter to apply to lookups. */ |
1519 | SDL_GPUFilter mag_filter; /**< The magnification filter to apply to lookups. */ |
1520 | SDL_GPUSamplerMipmapMode mipmap_mode; /**< The mipmap filter to apply to lookups. */ |
1521 | SDL_GPUSamplerAddressMode address_mode_u; /**< The addressing mode for U coordinates outside [0, 1). */ |
1522 | SDL_GPUSamplerAddressMode address_mode_v; /**< The addressing mode for V coordinates outside [0, 1). */ |
1523 | SDL_GPUSamplerAddressMode address_mode_w; /**< The addressing mode for W coordinates outside [0, 1). */ |
1524 | float mip_lod_bias; /**< The bias to be added to mipmap LOD calculation. */ |
1525 | float max_anisotropy; /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is false, this is ignored. */ |
1526 | SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */ |
1527 | float min_lod; /**< Clamps the minimum of the computed LOD value. */ |
1528 | float max_lod; /**< Clamps the maximum of the computed LOD value. */ |
1529 | bool enable_anisotropy; /**< true to enable anisotropic filtering. */ |
1530 | bool enable_compare; /**< true to enable comparison against a reference value during lookups. */ |
1531 | Uint8 padding1; |
1532 | Uint8 padding2; |
1533 | |
1534 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ |
1535 | } SDL_GPUSamplerCreateInfo; |
1536 | |
1537 | /** |
1538 | * A structure specifying the parameters of vertex buffers used in a graphics |
1539 | * pipeline. |
1540 | * |
1541 | * When you call SDL_BindGPUVertexBuffers, you specify the binding slots of |
1542 | * the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with |
1543 | * a first_slot of 2 and num_bindings of 3, the binding slots 2, 3, 4 would be |
1544 | * used by the vertex buffers you pass in. |
1545 | * |
1546 | * Vertex attributes are linked to buffers via the buffer_slot field of |
1547 | * SDL_GPUVertexAttribute. For example, if an attribute has a buffer_slot of |
1548 | * 0, then that attribute belongs to the vertex buffer bound at slot 0. |
1549 | * |
1550 | * \since This struct is available since SDL 3.2.0. |
1551 | * |
1552 | * \sa SDL_GPUVertexAttribute |
1553 | * \sa SDL_GPUVertexInputRate |
1554 | */ |
1555 | typedef struct SDL_GPUVertexBufferDescription |
1556 | { |
1557 | Uint32 slot; /**< The binding slot of the vertex buffer. */ |
1558 | Uint32 pitch; /**< The byte pitch between consecutive elements of the vertex buffer. */ |
1559 | SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */ |
1560 | Uint32 instance_step_rate; /**< Reserved for future use. Must be set to 0. */ |
1561 | } SDL_GPUVertexBufferDescription; |
1562 | |
1563 | /** |
1564 | * A structure specifying a vertex attribute. |
1565 | * |
1566 | * All vertex attribute locations provided to an SDL_GPUVertexInputState must |
1567 | * be unique. |
1568 | * |
1569 | * \since This struct is available since SDL 3.2.0. |
1570 | * |
1571 | * \sa SDL_GPUVertexBufferDescription |
1572 | * \sa SDL_GPUVertexInputState |
1573 | * \sa SDL_GPUVertexElementFormat |
1574 | */ |
1575 | typedef struct SDL_GPUVertexAttribute |
1576 | { |
1577 | Uint32 location; /**< The shader input location index. */ |
1578 | Uint32 buffer_slot; /**< The binding slot of the associated vertex buffer. */ |
1579 | SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */ |
1580 | Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */ |
1581 | } SDL_GPUVertexAttribute; |
1582 | |
1583 | /** |
1584 | * A structure specifying the parameters of a graphics pipeline vertex input |
1585 | * state. |
1586 | * |
1587 | * \since This struct is available since SDL 3.2.0. |
1588 | * |
1589 | * \sa SDL_GPUGraphicsPipelineCreateInfo |
1590 | * \sa SDL_GPUVertexBufferDescription |
1591 | * \sa SDL_GPUVertexAttribute |
1592 | */ |
1593 | typedef struct SDL_GPUVertexInputState |
1594 | { |
1595 | const SDL_GPUVertexBufferDescription *vertex_buffer_descriptions; /**< A pointer to an array of vertex buffer descriptions. */ |
1596 | Uint32 num_vertex_buffers; /**< The number of vertex buffer descriptions in the above array. */ |
1597 | const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */ |
1598 | Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */ |
1599 | } SDL_GPUVertexInputState; |
1600 | |
1601 | /** |
1602 | * A structure specifying the stencil operation state of a graphics pipeline. |
1603 | * |
1604 | * \since This struct is available since SDL 3.2.0. |
1605 | * |
1606 | * \sa SDL_GPUDepthStencilState |
1607 | */ |
1608 | typedef struct SDL_GPUStencilOpState |
1609 | { |
1610 | SDL_GPUStencilOp fail_op; /**< The action performed on samples that fail the stencil test. */ |
1611 | SDL_GPUStencilOp pass_op; /**< The action performed on samples that pass the depth and stencil tests. */ |
1612 | SDL_GPUStencilOp depth_fail_op; /**< The action performed on samples that pass the stencil test and fail the depth test. */ |
1613 | SDL_GPUCompareOp compare_op; /**< The comparison operator used in the stencil test. */ |
1614 | } SDL_GPUStencilOpState; |
1615 | |
1616 | /** |
1617 | * A structure specifying the blend state of a color target. |
1618 | * |
1619 | * \since This struct is available since SDL 3.2.0. |
1620 | * |
1621 | * \sa SDL_GPUColorTargetDescription |
1622 | */ |
1623 | typedef struct SDL_GPUColorTargetBlendState |
1624 | { |
1625 | SDL_GPUBlendFactor src_color_blendfactor; /**< The value to be multiplied by the source RGB value. */ |
1626 | SDL_GPUBlendFactor dst_color_blendfactor; /**< The value to be multiplied by the destination RGB value. */ |
1627 | SDL_GPUBlendOp color_blend_op; /**< The blend operation for the RGB components. */ |
1628 | SDL_GPUBlendFactor src_alpha_blendfactor; /**< The value to be multiplied by the source alpha. */ |
1629 | SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */ |
1630 | SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */ |
1631 | 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. */ |
1632 | bool enable_blend; /**< Whether blending is enabled for the color target. */ |
1633 | bool enable_color_write_mask; /**< Whether the color write mask is enabled. */ |
1634 | Uint8 padding1; |
1635 | Uint8 padding2; |
1636 | } SDL_GPUColorTargetBlendState; |
1637 | |
1638 | |
1639 | /** |
1640 | * A structure specifying code and metadata for creating a shader object. |
1641 | * |
1642 | * \since This struct is available since SDL 3.2.0. |
1643 | * |
1644 | * \sa SDL_CreateGPUShader |
1645 | */ |
1646 | typedef struct SDL_GPUShaderCreateInfo |
1647 | { |
1648 | size_t code_size; /**< The size in bytes of the code pointed to. */ |
1649 | const Uint8 *code; /**< A pointer to shader code. */ |
1650 | const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */ |
1651 | SDL_GPUShaderFormat format; /**< The format of the shader code. */ |
1652 | SDL_GPUShaderStage stage; /**< The stage the shader program corresponds to. */ |
1653 | Uint32 num_samplers; /**< The number of samplers defined in the shader. */ |
1654 | Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */ |
1655 | Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */ |
1656 | Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */ |
1657 | |
1658 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ |
1659 | } SDL_GPUShaderCreateInfo; |
1660 | |
1661 | /** |
1662 | * A structure specifying the parameters of a texture. |
1663 | * |
1664 | * Usage flags can be bitwise OR'd together for combinations of usages. Note |
1665 | * that certain usage combinations are invalid, for example SAMPLER and |
1666 | * GRAPHICS_STORAGE. |
1667 | * |
1668 | * \since This struct is available since SDL 3.2.0. |
1669 | * |
1670 | * \sa SDL_CreateGPUTexture |
1671 | * \sa SDL_GPUTextureType |
1672 | * \sa SDL_GPUTextureFormat |
1673 | * \sa SDL_GPUTextureUsageFlags |
1674 | * \sa SDL_GPUSampleCount |
1675 | */ |
1676 | typedef struct SDL_GPUTextureCreateInfo |
1677 | { |
1678 | SDL_GPUTextureType type; /**< The base dimensionality of the texture. */ |
1679 | SDL_GPUTextureFormat format; /**< The pixel format of the texture. */ |
1680 | SDL_GPUTextureUsageFlags usage; /**< How the texture is intended to be used by the client. */ |
1681 | Uint32 width; /**< The width of the texture. */ |
1682 | Uint32 height; /**< The height of the texture. */ |
1683 | 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. */ |
1684 | Uint32 num_levels; /**< The number of mip levels in the texture. */ |
1685 | SDL_GPUSampleCount sample_count; /**< The number of samples per texel. Only applies if the texture is used as a render target. */ |
1686 | |
1687 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ |
1688 | } SDL_GPUTextureCreateInfo; |
1689 | |
1690 | /** |
1691 | * A structure specifying the parameters of a buffer. |
1692 | * |
1693 | * Usage flags can be bitwise OR'd together for combinations of usages. Note |
1694 | * that certain combinations are invalid, for example VERTEX and INDEX. |
1695 | * |
1696 | * \since This struct is available since SDL 3.2.0. |
1697 | * |
1698 | * \sa SDL_CreateGPUBuffer |
1699 | * \sa SDL_GPUBufferUsageFlags |
1700 | */ |
1701 | typedef struct SDL_GPUBufferCreateInfo |
1702 | { |
1703 | SDL_GPUBufferUsageFlags usage; /**< How the buffer is intended to be used by the client. */ |
1704 | Uint32 size; /**< The size in bytes of the buffer. */ |
1705 | |
1706 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ |
1707 | } SDL_GPUBufferCreateInfo; |
1708 | |
1709 | /** |
1710 | * A structure specifying the parameters of a transfer buffer. |
1711 | * |
1712 | * \since This struct is available since SDL 3.2.0. |
1713 | * |
1714 | * \sa SDL_CreateGPUTransferBuffer |
1715 | */ |
1716 | typedef struct SDL_GPUTransferBufferCreateInfo |
1717 | { |
1718 | SDL_GPUTransferBufferUsage usage; /**< How the transfer buffer is intended to be used by the client. */ |
1719 | Uint32 size; /**< The size in bytes of the transfer buffer. */ |
1720 | |
1721 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ |
1722 | } SDL_GPUTransferBufferCreateInfo; |
1723 | |
1724 | /* Pipeline state structures */ |
1725 | |
1726 | /** |
1727 | * A structure specifying the parameters of the graphics pipeline rasterizer |
1728 | * state. |
1729 | * |
1730 | * Note that SDL_GPU_FILLMODE_LINE is not supported on many Android devices. |
1731 | * For those devices, the fill mode will automatically fall back to FILL. |
1732 | * |
1733 | * Also note that the D3D12 driver will enable depth clamping even if |
1734 | * enable_depth_clip is true. If you need this clamp+clip behavior, consider |
1735 | * enabling depth clip and then manually clamping depth in your fragment |
1736 | * shaders on Metal and Vulkan. |
1737 | * |
1738 | * \since This struct is available since SDL 3.2.0. |
1739 | * |
1740 | * \sa SDL_GPUGraphicsPipelineCreateInfo |
1741 | */ |
1742 | typedef struct SDL_GPURasterizerState |
1743 | { |
1744 | SDL_GPUFillMode fill_mode; /**< Whether polygons will be filled in or drawn as lines. */ |
1745 | SDL_GPUCullMode cull_mode; /**< The facing direction in which triangles will be culled. */ |
1746 | SDL_GPUFrontFace front_face; /**< The vertex winding that will cause a triangle to be determined as front-facing. */ |
1747 | float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */ |
1748 | float depth_bias_clamp; /**< The maximum depth bias of a fragment. */ |
1749 | float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */ |
1750 | bool enable_depth_bias; /**< true to bias fragment depth values. */ |
1751 | bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */ |
1752 | Uint8 padding1; |
1753 | Uint8 padding2; |
1754 | } SDL_GPURasterizerState; |
1755 | |
1756 | /** |
1757 | * A structure specifying the parameters of the graphics pipeline multisample |
1758 | * state. |
1759 | * |
1760 | * \since This struct is available since SDL 3.2.0. |
1761 | * |
1762 | * \sa SDL_GPUGraphicsPipelineCreateInfo |
1763 | */ |
1764 | typedef struct SDL_GPUMultisampleState |
1765 | { |
1766 | SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */ |
1767 | Uint32 sample_mask; /**< Reserved for future use. Must be set to 0. */ |
1768 | bool enable_mask; /**< Reserved for future use. Must be set to false. */ |
1769 | Uint8 padding1; |
1770 | Uint8 padding2; |
1771 | Uint8 padding3; |
1772 | } SDL_GPUMultisampleState; |
1773 | |
1774 | /** |
1775 | * A structure specifying the parameters of the graphics pipeline depth |
1776 | * stencil state. |
1777 | * |
1778 | * \since This struct is available since SDL 3.2.0. |
1779 | * |
1780 | * \sa SDL_GPUGraphicsPipelineCreateInfo |
1781 | */ |
1782 | typedef struct SDL_GPUDepthStencilState |
1783 | { |
1784 | SDL_GPUCompareOp compare_op; /**< The comparison operator used for depth testing. */ |
1785 | SDL_GPUStencilOpState back_stencil_state; /**< The stencil op state for back-facing triangles. */ |
1786 | SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */ |
1787 | Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */ |
1788 | Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */ |
1789 | bool enable_depth_test; /**< true enables the depth test. */ |
1790 | bool enable_depth_write; /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */ |
1791 | bool enable_stencil_test; /**< true enables the stencil test. */ |
1792 | Uint8 padding1; |
1793 | Uint8 padding2; |
1794 | Uint8 padding3; |
1795 | } SDL_GPUDepthStencilState; |
1796 | |
1797 | /** |
1798 | * A structure specifying the parameters of color targets used in a graphics |
1799 | * pipeline. |
1800 | * |
1801 | * \since This struct is available since SDL 3.2.0. |
1802 | * |
1803 | * \sa SDL_GPUGraphicsPipelineTargetInfo |
1804 | */ |
1805 | typedef struct SDL_GPUColorTargetDescription |
1806 | { |
1807 | SDL_GPUTextureFormat format; /**< The pixel format of the texture to be used as a color target. */ |
1808 | SDL_GPUColorTargetBlendState blend_state; /**< The blend state to be used for the color target. */ |
1809 | } SDL_GPUColorTargetDescription; |
1810 | |
1811 | /** |
1812 | * A structure specifying the descriptions of render targets used in a |
1813 | * graphics pipeline. |
1814 | * |
1815 | * \since This struct is available since SDL 3.2.0. |
1816 | * |
1817 | * \sa SDL_GPUGraphicsPipelineCreateInfo |
1818 | * \sa SDL_GPUColorTargetDescription |
1819 | * \sa SDL_GPUTextureFormat |
1820 | */ |
1821 | typedef struct SDL_GPUGraphicsPipelineTargetInfo |
1822 | { |
1823 | const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */ |
1824 | Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */ |
1825 | SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */ |
1826 | bool has_depth_stencil_target; /**< true specifies that the pipeline uses a depth-stencil target. */ |
1827 | Uint8 padding1; |
1828 | Uint8 padding2; |
1829 | Uint8 padding3; |
1830 | } SDL_GPUGraphicsPipelineTargetInfo; |
1831 | |
1832 | /** |
1833 | * A structure specifying the parameters of a graphics pipeline state. |
1834 | * |
1835 | * \since This struct is available since SDL 3.2.0. |
1836 | * |
1837 | * \sa SDL_CreateGPUGraphicsPipeline |
1838 | * \sa SDL_GPUShader |
1839 | * \sa SDL_GPUVertexInputState |
1840 | * \sa SDL_GPUPrimitiveType |
1841 | * \sa SDL_GPURasterizerState |
1842 | * \sa SDL_GPUMultisampleState |
1843 | * \sa SDL_GPUDepthStencilState |
1844 | * \sa SDL_GPUGraphicsPipelineTargetInfo |
1845 | */ |
1846 | typedef struct SDL_GPUGraphicsPipelineCreateInfo |
1847 | { |
1848 | SDL_GPUShader *vertex_shader; /**< The vertex shader used by the graphics pipeline. */ |
1849 | SDL_GPUShader *fragment_shader; /**< The fragment shader used by the graphics pipeline. */ |
1850 | SDL_GPUVertexInputState vertex_input_state; /**< The vertex layout of the graphics pipeline. */ |
1851 | SDL_GPUPrimitiveType primitive_type; /**< The primitive topology of the graphics pipeline. */ |
1852 | SDL_GPURasterizerState rasterizer_state; /**< The rasterizer state of the graphics pipeline. */ |
1853 | SDL_GPUMultisampleState multisample_state; /**< The multisample state of the graphics pipeline. */ |
1854 | SDL_GPUDepthStencilState depth_stencil_state; /**< The depth-stencil state of the graphics pipeline. */ |
1855 | SDL_GPUGraphicsPipelineTargetInfo target_info; /**< Formats and blend modes for the render targets of the graphics pipeline. */ |
1856 | |
1857 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ |
1858 | } SDL_GPUGraphicsPipelineCreateInfo; |
1859 | |
1860 | /** |
1861 | * A structure specifying the parameters of a compute pipeline state. |
1862 | * |
1863 | * \since This struct is available since SDL 3.2.0. |
1864 | * |
1865 | * \sa SDL_CreateGPUComputePipeline |
1866 | * \sa SDL_GPUShaderFormat |
1867 | */ |
1868 | typedef struct SDL_GPUComputePipelineCreateInfo |
1869 | { |
1870 | size_t code_size; /**< The size in bytes of the compute shader code pointed to. */ |
1871 | const Uint8 *code; /**< A pointer to compute shader code. */ |
1872 | const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */ |
1873 | SDL_GPUShaderFormat format; /**< The format of the compute shader code. */ |
1874 | Uint32 num_samplers; /**< The number of samplers defined in the shader. */ |
1875 | Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */ |
1876 | Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */ |
1877 | Uint32 num_readwrite_storage_textures; /**< The number of read-write storage textures defined in the shader. */ |
1878 | Uint32 num_readwrite_storage_buffers; /**< The number of read-write storage buffers defined in the shader. */ |
1879 | Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */ |
1880 | Uint32 threadcount_x; /**< The number of threads in the X dimension. This should match the value in the shader. */ |
1881 | Uint32 threadcount_y; /**< The number of threads in the Y dimension. This should match the value in the shader. */ |
1882 | Uint32 threadcount_z; /**< The number of threads in the Z dimension. This should match the value in the shader. */ |
1883 | |
1884 | SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ |
1885 | } SDL_GPUComputePipelineCreateInfo; |
1886 | |
1887 | /** |
1888 | * A structure specifying the parameters of a color target used by a render |
1889 | * pass. |
1890 | * |
1891 | * The load_op field determines what is done with the texture at the beginning |
1892 | * of the render pass. |
1893 | * |
1894 | * - LOAD: Loads the data currently in the texture. Not recommended for |
1895 | * multisample textures as it requires significant memory bandwidth. |
1896 | * - CLEAR: Clears the texture to a single color. |
1897 | * - DONT_CARE: The driver will do whatever it wants with the texture memory. |
1898 | * This is a good option if you know that every single pixel will be touched |
1899 | * in the render pass. |
1900 | * |
1901 | * The store_op field determines what is done with the color results of the |
1902 | * render pass. |
1903 | * |
1904 | * - STORE: Stores the results of the render pass in the texture. Not |
1905 | * recommended for multisample textures as it requires significant memory |
1906 | * bandwidth. |
1907 | * - DONT_CARE: The driver will do whatever it wants with the texture memory. |
1908 | * This is often a good option for depth/stencil textures. |
1909 | * - RESOLVE: Resolves a multisample texture into resolve_texture, which must |
1910 | * have a sample count of 1. Then the driver may discard the multisample |
1911 | * texture memory. This is the most performant method of resolving a |
1912 | * multisample target. |
1913 | * - RESOLVE_AND_STORE: Resolves a multisample texture into the |
1914 | * resolve_texture, which must have a sample count of 1. Then the driver |
1915 | * stores the multisample texture's contents. Not recommended as it requires |
1916 | * significant memory bandwidth. |
1917 | * |
1918 | * \since This struct is available since SDL 3.2.0. |
1919 | * |
1920 | * \sa SDL_BeginGPURenderPass |
1921 | */ |
1922 | typedef struct SDL_GPUColorTargetInfo |
1923 | { |
1924 | SDL_GPUTexture *texture; /**< The texture that will be used as a color target by a render pass. */ |
1925 | Uint32 mip_level; /**< The mip level to use as a color target. */ |
1926 | 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. */ |
1927 | 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. */ |
1928 | SDL_GPULoadOp load_op; /**< What is done with the contents of the color target at the beginning of the render pass. */ |
1929 | SDL_GPUStoreOp store_op; /**< What is done with the results of the render pass. */ |
1930 | 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. */ |
1931 | 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. */ |
1932 | 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. */ |
1933 | bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */ |
1934 | bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */ |
1935 | Uint8 padding1; |
1936 | Uint8 padding2; |
1937 | } SDL_GPUColorTargetInfo; |
1938 | |
1939 | /** |
1940 | * A structure specifying the parameters of a depth-stencil target used by a |
1941 | * render pass. |
1942 | * |
1943 | * The load_op field determines what is done with the depth contents of the |
1944 | * texture at the beginning of the render pass. |
1945 | * |
1946 | * - LOAD: Loads the depth values currently in the texture. |
1947 | * - CLEAR: Clears the texture to a single depth. |
1948 | * - DONT_CARE: The driver will do whatever it wants with the memory. This is |
1949 | * a good option if you know that every single pixel will be touched in the |
1950 | * render pass. |
1951 | * |
1952 | * The store_op field determines what is done with the depth results of the |
1953 | * render pass. |
1954 | * |
1955 | * - STORE: Stores the depth results in the texture. |
1956 | * - DONT_CARE: The driver will do whatever it wants with the depth results. |
1957 | * This is often a good option for depth/stencil textures that don't need to |
1958 | * be reused again. |
1959 | * |
1960 | * The stencil_load_op field determines what is done with the stencil contents |
1961 | * of the texture at the beginning of the render pass. |
1962 | * |
1963 | * - LOAD: Loads the stencil values currently in the texture. |
1964 | * - CLEAR: Clears the stencil values to a single value. |
1965 | * - DONT_CARE: The driver will do whatever it wants with the memory. This is |
1966 | * a good option if you know that every single pixel will be touched in the |
1967 | * render pass. |
1968 | * |
1969 | * The stencil_store_op field determines what is done with the stencil results |
1970 | * of the render pass. |
1971 | * |
1972 | * - STORE: Stores the stencil results in the texture. |
1973 | * - DONT_CARE: The driver will do whatever it wants with the stencil results. |
1974 | * This is often a good option for depth/stencil textures that don't need to |
1975 | * be reused again. |
1976 | * |
1977 | * Note that depth/stencil targets do not support multisample resolves. |
1978 | * |
1979 | * \since This struct is available since SDL 3.2.0. |
1980 | * |
1981 | * \sa SDL_BeginGPURenderPass |
1982 | */ |
1983 | typedef struct SDL_GPUDepthStencilTargetInfo |
1984 | { |
1985 | SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */ |
1986 | 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. */ |
1987 | SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */ |
1988 | SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */ |
1989 | SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */ |
1990 | SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */ |
1991 | bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */ |
1992 | 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. */ |
1993 | Uint8 padding1; |
1994 | Uint8 padding2; |
1995 | } SDL_GPUDepthStencilTargetInfo; |
1996 | |
1997 | /** |
1998 | * A structure containing parameters for a blit command. |
1999 | * |
2000 | * \since This struct is available since SDL 3.2.0. |
2001 | * |
2002 | * \sa SDL_BlitGPUTexture |
2003 | */ |
2004 | typedef struct SDL_GPUBlitInfo { |
2005 | SDL_GPUBlitRegion source; /**< The source region for the blit. */ |
2006 | SDL_GPUBlitRegion destination; /**< The destination region for the blit. */ |
2007 | SDL_GPULoadOp load_op; /**< What is done with the contents of the destination before the blit. */ |
2008 | 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. */ |
2009 | SDL_FlipMode flip_mode; /**< The flip mode for the source region. */ |
2010 | SDL_GPUFilter filter; /**< The filter mode used when blitting. */ |
2011 | bool cycle; /**< true cycles the destination texture if it is already bound. */ |
2012 | Uint8 padding1; |
2013 | Uint8 padding2; |
2014 | Uint8 padding3; |
2015 | } SDL_GPUBlitInfo; |
2016 | |
2017 | /* Binding structs */ |
2018 | |
2019 | /** |
2020 | * A structure specifying parameters in a buffer binding call. |
2021 | * |
2022 | * \since This struct is available since SDL 3.2.0. |
2023 | * |
2024 | * \sa SDL_BindGPUVertexBuffers |
2025 | * \sa SDL_BindGPUIndexBuffer |
2026 | */ |
2027 | typedef struct SDL_GPUBufferBinding |
2028 | { |
2029 | 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. */ |
2030 | Uint32 offset; /**< The starting byte of the data to bind in the buffer. */ |
2031 | } SDL_GPUBufferBinding; |
2032 | |
2033 | /** |
2034 | * A structure specifying parameters in a sampler binding call. |
2035 | * |
2036 | * \since This struct is available since SDL 3.2.0. |
2037 | * |
2038 | * \sa SDL_BindGPUVertexSamplers |
2039 | * \sa SDL_BindGPUFragmentSamplers |
2040 | */ |
2041 | typedef struct SDL_GPUTextureSamplerBinding |
2042 | { |
2043 | SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */ |
2044 | SDL_GPUSampler *sampler; /**< The sampler to bind. */ |
2045 | } SDL_GPUTextureSamplerBinding; |
2046 | |
2047 | /** |
2048 | * A structure specifying parameters related to binding buffers in a compute |
2049 | * pass. |
2050 | * |
2051 | * \since This struct is available since SDL 3.2.0. |
2052 | * |
2053 | * \sa SDL_BeginGPUComputePass |
2054 | */ |
2055 | typedef struct SDL_GPUStorageBufferReadWriteBinding |
2056 | { |
2057 | SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */ |
2058 | bool cycle; /**< true cycles the buffer if it is already bound. */ |
2059 | Uint8 padding1; |
2060 | Uint8 padding2; |
2061 | Uint8 padding3; |
2062 | } SDL_GPUStorageBufferReadWriteBinding; |
2063 | |
2064 | /** |
2065 | * A structure specifying parameters related to binding textures in a compute |
2066 | * pass. |
2067 | * |
2068 | * \since This struct is available since SDL 3.2.0. |
2069 | * |
2070 | * \sa SDL_BeginGPUComputePass |
2071 | */ |
2072 | typedef struct SDL_GPUStorageTextureReadWriteBinding |
2073 | { |
2074 | 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. */ |
2075 | Uint32 mip_level; /**< The mip level index to bind. */ |
2076 | Uint32 layer; /**< The layer index to bind. */ |
2077 | bool cycle; /**< true cycles the texture if it is already bound. */ |
2078 | Uint8 padding1; |
2079 | Uint8 padding2; |
2080 | Uint8 padding3; |
2081 | } SDL_GPUStorageTextureReadWriteBinding; |
2082 | |
2083 | /* Functions */ |
2084 | |
2085 | /* Device */ |
2086 | |
2087 | /** |
2088 | * Checks for GPU runtime support. |
2089 | * |
2090 | * \param format_flags a bitflag indicating which shader formats the app is |
2091 | * able to provide. |
2092 | * \param name the preferred GPU driver, or NULL to let SDL pick the optimal |
2093 | * driver. |
2094 | * \returns true if supported, false otherwise. |
2095 | * |
2096 | * \since This function is available since SDL 3.2.0. |
2097 | * |
2098 | * \sa SDL_CreateGPUDevice |
2099 | */ |
2100 | extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsShaderFormats( |
2101 | SDL_GPUShaderFormat format_flags, |
2102 | const char *name); |
2103 | |
2104 | /** |
2105 | * Checks for GPU runtime support. |
2106 | * |
2107 | * \param props the properties to use. |
2108 | * \returns true if supported, false otherwise. |
2109 | * |
2110 | * \since This function is available since SDL 3.2.0. |
2111 | * |
2112 | * \sa SDL_CreateGPUDeviceWithProperties |
2113 | */ |
2114 | extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties( |
2115 | SDL_PropertiesID props); |
2116 | |
2117 | /** |
2118 | * Creates a GPU context. |
2119 | * |
2120 | * \param format_flags a bitflag indicating which shader formats the app is |
2121 | * able to provide. |
2122 | * \param debug_mode enable debug mode properties and validations. |
2123 | * \param name the preferred GPU driver, or NULL to let SDL pick the optimal |
2124 | * driver. |
2125 | * \returns a GPU context on success or NULL on failure; call SDL_GetError() |
2126 | * for more information. |
2127 | * |
2128 | * \since This function is available since SDL 3.2.0. |
2129 | * |
2130 | * \sa SDL_GetGPUShaderFormats |
2131 | * \sa SDL_GetGPUDeviceDriver |
2132 | * \sa SDL_DestroyGPUDevice |
2133 | * \sa SDL_GPUSupportsShaderFormats |
2134 | */ |
2135 | extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice( |
2136 | SDL_GPUShaderFormat format_flags, |
2137 | bool debug_mode, |
2138 | const char *name); |
2139 | |
2140 | /** |
2141 | * Creates a GPU context. |
2142 | * |
2143 | * These are the supported properties: |
2144 | * |
2145 | * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode |
2146 | * properties and validations, defaults to true. |
2147 | * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer |
2148 | * energy efficiency over maximum GPU performance, defaults to false. |
2149 | * - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to |
2150 | * use, if a specific one is desired. |
2151 | * |
2152 | * These are the current shader format properties: |
2153 | * |
2154 | * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to |
2155 | * provide shaders for an NDA platform. |
2156 | * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to |
2157 | * provide SPIR-V shaders if applicable. |
2158 | * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to |
2159 | * provide DXBC shaders if applicable |
2160 | * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to |
2161 | * provide DXIL shaders if applicable. |
2162 | * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to |
2163 | * provide MSL shaders if applicable. |
2164 | * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to |
2165 | * provide Metal shader libraries if applicable. |
2166 | * |
2167 | * With the D3D12 renderer: |
2168 | * |
2169 | * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to |
2170 | * use for all vertex semantics, default is "TEXCOORD". |
2171 | * |
2172 | * \param props the properties to use. |
2173 | * \returns a GPU context on success or NULL on failure; call SDL_GetError() |
2174 | * for more information. |
2175 | * |
2176 | * \since This function is available since SDL 3.2.0. |
2177 | * |
2178 | * \sa SDL_GetGPUShaderFormats |
2179 | * \sa SDL_GetGPUDeviceDriver |
2180 | * \sa SDL_DestroyGPUDevice |
2181 | * \sa SDL_GPUSupportsProperties |
2182 | */ |
2183 | extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDeviceWithProperties( |
2184 | SDL_PropertiesID props); |
2185 | |
2186 | #define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN "SDL.gpu.device.create.debugmode" |
2187 | #define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN "SDL.gpu.device.create.preferlowpower" |
2188 | #define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name" |
2189 | #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN "SDL.gpu.device.create.shaders.private" |
2190 | #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN "SDL.gpu.device.create.shaders.spirv" |
2191 | #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN "SDL.gpu.device.create.shaders.dxbc" |
2192 | #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN "SDL.gpu.device.create.shaders.dxil" |
2193 | #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN "SDL.gpu.device.create.shaders.msl" |
2194 | #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib" |
2195 | #define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic" |
2196 | |
2197 | /** |
2198 | * Destroys a GPU context previously returned by SDL_CreateGPUDevice. |
2199 | * |
2200 | * \param device a GPU Context to destroy. |
2201 | * |
2202 | * \since This function is available since SDL 3.2.0. |
2203 | * |
2204 | * \sa SDL_CreateGPUDevice |
2205 | */ |
2206 | extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device); |
2207 | |
2208 | /** |
2209 | * Get the number of GPU drivers compiled into SDL. |
2210 | * |
2211 | * \returns the number of built in GPU drivers. |
2212 | * |
2213 | * \since This function is available since SDL 3.2.0. |
2214 | * |
2215 | * \sa SDL_GetGPUDriver |
2216 | */ |
2217 | extern SDL_DECLSPEC int SDLCALL SDL_GetNumGPUDrivers(void); |
2218 | |
2219 | /** |
2220 | * Get the name of a built in GPU driver. |
2221 | * |
2222 | * The GPU drivers are presented in the order in which they are normally |
2223 | * checked during initialization. |
2224 | * |
2225 | * The names of drivers are all simple, low-ASCII identifiers, like "vulkan", |
2226 | * "metal" or "direct3d12". These never have Unicode characters, and are not |
2227 | * meant to be proper names. |
2228 | * |
2229 | * \param index the index of a GPU driver. |
2230 | * \returns the name of the GPU driver with the given **index**. |
2231 | * |
2232 | * \since This function is available since SDL 3.2.0. |
2233 | * |
2234 | * \sa SDL_GetNumGPUDrivers |
2235 | */ |
2236 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDriver(int index); |
2237 | |
2238 | /** |
2239 | * Returns the name of the backend used to create this GPU context. |
2240 | * |
2241 | * \param device a GPU context to query. |
2242 | * \returns the name of the device's driver, or NULL on error. |
2243 | * |
2244 | * \since This function is available since SDL 3.2.0. |
2245 | */ |
2246 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDeviceDriver(SDL_GPUDevice *device); |
2247 | |
2248 | /** |
2249 | * Returns the supported shader formats for this GPU context. |
2250 | * |
2251 | * \param device a GPU context to query. |
2252 | * \returns a bitflag indicating which shader formats the driver is able to |
2253 | * consume. |
2254 | * |
2255 | * \since This function is available since SDL 3.2.0. |
2256 | */ |
2257 | extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUDevice *device); |
2258 | |
2259 | /* State Creation */ |
2260 | |
2261 | /** |
2262 | * Creates a pipeline object to be used in a compute workflow. |
2263 | * |
2264 | * Shader resource bindings must be authored to follow a particular order |
2265 | * depending on the shader format. |
2266 | * |
2267 | * For SPIR-V shaders, use the following resource sets: |
2268 | * |
2269 | * - 0: Sampled textures, followed by read-only storage textures, followed by |
2270 | * read-only storage buffers |
2271 | * - 1: Read-write storage textures, followed by read-write storage buffers |
2272 | * - 2: Uniform buffers |
2273 | * |
2274 | * For DXBC and DXIL shaders, use the following register order: |
2275 | * |
2276 | * - (t[n], space0): Sampled textures, followed by read-only storage textures, |
2277 | * followed by read-only storage buffers |
2278 | * - (u[n], space1): Read-write storage textures, followed by read-write |
2279 | * storage buffers |
2280 | * - (b[n], space2): Uniform buffers |
2281 | * |
2282 | * For MSL/metallib, use the following order: |
2283 | * |
2284 | * - [[buffer]]: Uniform buffers, followed by read-only storage buffers, |
2285 | * followed by read-write storage buffers |
2286 | * - [[texture]]: Sampled textures, followed by read-only storage textures, |
2287 | * followed by read-write storage textures |
2288 | * |
2289 | * There are optional properties that can be provided through `props`. These |
2290 | * are the supported properties: |
2291 | * |
2292 | * - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be |
2293 | * displayed in debugging tools. |
2294 | * |
2295 | * \param device a GPU Context. |
2296 | * \param createinfo a struct describing the state of the compute pipeline to |
2297 | * create. |
2298 | * \returns a compute pipeline object on success, or NULL on failure; call |
2299 | * SDL_GetError() for more information. |
2300 | * |
2301 | * \since This function is available since SDL 3.2.0. |
2302 | * |
2303 | * \sa SDL_BindGPUComputePipeline |
2304 | * \sa SDL_ReleaseGPUComputePipeline |
2305 | */ |
2306 | extern SDL_DECLSPEC SDL_GPUComputePipeline * SDLCALL SDL_CreateGPUComputePipeline( |
2307 | SDL_GPUDevice *device, |
2308 | const SDL_GPUComputePipelineCreateInfo *createinfo); |
2309 | |
2310 | #define SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING "SDL.gpu.computepipeline.create.name" |
2311 | |
2312 | /** |
2313 | * Creates a pipeline object to be used in a graphics workflow. |
2314 | * |
2315 | * There are optional properties that can be provided through `props`. These |
2316 | * are the supported properties: |
2317 | * |
2318 | * - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be |
2319 | * displayed in debugging tools. |
2320 | * |
2321 | * \param device a GPU Context. |
2322 | * \param createinfo a struct describing the state of the graphics pipeline to |
2323 | * create. |
2324 | * \returns a graphics pipeline object on success, or NULL on failure; call |
2325 | * SDL_GetError() for more information. |
2326 | * |
2327 | * \since This function is available since SDL 3.2.0. |
2328 | * |
2329 | * \sa SDL_CreateGPUShader |
2330 | * \sa SDL_BindGPUGraphicsPipeline |
2331 | * \sa SDL_ReleaseGPUGraphicsPipeline |
2332 | */ |
2333 | extern SDL_DECLSPEC SDL_GPUGraphicsPipeline * SDLCALL SDL_CreateGPUGraphicsPipeline( |
2334 | SDL_GPUDevice *device, |
2335 | const SDL_GPUGraphicsPipelineCreateInfo *createinfo); |
2336 | |
2337 | #define SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING "SDL.gpu.graphicspipeline.create.name" |
2338 | |
2339 | /** |
2340 | * Creates a sampler object to be used when binding textures in a graphics |
2341 | * workflow. |
2342 | * |
2343 | * There are optional properties that can be provided through `props`. These |
2344 | * are the supported properties: |
2345 | * |
2346 | * - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed |
2347 | * in debugging tools. |
2348 | * |
2349 | * \param device a GPU Context. |
2350 | * \param createinfo a struct describing the state of the sampler to create. |
2351 | * \returns a sampler object on success, or NULL on failure; call |
2352 | * SDL_GetError() for more information. |
2353 | * |
2354 | * \since This function is available since SDL 3.2.0. |
2355 | * |
2356 | * \sa SDL_BindGPUVertexSamplers |
2357 | * \sa SDL_BindGPUFragmentSamplers |
2358 | * \sa SDL_ReleaseGPUSampler |
2359 | */ |
2360 | extern SDL_DECLSPEC SDL_GPUSampler * SDLCALL SDL_CreateGPUSampler( |
2361 | SDL_GPUDevice *device, |
2362 | const SDL_GPUSamplerCreateInfo *createinfo); |
2363 | |
2364 | #define SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING "SDL.gpu.sampler.create.name" |
2365 | |
2366 | /** |
2367 | * Creates a shader to be used when creating a graphics pipeline. |
2368 | * |
2369 | * Shader resource bindings must be authored to follow a particular order |
2370 | * depending on the shader format. |
2371 | * |
2372 | * For SPIR-V shaders, use the following resource sets: |
2373 | * |
2374 | * For vertex shaders: |
2375 | * |
2376 | * - 0: Sampled textures, followed by storage textures, followed by storage |
2377 | * buffers |
2378 | * - 1: Uniform buffers |
2379 | * |
2380 | * For fragment shaders: |
2381 | * |
2382 | * - 2: Sampled textures, followed by storage textures, followed by storage |
2383 | * buffers |
2384 | * - 3: Uniform buffers |
2385 | * |
2386 | * For DXBC and DXIL shaders, use the following register order: |
2387 | * |
2388 | * For vertex shaders: |
2389 | * |
2390 | * - (t[n], space0): Sampled textures, followed by storage textures, followed |
2391 | * by storage buffers |
2392 | * - (s[n], space0): Samplers with indices corresponding to the sampled |
2393 | * textures |
2394 | * - (b[n], space1): Uniform buffers |
2395 | * |
2396 | * For pixel shaders: |
2397 | * |
2398 | * - (t[n], space2): Sampled textures, followed by storage textures, followed |
2399 | * by storage buffers |
2400 | * - (s[n], space2): Samplers with indices corresponding to the sampled |
2401 | * textures |
2402 | * - (b[n], space3): Uniform buffers |
2403 | * |
2404 | * For MSL/metallib, use the following order: |
2405 | * |
2406 | * - [[texture]]: Sampled textures, followed by storage textures |
2407 | * - [[sampler]]: Samplers with indices corresponding to the sampled textures |
2408 | * - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0 |
2409 | * is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on. |
2410 | * Rather than manually authoring vertex buffer indices, use the |
2411 | * [[stage_in]] attribute which will automatically use the vertex input |
2412 | * information from the SDL_GPUGraphicsPipeline. |
2413 | * |
2414 | * Shader semantics other than system-value semantics do not matter in D3D12 |
2415 | * and for ease of use the SDL implementation assumes that non system-value |
2416 | * semantics will all be TEXCOORD. If you are using HLSL as the shader source |
2417 | * language, your vertex semantics should start at TEXCOORD0 and increment |
2418 | * like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic |
2419 | * prefix to something other than TEXCOORD you can use |
2420 | * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with |
2421 | * SDL_CreateGPUDeviceWithProperties(). |
2422 | * |
2423 | * There are optional properties that can be provided through `props`. These |
2424 | * are the supported properties: |
2425 | * |
2426 | * - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in |
2427 | * debugging tools. |
2428 | * |
2429 | * \param device a GPU Context. |
2430 | * \param createinfo a struct describing the state of the shader to create. |
2431 | * \returns a shader object on success, or NULL on failure; call |
2432 | * SDL_GetError() for more information. |
2433 | * |
2434 | * \since This function is available since SDL 3.2.0. |
2435 | * |
2436 | * \sa SDL_CreateGPUGraphicsPipeline |
2437 | * \sa SDL_ReleaseGPUShader |
2438 | */ |
2439 | extern SDL_DECLSPEC SDL_GPUShader * SDLCALL SDL_CreateGPUShader( |
2440 | SDL_GPUDevice *device, |
2441 | const SDL_GPUShaderCreateInfo *createinfo); |
2442 | |
2443 | #define SDL_PROP_GPU_SHADER_CREATE_NAME_STRING "SDL.gpu.shader.create.name" |
2444 | |
2445 | /** |
2446 | * Creates a texture object to be used in graphics or compute workflows. |
2447 | * |
2448 | * The contents of this texture are undefined until data is written to the |
2449 | * texture. |
2450 | * |
2451 | * Note that certain combinations of usage flags are invalid. For example, a |
2452 | * texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags. |
2453 | * |
2454 | * If you request a sample count higher than the hardware supports, the |
2455 | * implementation will automatically fall back to the highest available sample |
2456 | * count. |
2457 | * |
2458 | * There are optional properties that can be provided through |
2459 | * SDL_GPUTextureCreateInfo's `props`. These are the supported properties: |
2460 | * |
2461 | * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if |
2462 | * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture |
2463 | * to a color with this red intensity. Defaults to zero. |
2464 | * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if |
2465 | * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture |
2466 | * to a color with this green intensity. Defaults to zero. |
2467 | * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if |
2468 | * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture |
2469 | * to a color with this blue intensity. Defaults to zero. |
2470 | * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if |
2471 | * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture |
2472 | * to a color with this alpha intensity. Defaults to zero. |
2473 | * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only) |
2474 | * if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear |
2475 | * the texture to a depth of this value. Defaults to zero. |
2476 | * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12 |
2477 | * only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, |
2478 | * clear the texture to a stencil of this value. Defaults to zero. |
2479 | * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed |
2480 | * in debugging tools. |
2481 | * |
2482 | * \param device a GPU Context. |
2483 | * \param createinfo a struct describing the state of the texture to create. |
2484 | * \returns a texture object on success, or NULL on failure; call |
2485 | * SDL_GetError() for more information. |
2486 | * |
2487 | * \since This function is available since SDL 3.2.0. |
2488 | * |
2489 | * \sa SDL_UploadToGPUTexture |
2490 | * \sa SDL_DownloadFromGPUTexture |
2491 | * \sa SDL_BindGPUVertexSamplers |
2492 | * \sa SDL_BindGPUVertexStorageTextures |
2493 | * \sa SDL_BindGPUFragmentSamplers |
2494 | * \sa SDL_BindGPUFragmentStorageTextures |
2495 | * \sa SDL_BindGPUComputeStorageTextures |
2496 | * \sa SDL_BlitGPUTexture |
2497 | * \sa SDL_ReleaseGPUTexture |
2498 | * \sa SDL_GPUTextureSupportsFormat |
2499 | */ |
2500 | extern SDL_DECLSPEC SDL_GPUTexture * SDLCALL SDL_CreateGPUTexture( |
2501 | SDL_GPUDevice *device, |
2502 | const SDL_GPUTextureCreateInfo *createinfo); |
2503 | |
2504 | #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT "SDL.gpu.texture.create.d3d12.clear.r" |
2505 | #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT "SDL.gpu.texture.create.d3d12.clear.g" |
2506 | #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT "SDL.gpu.texture.create.d3d12.clear.b" |
2507 | #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT "SDL.gpu.texture.create.d3d12.clear.a" |
2508 | #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.texture.create.d3d12.clear.depth" |
2509 | #define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.texture.create.d3d12.clear.stencil" |
2510 | #define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name" |
2511 | |
2512 | /** |
2513 | * Creates a buffer object to be used in graphics or compute workflows. |
2514 | * |
2515 | * The contents of this buffer are undefined until data is written to the |
2516 | * buffer. |
2517 | * |
2518 | * Note that certain combinations of usage flags are invalid. For example, a |
2519 | * buffer cannot have both the VERTEX and INDEX flags. |
2520 | * |
2521 | * If you use a STORAGE flag, the data in the buffer must respect std140 |
2522 | * layout conventions. In practical terms this means you must ensure that vec3 |
2523 | * and vec4 fields are 16-byte aligned. |
2524 | * |
2525 | * For better understanding of underlying concepts and memory management with |
2526 | * SDL GPU API, you may refer |
2527 | * [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/) |
2528 | * . |
2529 | * |
2530 | * There are optional properties that can be provided through `props`. These |
2531 | * are the supported properties: |
2532 | * |
2533 | * - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in |
2534 | * debugging tools. |
2535 | * |
2536 | * \param device a GPU Context. |
2537 | * \param createinfo a struct describing the state of the buffer to create. |
2538 | * \returns a buffer object on success, or NULL on failure; call |
2539 | * SDL_GetError() for more information. |
2540 | * |
2541 | * \since This function is available since SDL 3.2.0. |
2542 | * |
2543 | * \sa SDL_UploadToGPUBuffer |
2544 | * \sa SDL_DownloadFromGPUBuffer |
2545 | * \sa SDL_CopyGPUBufferToBuffer |
2546 | * \sa SDL_BindGPUVertexBuffers |
2547 | * \sa SDL_BindGPUIndexBuffer |
2548 | * \sa SDL_BindGPUVertexStorageBuffers |
2549 | * \sa SDL_BindGPUFragmentStorageBuffers |
2550 | * \sa SDL_DrawGPUPrimitivesIndirect |
2551 | * \sa SDL_DrawGPUIndexedPrimitivesIndirect |
2552 | * \sa SDL_BindGPUComputeStorageBuffers |
2553 | * \sa SDL_DispatchGPUComputeIndirect |
2554 | * \sa SDL_ReleaseGPUBuffer |
2555 | */ |
2556 | extern SDL_DECLSPEC SDL_GPUBuffer * SDLCALL SDL_CreateGPUBuffer( |
2557 | SDL_GPUDevice *device, |
2558 | const SDL_GPUBufferCreateInfo *createinfo); |
2559 | |
2560 | #define SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING "SDL.gpu.buffer.create.name" |
2561 | |
2562 | /** |
2563 | * Creates a transfer buffer to be used when uploading to or downloading from |
2564 | * graphics resources. |
2565 | * |
2566 | * Download buffers can be particularly expensive to create, so it is good |
2567 | * practice to reuse them if data will be downloaded regularly. |
2568 | * |
2569 | * There are optional properties that can be provided through `props`. These |
2570 | * are the supported properties: |
2571 | * |
2572 | * - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be |
2573 | * displayed in debugging tools. |
2574 | * |
2575 | * \param device a GPU Context. |
2576 | * \param createinfo a struct describing the state of the transfer buffer to |
2577 | * create. |
2578 | * \returns a transfer buffer on success, or NULL on failure; call |
2579 | * SDL_GetError() for more information. |
2580 | * |
2581 | * \since This function is available since SDL 3.2.0. |
2582 | * |
2583 | * \sa SDL_UploadToGPUBuffer |
2584 | * \sa SDL_DownloadFromGPUBuffer |
2585 | * \sa SDL_UploadToGPUTexture |
2586 | * \sa SDL_DownloadFromGPUTexture |
2587 | * \sa SDL_ReleaseGPUTransferBuffer |
2588 | */ |
2589 | extern SDL_DECLSPEC SDL_GPUTransferBuffer * SDLCALL SDL_CreateGPUTransferBuffer( |
2590 | SDL_GPUDevice *device, |
2591 | const SDL_GPUTransferBufferCreateInfo *createinfo); |
2592 | |
2593 | #define SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING "SDL.gpu.transferbuffer.create.name" |
2594 | |
2595 | /* Debug Naming */ |
2596 | |
2597 | /** |
2598 | * Sets an arbitrary string constant to label a buffer. |
2599 | * |
2600 | * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with |
2601 | * SDL_CreateGPUBuffer instead of this function to avoid thread safety issues. |
2602 | * |
2603 | * \param device a GPU Context. |
2604 | * \param buffer a buffer to attach the name to. |
2605 | * \param text a UTF-8 string constant to mark as the name of the buffer. |
2606 | * |
2607 | * \threadsafety This function is not thread safe, you must make sure the |
2608 | * buffer is not simultaneously used by any other thread. |
2609 | * |
2610 | * \since This function is available since SDL 3.2.0. |
2611 | * |
2612 | * \sa SDL_CreateGPUBuffer |
2613 | */ |
2614 | extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName( |
2615 | SDL_GPUDevice *device, |
2616 | SDL_GPUBuffer *buffer, |
2617 | const char *text); |
2618 | |
2619 | /** |
2620 | * Sets an arbitrary string constant to label a texture. |
2621 | * |
2622 | * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with |
2623 | * SDL_CreateGPUTexture instead of this function to avoid thread safety |
2624 | * issues. |
2625 | * |
2626 | * \param device a GPU Context. |
2627 | * \param texture a texture to attach the name to. |
2628 | * \param text a UTF-8 string constant to mark as the name of the texture. |
2629 | * |
2630 | * \threadsafety This function is not thread safe, you must make sure the |
2631 | * texture is not simultaneously used by any other thread. |
2632 | * |
2633 | * \since This function is available since SDL 3.2.0. |
2634 | * |
2635 | * \sa SDL_CreateGPUTexture |
2636 | */ |
2637 | extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName( |
2638 | SDL_GPUDevice *device, |
2639 | SDL_GPUTexture *texture, |
2640 | const char *text); |
2641 | |
2642 | /** |
2643 | * Inserts an arbitrary string label into the command buffer callstream. |
2644 | * |
2645 | * Useful for debugging. |
2646 | * |
2647 | * \param command_buffer a command buffer. |
2648 | * \param text a UTF-8 string constant to insert as the label. |
2649 | * |
2650 | * \since This function is available since SDL 3.2.0. |
2651 | */ |
2652 | extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel( |
2653 | SDL_GPUCommandBuffer *command_buffer, |
2654 | const char *text); |
2655 | |
2656 | /** |
2657 | * Begins a debug group with an arbitary name. |
2658 | * |
2659 | * Used for denoting groups of calls when viewing the command buffer |
2660 | * callstream in a graphics debugging tool. |
2661 | * |
2662 | * Each call to SDL_PushGPUDebugGroup must have a corresponding call to |
2663 | * SDL_PopGPUDebugGroup. |
2664 | * |
2665 | * On some backends (e.g. Metal), pushing a debug group during a |
2666 | * render/blit/compute pass will create a group that is scoped to the native |
2667 | * pass rather than the command buffer. For best results, if you push a debug |
2668 | * group during a pass, always pop it in the same pass. |
2669 | * |
2670 | * \param command_buffer a command buffer. |
2671 | * \param name a UTF-8 string constant that names the group. |
2672 | * |
2673 | * \since This function is available since SDL 3.2.0. |
2674 | * |
2675 | * \sa SDL_PopGPUDebugGroup |
2676 | */ |
2677 | extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup( |
2678 | SDL_GPUCommandBuffer *command_buffer, |
2679 | const char *name); |
2680 | |
2681 | /** |
2682 | * Ends the most-recently pushed debug group. |
2683 | * |
2684 | * \param command_buffer a command buffer. |
2685 | * |
2686 | * \since This function is available since SDL 3.2.0. |
2687 | * |
2688 | * \sa SDL_PushGPUDebugGroup |
2689 | */ |
2690 | extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup( |
2691 | SDL_GPUCommandBuffer *command_buffer); |
2692 | |
2693 | /* Disposal */ |
2694 | |
2695 | /** |
2696 | * Frees the given texture as soon as it is safe to do so. |
2697 | * |
2698 | * You must not reference the texture after calling this function. |
2699 | * |
2700 | * \param device a GPU context. |
2701 | * \param texture a texture to be destroyed. |
2702 | * |
2703 | * \since This function is available since SDL 3.2.0. |
2704 | */ |
2705 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTexture( |
2706 | SDL_GPUDevice *device, |
2707 | SDL_GPUTexture *texture); |
2708 | |
2709 | /** |
2710 | * Frees the given sampler as soon as it is safe to do so. |
2711 | * |
2712 | * You must not reference the sampler after calling this function. |
2713 | * |
2714 | * \param device a GPU context. |
2715 | * \param sampler a sampler to be destroyed. |
2716 | * |
2717 | * \since This function is available since SDL 3.2.0. |
2718 | */ |
2719 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUSampler( |
2720 | SDL_GPUDevice *device, |
2721 | SDL_GPUSampler *sampler); |
2722 | |
2723 | /** |
2724 | * Frees the given buffer as soon as it is safe to do so. |
2725 | * |
2726 | * You must not reference the buffer after calling this function. |
2727 | * |
2728 | * \param device a GPU context. |
2729 | * \param buffer a buffer to be destroyed. |
2730 | * |
2731 | * \since This function is available since SDL 3.2.0. |
2732 | */ |
2733 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer( |
2734 | SDL_GPUDevice *device, |
2735 | SDL_GPUBuffer *buffer); |
2736 | |
2737 | /** |
2738 | * Frees the given transfer buffer as soon as it is safe to do so. |
2739 | * |
2740 | * You must not reference the transfer buffer after calling this function. |
2741 | * |
2742 | * \param device a GPU context. |
2743 | * \param transfer_buffer a transfer buffer to be destroyed. |
2744 | * |
2745 | * \since This function is available since SDL 3.2.0. |
2746 | */ |
2747 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer( |
2748 | SDL_GPUDevice *device, |
2749 | SDL_GPUTransferBuffer *transfer_buffer); |
2750 | |
2751 | /** |
2752 | * Frees the given compute pipeline as soon as it is safe to do so. |
2753 | * |
2754 | * You must not reference the compute pipeline after calling this function. |
2755 | * |
2756 | * \param device a GPU context. |
2757 | * \param compute_pipeline a compute pipeline to be destroyed. |
2758 | * |
2759 | * \since This function is available since SDL 3.2.0. |
2760 | */ |
2761 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline( |
2762 | SDL_GPUDevice *device, |
2763 | SDL_GPUComputePipeline *compute_pipeline); |
2764 | |
2765 | /** |
2766 | * Frees the given shader as soon as it is safe to do so. |
2767 | * |
2768 | * You must not reference the shader after calling this function. |
2769 | * |
2770 | * \param device a GPU context. |
2771 | * \param shader a shader to be destroyed. |
2772 | * |
2773 | * \since This function is available since SDL 3.2.0. |
2774 | */ |
2775 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader( |
2776 | SDL_GPUDevice *device, |
2777 | SDL_GPUShader *shader); |
2778 | |
2779 | /** |
2780 | * Frees the given graphics pipeline as soon as it is safe to do so. |
2781 | * |
2782 | * You must not reference the graphics pipeline after calling this function. |
2783 | * |
2784 | * \param device a GPU context. |
2785 | * \param graphics_pipeline a graphics pipeline to be destroyed. |
2786 | * |
2787 | * \since This function is available since SDL 3.2.0. |
2788 | */ |
2789 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline( |
2790 | SDL_GPUDevice *device, |
2791 | SDL_GPUGraphicsPipeline *graphics_pipeline); |
2792 | |
2793 | /** |
2794 | * Acquire a command buffer. |
2795 | * |
2796 | * This command buffer is managed by the implementation and should not be |
2797 | * freed by the user. The command buffer may only be used on the thread it was |
2798 | * acquired on. The command buffer should be submitted on the thread it was |
2799 | * acquired on. |
2800 | * |
2801 | * It is valid to acquire multiple command buffers on the same thread at once. |
2802 | * In fact a common design pattern is to acquire two command buffers per frame |
2803 | * where one is dedicated to render and compute passes and the other is |
2804 | * dedicated to copy passes and other preparatory work such as generating |
2805 | * mipmaps. Interleaving commands between the two command buffers reduces the |
2806 | * total amount of passes overall which improves rendering performance. |
2807 | * |
2808 | * \param device a GPU context. |
2809 | * \returns a command buffer, or NULL on failure; call SDL_GetError() for more |
2810 | * information. |
2811 | * |
2812 | * \since This function is available since SDL 3.2.0. |
2813 | * |
2814 | * \sa SDL_SubmitGPUCommandBuffer |
2815 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence |
2816 | */ |
2817 | extern SDL_DECLSPEC SDL_GPUCommandBuffer * SDLCALL SDL_AcquireGPUCommandBuffer( |
2818 | SDL_GPUDevice *device); |
2819 | |
2820 | /* Uniform Data */ |
2821 | |
2822 | /** |
2823 | * Pushes data to a vertex uniform slot on the command buffer. |
2824 | * |
2825 | * Subsequent draw calls will use this uniform data. |
2826 | * |
2827 | * The data being pushed must respect std140 layout conventions. In practical |
2828 | * terms this means you must ensure that vec3 and vec4 fields are 16-byte |
2829 | * aligned. |
2830 | * |
2831 | * \param command_buffer a command buffer. |
2832 | * \param slot_index the vertex uniform slot to push data to. |
2833 | * \param data client data to write. |
2834 | * \param length the length of the data to write. |
2835 | * |
2836 | * \since This function is available since SDL 3.2.0. |
2837 | */ |
2838 | extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData( |
2839 | SDL_GPUCommandBuffer *command_buffer, |
2840 | Uint32 slot_index, |
2841 | const void *data, |
2842 | Uint32 length); |
2843 | |
2844 | /** |
2845 | * Pushes data to a fragment uniform slot on the command buffer. |
2846 | * |
2847 | * Subsequent draw calls will use this uniform data. |
2848 | * |
2849 | * The data being pushed must respect std140 layout conventions. In practical |
2850 | * terms this means you must ensure that vec3 and vec4 fields are 16-byte |
2851 | * aligned. |
2852 | * |
2853 | * \param command_buffer a command buffer. |
2854 | * \param slot_index the fragment uniform slot to push data to. |
2855 | * \param data client data to write. |
2856 | * \param length the length of the data to write. |
2857 | * |
2858 | * \since This function is available since SDL 3.2.0. |
2859 | */ |
2860 | extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData( |
2861 | SDL_GPUCommandBuffer *command_buffer, |
2862 | Uint32 slot_index, |
2863 | const void *data, |
2864 | Uint32 length); |
2865 | |
2866 | /** |
2867 | * Pushes data to a uniform slot on the command buffer. |
2868 | * |
2869 | * Subsequent draw calls will use this uniform data. |
2870 | * |
2871 | * The data being pushed must respect std140 layout conventions. In practical |
2872 | * terms this means you must ensure that vec3 and vec4 fields are 16-byte |
2873 | * aligned. |
2874 | * |
2875 | * \param command_buffer a command buffer. |
2876 | * \param slot_index the uniform slot to push data to. |
2877 | * \param data client data to write. |
2878 | * \param length the length of the data to write. |
2879 | * |
2880 | * \since This function is available since SDL 3.2.0. |
2881 | */ |
2882 | extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData( |
2883 | SDL_GPUCommandBuffer *command_buffer, |
2884 | Uint32 slot_index, |
2885 | const void *data, |
2886 | Uint32 length); |
2887 | |
2888 | /* Graphics State */ |
2889 | |
2890 | /** |
2891 | * Begins a render pass on a command buffer. |
2892 | * |
2893 | * A render pass consists of a set of texture subresources (or depth slices in |
2894 | * the 3D texture case) which will be rendered to during the render pass, |
2895 | * along with corresponding clear values and load/store operations. All |
2896 | * operations related to graphics pipelines must take place inside of a render |
2897 | * pass. A default viewport and scissor state are automatically set when this |
2898 | * is called. You cannot begin another render pass, or begin a compute pass or |
2899 | * copy pass until you have ended the render pass. |
2900 | * |
2901 | * \param command_buffer a command buffer. |
2902 | * \param color_target_infos an array of texture subresources with |
2903 | * corresponding clear values and load/store ops. |
2904 | * \param num_color_targets the number of color targets in the |
2905 | * color_target_infos array. |
2906 | * \param depth_stencil_target_info a texture subresource with corresponding |
2907 | * clear value and load/store ops, may be |
2908 | * NULL. |
2909 | * \returns a render pass handle. |
2910 | * |
2911 | * \since This function is available since SDL 3.2.0. |
2912 | * |
2913 | * \sa SDL_EndGPURenderPass |
2914 | */ |
2915 | extern SDL_DECLSPEC SDL_GPURenderPass * SDLCALL SDL_BeginGPURenderPass( |
2916 | SDL_GPUCommandBuffer *command_buffer, |
2917 | const SDL_GPUColorTargetInfo *color_target_infos, |
2918 | Uint32 num_color_targets, |
2919 | const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info); |
2920 | |
2921 | /** |
2922 | * Binds a graphics pipeline on a render pass to be used in rendering. |
2923 | * |
2924 | * A graphics pipeline must be bound before making any draw calls. |
2925 | * |
2926 | * \param render_pass a render pass handle. |
2927 | * \param graphics_pipeline the graphics pipeline to bind. |
2928 | * |
2929 | * \since This function is available since SDL 3.2.0. |
2930 | */ |
2931 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline( |
2932 | SDL_GPURenderPass *render_pass, |
2933 | SDL_GPUGraphicsPipeline *graphics_pipeline); |
2934 | |
2935 | /** |
2936 | * Sets the current viewport state on a command buffer. |
2937 | * |
2938 | * \param render_pass a render pass handle. |
2939 | * \param viewport the viewport to set. |
2940 | * |
2941 | * \since This function is available since SDL 3.2.0. |
2942 | */ |
2943 | extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport( |
2944 | SDL_GPURenderPass *render_pass, |
2945 | const SDL_GPUViewport *viewport); |
2946 | |
2947 | /** |
2948 | * Sets the current scissor state on a command buffer. |
2949 | * |
2950 | * \param render_pass a render pass handle. |
2951 | * \param scissor the scissor area to set. |
2952 | * |
2953 | * \since This function is available since SDL 3.2.0. |
2954 | */ |
2955 | extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor( |
2956 | SDL_GPURenderPass *render_pass, |
2957 | const SDL_Rect *scissor); |
2958 | |
2959 | /** |
2960 | * Sets the current blend constants on a command buffer. |
2961 | * |
2962 | * \param render_pass a render pass handle. |
2963 | * \param blend_constants the blend constant color. |
2964 | * |
2965 | * \since This function is available since SDL 3.2.0. |
2966 | * |
2967 | * \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR |
2968 | * \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR |
2969 | */ |
2970 | extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants( |
2971 | SDL_GPURenderPass *render_pass, |
2972 | SDL_FColor blend_constants); |
2973 | |
2974 | /** |
2975 | * Sets the current stencil reference value on a command buffer. |
2976 | * |
2977 | * \param render_pass a render pass handle. |
2978 | * \param reference the stencil reference value to set. |
2979 | * |
2980 | * \since This function is available since SDL 3.2.0. |
2981 | */ |
2982 | extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference( |
2983 | SDL_GPURenderPass *render_pass, |
2984 | Uint8 reference); |
2985 | |
2986 | /** |
2987 | * Binds vertex buffers on a command buffer for use with subsequent draw |
2988 | * calls. |
2989 | * |
2990 | * \param render_pass a render pass handle. |
2991 | * \param first_slot the vertex buffer slot to begin binding from. |
2992 | * \param bindings an array of SDL_GPUBufferBinding structs containing vertex |
2993 | * buffers and offset values. |
2994 | * \param num_bindings the number of bindings in the bindings array. |
2995 | * |
2996 | * \since This function is available since SDL 3.2.0. |
2997 | */ |
2998 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers( |
2999 | SDL_GPURenderPass *render_pass, |
3000 | Uint32 first_slot, |
3001 | const SDL_GPUBufferBinding *bindings, |
3002 | Uint32 num_bindings); |
3003 | |
3004 | /** |
3005 | * Binds an index buffer on a command buffer for use with subsequent draw |
3006 | * calls. |
3007 | * |
3008 | * \param render_pass a render pass handle. |
3009 | * \param binding a pointer to a struct containing an index buffer and offset. |
3010 | * \param index_element_size whether the index values in the buffer are 16- or |
3011 | * 32-bit. |
3012 | * |
3013 | * \since This function is available since SDL 3.2.0. |
3014 | */ |
3015 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer( |
3016 | SDL_GPURenderPass *render_pass, |
3017 | const SDL_GPUBufferBinding *binding, |
3018 | SDL_GPUIndexElementSize index_element_size); |
3019 | |
3020 | /** |
3021 | * Binds texture-sampler pairs for use on the vertex shader. |
3022 | * |
3023 | * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. |
3024 | * |
3025 | * Be sure your shader is set up according to the requirements documented in |
3026 | * SDL_CreateGPUShader(). |
3027 | * |
3028 | * \param render_pass a render pass handle. |
3029 | * \param first_slot the vertex sampler slot to begin binding from. |
3030 | * \param texture_sampler_bindings an array of texture-sampler binding |
3031 | * structs. |
3032 | * \param num_bindings the number of texture-sampler pairs to bind from the |
3033 | * array. |
3034 | * |
3035 | * \since This function is available since SDL 3.2.0. |
3036 | * |
3037 | * \sa SDL_CreateGPUShader |
3038 | */ |
3039 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers( |
3040 | SDL_GPURenderPass *render_pass, |
3041 | Uint32 first_slot, |
3042 | const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, |
3043 | Uint32 num_bindings); |
3044 | |
3045 | /** |
3046 | * Binds storage textures for use on the vertex shader. |
3047 | * |
3048 | * These textures must have been created with |
3049 | * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ. |
3050 | * |
3051 | * Be sure your shader is set up according to the requirements documented in |
3052 | * SDL_CreateGPUShader(). |
3053 | * |
3054 | * \param render_pass a render pass handle. |
3055 | * \param first_slot the vertex storage texture slot to begin binding from. |
3056 | * \param storage_textures an array of storage textures. |
3057 | * \param num_bindings the number of storage texture to bind from the array. |
3058 | * |
3059 | * \since This function is available since SDL 3.2.0. |
3060 | * |
3061 | * \sa SDL_CreateGPUShader |
3062 | */ |
3063 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures( |
3064 | SDL_GPURenderPass *render_pass, |
3065 | Uint32 first_slot, |
3066 | SDL_GPUTexture *const *storage_textures, |
3067 | Uint32 num_bindings); |
3068 | |
3069 | /** |
3070 | * Binds storage buffers for use on the vertex shader. |
3071 | * |
3072 | * These buffers must have been created with |
3073 | * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ. |
3074 | * |
3075 | * Be sure your shader is set up according to the requirements documented in |
3076 | * SDL_CreateGPUShader(). |
3077 | * |
3078 | * \param render_pass a render pass handle. |
3079 | * \param first_slot the vertex storage buffer slot to begin binding from. |
3080 | * \param storage_buffers an array of buffers. |
3081 | * \param num_bindings the number of buffers to bind from the array. |
3082 | * |
3083 | * \since This function is available since SDL 3.2.0. |
3084 | * |
3085 | * \sa SDL_CreateGPUShader |
3086 | */ |
3087 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers( |
3088 | SDL_GPURenderPass *render_pass, |
3089 | Uint32 first_slot, |
3090 | SDL_GPUBuffer *const *storage_buffers, |
3091 | Uint32 num_bindings); |
3092 | |
3093 | /** |
3094 | * Binds texture-sampler pairs for use on the fragment shader. |
3095 | * |
3096 | * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. |
3097 | * |
3098 | * Be sure your shader is set up according to the requirements documented in |
3099 | * SDL_CreateGPUShader(). |
3100 | * |
3101 | * \param render_pass a render pass handle. |
3102 | * \param first_slot the fragment sampler slot to begin binding from. |
3103 | * \param texture_sampler_bindings an array of texture-sampler binding |
3104 | * structs. |
3105 | * \param num_bindings the number of texture-sampler pairs to bind from the |
3106 | * array. |
3107 | * |
3108 | * \since This function is available since SDL 3.2.0. |
3109 | * |
3110 | * \sa SDL_CreateGPUShader |
3111 | */ |
3112 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers( |
3113 | SDL_GPURenderPass *render_pass, |
3114 | Uint32 first_slot, |
3115 | const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, |
3116 | Uint32 num_bindings); |
3117 | |
3118 | /** |
3119 | * Binds storage textures for use on the fragment shader. |
3120 | * |
3121 | * These textures must have been created with |
3122 | * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ. |
3123 | * |
3124 | * Be sure your shader is set up according to the requirements documented in |
3125 | * SDL_CreateGPUShader(). |
3126 | * |
3127 | * \param render_pass a render pass handle. |
3128 | * \param first_slot the fragment storage texture slot to begin binding from. |
3129 | * \param storage_textures an array of storage textures. |
3130 | * \param num_bindings the number of storage textures to bind from the array. |
3131 | * |
3132 | * \since This function is available since SDL 3.2.0. |
3133 | * |
3134 | * \sa SDL_CreateGPUShader |
3135 | */ |
3136 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures( |
3137 | SDL_GPURenderPass *render_pass, |
3138 | Uint32 first_slot, |
3139 | SDL_GPUTexture *const *storage_textures, |
3140 | Uint32 num_bindings); |
3141 | |
3142 | /** |
3143 | * Binds storage buffers for use on the fragment shader. |
3144 | * |
3145 | * These buffers must have been created with |
3146 | * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ. |
3147 | * |
3148 | * Be sure your shader is set up according to the requirements documented in |
3149 | * SDL_CreateGPUShader(). |
3150 | * |
3151 | * \param render_pass a render pass handle. |
3152 | * \param first_slot the fragment storage buffer slot to begin binding from. |
3153 | * \param storage_buffers an array of storage buffers. |
3154 | * \param num_bindings the number of storage buffers to bind from the array. |
3155 | * |
3156 | * \since This function is available since SDL 3.2.0. |
3157 | * |
3158 | * \sa SDL_CreateGPUShader |
3159 | */ |
3160 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers( |
3161 | SDL_GPURenderPass *render_pass, |
3162 | Uint32 first_slot, |
3163 | SDL_GPUBuffer *const *storage_buffers, |
3164 | Uint32 num_bindings); |
3165 | |
3166 | /* Drawing */ |
3167 | |
3168 | /** |
3169 | * Draws data using bound graphics state with an index buffer and instancing |
3170 | * enabled. |
3171 | * |
3172 | * You must not call this function before binding a graphics pipeline. |
3173 | * |
3174 | * Note that the `first_vertex` and `first_instance` parameters are NOT |
3175 | * compatible with built-in vertex/instance ID variables in shaders (for |
3176 | * example, SV_VertexID); GPU APIs and shader languages do not define these |
3177 | * built-in variables consistently, so if your shader depends on them, the |
3178 | * only way to keep behavior consistent and portable is to always pass 0 for |
3179 | * the correlating parameter in the draw calls. |
3180 | * |
3181 | * \param render_pass a render pass handle. |
3182 | * \param num_indices the number of indices to draw per instance. |
3183 | * \param num_instances the number of instances to draw. |
3184 | * \param first_index the starting index within the index buffer. |
3185 | * \param vertex_offset value added to vertex index before indexing into the |
3186 | * vertex buffer. |
3187 | * \param first_instance the ID of the first instance to draw. |
3188 | * |
3189 | * \since This function is available since SDL 3.2.0. |
3190 | */ |
3191 | extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives( |
3192 | SDL_GPURenderPass *render_pass, |
3193 | Uint32 num_indices, |
3194 | Uint32 num_instances, |
3195 | Uint32 first_index, |
3196 | Sint32 vertex_offset, |
3197 | Uint32 first_instance); |
3198 | |
3199 | /** |
3200 | * Draws data using bound graphics state. |
3201 | * |
3202 | * You must not call this function before binding a graphics pipeline. |
3203 | * |
3204 | * Note that the `first_vertex` and `first_instance` parameters are NOT |
3205 | * compatible with built-in vertex/instance ID variables in shaders (for |
3206 | * example, SV_VertexID); GPU APIs and shader languages do not define these |
3207 | * built-in variables consistently, so if your shader depends on them, the |
3208 | * only way to keep behavior consistent and portable is to always pass 0 for |
3209 | * the correlating parameter in the draw calls. |
3210 | * |
3211 | * \param render_pass a render pass handle. |
3212 | * \param num_vertices the number of vertices to draw. |
3213 | * \param num_instances the number of instances that will be drawn. |
3214 | * \param first_vertex the index of the first vertex to draw. |
3215 | * \param first_instance the ID of the first instance to draw. |
3216 | * |
3217 | * \since This function is available since SDL 3.2.0. |
3218 | */ |
3219 | extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives( |
3220 | SDL_GPURenderPass *render_pass, |
3221 | Uint32 num_vertices, |
3222 | Uint32 num_instances, |
3223 | Uint32 first_vertex, |
3224 | Uint32 first_instance); |
3225 | |
3226 | /** |
3227 | * Draws data using bound graphics state and with draw parameters set from a |
3228 | * buffer. |
3229 | * |
3230 | * The buffer must consist of tightly-packed draw parameter sets that each |
3231 | * match the layout of SDL_GPUIndirectDrawCommand. You must not call this |
3232 | * function before binding a graphics pipeline. |
3233 | * |
3234 | * \param render_pass a render pass handle. |
3235 | * \param buffer a buffer containing draw parameters. |
3236 | * \param offset the offset to start reading from the draw buffer. |
3237 | * \param draw_count the number of draw parameter sets that should be read |
3238 | * from the draw buffer. |
3239 | * |
3240 | * \since This function is available since SDL 3.2.0. |
3241 | */ |
3242 | extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect( |
3243 | SDL_GPURenderPass *render_pass, |
3244 | SDL_GPUBuffer *buffer, |
3245 | Uint32 offset, |
3246 | Uint32 draw_count); |
3247 | |
3248 | /** |
3249 | * Draws data using bound graphics state with an index buffer enabled and with |
3250 | * draw parameters set from a buffer. |
3251 | * |
3252 | * The buffer must consist of tightly-packed draw parameter sets that each |
3253 | * match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call |
3254 | * this function before binding a graphics pipeline. |
3255 | * |
3256 | * \param render_pass a render pass handle. |
3257 | * \param buffer a buffer containing draw parameters. |
3258 | * \param offset the offset to start reading from the draw buffer. |
3259 | * \param draw_count the number of draw parameter sets that should be read |
3260 | * from the draw buffer. |
3261 | * |
3262 | * \since This function is available since SDL 3.2.0. |
3263 | */ |
3264 | extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect( |
3265 | SDL_GPURenderPass *render_pass, |
3266 | SDL_GPUBuffer *buffer, |
3267 | Uint32 offset, |
3268 | Uint32 draw_count); |
3269 | |
3270 | /** |
3271 | * Ends the given render pass. |
3272 | * |
3273 | * All bound graphics state on the render pass command buffer is unset. The |
3274 | * render pass handle is now invalid. |
3275 | * |
3276 | * \param render_pass a render pass handle. |
3277 | * |
3278 | * \since This function is available since SDL 3.2.0. |
3279 | */ |
3280 | extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass( |
3281 | SDL_GPURenderPass *render_pass); |
3282 | |
3283 | /* Compute Pass */ |
3284 | |
3285 | /** |
3286 | * Begins a compute pass on a command buffer. |
3287 | * |
3288 | * A compute pass is defined by a set of texture subresources and buffers that |
3289 | * may be written to by compute pipelines. These textures and buffers must |
3290 | * have been created with the COMPUTE_STORAGE_WRITE bit or the |
3291 | * COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture |
3292 | * with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the |
3293 | * texture in the compute pass. All operations related to compute pipelines |
3294 | * must take place inside of a compute pass. You must not begin another |
3295 | * compute pass, or a render pass or copy pass before ending the compute pass. |
3296 | * |
3297 | * A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT |
3298 | * implicitly synchronized. This means you may cause data races by both |
3299 | * reading and writing a resource region in a compute pass, or by writing |
3300 | * multiple times to a resource region. If your compute work depends on |
3301 | * reading the completed output from a previous dispatch, you MUST end the |
3302 | * current compute pass and begin a new one before you can safely access the |
3303 | * data. Otherwise you will receive unexpected results. Reading and writing a |
3304 | * texture in the same compute pass is only supported by specific texture |
3305 | * formats. Make sure you check the format support! |
3306 | * |
3307 | * \param command_buffer a command buffer. |
3308 | * \param storage_texture_bindings an array of writeable storage texture |
3309 | * binding structs. |
3310 | * \param num_storage_texture_bindings the number of storage textures to bind |
3311 | * from the array. |
3312 | * \param storage_buffer_bindings an array of writeable storage buffer binding |
3313 | * structs. |
3314 | * \param num_storage_buffer_bindings the number of storage buffers to bind |
3315 | * from the array. |
3316 | * \returns a compute pass handle. |
3317 | * |
3318 | * \since This function is available since SDL 3.2.0. |
3319 | * |
3320 | * \sa SDL_EndGPUComputePass |
3321 | */ |
3322 | extern SDL_DECLSPEC SDL_GPUComputePass * SDLCALL SDL_BeginGPUComputePass( |
3323 | SDL_GPUCommandBuffer *command_buffer, |
3324 | const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings, |
3325 | Uint32 num_storage_texture_bindings, |
3326 | const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings, |
3327 | Uint32 num_storage_buffer_bindings); |
3328 | |
3329 | /** |
3330 | * Binds a compute pipeline on a command buffer for use in compute dispatch. |
3331 | * |
3332 | * \param compute_pass a compute pass handle. |
3333 | * \param compute_pipeline a compute pipeline to bind. |
3334 | * |
3335 | * \since This function is available since SDL 3.2.0. |
3336 | */ |
3337 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline( |
3338 | SDL_GPUComputePass *compute_pass, |
3339 | SDL_GPUComputePipeline *compute_pipeline); |
3340 | |
3341 | /** |
3342 | * Binds texture-sampler pairs for use on the compute shader. |
3343 | * |
3344 | * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. |
3345 | * |
3346 | * Be sure your shader is set up according to the requirements documented in |
3347 | * SDL_CreateGPUShader(). |
3348 | * |
3349 | * \param compute_pass a compute pass handle. |
3350 | * \param first_slot the compute sampler slot to begin binding from. |
3351 | * \param texture_sampler_bindings an array of texture-sampler binding |
3352 | * structs. |
3353 | * \param num_bindings the number of texture-sampler bindings to bind from the |
3354 | * array. |
3355 | * |
3356 | * \since This function is available since SDL 3.2.0. |
3357 | * |
3358 | * \sa SDL_CreateGPUShader |
3359 | */ |
3360 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers( |
3361 | SDL_GPUComputePass *compute_pass, |
3362 | Uint32 first_slot, |
3363 | const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, |
3364 | Uint32 num_bindings); |
3365 | |
3366 | /** |
3367 | * Binds storage textures as readonly for use on the compute pipeline. |
3368 | * |
3369 | * These textures must have been created with |
3370 | * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ. |
3371 | * |
3372 | * Be sure your shader is set up according to the requirements documented in |
3373 | * SDL_CreateGPUShader(). |
3374 | * |
3375 | * \param compute_pass a compute pass handle. |
3376 | * \param first_slot the compute storage texture slot to begin binding from. |
3377 | * \param storage_textures an array of storage textures. |
3378 | * \param num_bindings the number of storage textures to bind from the array. |
3379 | * |
3380 | * \since This function is available since SDL 3.2.0. |
3381 | * |
3382 | * \sa SDL_CreateGPUShader |
3383 | */ |
3384 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures( |
3385 | SDL_GPUComputePass *compute_pass, |
3386 | Uint32 first_slot, |
3387 | SDL_GPUTexture *const *storage_textures, |
3388 | Uint32 num_bindings); |
3389 | |
3390 | /** |
3391 | * Binds storage buffers as readonly for use on the compute pipeline. |
3392 | * |
3393 | * These buffers must have been created with |
3394 | * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ. |
3395 | * |
3396 | * Be sure your shader is set up according to the requirements documented in |
3397 | * SDL_CreateGPUShader(). |
3398 | * |
3399 | * \param compute_pass a compute pass handle. |
3400 | * \param first_slot the compute storage buffer slot to begin binding from. |
3401 | * \param storage_buffers an array of storage buffer binding structs. |
3402 | * \param num_bindings the number of storage buffers to bind from the array. |
3403 | * |
3404 | * \since This function is available since SDL 3.2.0. |
3405 | * |
3406 | * \sa SDL_CreateGPUShader |
3407 | */ |
3408 | extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers( |
3409 | SDL_GPUComputePass *compute_pass, |
3410 | Uint32 first_slot, |
3411 | SDL_GPUBuffer *const *storage_buffers, |
3412 | Uint32 num_bindings); |
3413 | |
3414 | /** |
3415 | * Dispatches compute work. |
3416 | * |
3417 | * You must not call this function before binding a compute pipeline. |
3418 | * |
3419 | * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and |
3420 | * the dispatches write to the same resource region as each other, there is no |
3421 | * guarantee of which order the writes will occur. If the write order matters, |
3422 | * you MUST end the compute pass and begin another one. |
3423 | * |
3424 | * \param compute_pass a compute pass handle. |
3425 | * \param groupcount_x number of local workgroups to dispatch in the X |
3426 | * dimension. |
3427 | * \param groupcount_y number of local workgroups to dispatch in the Y |
3428 | * dimension. |
3429 | * \param groupcount_z number of local workgroups to dispatch in the Z |
3430 | * dimension. |
3431 | * |
3432 | * \since This function is available since SDL 3.2.0. |
3433 | */ |
3434 | extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute( |
3435 | SDL_GPUComputePass *compute_pass, |
3436 | Uint32 groupcount_x, |
3437 | Uint32 groupcount_y, |
3438 | Uint32 groupcount_z); |
3439 | |
3440 | /** |
3441 | * Dispatches compute work with parameters set from a buffer. |
3442 | * |
3443 | * The buffer layout should match the layout of |
3444 | * SDL_GPUIndirectDispatchCommand. You must not call this function before |
3445 | * binding a compute pipeline. |
3446 | * |
3447 | * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and |
3448 | * the dispatches write to the same resource region as each other, there is no |
3449 | * guarantee of which order the writes will occur. If the write order matters, |
3450 | * you MUST end the compute pass and begin another one. |
3451 | * |
3452 | * \param compute_pass a compute pass handle. |
3453 | * \param buffer a buffer containing dispatch parameters. |
3454 | * \param offset the offset to start reading from the dispatch buffer. |
3455 | * |
3456 | * \since This function is available since SDL 3.2.0. |
3457 | */ |
3458 | extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect( |
3459 | SDL_GPUComputePass *compute_pass, |
3460 | SDL_GPUBuffer *buffer, |
3461 | Uint32 offset); |
3462 | |
3463 | /** |
3464 | * Ends the current compute pass. |
3465 | * |
3466 | * All bound compute state on the command buffer is unset. The compute pass |
3467 | * handle is now invalid. |
3468 | * |
3469 | * \param compute_pass a compute pass handle. |
3470 | * |
3471 | * \since This function is available since SDL 3.2.0. |
3472 | */ |
3473 | extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass( |
3474 | SDL_GPUComputePass *compute_pass); |
3475 | |
3476 | /* TransferBuffer Data */ |
3477 | |
3478 | /** |
3479 | * Maps a transfer buffer into application address space. |
3480 | * |
3481 | * You must unmap the transfer buffer before encoding upload commands. The |
3482 | * memory is owned by the graphics driver - do NOT call SDL_free() on the |
3483 | * returned pointer. |
3484 | * |
3485 | * \param device a GPU context. |
3486 | * \param transfer_buffer a transfer buffer. |
3487 | * \param cycle if true, cycles the transfer buffer if it is already bound. |
3488 | * \returns the address of the mapped transfer buffer memory, or NULL on |
3489 | * failure; call SDL_GetError() for more information. |
3490 | * |
3491 | * \since This function is available since SDL 3.2.0. |
3492 | */ |
3493 | extern SDL_DECLSPEC void * SDLCALL SDL_MapGPUTransferBuffer( |
3494 | SDL_GPUDevice *device, |
3495 | SDL_GPUTransferBuffer *transfer_buffer, |
3496 | bool cycle); |
3497 | |
3498 | /** |
3499 | * Unmaps a previously mapped transfer buffer. |
3500 | * |
3501 | * \param device a GPU context. |
3502 | * \param transfer_buffer a previously mapped transfer buffer. |
3503 | * |
3504 | * \since This function is available since SDL 3.2.0. |
3505 | */ |
3506 | extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer( |
3507 | SDL_GPUDevice *device, |
3508 | SDL_GPUTransferBuffer *transfer_buffer); |
3509 | |
3510 | /* Copy Pass */ |
3511 | |
3512 | /** |
3513 | * Begins a copy pass on a command buffer. |
3514 | * |
3515 | * All operations related to copying to or from buffers or textures take place |
3516 | * inside a copy pass. You must not begin another copy pass, or a render pass |
3517 | * or compute pass before ending the copy pass. |
3518 | * |
3519 | * \param command_buffer a command buffer. |
3520 | * \returns a copy pass handle. |
3521 | * |
3522 | * \since This function is available since SDL 3.2.0. |
3523 | */ |
3524 | extern SDL_DECLSPEC SDL_GPUCopyPass * SDLCALL SDL_BeginGPUCopyPass( |
3525 | SDL_GPUCommandBuffer *command_buffer); |
3526 | |
3527 | /** |
3528 | * Uploads data from a transfer buffer to a texture. |
3529 | * |
3530 | * The upload occurs on the GPU timeline. You may assume that the upload has |
3531 | * finished in subsequent commands. |
3532 | * |
3533 | * You must align the data in the transfer buffer to a multiple of the texel |
3534 | * size of the texture format. |
3535 | * |
3536 | * \param copy_pass a copy pass handle. |
3537 | * \param source the source transfer buffer with image layout information. |
3538 | * \param destination the destination texture region. |
3539 | * \param cycle if true, cycles the texture if the texture is bound, otherwise |
3540 | * overwrites the data. |
3541 | * |
3542 | * \since This function is available since SDL 3.2.0. |
3543 | */ |
3544 | extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture( |
3545 | SDL_GPUCopyPass *copy_pass, |
3546 | const SDL_GPUTextureTransferInfo *source, |
3547 | const SDL_GPUTextureRegion *destination, |
3548 | bool cycle); |
3549 | |
3550 | /** |
3551 | * Uploads data from a transfer buffer to a buffer. |
3552 | * |
3553 | * The upload occurs on the GPU timeline. You may assume that the upload has |
3554 | * finished in subsequent commands. |
3555 | * |
3556 | * \param copy_pass a copy pass handle. |
3557 | * \param source the source transfer buffer with offset. |
3558 | * \param destination the destination buffer with offset and size. |
3559 | * \param cycle if true, cycles the buffer if it is already bound, otherwise |
3560 | * overwrites the data. |
3561 | * |
3562 | * \since This function is available since SDL 3.2.0. |
3563 | */ |
3564 | extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer( |
3565 | SDL_GPUCopyPass *copy_pass, |
3566 | const SDL_GPUTransferBufferLocation *source, |
3567 | const SDL_GPUBufferRegion *destination, |
3568 | bool cycle); |
3569 | |
3570 | /** |
3571 | * Performs a texture-to-texture copy. |
3572 | * |
3573 | * This copy occurs on the GPU timeline. You may assume the copy has finished |
3574 | * in subsequent commands. |
3575 | * |
3576 | * \param copy_pass a copy pass handle. |
3577 | * \param source a source texture region. |
3578 | * \param destination a destination texture region. |
3579 | * \param w the width of the region to copy. |
3580 | * \param h the height of the region to copy. |
3581 | * \param d the depth of the region to copy. |
3582 | * \param cycle if true, cycles the destination texture if the destination |
3583 | * texture is bound, otherwise overwrites the data. |
3584 | * |
3585 | * \since This function is available since SDL 3.2.0. |
3586 | */ |
3587 | extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture( |
3588 | SDL_GPUCopyPass *copy_pass, |
3589 | const SDL_GPUTextureLocation *source, |
3590 | const SDL_GPUTextureLocation *destination, |
3591 | Uint32 w, |
3592 | Uint32 h, |
3593 | Uint32 d, |
3594 | bool cycle); |
3595 | |
3596 | /** |
3597 | * Performs a buffer-to-buffer copy. |
3598 | * |
3599 | * This copy occurs on the GPU timeline. You may assume the copy has finished |
3600 | * in subsequent commands. |
3601 | * |
3602 | * \param copy_pass a copy pass handle. |
3603 | * \param source the buffer and offset to copy from. |
3604 | * \param destination the buffer and offset to copy to. |
3605 | * \param size the length of the buffer to copy. |
3606 | * \param cycle if true, cycles the destination buffer if it is already bound, |
3607 | * otherwise overwrites the data. |
3608 | * |
3609 | * \since This function is available since SDL 3.2.0. |
3610 | */ |
3611 | extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer( |
3612 | SDL_GPUCopyPass *copy_pass, |
3613 | const SDL_GPUBufferLocation *source, |
3614 | const SDL_GPUBufferLocation *destination, |
3615 | Uint32 size, |
3616 | bool cycle); |
3617 | |
3618 | /** |
3619 | * Copies data from a texture to a transfer buffer on the GPU timeline. |
3620 | * |
3621 | * This data is not guaranteed to be copied until the command buffer fence is |
3622 | * signaled. |
3623 | * |
3624 | * \param copy_pass a copy pass handle. |
3625 | * \param source the source texture region. |
3626 | * \param destination the destination transfer buffer with image layout |
3627 | * information. |
3628 | * |
3629 | * \since This function is available since SDL 3.2.0. |
3630 | */ |
3631 | extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture( |
3632 | SDL_GPUCopyPass *copy_pass, |
3633 | const SDL_GPUTextureRegion *source, |
3634 | const SDL_GPUTextureTransferInfo *destination); |
3635 | |
3636 | /** |
3637 | * Copies data from a buffer to a transfer buffer on the GPU timeline. |
3638 | * |
3639 | * This data is not guaranteed to be copied until the command buffer fence is |
3640 | * signaled. |
3641 | * |
3642 | * \param copy_pass a copy pass handle. |
3643 | * \param source the source buffer with offset and size. |
3644 | * \param destination the destination transfer buffer with offset. |
3645 | * |
3646 | * \since This function is available since SDL 3.2.0. |
3647 | */ |
3648 | extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer( |
3649 | SDL_GPUCopyPass *copy_pass, |
3650 | const SDL_GPUBufferRegion *source, |
3651 | const SDL_GPUTransferBufferLocation *destination); |
3652 | |
3653 | /** |
3654 | * Ends the current copy pass. |
3655 | * |
3656 | * \param copy_pass a copy pass handle. |
3657 | * |
3658 | * \since This function is available since SDL 3.2.0. |
3659 | */ |
3660 | extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass( |
3661 | SDL_GPUCopyPass *copy_pass); |
3662 | |
3663 | /** |
3664 | * Generates mipmaps for the given texture. |
3665 | * |
3666 | * This function must not be called inside of any pass. |
3667 | * |
3668 | * \param command_buffer a command_buffer. |
3669 | * \param texture a texture with more than 1 mip level. |
3670 | * |
3671 | * \since This function is available since SDL 3.2.0. |
3672 | */ |
3673 | extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture( |
3674 | SDL_GPUCommandBuffer *command_buffer, |
3675 | SDL_GPUTexture *texture); |
3676 | |
3677 | /** |
3678 | * Blits from a source texture region to a destination texture region. |
3679 | * |
3680 | * This function must not be called inside of any pass. |
3681 | * |
3682 | * \param command_buffer a command buffer. |
3683 | * \param info the blit info struct containing the blit parameters. |
3684 | * |
3685 | * \since This function is available since SDL 3.2.0. |
3686 | */ |
3687 | extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture( |
3688 | SDL_GPUCommandBuffer *command_buffer, |
3689 | const SDL_GPUBlitInfo *info); |
3690 | |
3691 | /* Submission/Presentation */ |
3692 | |
3693 | /** |
3694 | * Determines whether a swapchain composition is supported by the window. |
3695 | * |
3696 | * The window must be claimed before calling this function. |
3697 | * |
3698 | * \param device a GPU context. |
3699 | * \param window an SDL_Window. |
3700 | * \param swapchain_composition the swapchain composition to check. |
3701 | * \returns true if supported, false if unsupported. |
3702 | * |
3703 | * \since This function is available since SDL 3.2.0. |
3704 | * |
3705 | * \sa SDL_ClaimWindowForGPUDevice |
3706 | */ |
3707 | extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition( |
3708 | SDL_GPUDevice *device, |
3709 | SDL_Window *window, |
3710 | SDL_GPUSwapchainComposition swapchain_composition); |
3711 | |
3712 | /** |
3713 | * Determines whether a presentation mode is supported by the window. |
3714 | * |
3715 | * The window must be claimed before calling this function. |
3716 | * |
3717 | * \param device a GPU context. |
3718 | * \param window an SDL_Window. |
3719 | * \param present_mode the presentation mode to check. |
3720 | * \returns true if supported, false if unsupported. |
3721 | * |
3722 | * \since This function is available since SDL 3.2.0. |
3723 | * |
3724 | * \sa SDL_ClaimWindowForGPUDevice |
3725 | */ |
3726 | extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode( |
3727 | SDL_GPUDevice *device, |
3728 | SDL_Window *window, |
3729 | SDL_GPUPresentMode present_mode); |
3730 | |
3731 | /** |
3732 | * Claims a window, creating a swapchain structure for it. |
3733 | * |
3734 | * This must be called before SDL_AcquireGPUSwapchainTexture is called using |
3735 | * the window. You should only call this function from the thread that created |
3736 | * the window. |
3737 | * |
3738 | * The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and |
3739 | * SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain |
3740 | * parameters, you must call SDL_SetGPUSwapchainParameters after claiming the |
3741 | * window. |
3742 | * |
3743 | * \param device a GPU context. |
3744 | * \param window an SDL_Window. |
3745 | * \returns true on success, or false on failure; call SDL_GetError() for more |
3746 | * information. |
3747 | * |
3748 | * \threadsafety This function should only be called from the thread that |
3749 | * created the window. |
3750 | * |
3751 | * \since This function is available since SDL 3.2.0. |
3752 | * |
3753 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture |
3754 | * \sa SDL_ReleaseWindowFromGPUDevice |
3755 | * \sa SDL_WindowSupportsGPUPresentMode |
3756 | * \sa SDL_WindowSupportsGPUSwapchainComposition |
3757 | */ |
3758 | extern SDL_DECLSPEC bool SDLCALL SDL_ClaimWindowForGPUDevice( |
3759 | SDL_GPUDevice *device, |
3760 | SDL_Window *window); |
3761 | |
3762 | /** |
3763 | * Unclaims a window, destroying its swapchain structure. |
3764 | * |
3765 | * \param device a GPU context. |
3766 | * \param window an SDL_Window that has been claimed. |
3767 | * |
3768 | * \since This function is available since SDL 3.2.0. |
3769 | * |
3770 | * \sa SDL_ClaimWindowForGPUDevice |
3771 | */ |
3772 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice( |
3773 | SDL_GPUDevice *device, |
3774 | SDL_Window *window); |
3775 | |
3776 | /** |
3777 | * Changes the swapchain parameters for the given claimed window. |
3778 | * |
3779 | * This function will fail if the requested present mode or swapchain |
3780 | * composition are unsupported by the device. Check if the parameters are |
3781 | * supported via SDL_WindowSupportsGPUPresentMode / |
3782 | * SDL_WindowSupportsGPUSwapchainComposition prior to calling this function. |
3783 | * |
3784 | * SDL_GPU_PRESENTMODE_VSYNC and SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always |
3785 | * supported. |
3786 | * |
3787 | * \param device a GPU context. |
3788 | * \param window an SDL_Window that has been claimed. |
3789 | * \param swapchain_composition the desired composition of the swapchain. |
3790 | * \param present_mode the desired present mode for the swapchain. |
3791 | * \returns true if successful, false on error; call SDL_GetError() for more |
3792 | * information. |
3793 | * |
3794 | * \since This function is available since SDL 3.2.0. |
3795 | * |
3796 | * \sa SDL_WindowSupportsGPUPresentMode |
3797 | * \sa SDL_WindowSupportsGPUSwapchainComposition |
3798 | */ |
3799 | extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters( |
3800 | SDL_GPUDevice *device, |
3801 | SDL_Window *window, |
3802 | SDL_GPUSwapchainComposition swapchain_composition, |
3803 | SDL_GPUPresentMode present_mode); |
3804 | |
3805 | /** |
3806 | * Configures the maximum allowed number of frames in flight. |
3807 | * |
3808 | * The default value when the device is created is 2. This means that after |
3809 | * you have submitted 2 frames for presentation, if the GPU has not finished |
3810 | * working on the first frame, SDL_AcquireGPUSwapchainTexture() will fill the |
3811 | * swapchain texture pointer with NULL, and |
3812 | * SDL_WaitAndAcquireGPUSwapchainTexture() will block. |
3813 | * |
3814 | * Higher values increase throughput at the expense of visual latency. Lower |
3815 | * values decrease visual latency at the expense of throughput. |
3816 | * |
3817 | * Note that calling this function will stall and flush the command queue to |
3818 | * prevent synchronization issues. |
3819 | * |
3820 | * The minimum value of allowed frames in flight is 1, and the maximum is 3. |
3821 | * |
3822 | * \param device a GPU context. |
3823 | * \param allowed_frames_in_flight the maximum number of frames that can be |
3824 | * pending on the GPU. |
3825 | * \returns true if successful, false on error; call SDL_GetError() for more |
3826 | * information. |
3827 | * |
3828 | * \since This function is available since SDL 3.2.0. |
3829 | */ |
3830 | extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUAllowedFramesInFlight( |
3831 | SDL_GPUDevice *device, |
3832 | Uint32 allowed_frames_in_flight); |
3833 | |
3834 | /** |
3835 | * Obtains the texture format of the swapchain for the given window. |
3836 | * |
3837 | * Note that this format can change if the swapchain parameters change. |
3838 | * |
3839 | * \param device a GPU context. |
3840 | * \param window an SDL_Window that has been claimed. |
3841 | * \returns the texture format of the swapchain. |
3842 | * |
3843 | * \since This function is available since SDL 3.2.0. |
3844 | */ |
3845 | extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureFormat( |
3846 | SDL_GPUDevice *device, |
3847 | SDL_Window *window); |
3848 | |
3849 | /** |
3850 | * Acquire a texture to use in presentation. |
3851 | * |
3852 | * When a swapchain texture is acquired on a command buffer, it will |
3853 | * automatically be submitted for presentation when the command buffer is |
3854 | * submitted. The swapchain texture should only be referenced by the command |
3855 | * buffer used to acquire it. |
3856 | * |
3857 | * This function will fill the swapchain texture handle with NULL if too many |
3858 | * frames are in flight. This is not an error. |
3859 | * |
3860 | * If you use this function, it is possible to create a situation where many |
3861 | * command buffers are allocated while the rendering context waits for the GPU |
3862 | * to catch up, which will cause memory usage to grow. You should use |
3863 | * SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing |
3864 | * with timing. |
3865 | * |
3866 | * The swapchain texture is managed by the implementation and must not be |
3867 | * freed by the user. You MUST NOT call this function from any thread other |
3868 | * than the one that created the window. |
3869 | * |
3870 | * \param command_buffer a command buffer. |
3871 | * \param window a window that has been claimed. |
3872 | * \param swapchain_texture a pointer filled in with a swapchain texture |
3873 | * handle. |
3874 | * \param swapchain_texture_width a pointer filled in with the swapchain |
3875 | * texture width, may be NULL. |
3876 | * \param swapchain_texture_height a pointer filled in with the swapchain |
3877 | * texture height, may be NULL. |
3878 | * \returns true on success, false on error; call SDL_GetError() for more |
3879 | * information. |
3880 | * |
3881 | * \threadsafety This function should only be called from the thread that |
3882 | * created the window. |
3883 | * |
3884 | * \since This function is available since SDL 3.2.0. |
3885 | * |
3886 | * \sa SDL_ClaimWindowForGPUDevice |
3887 | * \sa SDL_SubmitGPUCommandBuffer |
3888 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence |
3889 | * \sa SDL_CancelGPUCommandBuffer |
3890 | * \sa SDL_GetWindowSizeInPixels |
3891 | * \sa SDL_WaitForGPUSwapchain |
3892 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture |
3893 | * \sa SDL_SetGPUAllowedFramesInFlight |
3894 | */ |
3895 | extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture( |
3896 | SDL_GPUCommandBuffer *command_buffer, |
3897 | SDL_Window *window, |
3898 | SDL_GPUTexture **swapchain_texture, |
3899 | Uint32 *swapchain_texture_width, |
3900 | Uint32 *swapchain_texture_height); |
3901 | |
3902 | /** |
3903 | * Blocks the thread until a swapchain texture is available to be acquired. |
3904 | * |
3905 | * \param device a GPU context. |
3906 | * \param window a window that has been claimed. |
3907 | * \returns true on success, false on failure; call SDL_GetError() for more |
3908 | * information. |
3909 | * |
3910 | * \threadsafety This function should only be called from the thread that |
3911 | * created the window. |
3912 | * |
3913 | * \since This function is available since SDL 3.2.0. |
3914 | * |
3915 | * \sa SDL_AcquireGPUSwapchainTexture |
3916 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture |
3917 | * \sa SDL_SetGPUAllowedFramesInFlight |
3918 | */ |
3919 | extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUSwapchain( |
3920 | SDL_GPUDevice *device, |
3921 | SDL_Window *window); |
3922 | |
3923 | /** |
3924 | * Blocks the thread until a swapchain texture is available to be acquired, |
3925 | * and then acquires it. |
3926 | * |
3927 | * When a swapchain texture is acquired on a command buffer, it will |
3928 | * automatically be submitted for presentation when the command buffer is |
3929 | * submitted. The swapchain texture should only be referenced by the command |
3930 | * buffer used to acquire it. It is an error to call |
3931 | * SDL_CancelGPUCommandBuffer() after a swapchain texture is acquired. |
3932 | * |
3933 | * This function can fill the swapchain texture handle with NULL in certain |
3934 | * cases, for example if the window is minimized. This is not an error. You |
3935 | * should always make sure to check whether the pointer is NULL before |
3936 | * actually using it. |
3937 | * |
3938 | * The swapchain texture is managed by the implementation and must not be |
3939 | * freed by the user. You MUST NOT call this function from any thread other |
3940 | * than the one that created the window. |
3941 | * |
3942 | * The swapchain texture is write-only and cannot be used as a sampler or for |
3943 | * another reading operation. |
3944 | * |
3945 | * \param command_buffer a command buffer. |
3946 | * \param window a window that has been claimed. |
3947 | * \param swapchain_texture a pointer filled in with a swapchain texture |
3948 | * handle. |
3949 | * \param swapchain_texture_width a pointer filled in with the swapchain |
3950 | * texture width, may be NULL. |
3951 | * \param swapchain_texture_height a pointer filled in with the swapchain |
3952 | * texture height, may be NULL. |
3953 | * \returns true on success, false on error; call SDL_GetError() for more |
3954 | * information. |
3955 | * |
3956 | * \threadsafety This function should only be called from the thread that |
3957 | * created the window. |
3958 | * |
3959 | * \since This function is available since SDL 3.2.0. |
3960 | * |
3961 | * \sa SDL_SubmitGPUCommandBuffer |
3962 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence |
3963 | * \sa SDL_AcquireGPUSwapchainTexture |
3964 | */ |
3965 | extern SDL_DECLSPEC bool SDLCALL SDL_WaitAndAcquireGPUSwapchainTexture( |
3966 | SDL_GPUCommandBuffer *command_buffer, |
3967 | SDL_Window *window, |
3968 | SDL_GPUTexture **swapchain_texture, |
3969 | Uint32 *swapchain_texture_width, |
3970 | Uint32 *swapchain_texture_height); |
3971 | |
3972 | /** |
3973 | * Submits a command buffer so its commands can be processed on the GPU. |
3974 | * |
3975 | * It is invalid to use the command buffer after this is called. |
3976 | * |
3977 | * This must be called from the thread the command buffer was acquired on. |
3978 | * |
3979 | * All commands in the submission are guaranteed to begin executing before any |
3980 | * command in a subsequent submission begins executing. |
3981 | * |
3982 | * \param command_buffer a command buffer. |
3983 | * \returns true on success, false on failure; call SDL_GetError() for more |
3984 | * information. |
3985 | * |
3986 | * \since This function is available since SDL 3.2.0. |
3987 | * |
3988 | * \sa SDL_AcquireGPUCommandBuffer |
3989 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture |
3990 | * \sa SDL_AcquireGPUSwapchainTexture |
3991 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence |
3992 | */ |
3993 | extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer( |
3994 | SDL_GPUCommandBuffer *command_buffer); |
3995 | |
3996 | /** |
3997 | * Submits a command buffer so its commands can be processed on the GPU, and |
3998 | * acquires a fence associated with the command buffer. |
3999 | * |
4000 | * You must release this fence when it is no longer needed or it will cause a |
4001 | * leak. It is invalid to use the command buffer after this is called. |
4002 | * |
4003 | * This must be called from the thread the command buffer was acquired on. |
4004 | * |
4005 | * All commands in the submission are guaranteed to begin executing before any |
4006 | * command in a subsequent submission begins executing. |
4007 | * |
4008 | * \param command_buffer a command buffer. |
4009 | * \returns a fence associated with the command buffer, or NULL on failure; |
4010 | * call SDL_GetError() for more information. |
4011 | * |
4012 | * \since This function is available since SDL 3.2.0. |
4013 | * |
4014 | * \sa SDL_AcquireGPUCommandBuffer |
4015 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture |
4016 | * \sa SDL_AcquireGPUSwapchainTexture |
4017 | * \sa SDL_SubmitGPUCommandBuffer |
4018 | * \sa SDL_ReleaseGPUFence |
4019 | */ |
4020 | extern SDL_DECLSPEC SDL_GPUFence * SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFence( |
4021 | SDL_GPUCommandBuffer *command_buffer); |
4022 | |
4023 | /** |
4024 | * Cancels a command buffer. |
4025 | * |
4026 | * None of the enqueued commands are executed. |
4027 | * |
4028 | * It is an error to call this function after a swapchain texture has been |
4029 | * acquired. |
4030 | * |
4031 | * This must be called from the thread the command buffer was acquired on. |
4032 | * |
4033 | * You must not reference the command buffer after calling this function. |
4034 | * |
4035 | * \param command_buffer a command buffer. |
4036 | * \returns true on success, false on error; call SDL_GetError() for more |
4037 | * information. |
4038 | * |
4039 | * \since This function is available since SDL 3.2.0. |
4040 | * |
4041 | * \sa SDL_WaitAndAcquireGPUSwapchainTexture |
4042 | * \sa SDL_AcquireGPUCommandBuffer |
4043 | * \sa SDL_AcquireGPUSwapchainTexture |
4044 | */ |
4045 | extern SDL_DECLSPEC bool SDLCALL SDL_CancelGPUCommandBuffer( |
4046 | SDL_GPUCommandBuffer *command_buffer); |
4047 | |
4048 | /** |
4049 | * Blocks the thread until the GPU is completely idle. |
4050 | * |
4051 | * \param device a GPU context. |
4052 | * \returns true on success, false on failure; call SDL_GetError() for more |
4053 | * information. |
4054 | * |
4055 | * \since This function is available since SDL 3.2.0. |
4056 | * |
4057 | * \sa SDL_WaitForGPUFences |
4058 | */ |
4059 | extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle( |
4060 | SDL_GPUDevice *device); |
4061 | |
4062 | /** |
4063 | * Blocks the thread until the given fences are signaled. |
4064 | * |
4065 | * \param device a GPU context. |
4066 | * \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all |
4067 | * fences to be signaled. |
4068 | * \param fences an array of fences to wait on. |
4069 | * \param num_fences the number of fences in the fences array. |
4070 | * \returns true on success, false on failure; call SDL_GetError() for more |
4071 | * information. |
4072 | * |
4073 | * \since This function is available since SDL 3.2.0. |
4074 | * |
4075 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence |
4076 | * \sa SDL_WaitForGPUIdle |
4077 | */ |
4078 | extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences( |
4079 | SDL_GPUDevice *device, |
4080 | bool wait_all, |
4081 | SDL_GPUFence *const *fences, |
4082 | Uint32 num_fences); |
4083 | |
4084 | /** |
4085 | * Checks the status of a fence. |
4086 | * |
4087 | * \param device a GPU context. |
4088 | * \param fence a fence. |
4089 | * \returns true if the fence is signaled, false if it is not. |
4090 | * |
4091 | * \since This function is available since SDL 3.2.0. |
4092 | * |
4093 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence |
4094 | */ |
4095 | extern SDL_DECLSPEC bool SDLCALL SDL_QueryGPUFence( |
4096 | SDL_GPUDevice *device, |
4097 | SDL_GPUFence *fence); |
4098 | |
4099 | /** |
4100 | * Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence. |
4101 | * |
4102 | * You must not reference the fence after calling this function. |
4103 | * |
4104 | * \param device a GPU context. |
4105 | * \param fence a fence. |
4106 | * |
4107 | * \since This function is available since SDL 3.2.0. |
4108 | * |
4109 | * \sa SDL_SubmitGPUCommandBufferAndAcquireFence |
4110 | */ |
4111 | extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence( |
4112 | SDL_GPUDevice *device, |
4113 | SDL_GPUFence *fence); |
4114 | |
4115 | /* Format Info */ |
4116 | |
4117 | /** |
4118 | * Obtains the texel block size for a texture format. |
4119 | * |
4120 | * \param format the texture format you want to know the texel size of. |
4121 | * \returns the texel block size of the texture format. |
4122 | * |
4123 | * \since This function is available since SDL 3.2.0. |
4124 | * |
4125 | * \sa SDL_UploadToGPUTexture |
4126 | */ |
4127 | extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize( |
4128 | SDL_GPUTextureFormat format); |
4129 | |
4130 | /** |
4131 | * Determines whether a texture format is supported for a given type and |
4132 | * usage. |
4133 | * |
4134 | * \param device a GPU context. |
4135 | * \param format the texture format to check. |
4136 | * \param type the type of texture (2D, 3D, Cube). |
4137 | * \param usage a bitmask of all usage scenarios to check. |
4138 | * \returns whether the texture format is supported for this type and usage. |
4139 | * |
4140 | * \since This function is available since SDL 3.2.0. |
4141 | */ |
4142 | extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsFormat( |
4143 | SDL_GPUDevice *device, |
4144 | SDL_GPUTextureFormat format, |
4145 | SDL_GPUTextureType type, |
4146 | SDL_GPUTextureUsageFlags usage); |
4147 | |
4148 | /** |
4149 | * Determines if a sample count for a texture format is supported. |
4150 | * |
4151 | * \param device a GPU context. |
4152 | * \param format the texture format to check. |
4153 | * \param sample_count the sample count to check. |
4154 | * \returns whether the sample count is supported for this texture format. |
4155 | * |
4156 | * \since This function is available since SDL 3.2.0. |
4157 | */ |
4158 | extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsSampleCount( |
4159 | SDL_GPUDevice *device, |
4160 | SDL_GPUTextureFormat format, |
4161 | SDL_GPUSampleCount sample_count); |
4162 | |
4163 | /** |
4164 | * Calculate the size in bytes of a texture format with dimensions. |
4165 | * |
4166 | * \param format a texture format. |
4167 | * \param width width in pixels. |
4168 | * \param height height in pixels. |
4169 | * \param depth_or_layer_count depth for 3D textures or layer count otherwise. |
4170 | * \returns the size of a texture with this format and dimensions. |
4171 | * |
4172 | * \since This function is available since SDL 3.2.0. |
4173 | */ |
4174 | extern SDL_DECLSPEC Uint32 SDLCALL SDL_CalculateGPUTextureFormatSize( |
4175 | SDL_GPUTextureFormat format, |
4176 | Uint32 width, |
4177 | Uint32 height, |
4178 | Uint32 depth_or_layer_count); |
4179 | |
4180 | #ifdef SDL_PLATFORM_GDK |
4181 | |
4182 | /** |
4183 | * Call this to suspend GPU operation on Xbox when you receive the |
4184 | * SDL_EVENT_DID_ENTER_BACKGROUND event. |
4185 | * |
4186 | * Do NOT call any SDL_GPU functions after calling this function! This must |
4187 | * also be called before calling SDL_GDKSuspendComplete. |
4188 | * |
4189 | * \param device a GPU context. |
4190 | * |
4191 | * \since This function is available since SDL 3.2.0. |
4192 | * |
4193 | * \sa SDL_AddEventWatch |
4194 | */ |
4195 | extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device); |
4196 | |
4197 | /** |
4198 | * Call this to resume GPU operation on Xbox when you receive the |
4199 | * SDL_EVENT_WILL_ENTER_FOREGROUND event. |
4200 | * |
4201 | * When resuming, this function MUST be called before calling any other |
4202 | * SDL_GPU functions. |
4203 | * |
4204 | * \param device a GPU context. |
4205 | * |
4206 | * \since This function is available since SDL 3.2.0. |
4207 | * |
4208 | * \sa SDL_AddEventWatch |
4209 | */ |
4210 | extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device); |
4211 | |
4212 | #endif /* SDL_PLATFORM_GDK */ |
4213 | |
4214 | #ifdef __cplusplus |
4215 | } |
4216 | #endif /* __cplusplus */ |
4217 | #include <SDL3/SDL_close_code.h> |
4218 | |
4219 | #endif /* SDL_gpu_h_ */ |
4220 | |