SDL_CreateGPUDeviceWithProperties

Creates a GPU context.

These are the supported properties:

- SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN: enable debug mode properties and validations, defaults to true. - SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN: enable to prefer energy efficiency over maximum GPU performance, defaults to false. - SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING: the name of the GPU driver to use, if a specific one is desired.

These are the current shader format properties:

- SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN: The app is able to provide shaders for an NDA platform. - SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN: The app is able to provide SPIR-V shaders if applicable. - SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN: The app is able to provide DXBC shaders if applicable - SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN: The app is able to provide DXIL shaders if applicable. - SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN: The app is able to provide MSL shaders if applicable. - SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN: The app is able to provide Metal shader libraries if applicable.

With the D3D12 renderer:

- SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING: the prefix to use for all vertex semantics, default is "TEXCOORD".

extern (C) nothrow @nogc extern
SDL_CreateGPUDeviceWithProperties

Parameters

props SDL_PropertiesID

the properties to use.

Return Value

a GPU context on success or NULL on failure; call SDL_GetError() for more information.

See Also

Meta