- SDL_AcquireGPUCommandBuffer
SDL_GPUCommandBuffer* SDL_AcquireGPUCommandBuffer(SDL_GPUDevice* device)
Acquire a command buffer.
- SDL_AcquireGPUSwapchainTexture
bool SDL_AcquireGPUSwapchainTexture(SDL_GPUCommandBuffer* command_buffer, SDL_Window* window, SDL_GPUTexture** swapchain_texture, Uint32* swapchain_texture_width, Uint32* swapchain_texture_height)
Acquire a texture to use in presentation.
- SDL_BeginGPUComputePass
SDL_GPUComputePass* SDL_BeginGPUComputePass(SDL_GPUCommandBuffer* command_buffer, const(SDL_GPUStorageTextureReadWriteBinding)* storage_texture_bindings, Uint32 num_storage_texture_bindings, const(SDL_GPUStorageBufferReadWriteBinding)* storage_buffer_bindings, Uint32 num_storage_buffer_bindings)
Begins a compute pass on a command buffer.
- SDL_BeginGPUCopyPass
SDL_GPUCopyPass* SDL_BeginGPUCopyPass(SDL_GPUCommandBuffer* command_buffer)
Begins a copy pass on a command buffer.
- SDL_BeginGPURenderPass
SDL_GPURenderPass* SDL_BeginGPURenderPass(SDL_GPUCommandBuffer* command_buffer, const(SDL_GPUColorTargetInfo)* color_target_infos, Uint32 num_color_targets, const(SDL_GPUDepthStencilTargetInfo)* depth_stencil_target_info)
Begins a render pass on a command buffer.
- SDL_BindGPUComputePipeline
void SDL_BindGPUComputePipeline(SDL_GPUComputePass* compute_pass, SDL_GPUComputePipeline* compute_pipeline)
Binds a compute pipeline on a command buffer for use in compute dispatch.
- SDL_BindGPUComputeSamplers
void SDL_BindGPUComputeSamplers(SDL_GPUComputePass* compute_pass, Uint32 first_slot, const(SDL_GPUTextureSamplerBinding)* texture_sampler_bindings, Uint32 num_bindings)
Binds texture-sampler pairs for use on the compute shader.
- SDL_BindGPUComputeStorageBuffers
void SDL_BindGPUComputeStorageBuffers(SDL_GPUComputePass* compute_pass, Uint32 first_slot, const(SDL_GPUBuffer*)* storage_buffers, Uint32 num_bindings)
Binds storage buffers as readonly for use on the compute pipeline.
- SDL_BindGPUComputeStorageTextures
void SDL_BindGPUComputeStorageTextures(SDL_GPUComputePass* compute_pass, Uint32 first_slot, const(SDL_GPUTexture*)* storage_textures, Uint32 num_bindings)
Binds storage textures as readonly for use on the compute pipeline.
- SDL_BindGPUFragmentSamplers
void SDL_BindGPUFragmentSamplers(SDL_GPURenderPass* render_pass, Uint32 first_slot, const(SDL_GPUTextureSamplerBinding)* texture_sampler_bindings, Uint32 num_bindings)
Binds texture-sampler pairs for use on the fragment shader.
- SDL_BindGPUFragmentStorageBuffers
void SDL_BindGPUFragmentStorageBuffers(SDL_GPURenderPass* render_pass, Uint32 first_slot, const(SDL_GPUBuffer*)* storage_buffers, Uint32 num_bindings)
Binds storage buffers for use on the fragment shader.
- SDL_BindGPUFragmentStorageTextures
void SDL_BindGPUFragmentStorageTextures(SDL_GPURenderPass* render_pass, Uint32 first_slot, const(SDL_GPUTexture*)* storage_textures, Uint32 num_bindings)
Binds storage textures for use on the fragment shader.
- SDL_BindGPUGraphicsPipeline
void SDL_BindGPUGraphicsPipeline(SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* graphics_pipeline)
Binds a graphics pipeline on a render pass to be used in rendering.
- SDL_BindGPUIndexBuffer
void SDL_BindGPUIndexBuffer(SDL_GPURenderPass* render_pass, const(SDL_GPUBufferBinding)* binding, SDL_GPUIndexElementSize index_element_size)
Binds an index buffer on a command buffer for use with subsequent draw
calls.
- SDL_BindGPUVertexBuffers
void SDL_BindGPUVertexBuffers(SDL_GPURenderPass* render_pass, Uint32 first_slot, const(SDL_GPUBufferBinding)* bindings, Uint32 num_bindings)
Binds vertex buffers on a command buffer for use with subsequent draw
calls.
- SDL_BindGPUVertexSamplers
void SDL_BindGPUVertexSamplers(SDL_GPURenderPass* render_pass, Uint32 first_slot, const(SDL_GPUTextureSamplerBinding)* texture_sampler_bindings, Uint32 num_bindings)
Binds texture-sampler pairs for use on the vertex shader.
- SDL_BindGPUVertexStorageBuffers
void SDL_BindGPUVertexStorageBuffers(SDL_GPURenderPass* render_pass, Uint32 first_slot, const(SDL_GPUBuffer*)* storage_buffers, Uint32 num_bindings)
Binds storage buffers for use on the vertex shader.
- SDL_BindGPUVertexStorageTextures
void SDL_BindGPUVertexStorageTextures(SDL_GPURenderPass* render_pass, Uint32 first_slot, const(SDL_GPUTexture*)* storage_textures, Uint32 num_bindings)
Binds storage textures for use on the vertex shader.
- SDL_BlitGPUTexture
void SDL_BlitGPUTexture(SDL_GPUCommandBuffer* command_buffer, const(SDL_GPUBlitInfo)* info)
Blits from a source texture region to a destination texture region.
- SDL_CalculateGPUTextureFormatSize
Uint32 SDL_CalculateGPUTextureFormatSize(SDL_GPUTextureFormat format, Uint32 width, Uint32 height, Uint32 depth_or_layer_count)
Calculate the size in bytes of a texture format with dimensions.
- SDL_CancelGPUCommandBuffer
bool SDL_CancelGPUCommandBuffer(SDL_GPUCommandBuffer* command_buffer)
Cancels a command buffer.
- SDL_ClaimWindowForGPUDevice
bool SDL_ClaimWindowForGPUDevice(SDL_GPUDevice* device, SDL_Window* window)
Claims a window, creating a swapchain structure for it.
- SDL_CopyGPUBufferToBuffer
void SDL_CopyGPUBufferToBuffer(SDL_GPUCopyPass* copy_pass, const(SDL_GPUBufferLocation)* source, const(SDL_GPUBufferLocation)* destination, Uint32 size, bool cycle)
Performs a buffer-to-buffer copy.
- SDL_CopyGPUTextureToTexture
void SDL_CopyGPUTextureToTexture(SDL_GPUCopyPass* copy_pass, const(SDL_GPUTextureLocation)* source, const(SDL_GPUTextureLocation)* destination, Uint32 w, Uint32 h, Uint32 d, bool cycle)
Performs a texture-to-texture copy.
- SDL_CreateGPUBuffer
SDL_GPUBuffer* SDL_CreateGPUBuffer(SDL_GPUDevice* device, const(SDL_GPUBufferCreateInfo)* createinfo)
Creates a buffer object to be used in graphics or compute workflows.
- SDL_CreateGPUComputePipeline
SDL_GPUComputePipeline* SDL_CreateGPUComputePipeline(SDL_GPUDevice* device, const(SDL_GPUComputePipelineCreateInfo)* createinfo)
Creates a pipeline object to be used in a compute workflow.
- SDL_CreateGPUDevice
SDL_GPUDevice* SDL_CreateGPUDevice(SDL_GPUShaderFormat format_flags, bool debug_mode, const(char)* name)
- SDL_CreateGPUDeviceWithProperties
SDL_GPUDevice* SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
- SDL_CreateGPUGraphicsPipeline
SDL_GPUGraphicsPipeline* SDL_CreateGPUGraphicsPipeline(SDL_GPUDevice* device, const(SDL_GPUGraphicsPipelineCreateInfo)* createinfo)
Creates a pipeline object to be used in a graphics workflow.
- SDL_CreateGPUSampler
SDL_GPUSampler* SDL_CreateGPUSampler(SDL_GPUDevice* device, const(SDL_GPUSamplerCreateInfo)* createinfo)
Creates a sampler object to be used when binding textures in a graphics
workflow.
- SDL_CreateGPUShader
SDL_GPUShader* SDL_CreateGPUShader(SDL_GPUDevice* device, const(SDL_GPUShaderCreateInfo)* createinfo)
Creates a shader to be used when creating a graphics pipeline.
- SDL_CreateGPUTexture
SDL_GPUTexture* SDL_CreateGPUTexture(SDL_GPUDevice* device, const(SDL_GPUTextureCreateInfo)* createinfo)
Creates a texture object to be used in graphics or compute workflows.
- SDL_CreateGPUTransferBuffer
SDL_GPUTransferBuffer* SDL_CreateGPUTransferBuffer(SDL_GPUDevice* device, const(SDL_GPUTransferBufferCreateInfo)* createinfo)
Creates a transfer buffer to be used when uploading to or downloading from
graphics resources.
- SDL_DestroyGPUDevice
void SDL_DestroyGPUDevice(SDL_GPUDevice* device)
Destroys a GPU context previously returned by SDL_CreateGPUDevice.
- SDL_DispatchGPUCompute
void SDL_DispatchGPUCompute(SDL_GPUComputePass* compute_pass, Uint32 groupcount_x, Uint32 groupcount_y, Uint32 groupcount_z)
- SDL_DispatchGPUComputeIndirect
void SDL_DispatchGPUComputeIndirect(SDL_GPUComputePass* compute_pass, SDL_GPUBuffer* buffer, Uint32 offset)
Dispatches compute work with parameters set from a buffer.
- SDL_DownloadFromGPUBuffer
void SDL_DownloadFromGPUBuffer(SDL_GPUCopyPass* copy_pass, const(SDL_GPUBufferRegion)* source, const(SDL_GPUTransferBufferLocation)* destination)
Copies data from a buffer to a transfer buffer on the GPU timeline.
- SDL_DownloadFromGPUTexture
void SDL_DownloadFromGPUTexture(SDL_GPUCopyPass* copy_pass, const(SDL_GPUTextureRegion)* source, const(SDL_GPUTextureTransferInfo)* destination)
Copies data from a texture to a transfer buffer on the GPU timeline.
- SDL_DrawGPUIndexedPrimitives
void SDL_DrawGPUIndexedPrimitives(SDL_GPURenderPass* render_pass, Uint32 num_indices, Uint32 num_instances, Uint32 first_index, Sint32 vertex_offset, Uint32 first_instance)
Draws data using bound graphics state with an index buffer and instancing
enabled.
- SDL_DrawGPUIndexedPrimitivesIndirect
void SDL_DrawGPUIndexedPrimitivesIndirect(SDL_GPURenderPass* render_pass, SDL_GPUBuffer* buffer, Uint32 offset, Uint32 draw_count)
Draws data using bound graphics state with an index buffer enabled and with
draw parameters set from a buffer.
- SDL_DrawGPUPrimitives
void SDL_DrawGPUPrimitives(SDL_GPURenderPass* render_pass, Uint32 num_vertices, Uint32 num_instances, Uint32 first_vertex, Uint32 first_instance)
Draws data using bound graphics state.
- SDL_DrawGPUPrimitivesIndirect
void SDL_DrawGPUPrimitivesIndirect(SDL_GPURenderPass* render_pass, SDL_GPUBuffer* buffer, Uint32 offset, Uint32 draw_count)
Draws data using bound graphics state and with draw parameters set from a
buffer.
- SDL_EndGPUComputePass
void SDL_EndGPUComputePass(SDL_GPUComputePass* compute_pass)
Ends the current compute pass.
- SDL_EndGPUCopyPass
void SDL_EndGPUCopyPass(SDL_GPUCopyPass* copy_pass)
Ends the current copy pass.
- SDL_EndGPURenderPass
void SDL_EndGPURenderPass(SDL_GPURenderPass* render_pass)
Ends the given render pass.
- SDL_GDKResumeGPU
void SDL_GDKResumeGPU(SDL_GPUDevice* device)
Call this to resume GPU operation on Xbox when you receive the
SDL_EVENT_WILL_ENTER_FOREGROUND event.
- SDL_GDKSuspendGPU
void SDL_GDKSuspendGPU(SDL_GPUDevice* device)
Call this to suspend GPU operation on Xbox when you receive the
SDL_EVENT_DID_ENTER_BACKGROUND event.
- SDL_GPUSupportsProperties
bool SDL_GPUSupportsProperties(SDL_PropertiesID props)
Checks for GPU runtime support.
- SDL_GPUSupportsShaderFormats
bool SDL_GPUSupportsShaderFormats(SDL_GPUShaderFormat format_flags, const(char)* name)
Checks for GPU runtime support.
- SDL_GPUTextureFormatTexelBlockSize
Uint32 SDL_GPUTextureFormatTexelBlockSize(SDL_GPUTextureFormat format)
Obtains the texel block size for a texture format.
- SDL_GPUTextureSupportsFormat
bool SDL_GPUTextureSupportsFormat(SDL_GPUDevice* device, SDL_GPUTextureFormat format, SDL_GPUTextureType type, SDL_GPUTextureUsageFlags usage)
Determines whether a texture format is supported for a given type and
usage.
- SDL_GPUTextureSupportsSampleCount
bool SDL_GPUTextureSupportsSampleCount(SDL_GPUDevice* device, SDL_GPUTextureFormat format, SDL_GPUSampleCount sample_count)
Determines if a sample count for a texture format is supported.
- SDL_GenerateMipmapsForGPUTexture
void SDL_GenerateMipmapsForGPUTexture(SDL_GPUCommandBuffer* command_buffer, SDL_GPUTexture* texture)
Generates mipmaps for the given texture.
- SDL_GetGPUDeviceDriver
const(char)* SDL_GetGPUDeviceDriver(SDL_GPUDevice* device)
Returns the name of the backend used to create this GPU context.
- SDL_GetGPUDriver
const(char)* SDL_GetGPUDriver(int index)
Get the name of a built in GPU driver.
- SDL_GetGPUShaderFormats
SDL_GPUShaderFormat SDL_GetGPUShaderFormats(SDL_GPUDevice* device)
Returns the supported shader formats for this GPU context.
- SDL_GetGPUSwapchainTextureFormat
SDL_GPUTextureFormat SDL_GetGPUSwapchainTextureFormat(SDL_GPUDevice* device, SDL_Window* window)
Obtains the texture format of the swapchain for the given window.
- SDL_GetNumGPUDrivers
int SDL_GetNumGPUDrivers()
Get the number of GPU drivers compiled into SDL.
- SDL_InsertGPUDebugLabel
void SDL_InsertGPUDebugLabel(SDL_GPUCommandBuffer* command_buffer, const(char)* text)
Inserts an arbitrary string label into the command buffer callstream.
- SDL_MapGPUTransferBuffer
void* SDL_MapGPUTransferBuffer(SDL_GPUDevice* device, SDL_GPUTransferBuffer* transfer_buffer, bool cycle)
Maps a transfer buffer into application address space.
- SDL_PopGPUDebugGroup
void SDL_PopGPUDebugGroup(SDL_GPUCommandBuffer* command_buffer)
Ends the most-recently pushed debug group.
- SDL_PushGPUComputeUniformData
void SDL_PushGPUComputeUniformData(SDL_GPUCommandBuffer* command_buffer, Uint32 slot_index, const(void)* data, Uint32 length)
Pushes data to a uniform slot on the command buffer.
- SDL_PushGPUDebugGroup
void SDL_PushGPUDebugGroup(SDL_GPUCommandBuffer* command_buffer, const(char)* name)
Begins a debug group with an arbitary name.
- SDL_PushGPUFragmentUniformData
void SDL_PushGPUFragmentUniformData(SDL_GPUCommandBuffer* command_buffer, Uint32 slot_index, const(void)* data, Uint32 length)
Pushes data to a fragment uniform slot on the command buffer.
- SDL_PushGPUVertexUniformData
void SDL_PushGPUVertexUniformData(SDL_GPUCommandBuffer* command_buffer, Uint32 slot_index, const(void)* data, Uint32 length)
Pushes data to a vertex uniform slot on the command buffer.
- SDL_QueryGPUFence
bool SDL_QueryGPUFence(SDL_GPUDevice* device, SDL_GPUFence* fence)
Checks the status of a fence.
- SDL_ReleaseGPUBuffer
void SDL_ReleaseGPUBuffer(SDL_GPUDevice* device, SDL_GPUBuffer* buffer)
Frees the given buffer as soon as it is safe to do so.
- SDL_ReleaseGPUComputePipeline
void SDL_ReleaseGPUComputePipeline(SDL_GPUDevice* device, SDL_GPUComputePipeline* compute_pipeline)
Frees the given compute pipeline as soon as it is safe to do so.
- SDL_ReleaseGPUFence
void SDL_ReleaseGPUFence(SDL_GPUDevice* device, SDL_GPUFence* fence)
Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
- SDL_ReleaseGPUGraphicsPipeline
void SDL_ReleaseGPUGraphicsPipeline(SDL_GPUDevice* device, SDL_GPUGraphicsPipeline* graphics_pipeline)
Frees the given graphics pipeline as soon as it is safe to do so.
- SDL_ReleaseGPUSampler
void SDL_ReleaseGPUSampler(SDL_GPUDevice* device, SDL_GPUSampler* sampler)
Frees the given sampler as soon as it is safe to do so.
- SDL_ReleaseGPUShader
void SDL_ReleaseGPUShader(SDL_GPUDevice* device, SDL_GPUShader* shader)
Frees the given shader as soon as it is safe to do so.
- SDL_ReleaseGPUTexture
void SDL_ReleaseGPUTexture(SDL_GPUDevice* device, SDL_GPUTexture* texture)
Frees the given texture as soon as it is safe to do so.
- SDL_ReleaseGPUTransferBuffer
void SDL_ReleaseGPUTransferBuffer(SDL_GPUDevice* device, SDL_GPUTransferBuffer* transfer_buffer)
Frees the given transfer buffer as soon as it is safe to do so.
- SDL_ReleaseWindowFromGPUDevice
void SDL_ReleaseWindowFromGPUDevice(SDL_GPUDevice* device, SDL_Window* window)
Unclaims a window, destroying its swapchain structure.
- SDL_SetGPUAllowedFramesInFlight
bool SDL_SetGPUAllowedFramesInFlight(SDL_GPUDevice* device, Uint32 allowed_frames_in_flight)
Configures the maximum allowed number of frames in flight.
- SDL_SetGPUBlendConstants
void SDL_SetGPUBlendConstants(SDL_GPURenderPass* render_pass, SDL_FColor blend_constants)
Sets the current blend constants on a command buffer.
- SDL_SetGPUBufferName
void SDL_SetGPUBufferName(SDL_GPUDevice* device, SDL_GPUBuffer* buffer, const(char)* text)
Sets an arbitrary string constant to label a buffer.
- SDL_SetGPUScissor
void SDL_SetGPUScissor(SDL_GPURenderPass* render_pass, const(SDL_Rect)* scissor)
Sets the current scissor state on a command buffer.
- SDL_SetGPUStencilReference
void SDL_SetGPUStencilReference(SDL_GPURenderPass* render_pass, Uint8 reference)
Sets the current stencil reference value on a command buffer.
- SDL_SetGPUSwapchainParameters
bool SDL_SetGPUSwapchainParameters(SDL_GPUDevice* device, SDL_Window* window, SDL_GPUSwapchainComposition swapchain_composition, SDL_GPUPresentMode present_mode)
Changes the swapchain parameters for the given claimed window.
- SDL_SetGPUTextureName
void SDL_SetGPUTextureName(SDL_GPUDevice* device, SDL_GPUTexture* texture, const(char)* text)
Sets an arbitrary string constant to label a texture.
- SDL_SetGPUViewport
void SDL_SetGPUViewport(SDL_GPURenderPass* render_pass, const(SDL_GPUViewport)* viewport)
Sets the current viewport state on a command buffer.
- SDL_SubmitGPUCommandBuffer
bool SDL_SubmitGPUCommandBuffer(SDL_GPUCommandBuffer* command_buffer)
Submits a command buffer so its commands can be processed on the GPU.
- SDL_SubmitGPUCommandBufferAndAcquireFence
SDL_GPUFence* SDL_SubmitGPUCommandBufferAndAcquireFence(SDL_GPUCommandBuffer* command_buffer)
Submits a command buffer so its commands can be processed on the GPU, and
acquires a fence associated with the command buffer.
- SDL_UnmapGPUTransferBuffer
void SDL_UnmapGPUTransferBuffer(SDL_GPUDevice* device, SDL_GPUTransferBuffer* transfer_buffer)
Unmaps a previously mapped transfer buffer.
- SDL_UploadToGPUBuffer
void SDL_UploadToGPUBuffer(SDL_GPUCopyPass* copy_pass, const(SDL_GPUTransferBufferLocation)* source, const(SDL_GPUBufferRegion)* destination, bool cycle)
Uploads data from a transfer buffer to a buffer.
- SDL_UploadToGPUTexture
void SDL_UploadToGPUTexture(SDL_GPUCopyPass* copy_pass, const(SDL_GPUTextureTransferInfo)* source, const(SDL_GPUTextureRegion)* destination, bool cycle)
Uploads data from a transfer buffer to a texture.
- SDL_WaitAndAcquireGPUSwapchainTexture
bool SDL_WaitAndAcquireGPUSwapchainTexture(SDL_GPUCommandBuffer* command_buffer, SDL_Window* window, SDL_GPUTexture** swapchain_texture, Uint32* swapchain_texture_width, Uint32* swapchain_texture_height)
Blocks the thread until a swapchain texture is available to be acquired,
and then acquires it.
- SDL_WaitForGPUFences
bool SDL_WaitForGPUFences(SDL_GPUDevice* device, bool wait_all, const(SDL_GPUFence*)* fences, Uint32 num_fences)
Blocks the thread until the given fences are signaled.
- SDL_WaitForGPUIdle
bool SDL_WaitForGPUIdle(SDL_GPUDevice* device)
Blocks the thread until the GPU is completely idle.
- SDL_WaitForGPUSwapchain
bool SDL_WaitForGPUSwapchain(SDL_GPUDevice* device, SDL_Window* window)
Blocks the thread until a swapchain texture is available to be acquired.
- SDL_WindowSupportsGPUPresentMode
bool SDL_WindowSupportsGPUPresentMode(SDL_GPUDevice* device, SDL_Window* window, SDL_GPUPresentMode present_mode)
Determines whether a presentation mode is supported by the window.
- SDL_WindowSupportsGPUSwapchainComposition
bool SDL_WindowSupportsGPUSwapchainComposition(SDL_GPUDevice* device, SDL_Window* window, SDL_GPUSwapchainComposition swapchain_composition)
Determines whether a swapchain composition is supported by the window.
- SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING
enum SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING
enum SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING
enum SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN
enum SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING
enum SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN
enum SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN
enum SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN
enum SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN
enum SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN
enum SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN
enum SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN
enum SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING
enum SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING
enum SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_SHADER_CREATE_NAME_STRING
enum SDL_PROP_GPU_SHADER_CREATE_NAME_STRING;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT
enum SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT
enum SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT
enum SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT
enum SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT
enum SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8
enum SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING
enum SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
- SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING
enum SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING;
Undocumented in source but is binding to C. You might be able to learn more by searching the web for its name.
SDL GPU