sdl3/generated/lib_sdl_gpu
library
Functions
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sdlAcquireGpuCommandBuffer(Pointer<SdlGpuDevice> device)
→ Pointer<SdlGpuCommandBuffer>
-
Acquire a command buffer.
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sdlAcquireGpuSwapchainTexture(Pointer<SdlGpuCommandBuffer> commandBuffer, Pointer<SdlWindow> window, Pointer<Pointer<SdlGpuTexture>> swapchainTexture, Pointer<Uint32> swapchainTextureWidth, Pointer<Uint32> swapchainTextureHeight)
→ bool
-
Acquire a texture to use in presentation.
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sdlBeginGpuComputePass(Pointer<SdlGpuCommandBuffer> commandBuffer, Pointer<SdlGpuStorageTextureReadWriteBinding> storageTextureBindings, int numStorageTextureBindings, Pointer<SdlGpuStorageBufferReadWriteBinding> storageBufferBindings, int numStorageBufferBindings)
→ Pointer<SdlGpuComputePass>
-
Begins a compute pass on a command buffer.
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sdlBeginGpuCopyPass(Pointer<SdlGpuCommandBuffer> commandBuffer)
→ Pointer<SdlGpuCopyPass>
-
Begins a copy pass on a command buffer.
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sdlBeginGpuRenderPass(Pointer<SdlGpuCommandBuffer> commandBuffer, Pointer<SdlGpuColorTargetInfo> colorTargetInfos, int numColorTargets, Pointer<SdlGpuDepthStencilTargetInfo> depthStencilTargetInfo)
→ Pointer<SdlGpuRenderPass>
-
Begins a render pass on a command buffer.
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sdlBindGpuComputePipeline(Pointer<SdlGpuComputePass> computePass, Pointer<SdlGpuComputePipeline> computePipeline)
→ void
-
Binds a compute pipeline on a command buffer for use in compute dispatch.
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sdlBindGpuComputeSamplers(Pointer<SdlGpuComputePass> computePass, int firstSlot, Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings, int numBindings)
→ void
-
Binds texture-sampler pairs for use on the compute shader.
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sdlBindGpuComputeStorageBuffers(Pointer<SdlGpuComputePass> computePass, int firstSlot, Pointer<Pointer<SdlGpuBuffer>> storageBuffers, int numBindings)
→ void
-
Binds storage buffers as readonly for use on the compute pipeline.
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sdlBindGpuComputeStorageTextures(Pointer<SdlGpuComputePass> computePass, int firstSlot, Pointer<Pointer<SdlGpuTexture>> storageTextures, int numBindings)
→ void
-
Binds storage textures as readonly for use on the compute pipeline.
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sdlBindGpuFragmentSamplers(Pointer<SdlGpuRenderPass> renderPass, int firstSlot, Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings, int numBindings)
→ void
-
Binds texture-sampler pairs for use on the fragment shader.
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sdlBindGpuFragmentStorageBuffers(Pointer<SdlGpuRenderPass> renderPass, int firstSlot, Pointer<Pointer<SdlGpuBuffer>> storageBuffers, int numBindings)
→ void
-
Binds storage buffers for use on the fragment shader.
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sdlBindGpuFragmentStorageTextures(Pointer<SdlGpuRenderPass> renderPass, int firstSlot, Pointer<Pointer<SdlGpuTexture>> storageTextures, int numBindings)
→ void
-
Binds storage textures for use on the fragment shader.
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sdlBindGpuGraphicsPipeline(Pointer<SdlGpuRenderPass> renderPass, Pointer<SdlGpuGraphicsPipeline> graphicsPipeline)
→ void
-
Binds a graphics pipeline on a render pass to be used in rendering.
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sdlBindGpuIndexBuffer(Pointer<SdlGpuRenderPass> renderPass, Pointer<SdlGpuBufferBinding> binding, int indexElementSize)
→ void
-
Binds an index buffer on a command buffer for use with subsequent draw
calls.
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sdlBindGpuVertexBuffers(Pointer<SdlGpuRenderPass> renderPass, int firstSlot, Pointer<SdlGpuBufferBinding> bindings, int numBindings)
→ void
-
Binds vertex buffers on a command buffer for use with subsequent draw
calls.
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sdlBindGpuVertexSamplers(Pointer<SdlGpuRenderPass> renderPass, int firstSlot, Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings, int numBindings)
→ void
-
Binds texture-sampler pairs for use on the vertex shader.
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sdlBindGpuVertexStorageBuffers(Pointer<SdlGpuRenderPass> renderPass, int firstSlot, Pointer<Pointer<SdlGpuBuffer>> storageBuffers, int numBindings)
→ void
-
Binds storage buffers for use on the vertex shader.
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sdlBindGpuVertexStorageTextures(Pointer<SdlGpuRenderPass> renderPass, int firstSlot, Pointer<Pointer<SdlGpuTexture>> storageTextures, int numBindings)
→ void
-
Binds storage textures for use on the vertex shader.
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sdlBlitGpuTexture(Pointer<SdlGpuCommandBuffer> commandBuffer, Pointer<SdlGpuBlitInfo> info)
→ void
-
Blits from a source texture region to a destination texture region.
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sdlCalculateGpuTextureFormatSize(int format, int width, int height, int depthOrLayerCount)
→ int
-
Calculate the size in bytes of a texture format with dimensions.
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sdlCancelGpuCommandBuffer(Pointer<SdlGpuCommandBuffer> commandBuffer)
→ bool
-
Cancels a command buffer.
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sdlClaimWindowForGpuDevice(Pointer<SdlGpuDevice> device, Pointer<SdlWindow> window)
→ bool
-
Claims a window, creating a swapchain structure for it.
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sdlCopyGpuBufferToBuffer(Pointer<SdlGpuCopyPass> copyPass, Pointer<SdlGpuBufferLocation> source, Pointer<SdlGpuBufferLocation> destination, int size, bool cycle)
→ void
-
Performs a buffer-to-buffer copy.
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sdlCopyGpuTextureToTexture(Pointer<SdlGpuCopyPass> copyPass, Pointer<SdlGpuTextureLocation> source, Pointer<SdlGpuTextureLocation> destination, int w, int h, int d, bool cycle)
→ void
-
Performs a texture-to-texture copy.
-
sdlCreateGpuBuffer(Pointer<SdlGpuDevice> device, Pointer<SdlGpuBufferCreateInfo> createinfo)
→ Pointer<SdlGpuBuffer>
-
Creates a buffer object to be used in graphics or compute workflows.
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sdlCreateGpuComputePipeline(Pointer<SdlGpuDevice> device, Pointer<SdlGpuComputePipelineCreateInfo> createinfo)
→ Pointer<SdlGpuComputePipeline>
-
Creates a pipeline object to be used in a compute workflow.
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sdlCreateGpuDevice(int formatFlags, bool debugMode, String? name)
→ Pointer<SdlGpuDevice>
-
Creates a GPU context.
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sdlCreateGpuDeviceWithProperties(int props)
→ Pointer<SdlGpuDevice>
-
Creates a GPU context.
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sdlCreateGpuGraphicsPipeline(Pointer<SdlGpuDevice> device, Pointer<SdlGpuGraphicsPipelineCreateInfo> createinfo)
→ Pointer<SdlGpuGraphicsPipeline>
-
Creates a pipeline object to be used in a graphics workflow.
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sdlCreateGpuSampler(Pointer<SdlGpuDevice> device, Pointer<SdlGpuSamplerCreateInfo> createinfo)
→ Pointer<SdlGpuSampler>
-
Creates a sampler object to be used when binding textures in a graphics
workflow.
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sdlCreateGpuShader(Pointer<SdlGpuDevice> device, Pointer<SdlGpuShaderCreateInfo> createinfo)
→ Pointer<SdlGpuShader>
-
Creates a shader to be used when creating a graphics pipeline.
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sdlCreateGpuTexture(Pointer<SdlGpuDevice> device, Pointer<SdlGpuTextureCreateInfo> createinfo)
→ Pointer<SdlGpuTexture>
-
Creates a texture object to be used in graphics or compute workflows.
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sdlCreateGpuTransferBuffer(Pointer<SdlGpuDevice> device, Pointer<SdlGpuTransferBufferCreateInfo> createinfo)
→ Pointer<SdlGpuTransferBuffer>
-
Creates a transfer buffer to be used when uploading to or downloading from
graphics resources.
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sdlDestroyGpuDevice(Pointer<SdlGpuDevice> device)
→ void
-
Destroys a GPU context previously returned by SDL_CreateGPUDevice.
-
sdlDispatchGpuCompute(Pointer<SdlGpuComputePass> computePass, int groupcountX, int groupcountY, int groupcountZ)
→ void
-
Dispatches compute work.
-
sdlDispatchGpuComputeIndirect(Pointer<SdlGpuComputePass> computePass, Pointer<SdlGpuBuffer> buffer, int offset)
→ void
-
Dispatches compute work with parameters set from a buffer.
-
sdlDownloadFromGpuBuffer(Pointer<SdlGpuCopyPass> copyPass, Pointer<SdlGpuBufferRegion> source, Pointer<SdlGpuTransferBufferLocation> destination)
→ void
-
Copies data from a buffer to a transfer buffer on the GPU timeline.
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sdlDownloadFromGpuTexture(Pointer<SdlGpuCopyPass> copyPass, Pointer<SdlGpuTextureRegion> source, Pointer<SdlGpuTextureTransferInfo> destination)
→ void
-
Copies data from a texture to a transfer buffer on the GPU timeline.
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sdlDrawGpuIndexedPrimitives(Pointer<SdlGpuRenderPass> renderPass, int numIndices, int numInstances, int firstIndex, int vertexOffset, int firstInstance)
→ void
-
Draws data using bound graphics state with an index buffer and instancing
enabled.
-
sdlDrawGpuIndexedPrimitivesIndirect(Pointer<SdlGpuRenderPass> renderPass, Pointer<SdlGpuBuffer> buffer, int offset, int drawCount)
→ void
-
Draws data using bound graphics state with an index buffer enabled and with
draw parameters set from a buffer.
-
sdlDrawGpuPrimitives(Pointer<SdlGpuRenderPass> renderPass, int numVertices, int numInstances, int firstVertex, int firstInstance)
→ void
-
Draws data using bound graphics state.
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sdlDrawGpuPrimitivesIndirect(Pointer<SdlGpuRenderPass> renderPass, Pointer<SdlGpuBuffer> buffer, int offset, int drawCount)
→ void
-
Draws data using bound graphics state and with draw parameters set from a
buffer.
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sdlEndGpuComputePass(Pointer<SdlGpuComputePass> computePass)
→ void
-
Ends the current compute pass.
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sdlEndGpuCopyPass(Pointer<SdlGpuCopyPass> copyPass)
→ void
-
Ends the current copy pass.
-
sdlEndGpuRenderPass(Pointer<SdlGpuRenderPass> renderPass)
→ void
-
Ends the given render pass.
-
sdlGdkResumeGpu(Pointer<SdlGpuDevice> device)
→ void
-
Call this to resume GPU operation on Xbox when you receive the
SDL_EVENT_WILL_ENTER_FOREGROUND event.
-
sdlGdkSuspendGpu(Pointer<SdlGpuDevice> device)
→ void
-
Call this to suspend GPU operation on Xbox when you receive the
SDL_EVENT_DID_ENTER_BACKGROUND event.
-
sdlGenerateMipmapsForGpuTexture(Pointer<SdlGpuCommandBuffer> commandBuffer, Pointer<SdlGpuTexture> texture)
→ void
-
Generates mipmaps for the given texture.
-
sdlGetGpuDeviceDriver(Pointer<SdlGpuDevice> device)
→ String?
-
Returns the name of the backend used to create this GPU context.
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sdlGetGpuDriver(int index)
→ String?
-
Get the name of a built in GPU driver.
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sdlGetGpuShaderFormats(Pointer<SdlGpuDevice> device)
→ int
-
Returns the supported shader formats for this GPU context.
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sdlGetGpuSwapchainTextureFormat(Pointer<SdlGpuDevice> device, Pointer<SdlWindow> window)
→ int
-
Obtains the texture format of the swapchain for the given window.
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sdlGetNumGpuDrivers()
→ int
-
Get the number of GPU drivers compiled into SDL.
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sdlGpuSupportsProperties(int props)
→ bool
-
Checks for GPU runtime support.
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sdlGpuSupportsShaderFormats(int formatFlags, String? name)
→ bool
-
Checks for GPU runtime support.
-
sdlGpuTextureFormatTexelBlockSize(int format)
→ int
-
Obtains the texel block size for a texture format.
-
sdlGpuTextureSupportsFormat(Pointer<SdlGpuDevice> device, int format, int type, int usage)
→ bool
-
Determines whether a texture format is supported for a given type and
usage.
-
sdlGpuTextureSupportsSampleCount(Pointer<SdlGpuDevice> device, int format, int sampleCount)
→ bool
-
Determines if a sample count for a texture format is supported.
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sdlInsertGpuDebugLabel(Pointer<SdlGpuCommandBuffer> commandBuffer, String? text)
→ void
-
Inserts an arbitrary string label into the command buffer callstream.
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sdlMapGpuTransferBuffer(Pointer<SdlGpuDevice> device, Pointer<SdlGpuTransferBuffer> transferBuffer, bool cycle)
→ Pointer<NativeType>
-
Maps a transfer buffer into application address space.
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sdlPopGpuDebugGroup(Pointer<SdlGpuCommandBuffer> commandBuffer)
→ void
-
Ends the most-recently pushed debug group.
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sdlPushGpuComputeUniformData(Pointer<SdlGpuCommandBuffer> commandBuffer, int slotIndex, Pointer<NativeType> data, int length)
→ void
-
Pushes data to a uniform slot on the command buffer.
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sdlPushGpuDebugGroup(Pointer<SdlGpuCommandBuffer> commandBuffer, String? name)
→ void
-
Begins a debug group with an arbitary name.
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sdlPushGpuFragmentUniformData(Pointer<SdlGpuCommandBuffer> commandBuffer, int slotIndex, Pointer<NativeType> data, int length)
→ void
-
Pushes data to a fragment uniform slot on the command buffer.
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sdlPushGpuVertexUniformData(Pointer<SdlGpuCommandBuffer> commandBuffer, int slotIndex, Pointer<NativeType> data, int length)
→ void
-
Pushes data to a vertex uniform slot on the command buffer.
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sdlQueryGpuFence(Pointer<SdlGpuDevice> device, Pointer<SdlGpuFence> fence)
→ bool
-
Checks the status of a fence.
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sdlReleaseGpuBuffer(Pointer<SdlGpuDevice> device, Pointer<SdlGpuBuffer> buffer)
→ void
-
Frees the given buffer as soon as it is safe to do so.
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sdlReleaseGpuComputePipeline(Pointer<SdlGpuDevice> device, Pointer<SdlGpuComputePipeline> computePipeline)
→ void
-
Frees the given compute pipeline as soon as it is safe to do so.
-
sdlReleaseGpuFence(Pointer<SdlGpuDevice> device, Pointer<SdlGpuFence> fence)
→ void
-
Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
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sdlReleaseGpuGraphicsPipeline(Pointer<SdlGpuDevice> device, Pointer<SdlGpuGraphicsPipeline> graphicsPipeline)
→ void
-
Frees the given graphics pipeline as soon as it is safe to do so.
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sdlReleaseGpuSampler(Pointer<SdlGpuDevice> device, Pointer<SdlGpuSampler> sampler)
→ void
-
Frees the given sampler as soon as it is safe to do so.
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sdlReleaseGpuShader(Pointer<SdlGpuDevice> device, Pointer<SdlGpuShader> shader)
→ void
-
Frees the given shader as soon as it is safe to do so.
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sdlReleaseGpuTexture(Pointer<SdlGpuDevice> device, Pointer<SdlGpuTexture> texture)
→ void
-
Frees the given texture as soon as it is safe to do so.
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sdlReleaseGpuTransferBuffer(Pointer<SdlGpuDevice> device, Pointer<SdlGpuTransferBuffer> transferBuffer)
→ void
-
Frees the given transfer buffer as soon as it is safe to do so.
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sdlReleaseWindowFromGpuDevice(Pointer<SdlGpuDevice> device, Pointer<SdlWindow> window)
→ void
-
Unclaims a window, destroying its swapchain structure.
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sdlSetGpuAllowedFramesInFlight(Pointer<SdlGpuDevice> device, int allowedFramesInFlight)
→ bool
-
Configures the maximum allowed number of frames in flight.
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sdlSetGpuBlendConstants(Pointer<SdlGpuRenderPass> renderPass, SdlFColor blendAnts)
→ void
-
Sets the current blend constants on a command buffer.
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sdlSetGpuBufferName(Pointer<SdlGpuDevice> device, Pointer<SdlGpuBuffer> buffer, String? text)
→ void
-
Sets an arbitrary string constant to label a buffer.
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sdlSetGpuScissor(Pointer<SdlGpuRenderPass> renderPass, Pointer<SdlRect> scissor)
→ void
-
Sets the current scissor state on a command buffer.
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sdlSetGpuStencilReference(Pointer<SdlGpuRenderPass> renderPass, int reference)
→ void
-
Sets the current stencil reference value on a command buffer.
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sdlSetGpuSwapchainParameters(Pointer<SdlGpuDevice> device, Pointer<SdlWindow> window, int swapchainComposition, int presentMode)
→ bool
-
Changes the swapchain parameters for the given claimed window.
-
sdlSetGpuTextureName(Pointer<SdlGpuDevice> device, Pointer<SdlGpuTexture> texture, String? text)
→ void
-
Sets an arbitrary string constant to label a texture.
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sdlSetGpuViewport(Pointer<SdlGpuRenderPass> renderPass, Pointer<SdlGpuViewport> viewport)
→ void
-
Sets the current viewport state on a command buffer.
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sdlSubmitGpuCommandBuffer(Pointer<SdlGpuCommandBuffer> commandBuffer)
→ bool
-
Submits a command buffer so its commands can be processed on the GPU.
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sdlSubmitGpuCommandBufferAndAcquireFence(Pointer<SdlGpuCommandBuffer> commandBuffer)
→ Pointer<SdlGpuFence>
-
Submits a command buffer so its commands can be processed on the GPU, and
acquires a fence associated with the command buffer.
-
sdlUnmapGpuTransferBuffer(Pointer<SdlGpuDevice> device, Pointer<SdlGpuTransferBuffer> transferBuffer)
→ void
-
Unmaps a previously mapped transfer buffer.
-
sdlUploadToGpuBuffer(Pointer<SdlGpuCopyPass> copyPass, Pointer<SdlGpuTransferBufferLocation> source, Pointer<SdlGpuBufferRegion> destination, bool cycle)
→ void
-
Uploads data from a transfer buffer to a buffer.
-
sdlUploadToGpuTexture(Pointer<SdlGpuCopyPass> copyPass, Pointer<SdlGpuTextureTransferInfo> source, Pointer<SdlGpuTextureRegion> destination, bool cycle)
→ void
-
Uploads data from a transfer buffer to a texture.
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sdlWaitAndAcquireGpuSwapchainTexture(Pointer<SdlGpuCommandBuffer> commandBuffer, Pointer<SdlWindow> window, Pointer<Pointer<SdlGpuTexture>> swapchainTexture, Pointer<Uint32> swapchainTextureWidth, Pointer<Uint32> swapchainTextureHeight)
→ bool
-
Blocks the thread until a swapchain texture is available to be acquired,
and then acquires it.
-
sdlWaitForGpuFences(Pointer<SdlGpuDevice> device, bool waitAll, Pointer<Pointer<SdlGpuFence>> fences, int numFences)
→ bool
-
Blocks the thread until the given fences are signaled.
-
sdlWaitForGpuIdle(Pointer<SdlGpuDevice> device)
→ bool
-
Blocks the thread until the GPU is completely idle.
-
sdlWaitForGpuSwapchain(Pointer<SdlGpuDevice> device, Pointer<SdlWindow> window)
→ bool
-
Blocks the thread until a swapchain texture is available to be acquired.
-
sdlWindowSupportsGpuPresentMode(Pointer<SdlGpuDevice> device, Pointer<SdlWindow> window, int presentMode)
→ bool
-
Determines whether a presentation mode is supported by the window.
-
sdlWindowSupportsGpuSwapchainComposition(Pointer<SdlGpuDevice> device, Pointer<SdlWindow> window, int swapchainComposition)
→ bool
-
Determines whether a swapchain composition is supported by the window.