sdlClaimWindowForGpuDevice function

bool sdlClaimWindowForGpuDevice(
  1. Pointer<SdlGpuDevice> device,
  2. Pointer<SdlWindow> window
)

Claims a window, creating a swapchain structure for it.

This must be called before SDL_AcquireGPUSwapchainTexture is called using the window. You should only call this function from the thread that created the window.

The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain parameters, you must call SDL_SetGPUSwapchainParameters after claiming the window.

\param device a GPU context. \param window an SDL_Window. \returns true on success, or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called from the thread that created the window.

\since This function is available since SDL 3.1.3.

\sa SDL_WaitAndAcquireGPUSwapchainTexture \sa SDL_ReleaseWindowFromGPUDevice \sa SDL_WindowSupportsGPUPresentMode \sa SDL_WindowSupportsGPUSwapchainComposition

extern SDL_DECLSPEC bool SDLCALL SDL_ClaimWindowForGPUDevice( SDL_GPUDevice *device, SDL_Window *window)

Implementation

bool sdlClaimWindowForGpuDevice(
    Pointer<SdlGpuDevice> device, Pointer<SdlWindow> window) {
  final sdlClaimWindowForGpuDeviceLookupFunction = libSdl3.lookupFunction<
      Uint8 Function(Pointer<SdlGpuDevice> device, Pointer<SdlWindow> window),
      int Function(Pointer<SdlGpuDevice> device,
          Pointer<SdlWindow> window)>('SDL_ClaimWindowForGPUDevice');
  return sdlClaimWindowForGpuDeviceLookupFunction(device, window) == 1;
}