sdlCreateGpuDeviceWithProperties function gpu

Pointer<SdlGpuDevice> sdlCreateGpuDeviceWithProperties(
  1. int props
)

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_VERBOSE_BOOLEAN: enable to automatically log useful debug information on device creation, defaults to true.
  • 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".
  • SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN: By default, Resourcing Binding Tier 2 is required for D3D12 support. However, an application can set this property to true to enable Tier 1 support, if (and only if) the application uses 8 or fewer storage resources across all shader stages. As of writing, this property is useful for targeting Intel Haswell and Broadwell GPUs; other hardware either supports Tier 2 Resource Binding or does not support D3D12 in any capacity. Defaults to false.

With the Vulkan renderer:

  • SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOLEAN: Enable device feature shaderClipDistance. If disabled, clip distances are not supported in shader code: gl_ClipDistance[] built-ins of GLSL, SV_ClipDistance0/1 semantics of HLSL and [clip_distance] attribute of Metal. Defaults to true.
  • SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOLEAN: Enable device feature depthClamp. If disabled, there is no depth clamp support and enable_depth_clip in SDL_GPURasterizerState must always be set to true. Defaults to true.
  • SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOLEAN: Enable device feature drawIndirectFirstInstance. If disabled, the argument first_instance of SDL_GPUIndirectDrawCommand must be set to zero. Defaults to true.
  • SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SAMPLERANISOTROPY_BOOLEAN: Enable device feature samplerAnisotropy. If disabled, enable_anisotropy of SDL_GPUSamplerCreateInfo must be set to false. Defaults to true.

\param props the properties to use. \returns a GPU context on success or NULL on failure; call SDL_GetError() for more information.

\since This function is available since SDL 3.2.0.

\sa SDL_GetGPUShaderFormats \sa SDL_GetGPUDeviceDriver \sa SDL_DestroyGPUDevice \sa SDL_GPUSupportsProperties

extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDeviceWithProperties( SDL_PropertiesID props)

Implementation

Pointer<SdlGpuDevice> sdlCreateGpuDeviceWithProperties(int props) {
  final sdlCreateGpuDeviceWithPropertiesLookupFunction = _libSdl
      .lookupFunction<
        Pointer<SdlGpuDevice> Function(Uint32 props),
        Pointer<SdlGpuDevice> Function(int props)
      >('SDL_CreateGPUDeviceWithProperties');
  return sdlCreateGpuDeviceWithPropertiesLookupFunction(props);
}