sdl3-bindgen-sys
Safe HaskellNone
LanguageGHC2021

SDL3.Sys.Bindgen.Gpu.FunPtr

Synopsis

Documentation

sDL_GPUSupportsShaderFormats :: FunPtr (SDL_GPUShaderFormat -> PtrConst CChar -> IO CBool) Source #

Checks for GPU runtime support.

format_flags
a bitflag indicating which shader formats the app is able to provide.
name
the preferred GPU driver, or NULL to let SDL pick the optimal driver.
Returns
true if supported, false otherwise.
See also
sDL_CreateGPUDevice
C declaration
SDL_GPUSupportsShaderFormats, defined at SDL3/SDL_gpu.h 2213:34

Since: 3.2.0

sDL_GPUSupportsProperties :: FunPtr (SDL_PropertiesID -> IO CBool) Source #

Checks for GPU runtime support.

props
the properties to use.
Returns
true if supported, false otherwise.
See also
sDL_CreateGPUDeviceWithProperties
C declaration
SDL_GPUSupportsProperties, defined at SDL3/SDL_gpu.h 2227:34

Since: 3.2.0

sDL_CreateGPUDevice :: FunPtr (SDL_GPUShaderFormat -> CBool -> PtrConst CChar -> IO (Ptr SDL_GPUDevice)) Source #

Creates a GPU context.

The GPU driver name can be one of the following:

  • "vulkan": Vulkan
  • "direct3d12": D3D12
  • "metal": Metal
  • NULL: let SDL pick the optimal driver
format_flags
a bitflag indicating which shader formats the app is able to provide.
debug_mode
enable debug mode properties and validations.
name
the preferred GPU driver, or NULL to let SDL pick the optimal driver.
Returns
a GPU context on success or NULL on failure; call SDL_GetError() for more information.
See also
sDL_CreateGPUDeviceWithProperties, sDL_GetGPUShaderFormats, sDL_GetGPUDeviceDriver, sDL_DestroyGPUDevice, sDL_GPUSupportsShaderFormats
C declaration
SDL_CreateGPUDevice, defined at SDL3/SDL_gpu.h 2256:45

Since: 3.2.0

sDL_CreateGPUDeviceWithProperties :: FunPtr (SDL_PropertiesID -> IO (Ptr SDL_GPUDevice)) Source #

Creates a GPU context.

These are the supported properties:

These are the current shader format properties:

With the D3D12 backend:

With the Vulkan backend:

  • sDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN: By default, Vulkan device enumeration includes drivers of all types, including software renderers (for example, the Lavapipe Mesa driver). This can be useful if your application requires SDL_GPU, but if you can provide your own fallback renderer (for example, an OpenGL renderer) this property can be set to true. Defaults to false.
  • sDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER: a pointer to an SDL_GPUVulkanOptions structure to be processed during device creation. This allows configuring a variety of Vulkan-specific options such as increasing the API version and opting into extensions aside from the minimal set SDL requires.

With the Metal backend: - sDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1_BOOLEAN: By default, macOS support requires what Apple calls "MTLGPUFamilyMac2" hardware or newer. However, an application can set this property to true to enable support for "MTLGPUFamilyMac1" hardware, if (and only if) the application does not write to sRGB textures. (For history's sake: MacFamily1 also does not support indirect command buffers, MSAA depth resolve, and stencil resolve/feedback, but these are not exposed features in SDL_GPU.)

props
the properties to use.
Returns
a GPU context on success or NULL on failure; call SDL_GetError() for more information.
See also
sDL_GetGPUShaderFormats, sDL_GetGPUDeviceDriver, sDL_DestroyGPUDevice, sDL_GPUSupportsProperties
C declaration
SDL_CreateGPUDeviceWithProperties, defined at SDL3/SDL_gpu.h 2373:45

Since: 3.2.0

sDL_DestroyGPUDevice :: FunPtr (Ptr SDL_GPUDevice -> IO ()) Source #

Destroys a GPU context previously returned by SDL_CreateGPUDevice.

device
a GPU Context to destroy.
See also
sDL_CreateGPUDevice
C declaration
SDL_DestroyGPUDevice, defined at SDL3/SDL_gpu.h 2435:34

Since: 3.2.0

sDL_GetNumGPUDrivers :: FunPtr (IO CInt) Source #

Get the number of GPU drivers compiled into SDL.

Returns
the number of built in GPU drivers.
See also
sDL_GetGPUDriver
C declaration
SDL_GetNumGPUDrivers, defined at SDL3/SDL_gpu.h 2446:33

Since: 3.2.0

sDL_GetGPUDriver :: FunPtr (CInt -> IO (PtrConst CChar)) Source #

Get the name of a built in GPU driver.

The GPU drivers are presented in the order in which they are normally checked during initialization.

The names of drivers are all simple, low-ASCII identifiers, like "vulkan", "metal" or "direct3d12". These never have Unicode characters, and are not meant to be proper names.

index
the index of a GPU driver.
Returns
the name of the GPU driver with the given index.
See also
sDL_GetNumGPUDrivers
C declaration
SDL_GetGPUDriver, defined at SDL3/SDL_gpu.h 2465:42

Since: 3.2.0

sDL_GetGPUDeviceDriver :: FunPtr (Ptr SDL_GPUDevice -> IO (PtrConst CChar)) Source #

Returns the name of the backend used to create this GPU context.

device
a GPU context to query.
Returns
the name of the device's driver, or NULL on error.
C declaration
SDL_GetGPUDeviceDriver, defined at SDL3/SDL_gpu.h 2475:42

Since: 3.2.0

sDL_GetGPUShaderFormats :: FunPtr (Ptr SDL_GPUDevice -> IO SDL_GPUShaderFormat) Source #

Returns the supported shader formats for this GPU context.

device
a GPU context to query.
Returns
a bitflag indicating which shader formats the driver is able to consume.
C declaration
SDL_GetGPUShaderFormats, defined at SDL3/SDL_gpu.h 2486:49

Since: 3.2.0

sDL_GetGPUDeviceProperties :: FunPtr (Ptr SDL_GPUDevice -> IO SDL_PropertiesID) Source #

Get the properties associated with a GPU device.

All properties are optional and may differ between GPU backends and SDL versions.

The following properties are provided by SDL:

sDL_PROP_GPU_DEVICE_NAME_STRING: Contains the name of the underlying device as reported by the system driver. This string has no standardized format, is highly inconsistent between hardware devices and drivers, and is able to change at any time. Do not attempt to parse this string as it is bound to fail at some point in the future when system drivers are updated, new hardware devices are introduced, or when SDL adds new GPU backends or modifies existing ones.

Strings that have been found in the wild include:

  • GTX 970
  • GeForce GTX 970
  • NVIDIA GeForce GTX 970
  • Microsoft Direct3D12 (NVIDIA GeForce GTX 970)
  • NVIDIA Graphics Device
  • GeForce GPU
  • P106-100
  • AMD 15D8:C9
  • AMD Custom GPU 0405
  • AMD Radeon (TM) Graphics
  • ASUS Radeon RX 470 Series
  • Intel(R) Arc(tm) A380 Graphics (DG2)
  • Virtio-GPU Venus (NVIDIA TITAN V)
  • SwiftShader Device (LLVM 16.0.0)
  • llvmpipe (LLVM 15.0.4, 256 bits)
  • Microsoft Basic Render Driver
  • unknown device

The above list shows that the same device can have different formats, the vendor name may or may not appear in the string, the included vendor name may not be the vendor of the chipset on the device, some manufacturers include pseudo-legal marks while others don't, some devices may not use a marketing name in the string, the device string may be wrapped by the name of a translation interface, the device may be emulated in software, or the string may contain generic text that does not identify the device at all.

sDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING: Contains the self-reported name of the underlying system driver.

Strings that have been found in the wild include:

  • Intel Corporation
  • Intel open-source Mesa driver
  • Qualcomm Technologies Inc. Adreno Vulkan Driver
  • MoltenVK
  • Mali-G715
  • venus

sDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING: Contains the self-reported version of the underlying system driver. This is a relatively short version string in an unspecified format. If SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING is available then that property should be preferred over this one as it may contain additional information that is useful for identifying the exact driver version used.

Strings that have been found in the wild include:

  • 53.0.0
  • 0.405.2463
  • 32.0.15.6614

sDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING: Contains the detailed version information of the underlying system driver as reported by the driver. This is an arbitrary string with no standardized format and it may contain newlines. This property should be preferred over SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING if it is available as it usually contains the same information but in a format that is easier to read.

Strings that have been found in the wild include:

  • 101.6559
  • 1.2.11
  • Mesa 21.2.2 (LLVM 12.0.1)
  • Mesa 22.2.0-devel (git-f226222 2022-04-14 impish-oibaf-ppa)
  • v1.r53p0-00eac0.824c4f31403fb1fbf8ee1042422c2129

This string has also been observed to be a multiline string (which has a trailing newline):

    Driver Build: 85da404, I46ff5fc46f, 1606794520
    Date: 11/30/20
    Compiler Version: EV031.31.04.01
    Driver Branch: promo490_3_Google
    
device
a GPU context to query.
Returns
a valid property ID on success or 0 on failure; call SDL_GetError() for more information.
Thread safety
It is safe to call this function from any thread.
C declaration
SDL_GetGPUDeviceProperties, defined at SDL3/SDL_gpu.h 2590:46

Since: 3.4.0

sDL_CreateGPUComputePipeline :: FunPtr (Ptr SDL_GPUDevice -> PtrConst SDL_GPUComputePipelineCreateInfo -> IO (Ptr SDL_GPUComputePipeline)) Source #

Creates a pipeline object to be used in a compute workflow.

Shader resource bindings must be authored to follow a particular order depending on the shader format.

For SPIR-V shaders, use the following resource sets:

  • 0: Sampled textures, followed by read-only storage textures, followed by read-only storage buffers
  • 1: Read-write storage textures, followed by read-write storage buffers
  • 2: Uniform buffers

For DXBC and DXIL shaders, use the following register order:

  • (t[n], space0): Sampled textures, followed by read-only storage textures, followed by read-only storage buffers
  • (u[n], space1): Read-write storage textures, followed by read-write storage buffers
  • (b[n], space2): Uniform buffers

For MSL/metallib, use the following order:

  • [[buffer]]: Uniform buffers, followed by read-only storage buffers, followed by read-write storage buffers
  • [[texture]]: Sampled textures, followed by read-only storage textures, followed by read-write storage textures

There are optional properties that can be provided through props. These are the supported properties:

device
a GPU Context.
createinfo
a struct describing the state of the compute pipeline to create.
Returns
a compute pipeline object on success, or NULL on failure; call SDL_GetError() for more information.
See also
sDL_BindGPUComputePipeline, sDL_ReleaseGPUComputePipeline
C declaration
SDL_CreateGPUComputePipeline, defined at SDL3/SDL_gpu.h 2645:54

Since: 3.2.0

sDL_CreateGPUGraphicsPipeline :: FunPtr (Ptr SDL_GPUDevice -> PtrConst SDL_GPUGraphicsPipelineCreateInfo -> IO (Ptr SDL_GPUGraphicsPipeline)) Source #

Creates a pipeline object to be used in a graphics workflow.

There are optional properties that can be provided through props. These are the supported properties:

device
a GPU Context.
createinfo
a struct describing the state of the graphics pipeline to create.
Returns
a graphics pipeline object on success, or NULL on failure; call SDL_GetError() for more information.
See also
sDL_CreateGPUShader, sDL_BindGPUGraphicsPipeline, sDL_ReleaseGPUGraphicsPipeline
C declaration
SDL_CreateGPUGraphicsPipeline, defined at SDL3/SDL_gpu.h 2672:55

Since: 3.2.0

sDL_CreateGPUSampler :: FunPtr (Ptr SDL_GPUDevice -> PtrConst SDL_GPUSamplerCreateInfo -> IO (Ptr SDL_GPUSampler)) Source #

Creates a sampler object to be used when binding textures in a graphics workflow.

There are optional properties that can be provided through props. These are the supported properties:

device
a GPU Context.
createinfo
a struct describing the state of the sampler to create.
Returns
a sampler object on success, or NULL on failure; call SDL_GetError() for more information.
See also
sDL_BindGPUVertexSamplers, sDL_BindGPUFragmentSamplers, sDL_ReleaseGPUSampler
C declaration
SDL_CreateGPUSampler, defined at SDL3/SDL_gpu.h 2699:46

Since: 3.2.0

sDL_CreateGPUShader :: FunPtr (Ptr SDL_GPUDevice -> PtrConst SDL_GPUShaderCreateInfo -> IO (Ptr SDL_GPUShader)) Source #

Creates a shader to be used when creating a graphics pipeline.

Shader resource bindings must be authored to follow a particular order depending on the shader format.

For SPIR-V shaders, use the following resource sets:

For vertex shaders:

  • 0: Sampled textures, followed by storage textures, followed by storage buffers
  • 1: Uniform buffers

For fragment shaders:

  • 2: Sampled textures, followed by storage textures, followed by storage buffers
  • 3: Uniform buffers

For DXBC and DXIL shaders, use the following register order:

For vertex shaders:

  • (t[n], space0): Sampled textures, followed by storage textures, followed by storage buffers
  • (s[n], space0): Samplers with indices corresponding to the sampled textures
  • (b[n], space1): Uniform buffers

For pixel shaders:

  • (t[n], space2): Sampled textures, followed by storage textures, followed by storage buffers
  • (s[n], space2): Samplers with indices corresponding to the sampled textures
  • (b[n], space3): Uniform buffers

For MSL/metallib, use the following order:

  • [[texture]]: Sampled textures, followed by storage textures
  • [[sampler]]: Samplers with indices corresponding to the sampled textures
  • [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0 is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on. Rather than manually authoring vertex buffer indices, use the [[stage_in]] attribute which will automatically use the vertex input information from the SDL_GPUGraphicsPipeline.

Shader semantics other than system-value semantics do not matter in D3D12 and for ease of use the SDL implementation assumes that non system-value semantics will all be TEXCOORD. If you are using HLSL as the shader source language, your vertex semantics should start at TEXCOORD0 and increment like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic prefix to something other than TEXCOORD you can use SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with SDL_CreateGPUDeviceWithProperties().

There are optional properties that can be provided through props. These are the supported properties:

device
a GPU Context.
createinfo
a struct describing the state of the shader to create.
Returns
a shader object on success, or NULL on failure; call SDL_GetError() for more information.
See also
sDL_CreateGPUGraphicsPipeline, sDL_ReleaseGPUShader
C declaration
SDL_CreateGPUShader, defined at SDL3/SDL_gpu.h 2778:45

Since: 3.2.0

sDL_CreateGPUTexture :: FunPtr (Ptr SDL_GPUDevice -> PtrConst SDL_GPUTextureCreateInfo -> IO (Ptr SDL_GPUTexture)) Source #

Creates a texture object to be used in graphics or compute workflows.

The contents of this texture are undefined until data is written to the texture, either via SDL_UploadToGPUTexture or by performing a render or compute pass with this texture as a target.

Note that certain combinations of usage flags are invalid. For example, a texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags.

If you request a sample count higher than the hardware supports, the implementation will automatically fall back to the highest available sample count.

There are optional properties that can be provided through SDL_GPUTextureCreateInfo 's props. These are the supported properties:

device
a GPU Context.
createinfo
a struct describing the state of the texture to create.
Returns
a texture object on success, or NULL on failure; call SDL_GetError() for more information.
See also
sDL_UploadToGPUTexture, sDL_DownloadFromGPUTexture, sDL_BeginGPURenderPass, sDL_BeginGPUComputePass, sDL_BindGPUVertexSamplers, sDL_BindGPUVertexStorageTextures, sDL_BindGPUFragmentSamplers, sDL_BindGPUFragmentStorageTextures, sDL_BindGPUComputeStorageTextures, sDL_BlitGPUTexture, sDL_ReleaseGPUTexture, sDL_GPUTextureSupportsFormat
C declaration
SDL_CreateGPUTexture, defined at SDL3/SDL_gpu.h 2842:46

Since: 3.2.0

sDL_CreateGPUBuffer :: FunPtr (Ptr SDL_GPUDevice -> PtrConst SDL_GPUBufferCreateInfo -> IO (Ptr SDL_GPUBuffer)) Source #

Creates a buffer object to be used in graphics or compute workflows.

The contents of this buffer are undefined until data is written to the buffer.

Note that certain combinations of usage flags are invalid. For example, a buffer cannot have both the VERTEX and INDEX flags.

If you use a STORAGE flag, the data in the buffer must respect std140 layout conventions. In practical terms this means you must ensure that vec3 and vec4 fields are 16-byte aligned.

For better understanding of underlying concepts and memory management with SDL GPU API, you may refer this blog post There are optional properties that can be provided through props. These are the supported properties:

device
a GPU Context.
createinfo
a struct describing the state of the buffer to create.
Returns
a buffer object on success, or NULL on failure; call SDL_GetError() for more information.
See also
sDL_UploadToGPUBuffer, sDL_DownloadFromGPUBuffer, sDL_CopyGPUBufferToBuffer, sDL_BindGPUVertexBuffers, sDL_BindGPUIndexBuffer, sDL_BindGPUVertexStorageBuffers, sDL_BindGPUFragmentStorageBuffers, sDL_DrawGPUPrimitivesIndirect, sDL_DrawGPUIndexedPrimitivesIndirect, sDL_BindGPUComputeStorageBuffers, sDL_DispatchGPUComputeIndirect, sDL_ReleaseGPUBuffer
C declaration
SDL_CreateGPUBuffer, defined at SDL3/SDL_gpu.h 2898:45

Since: 3.2.0

sDL_CreateGPUTransferBuffer :: FunPtr (Ptr SDL_GPUDevice -> PtrConst SDL_GPUTransferBufferCreateInfo -> IO (Ptr SDL_GPUTransferBuffer)) Source #

Creates a transfer buffer to be used when uploading to or downloading from graphics resources.

Download buffers can be particularly expensive to create, so it is good practice to reuse them if data will be downloaded regularly.

There are optional properties that can be provided through props. These are the supported properties:

device
a GPU Context.
createinfo
a struct describing the state of the transfer buffer to create.
Returns
a transfer buffer on success, or NULL on failure; call SDL_GetError() for more information.
See also
sDL_UploadToGPUBuffer, sDL_DownloadFromGPUBuffer, sDL_UploadToGPUTexture, sDL_DownloadFromGPUTexture, sDL_ReleaseGPUTransferBuffer
C declaration
SDL_CreateGPUTransferBuffer, defined at SDL3/SDL_gpu.h 2931:53

Since: 3.2.0

sDL_SetGPUBufferName :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUBuffer -> PtrConst CChar -> IO ()) Source #

Sets an arbitrary string constant to label a buffer.

You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with SDL_CreateGPUBuffer instead of this function to avoid thread safety issues.

device
a GPU Context.
buffer
a buffer to attach the name to.
text
a UTF-8 string constant to mark as the name of the buffer.
Thread safety
This function is not thread safe, you must make sure the buffer is not simultaneously used by any other thread.
See also
sDL_CreateGPUBuffer
C declaration
SDL_SetGPUBufferName, defined at SDL3/SDL_gpu.h 2956:34

Since: 3.2.0

sDL_SetGPUTextureName :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUTexture -> PtrConst CChar -> IO ()) Source #

Sets an arbitrary string constant to label a texture.

You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with SDL_CreateGPUTexture instead of this function to avoid thread safety issues.

device
a GPU Context.
texture
a texture to attach the name to.
text
a UTF-8 string constant to mark as the name of the texture.
Thread safety
This function is not thread safe, you must make sure the texture is not simultaneously used by any other thread.
See also
sDL_CreateGPUTexture
C declaration
SDL_SetGPUTextureName, defined at SDL3/SDL_gpu.h 2979:34

Since: 3.2.0

sDL_InsertGPUDebugLabel :: FunPtr (Ptr SDL_GPUCommandBuffer -> PtrConst CChar -> IO ()) Source #

Inserts an arbitrary string label into the command buffer callstream.

Useful for debugging.

On Direct3D 12, using SDL_InsertGPUDebugLabel requires WinPixEventRuntime.dll to be in your PATH or in the same directory as your executable. See here for instructions on how to obtain it.

command_buffer
a command buffer.
text
a UTF-8 string constant to insert as the label.
C declaration
SDL_InsertGPUDebugLabel, defined at SDL3/SDL_gpu.h 3000:34

Since: 3.2.0

sDL_PushGPUDebugGroup :: FunPtr (Ptr SDL_GPUCommandBuffer -> PtrConst CChar -> IO ()) Source #

Begins a debug group with an arbitrary name.

Used for denoting groups of calls when viewing the command buffer callstream in a graphics debugging tool.

Each call to SDL_PushGPUDebugGroup must have a corresponding call to SDL_PopGPUDebugGroup.

On Direct3D 12, using SDL_PushGPUDebugGroup requires WinPixEventRuntime.dll to be in your PATH or in the same directory as your executable. See here for instructions on how to obtain it.

On some backends (e.g. Metal), pushing a debug group during a render/blit/compute pass will create a group that is scoped to the native pass rather than the command buffer. For best results, if you push a debug group during a pass, always pop it in the same pass.

command_buffer
a command buffer.
name
a UTF-8 string constant that names the group.
See also
sDL_PopGPUDebugGroup
C declaration
SDL_PushGPUDebugGroup, defined at SDL3/SDL_gpu.h 3030:34

Since: 3.2.0

sDL_PopGPUDebugGroup :: FunPtr (Ptr SDL_GPUCommandBuffer -> IO ()) Source #

Ends the most-recently pushed debug group.

On Direct3D 12, using SDL_PopGPUDebugGroup requires WinPixEventRuntime.dll to be in your PATH or in the same directory as your executable. See here for instructions on how to obtain it.

command_buffer
a command buffer.
See also
sDL_PushGPUDebugGroup
C declaration
SDL_PopGPUDebugGroup, defined at SDL3/SDL_gpu.h 3048:34

Since: 3.2.0

sDL_ReleaseGPUTexture :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUTexture -> IO ()) Source #

Frees the given texture as soon as it is safe to do so.

You must not reference the texture after calling this function.

device
a GPU context.
texture
a texture to be destroyed.
C declaration
SDL_ReleaseGPUTexture, defined at SDL3/SDL_gpu.h 3063:34

Since: 3.2.0

sDL_ReleaseGPUSampler :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUSampler -> IO ()) Source #

Frees the given sampler as soon as it is safe to do so.

You must not reference the sampler after calling this function.

device
a GPU context.
sampler
a sampler to be destroyed.
C declaration
SDL_ReleaseGPUSampler, defined at SDL3/SDL_gpu.h 3077:34

Since: 3.2.0

sDL_ReleaseGPUBuffer :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUBuffer -> IO ()) Source #

Frees the given buffer as soon as it is safe to do so.

You must not reference the buffer after calling this function.

device
a GPU context.
buffer
a buffer to be destroyed.
C declaration
SDL_ReleaseGPUBuffer, defined at SDL3/SDL_gpu.h 3091:34

Since: 3.2.0

sDL_ReleaseGPUTransferBuffer :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUTransferBuffer -> IO ()) Source #

Frees the given transfer buffer as soon as it is safe to do so.

You must not reference the transfer buffer after calling this function.

device
a GPU context.
transfer_buffer
a transfer buffer to be destroyed.
C declaration
SDL_ReleaseGPUTransferBuffer, defined at SDL3/SDL_gpu.h 3105:34

Since: 3.2.0

sDL_ReleaseGPUComputePipeline :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUComputePipeline -> IO ()) Source #

Frees the given compute pipeline as soon as it is safe to do so.

You must not reference the compute pipeline after calling this function.

device
a GPU context.
compute_pipeline
a compute pipeline to be destroyed.
C declaration
SDL_ReleaseGPUComputePipeline, defined at SDL3/SDL_gpu.h 3119:34

Since: 3.2.0

sDL_ReleaseGPUShader :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUShader -> IO ()) Source #

Frees the given shader as soon as it is safe to do so.

You must not reference the shader after calling this function.

device
a GPU context.
shader
a shader to be destroyed.
C declaration
SDL_ReleaseGPUShader, defined at SDL3/SDL_gpu.h 3133:34

Since: 3.2.0

sDL_ReleaseGPUGraphicsPipeline :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUGraphicsPipeline -> IO ()) Source #

Frees the given graphics pipeline as soon as it is safe to do so.

You must not reference the graphics pipeline after calling this function.

device
a GPU context.
graphics_pipeline
a graphics pipeline to be destroyed.
C declaration
SDL_ReleaseGPUGraphicsPipeline, defined at SDL3/SDL_gpu.h 3147:34

Since: 3.2.0

sDL_AcquireGPUCommandBuffer :: FunPtr (Ptr SDL_GPUDevice -> IO (Ptr SDL_GPUCommandBuffer)) Source #

Acquire a command buffer.

This command buffer is managed by the implementation and should not be freed by the user. The command buffer may only be used on the thread it was acquired on. The command buffer should be submitted on the thread it was acquired on.

It is valid to acquire multiple command buffers on the same thread at once. In fact a common design pattern is to acquire two command buffers per frame where one is dedicated to render and compute passes and the other is dedicated to copy passes and other preparatory work such as generating mipmaps. Interleaving commands between the two command buffers reduces the total amount of passes overall which improves rendering performance.

device
a GPU context.
Returns
a command buffer, or NULL on failure; call SDL_GetError() for more information.
See also
sDL_SubmitGPUCommandBuffer, sDL_SubmitGPUCommandBufferAndAcquireFence
C declaration
SDL_AcquireGPUCommandBuffer, defined at SDL3/SDL_gpu.h 3175:52

Since: 3.2.0

sDL_PushGPUVertexUniformData :: FunPtr (Ptr SDL_GPUCommandBuffer -> Uint32 -> PtrConst Void -> Uint32 -> IO ()) Source #

Pushes data to a vertex uniform slot on the command buffer.

Subsequent draw calls in this command buffer will use this uniform data.

The data being pushed must respect std140 layout conventions. In practical terms this means you must ensure that vec3 and vec4 fields are 16-byte aligned.

For detailed information about accessing uniform data from a shader, please refer to SDL_CreateGPUShader.

command_buffer
a command buffer.
slot_index
the vertex uniform slot to push data to.
data
client data to write.
length
the length of the data to write.
C declaration
SDL_PushGPUVertexUniformData, defined at SDL3/SDL_gpu.h 3199:34

Since: 3.2.0

sDL_PushGPUFragmentUniformData :: FunPtr (Ptr SDL_GPUCommandBuffer -> Uint32 -> PtrConst Void -> Uint32 -> IO ()) Source #

Pushes data to a fragment uniform slot on the command buffer.

Subsequent draw calls in this command buffer will use this uniform data.

The data being pushed must respect std140 layout conventions. In practical terms this means you must ensure that vec3 and vec4 fields are 16-byte aligned.

command_buffer
a command buffer.
slot_index
the fragment uniform slot to push data to.
data
client data to write.
length
the length of the data to write.
C declaration
SDL_PushGPUFragmentUniformData, defined at SDL3/SDL_gpu.h 3221:34

Since: 3.2.0

sDL_PushGPUComputeUniformData :: FunPtr (Ptr SDL_GPUCommandBuffer -> Uint32 -> PtrConst Void -> Uint32 -> IO ()) Source #

Pushes data to a uniform slot on the command buffer.

Subsequent draw calls in this command buffer will use this uniform data.

The data being pushed must respect std140 layout conventions. In practical terms this means you must ensure that vec3 and vec4 fields are 16-byte aligned.

command_buffer
a command buffer.
slot_index
the uniform slot to push data to.
data
client data to write.
length
the length of the data to write.
C declaration
SDL_PushGPUComputeUniformData, defined at SDL3/SDL_gpu.h 3243:34

Since: 3.2.0

sDL_BeginGPURenderPass :: FunPtr (Ptr SDL_GPUCommandBuffer -> PtrConst SDL_GPUColorTargetInfo -> Uint32 -> PtrConst SDL_GPUDepthStencilTargetInfo -> IO (Ptr SDL_GPURenderPass)) Source #

Begins a render pass on a command buffer.

A render pass consists of a set of texture subresources (or depth slices in the 3D texture case) which will be rendered to during the render pass, along with corresponding clear values and load/store operations. All operations related to graphics pipelines must take place inside of a render pass. A default viewport and scissor state are automatically set when this is called. You cannot begin another render pass, or begin a compute pass or copy pass until you have ended the render pass.

Using SDL_GPU_LOADOP_LOAD before any contents have been written to the texture subresource will result in undefined behavior. SDL_GPU_LOADOP_CLEAR will set the contents of the texture subresource to a single value before any rendering is performed. It's fine to do an empty render pass using SDL_GPU_STOREOP_STORE to clear a texture, but in general it's better to think of clearing not as an independent operation but as something that's done as the beginning of a render pass.

command_buffer
a command buffer.
color_target_infos
an array of texture subresources with corresponding clear values and load/store ops.
num_color_targets
the number of color targets in the color_target_infos array.
depth_stencil_target_info
a texture subresource with corresponding clear value and load/store ops, may be NULL.
Returns
a render pass handle.
See also
sDL_EndGPURenderPass
C declaration
SDL_BeginGPURenderPass, defined at SDL3/SDL_gpu.h 3284:49

Since: 3.2.0

sDL_BindGPUGraphicsPipeline :: FunPtr (Ptr SDL_GPURenderPass -> Ptr SDL_GPUGraphicsPipeline -> IO ()) Source #

Binds a graphics pipeline on a render pass to be used in rendering.

A graphics pipeline must be bound before making any draw calls.

render_pass
a render pass handle.
graphics_pipeline
the graphics pipeline to bind.
C declaration
SDL_BindGPUGraphicsPipeline, defined at SDL3/SDL_gpu.h 3300:34

Since: 3.2.0

sDL_SetGPUViewport :: FunPtr (Ptr SDL_GPURenderPass -> PtrConst SDL_GPUViewport -> IO ()) Source #

Sets the current viewport state on a command buffer.

render_pass
a render pass handle.
viewport
the viewport to set.
C declaration
SDL_SetGPUViewport, defined at SDL3/SDL_gpu.h 3312:34

Since: 3.2.0

sDL_SetGPUScissor :: FunPtr (Ptr SDL_GPURenderPass -> PtrConst SDL_Rect -> IO ()) Source #

Sets the current scissor state on a command buffer.

render_pass
a render pass handle.
scissor
the scissor area to set.
C declaration
SDL_SetGPUScissor, defined at SDL3/SDL_gpu.h 3324:34

Since: 3.2.0

sDL_SetGPUBlendConstants :: FunPtr (Ptr SDL_GPURenderPass -> SDL_FColor -> IO ()) Source #

Sets the current blend constants on a command buffer.

render_pass
a render pass handle.
blend_constants
the blend constant color.
See also
SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
C declaration
SDL_SetGPUBlendConstants, defined at SDL3/SDL_gpu.h 3339:34

Since: 3.2.0

sDL_SetGPUStencilReference :: FunPtr (Ptr SDL_GPURenderPass -> Uint8 -> IO ()) Source #

Sets the current stencil reference value on a command buffer.

render_pass
a render pass handle.
reference
the stencil reference value to set.
C declaration
SDL_SetGPUStencilReference, defined at SDL3/SDL_gpu.h 3351:34

Since: 3.2.0

sDL_BindGPUVertexBuffers :: FunPtr (Ptr SDL_GPURenderPass -> Uint32 -> PtrConst SDL_GPUBufferBinding -> Uint32 -> IO ()) Source #

Binds vertex buffers on a command buffer for use with subsequent draw calls.

render_pass
a render pass handle.
first_slot
the vertex buffer slot to begin binding from.
bindings
an array of SDL_GPUBufferBinding structs containing vertex buffers and offset values.
num_bindings
the number of bindings in the bindings array.
C declaration
SDL_BindGPUVertexBuffers, defined at SDL3/SDL_gpu.h 3367:34

Since: 3.2.0

sDL_BindGPUIndexBuffer :: FunPtr (Ptr SDL_GPURenderPass -> PtrConst SDL_GPUBufferBinding -> SDL_GPUIndexElementSize -> IO ()) Source #

Binds an index buffer on a command buffer for use with subsequent draw calls.

render_pass
a render pass handle.
binding
a pointer to a struct containing an index buffer and offset.
index_element_size
whether the index values in the buffer are 16- or 32-bit.
C declaration
SDL_BindGPUIndexBuffer, defined at SDL3/SDL_gpu.h 3384:34

Since: 3.2.0

sDL_BindGPUVertexSamplers :: FunPtr (Ptr SDL_GPURenderPass -> Uint32 -> PtrConst SDL_GPUTextureSamplerBinding -> Uint32 -> IO ()) Source #

Binds texture-sampler pairs for use on the vertex shader.

The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.

The textures being bound must have a matching type declared in the shader (2D, 3D, etc.). Multisample textures are not allowed.

Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().

render_pass
a render pass handle.
first_slot
the vertex sampler slot to begin binding from.
texture_sampler_bindings
an array of texture-sampler binding structs.
num_bindings
the number of texture-sampler pairs to bind from the array.
See also
sDL_CreateGPUShader
C declaration
SDL_BindGPUVertexSamplers, defined at SDL3/SDL_gpu.h 3411:34

Since: 3.2.0

sDL_BindGPUVertexStorageTextures :: FunPtr (Ptr SDL_GPURenderPass -> Uint32 -> PtrConst (Ptr SDL_GPUTexture) -> Uint32 -> IO ()) Source #

Binds storage textures for use on the vertex shader.

These textures must have been created with SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.

The textures being bound must have a matching type declared in the shader (2D, 3D, 2DMS, etc.)

Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().

render_pass
a render pass handle.
first_slot
the vertex storage texture slot to begin binding from.
storage_textures
an array of storage textures.
num_bindings
the number of storage texture to bind from the array.
See also
sDL_CreateGPUShader
C declaration
SDL_BindGPUVertexStorageTextures, defined at SDL3/SDL_gpu.h 3438:34

Since: 3.2.0

sDL_BindGPUVertexStorageBuffers :: FunPtr (Ptr SDL_GPURenderPass -> Uint32 -> PtrConst (Ptr SDL_GPUBuffer) -> Uint32 -> IO ()) Source #

Binds storage buffers for use on the vertex shader.

These buffers must have been created with SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.

Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().

render_pass
a render pass handle.
first_slot
the vertex storage buffer slot to begin binding from.
storage_buffers
an array of buffers.
num_bindings
the number of buffers to bind from the array.
See also
sDL_CreateGPUShader
C declaration
SDL_BindGPUVertexStorageBuffers, defined at SDL3/SDL_gpu.h 3462:34

Since: 3.2.0

sDL_BindGPUFragmentSamplers :: FunPtr (Ptr SDL_GPURenderPass -> Uint32 -> PtrConst SDL_GPUTextureSamplerBinding -> Uint32 -> IO ()) Source #

Binds texture-sampler pairs for use on the fragment shader.

The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.

The textures being bound must have a matching type declared in the shader (2D, 3D, etc.). Multisample textures are not allowed.

Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().

render_pass
a render pass handle.
first_slot
the fragment sampler slot to begin binding from.
texture_sampler_bindings
an array of texture-sampler binding structs.
num_bindings
the number of texture-sampler pairs to bind from the array.
See also
sDL_CreateGPUShader
C declaration
SDL_BindGPUFragmentSamplers, defined at SDL3/SDL_gpu.h 3490:34

Since: 3.2.0

sDL_BindGPUFragmentStorageTextures :: FunPtr (Ptr SDL_GPURenderPass -> Uint32 -> PtrConst (Ptr SDL_GPUTexture) -> Uint32 -> IO ()) Source #

Binds storage textures for use on the fragment shader.

These textures must have been created with SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.

The textures being bound must have a matching type declared in the shader (2D, 3D, 2DMS, etc.)

Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().

render_pass
a render pass handle.
first_slot
the fragment storage texture slot to begin binding from.
storage_textures
an array of storage textures.
num_bindings
the number of storage textures to bind from the array.
See also
sDL_CreateGPUShader
C declaration
SDL_BindGPUFragmentStorageTextures, defined at SDL3/SDL_gpu.h 3517:34

Since: 3.2.0

sDL_BindGPUFragmentStorageBuffers :: FunPtr (Ptr SDL_GPURenderPass -> Uint32 -> PtrConst (Ptr SDL_GPUBuffer) -> Uint32 -> IO ()) Source #

Binds storage buffers for use on the fragment shader.

These buffers must have been created with SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.

Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().

render_pass
a render pass handle.
first_slot
the fragment storage buffer slot to begin binding from.
storage_buffers
an array of storage buffers.
num_bindings
the number of storage buffers to bind from the array.
See also
sDL_CreateGPUShader
C declaration
SDL_BindGPUFragmentStorageBuffers, defined at SDL3/SDL_gpu.h 3541:34

Since: 3.2.0

sDL_DrawGPUIndexedPrimitives :: FunPtr (Ptr SDL_GPURenderPass -> Uint32 -> Uint32 -> Uint32 -> Sint32 -> Uint32 -> IO ()) Source #

Draws data using bound graphics state with an index buffer and instancing enabled.

You must not call this function before binding a graphics pipeline.

Note that the first_vertex and first_instance parameters are NOT compatible with built-in vertex/instance ID variables in shaders (for example, SV_VertexID); GPU APIs and shader languages do not define these built-in variables consistently, so if your shader depends on them, the only way to keep behavior consistent and portable is to always pass 0 for the correlating parameter in the draw calls.

render_pass
a render pass handle.
num_indices
the number of indices to draw per instance.
num_instances
the number of instances to draw.
first_index
the starting index within the index buffer.
vertex_offset
value added to vertex index before indexing into the vertex buffer.
first_instance
the ID of the first instance to draw.
C declaration
SDL_DrawGPUIndexedPrimitives, defined at SDL3/SDL_gpu.h 3572:34

Since: 3.2.0

sDL_DrawGPUPrimitives :: FunPtr (Ptr SDL_GPURenderPass -> Uint32 -> Uint32 -> Uint32 -> Uint32 -> IO ()) Source #

Draws data using bound graphics state.

You must not call this function before binding a graphics pipeline.

Note that the first_vertex and first_instance parameters are NOT compatible with built-in vertex/instance ID variables in shaders (for example, SV_VertexID); GPU APIs and shader languages do not define these built-in variables consistently, so if your shader depends on them, the only way to keep behavior consistent and portable is to always pass 0 for the correlating parameter in the draw calls.

render_pass
a render pass handle.
num_vertices
the number of vertices to draw.
num_instances
the number of instances that will be drawn.
first_vertex
the index of the first vertex to draw.
first_instance
the ID of the first instance to draw.
C declaration
SDL_DrawGPUPrimitives, defined at SDL3/SDL_gpu.h 3600:34

Since: 3.2.0

sDL_DrawGPUPrimitivesIndirect :: FunPtr (Ptr SDL_GPURenderPass -> Ptr SDL_GPUBuffer -> Uint32 -> Uint32 -> IO ()) Source #

Draws data using bound graphics state and with draw parameters set from a buffer.

The buffer must consist of tightly-packed draw parameter sets that each match the layout of SDL_GPUIndirectDrawCommand. You must not call this function before binding a graphics pipeline.

render_pass
a render pass handle.
buffer
a buffer containing draw parameters.
offset
the offset to start reading from the draw buffer.
draw_count
the number of draw parameter sets that should be read from the draw buffer.
C declaration
SDL_DrawGPUPrimitivesIndirect, defined at SDL3/SDL_gpu.h 3623:34

Since: 3.2.0

sDL_DrawGPUIndexedPrimitivesIndirect :: FunPtr (Ptr SDL_GPURenderPass -> Ptr SDL_GPUBuffer -> Uint32 -> Uint32 -> IO ()) Source #

Draws data using bound graphics state with an index buffer enabled and with draw parameters set from a buffer.

The buffer must consist of tightly-packed draw parameter sets that each match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call this function before binding a graphics pipeline.

render_pass
a render pass handle.
buffer
a buffer containing draw parameters.
offset
the offset to start reading from the draw buffer.
draw_count
the number of draw parameter sets that should be read from the draw buffer.
C declaration
SDL_DrawGPUIndexedPrimitivesIndirect, defined at SDL3/SDL_gpu.h 3645:34

Since: 3.2.0

sDL_EndGPURenderPass :: FunPtr (Ptr SDL_GPURenderPass -> IO ()) Source #

Ends the given render pass.

All bound graphics state on the render pass command buffer is unset. The render pass handle is now invalid.

render_pass
a render pass handle.
C declaration
SDL_EndGPURenderPass, defined at SDL3/SDL_gpu.h 3661:34

Since: 3.2.0

sDL_BeginGPUComputePass :: FunPtr (Ptr SDL_GPUCommandBuffer -> PtrConst SDL_GPUStorageTextureReadWriteBinding -> Uint32 -> PtrConst SDL_GPUStorageBufferReadWriteBinding -> Uint32 -> IO (Ptr SDL_GPUComputePass)) Source #

Begins a compute pass on a command buffer.

A compute pass is defined by a set of texture subresources and buffers that may be written to by compute pipelines. These textures and buffers must have been created with the COMPUTE_STORAGE_WRITE bit or the COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the texture in the compute pass. All operations related to compute pipelines must take place inside of a compute pass. You must not begin another compute pass, or a render pass or copy pass before ending the compute pass.

A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT implicitly synchronized. This means you may cause data races by both reading and writing a resource region in a compute pass, or by writing multiple times to a resource region. If your compute work depends on reading the completed output from a previous dispatch, you MUST end the current compute pass and begin a new one before you can safely access the data. Otherwise you will receive unexpected results. Reading and writing a texture in the same compute pass is only supported by specific texture formats. Make sure you check the format support!

command_buffer
a command buffer.
storage_texture_bindings
an array of writeable storage texture binding structs.
num_storage_texture_bindings
the number of storage textures to bind from the array.
storage_buffer_bindings
an array of writeable storage buffer binding structs.
num_storage_buffer_bindings
the number of storage buffers to bind from the array.
Returns
a compute pass handle.
See also
sDL_EndGPUComputePass
C declaration
SDL_BeginGPUComputePass, defined at SDL3/SDL_gpu.h 3703:50

Since: 3.2.0

sDL_BindGPUComputePipeline :: FunPtr (Ptr SDL_GPUComputePass -> Ptr SDL_GPUComputePipeline -> IO ()) Source #

Binds a compute pipeline on a command buffer for use in compute dispatch.

compute_pass
a compute pass handle.
compute_pipeline
a compute pipeline to bind.
C declaration
SDL_BindGPUComputePipeline, defined at SDL3/SDL_gpu.h 3718:34

Since: 3.2.0

sDL_BindGPUComputeSamplers :: FunPtr (Ptr SDL_GPUComputePass -> Uint32 -> PtrConst SDL_GPUTextureSamplerBinding -> Uint32 -> IO ()) Source #

Binds texture-sampler pairs for use on the compute shader.

The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.

The textures being bound must have a matching type declared in the shader (2D, 3D, etc.). Multisample textures are not allowed.

Be sure your shader is set up according to the requirements documented in SDL_CreateGPUComputePipeline().

compute_pass
a compute pass handle.
first_slot
the compute sampler slot to begin binding from.
texture_sampler_bindings
an array of texture-sampler binding structs.
num_bindings
the number of texture-sampler bindings to bind from the array.
See also
sDL_CreateGPUComputePipeline
C declaration
SDL_BindGPUComputeSamplers, defined at SDL3/SDL_gpu.h 3744:34

Since: 3.2.0

sDL_BindGPUComputeStorageTextures :: FunPtr (Ptr SDL_GPUComputePass -> Uint32 -> PtrConst (Ptr SDL_GPUTexture) -> Uint32 -> IO ()) Source #

Binds storage textures as readonly for use on the compute pipeline.

These textures must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.

The textures being bound must have a matching type declared in the shader (2D, 3D, 2DMS, etc.)

Be sure your shader is set up according to the requirements documented in SDL_CreateGPUComputePipeline().

compute_pass
a compute pass handle.
first_slot
the compute storage texture slot to begin binding from.
storage_textures
an array of storage textures.
num_bindings
the number of storage textures to bind from the array.
See also
sDL_CreateGPUComputePipeline
C declaration
SDL_BindGPUComputeStorageTextures, defined at SDL3/SDL_gpu.h 3771:34

Since: 3.2.0

sDL_BindGPUComputeStorageBuffers :: FunPtr (Ptr SDL_GPUComputePass -> Uint32 -> PtrConst (Ptr SDL_GPUBuffer) -> Uint32 -> IO ()) Source #

Binds storage buffers as readonly for use on the compute pipeline.

These buffers must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.

Be sure your shader is set up according to the requirements documented in SDL_CreateGPUComputePipeline().

compute_pass
a compute pass handle.
first_slot
the compute storage buffer slot to begin binding from.
storage_buffers
an array of storage buffer binding structs.
num_bindings
the number of storage buffers to bind from the array.
See also
sDL_CreateGPUComputePipeline
C declaration
SDL_BindGPUComputeStorageBuffers, defined at SDL3/SDL_gpu.h 3795:34

Since: 3.2.0

sDL_DispatchGPUCompute :: FunPtr (Ptr SDL_GPUComputePass -> Uint32 -> Uint32 -> Uint32 -> IO ()) Source #

Dispatches compute work.

You must not call this function before binding a compute pipeline.

A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and the dispatches write to the same resource region as each other, there is no guarantee of which order the writes will occur. If the write order matters, you MUST end the compute pass and begin another one.

compute_pass
a compute pass handle.
groupcount_x
number of local workgroups to dispatch in the X dimension.
groupcount_y
number of local workgroups to dispatch in the Y dimension.
groupcount_z
number of local workgroups to dispatch in the Z dimension.
C declaration
SDL_DispatchGPUCompute, defined at SDL3/SDL_gpu.h 3821:34

Since: 3.2.0

sDL_DispatchGPUComputeIndirect :: FunPtr (Ptr SDL_GPUComputePass -> Ptr SDL_GPUBuffer -> Uint32 -> IO ()) Source #

Dispatches compute work with parameters set from a buffer.

The buffer layout should match the layout of SDL_GPUIndirectDispatchCommand. You must not call this function before binding a compute pipeline.

A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and the dispatches write to the same resource region as each other, there is no guarantee of which order the writes will occur. If the write order matters, you MUST end the compute pass and begin another one.

compute_pass
a compute pass handle.
buffer
a buffer containing dispatch parameters.
offset
the offset to start reading from the dispatch buffer.
C declaration
SDL_DispatchGPUComputeIndirect, defined at SDL3/SDL_gpu.h 3845:34

Since: 3.2.0

sDL_EndGPUComputePass :: FunPtr (Ptr SDL_GPUComputePass -> IO ()) Source #

Ends the current compute pass.

All bound compute state on the command buffer is unset. The compute pass handle is now invalid.

compute_pass
a compute pass handle.
C declaration
SDL_EndGPUComputePass, defined at SDL3/SDL_gpu.h 3860:34

Since: 3.2.0

sDL_MapGPUTransferBuffer :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUTransferBuffer -> CBool -> IO (Ptr Void)) Source #

Maps a transfer buffer into application address space.

You must unmap the transfer buffer before encoding upload commands. The memory is owned by the graphics driver - do NOT call SDL_free() on the returned pointer.

device
a GPU context.
transfer_buffer
a transfer buffer.
cycle
if true, cycles the transfer buffer if it is already bound.
Returns
the address of the mapped transfer buffer memory, or NULL on failure; call SDL_GetError() for more information.
C declaration
SDL_MapGPUTransferBuffer, defined at SDL3/SDL_gpu.h 3880:36

Since: 3.2.0

sDL_UnmapGPUTransferBuffer :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUTransferBuffer -> IO ()) Source #

Unmaps a previously mapped transfer buffer.

device
a GPU context.
transfer_buffer
a previously mapped transfer buffer.
C declaration
SDL_UnmapGPUTransferBuffer, defined at SDL3/SDL_gpu.h 3893:34

Since: 3.2.0

sDL_BeginGPUCopyPass :: FunPtr (Ptr SDL_GPUCommandBuffer -> IO (Ptr SDL_GPUCopyPass)) Source #

Begins a copy pass on a command buffer.

All operations related to copying to or from buffers or textures take place inside a copy pass. You must not begin another copy pass, or a render pass or compute pass before ending the copy pass.

command_buffer
a command buffer.
Returns
a copy pass handle.
See also
sDL_EndGPUCopyPass
C declaration
SDL_BeginGPUCopyPass, defined at SDL3/SDL_gpu.h 3913:47

Since: 3.2.0

sDL_UploadToGPUTexture :: FunPtr (Ptr SDL_GPUCopyPass -> PtrConst SDL_GPUTextureTransferInfo -> PtrConst SDL_GPUTextureRegion -> CBool -> IO ()) Source #

Uploads data from a transfer buffer to a texture.

The upload occurs on the GPU timeline. You may assume that the upload has finished in subsequent commands.

You must align the data in the transfer buffer to a multiple of the texel size of the texture format.

copy_pass
a copy pass handle.
source
the source transfer buffer with image layout information.
destination
the destination texture region.
cycle
if true, cycles the texture if the texture is bound, otherwise overwrites the data.
C declaration
SDL_UploadToGPUTexture, defined at SDL3/SDL_gpu.h 3933:34

Since: 3.2.0

sDL_UploadToGPUBuffer :: FunPtr (Ptr SDL_GPUCopyPass -> PtrConst SDL_GPUTransferBufferLocation -> PtrConst SDL_GPUBufferRegion -> CBool -> IO ()) Source #

Uploads data from a transfer buffer to a buffer.

The upload occurs on the GPU timeline. You may assume that the upload has finished in subsequent commands.

copy_pass
a copy pass handle.
source
the source transfer buffer with offset.
destination
the destination buffer with offset and size.
cycle
if true, cycles the buffer if it is already bound, otherwise overwrites the data.
C declaration
SDL_UploadToGPUBuffer, defined at SDL3/SDL_gpu.h 3953:34

Since: 3.2.0

sDL_CopyGPUTextureToTexture :: FunPtr (Ptr SDL_GPUCopyPass -> PtrConst SDL_GPUTextureLocation -> PtrConst SDL_GPUTextureLocation -> Uint32 -> Uint32 -> Uint32 -> CBool -> IO ()) Source #

Performs a texture-to-texture copy.

This copy occurs on the GPU timeline. You may assume the copy has finished in subsequent commands.

This function does not support copying between depth and color textures. For those, copy the texture to a buffer and then to the destination texture.

copy_pass
a copy pass handle.
source
a source texture region.
destination
a destination texture region.
w
the width of the region to copy.
h
the height of the region to copy.
d
the depth of the region to copy.
cycle
if true, cycles the destination texture if the destination texture is bound, otherwise overwrites the data.
C declaration
SDL_CopyGPUTextureToTexture, defined at SDL3/SDL_gpu.h 3980:34

Since: 3.2.0

sDL_CopyGPUBufferToBuffer :: FunPtr (Ptr SDL_GPUCopyPass -> PtrConst SDL_GPUBufferLocation -> PtrConst SDL_GPUBufferLocation -> Uint32 -> CBool -> IO ()) Source #

Performs a buffer-to-buffer copy.

This copy occurs on the GPU timeline. You may assume the copy has finished in subsequent commands.

copy_pass
a copy pass handle.
source
the buffer and offset to copy from.
destination
the buffer and offset to copy to.
size
the length of the buffer to copy.
cycle
if true, cycles the destination buffer if it is already bound, otherwise overwrites the data.
C declaration
SDL_CopyGPUBufferToBuffer, defined at SDL3/SDL_gpu.h 4004:34

Since: 3.2.0

sDL_DownloadFromGPUTexture :: FunPtr (Ptr SDL_GPUCopyPass -> PtrConst SDL_GPUTextureRegion -> PtrConst SDL_GPUTextureTransferInfo -> IO ()) Source #

Copies data from a texture to a transfer buffer on the GPU timeline.

This data is not guaranteed to be copied until the command buffer fence is signaled.

copy_pass
a copy pass handle.
source
the source texture region.
destination
the destination transfer buffer with image layout information.
C declaration
SDL_DownloadFromGPUTexture, defined at SDL3/SDL_gpu.h 4024:34

Since: 3.2.0

sDL_DownloadFromGPUBuffer :: FunPtr (Ptr SDL_GPUCopyPass -> PtrConst SDL_GPUBufferRegion -> PtrConst SDL_GPUTransferBufferLocation -> IO ()) Source #

Copies data from a buffer to a transfer buffer on the GPU timeline.

This data is not guaranteed to be copied until the command buffer fence is signaled.

copy_pass
a copy pass handle.
source
the source buffer with offset and size.
destination
the destination transfer buffer with offset.
C declaration
SDL_DownloadFromGPUBuffer, defined at SDL3/SDL_gpu.h 4041:34

Since: 3.2.0

sDL_EndGPUCopyPass :: FunPtr (Ptr SDL_GPUCopyPass -> IO ()) Source #

Ends the current copy pass.

copy_pass
a copy pass handle.
C declaration
SDL_EndGPUCopyPass, defined at SDL3/SDL_gpu.h 4053:34

Since: 3.2.0

sDL_GenerateMipmapsForGPUTexture :: FunPtr (Ptr SDL_GPUCommandBuffer -> Ptr SDL_GPUTexture -> IO ()) Source #

Generates mipmaps for the given texture.

This function must not be called inside of any pass.

command_buffer
a command_buffer.
texture
a texture with more than 1 mip level.
C declaration
SDL_GenerateMipmapsForGPUTexture, defined at SDL3/SDL_gpu.h 4066:34

Since: 3.2.0

sDL_BlitGPUTexture :: FunPtr (Ptr SDL_GPUCommandBuffer -> PtrConst SDL_GPUBlitInfo -> IO ()) Source #

Blits from a source texture region to a destination texture region.

This function must not be called inside of any pass.

command_buffer
a command buffer.
info
the blit info struct containing the blit parameters.
C declaration
SDL_BlitGPUTexture, defined at SDL3/SDL_gpu.h 4080:34

Since: 3.2.0

sDL_WindowSupportsGPUSwapchainComposition :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_Window -> SDL_GPUSwapchainComposition -> IO CBool) Source #

Determines whether a swapchain composition is supported by the window.

The window must be claimed before calling this function.

device
a GPU context.
window
an SDL_Window.
swapchain_composition
the swapchain composition to check.
Returns
true if supported, false if unsupported.
See also
sDL_ClaimWindowForGPUDevice
C declaration
SDL_WindowSupportsGPUSwapchainComposition, defined at SDL3/SDL_gpu.h 4100:34

Since: 3.2.0

sDL_WindowSupportsGPUPresentMode :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_Window -> SDL_GPUPresentMode -> IO CBool) Source #

Determines whether a presentation mode is supported by the window.

The window must be claimed before calling this function.

device
a GPU context.
window
an SDL_Window.
present_mode
the presentation mode to check.
Returns
true if supported, false if unsupported.
See also
sDL_ClaimWindowForGPUDevice
C declaration
SDL_WindowSupportsGPUPresentMode, defined at SDL3/SDL_gpu.h 4119:34

Since: 3.2.0

sDL_ClaimWindowForGPUDevice :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_Window -> IO CBool) Source #

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.

device
a GPU context.
window
an SDL_Window.
Returns
true on success, or false on failure; call SDL_GetError() for more information.
Thread safety
This function should only be called from the thread that created the window.
See also
sDL_WaitAndAcquireGPUSwapchainTexture, sDL_ReleaseWindowFromGPUDevice, sDL_WindowSupportsGPUPresentMode, sDL_WindowSupportsGPUSwapchainComposition
C declaration
SDL_ClaimWindowForGPUDevice, defined at SDL3/SDL_gpu.h 4151:34

Since: 3.2.0

sDL_ReleaseWindowFromGPUDevice :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_Window -> IO ()) Source #

Unclaims a window, destroying its swapchain structure.

device
a GPU context.
window
an SDL_Window that has been claimed.
See also
sDL_ClaimWindowForGPUDevice
C declaration
SDL_ReleaseWindowFromGPUDevice, defined at SDL3/SDL_gpu.h 4165:34

Since: 3.2.0

sDL_SetGPUSwapchainParameters :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_Window -> SDL_GPUSwapchainComposition -> SDL_GPUPresentMode -> IO CBool) Source #

Changes the swapchain parameters for the given claimed window.

This function will fail if the requested present mode or swapchain composition are unsupported by the device. Check if the parameters are supported via SDL_WindowSupportsGPUPresentMode / SDL_WindowSupportsGPUSwapchainComposition prior to calling this function.

SDL_GPU_PRESENTMODE_VSYNC with SDL_GPU_SWAPCHAINCOMPOSITION_SDR is always supported.

device
a GPU context.
window
an SDL_Window that has been claimed.
swapchain_composition
the desired composition of the swapchain.
present_mode
the desired present mode for the swapchain.
Returns
true if successful, false on error; call SDL_GetError() for more information.
See also
sDL_WindowSupportsGPUPresentMode, sDL_WindowSupportsGPUSwapchainComposition
C declaration
SDL_SetGPUSwapchainParameters, defined at SDL3/SDL_gpu.h 4192:34

Since: 3.2.0

sDL_SetGPUAllowedFramesInFlight :: FunPtr (Ptr SDL_GPUDevice -> Uint32 -> IO CBool) Source #

Configures the maximum allowed number of frames in flight.

The default value when the device is created is 2. This means that after you have submitted 2 frames for presentation, if the GPU has not finished working on the first frame, SDL_AcquireGPUSwapchainTexture() will fill the swapchain texture pointer with NULL, and SDL_WaitAndAcquireGPUSwapchainTexture() will block.

Higher values increase throughput at the expense of visual latency. Lower values decrease visual latency at the expense of throughput.

Note that calling this function will stall and flush the command queue to prevent synchronization issues.

The minimum value of allowed frames in flight is 1, and the maximum is 3.

device
a GPU context.
allowed_frames_in_flight
the maximum number of frames that can be pending on the GPU.
Returns
true if successful, false on error; call SDL_GetError() for more information.
C declaration
SDL_SetGPUAllowedFramesInFlight, defined at SDL3/SDL_gpu.h 4223:34

Since: 3.2.0

sDL_GetGPUSwapchainTextureFormat :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_Window -> IO SDL_GPUTextureFormat) Source #

Obtains the texture format of the swapchain for the given window.

Note that this format can change if the swapchain parameters change.

device
a GPU context.
window
an SDL_Window that has been claimed.
Returns
the texture format of the swapchain.
C declaration
SDL_GetGPUSwapchainTextureFormat, defined at SDL3/SDL_gpu.h 4238:50

Since: 3.2.0

sDL_AcquireGPUSwapchainTexture :: FunPtr (Ptr SDL_GPUCommandBuffer -> Ptr SDL_Window -> Ptr (Ptr SDL_GPUTexture) -> Ptr Uint32 -> Ptr Uint32 -> IO CBool) Source #

Acquire a texture to use in presentation.

When a swapchain texture is acquired on a command buffer, it will automatically be submitted for presentation when the command buffer is submitted. The swapchain texture should only be referenced by the command buffer used to acquire it.

This function will fill the swapchain texture handle with NULL if too many frames are in flight. This is not an error. This NULL pointer should not be passed back into SDL. Instead, it should be considered as an indication to wait until the swapchain is available.

If you use this function, it is possible to create a situation where many command buffers are allocated while the rendering context waits for the GPU to catch up, which will cause memory usage to grow. You should use SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing with timing.

The swapchain texture is managed by the implementation and must not be freed by the user. You MUST NOT call this function from any thread other than the one that created the window.

command_buffer
a command buffer.
window
a window that has been claimed.
swapchain_texture
a pointer filled in with a swapchain texture handle.
swapchain_texture_width
a pointer filled in with the swapchain texture width, may be NULL.
swapchain_texture_height
a pointer filled in with the swapchain texture height, may be NULL.
Returns
true on success, false on error; call SDL_GetError() for more information.
Thread safety
This function should only be called from the thread that created the window.
See also
sDL_ClaimWindowForGPUDevice, sDL_SubmitGPUCommandBuffer, sDL_SubmitGPUCommandBufferAndAcquireFence, sDL_CancelGPUCommandBuffer, SDL_GetWindowSizeInPixels, sDL_WaitForGPUSwapchain, sDL_WaitAndAcquireGPUSwapchainTexture, sDL_SetGPUAllowedFramesInFlight
C declaration
SDL_AcquireGPUSwapchainTexture, defined at SDL3/SDL_gpu.h 4290:34

Since: 3.2.0

sDL_WaitForGPUSwapchain :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_Window -> IO CBool) Source #

Blocks the thread until a swapchain texture is available to be acquired.

device
a GPU context.
window
a window that has been claimed.
Returns
true on success, false on failure; call SDL_GetError() for more information.
Thread safety
This function should only be called from the thread that created the window.
See also
sDL_AcquireGPUSwapchainTexture, sDL_WaitAndAcquireGPUSwapchainTexture, sDL_SetGPUAllowedFramesInFlight
C declaration
SDL_WaitForGPUSwapchain, defined at SDL3/SDL_gpu.h 4314:34

Since: 3.2.0

sDL_WaitAndAcquireGPUSwapchainTexture :: FunPtr (Ptr SDL_GPUCommandBuffer -> Ptr SDL_Window -> Ptr (Ptr SDL_GPUTexture) -> Ptr Uint32 -> Ptr Uint32 -> IO CBool) Source #

Blocks the thread until a swapchain texture is available to be acquired, and then acquires it.

When a swapchain texture is acquired on a command buffer, it will automatically be submitted for presentation when the command buffer is submitted. The swapchain texture should only be referenced by the command buffer used to acquire it. It is an error to call SDL_CancelGPUCommandBuffer() after a swapchain texture is acquired.

This function can fill the swapchain texture handle with NULL in certain cases, for example if the window is minimized. This is not an error. You should always make sure to check whether the pointer is NULL before actually using it.

The swapchain texture is managed by the implementation and must not be freed by the user. You MUST NOT call this function from any thread other than the one that created the window.

The swapchain texture is write-only and cannot be used as a sampler or for another reading operation.

command_buffer
a command buffer.
window
a window that has been claimed.
swapchain_texture
a pointer filled in with a swapchain texture handle.
swapchain_texture_width
a pointer filled in with the swapchain texture width, may be NULL.
swapchain_texture_height
a pointer filled in with the swapchain texture height, may be NULL.
Returns
true on success, false on error; call SDL_GetError() for more information.
Thread safety
This function should only be called from the thread that created the window.
See also
sDL_SubmitGPUCommandBuffer, sDL_SubmitGPUCommandBufferAndAcquireFence, sDL_AcquireGPUSwapchainTexture
C declaration
SDL_WaitAndAcquireGPUSwapchainTexture, defined at SDL3/SDL_gpu.h 4360:34

Since: 3.2.0

sDL_SubmitGPUCommandBuffer :: FunPtr (Ptr SDL_GPUCommandBuffer -> IO CBool) Source #

Submits a command buffer so its commands can be processed on the GPU.

It is invalid to use the command buffer after this is called.

This must be called from the thread the command buffer was acquired on.

All commands in the submission are guaranteed to begin executing before any command in a subsequent submission begins executing.

command_buffer
a command buffer.
Returns
true on success, false on failure; call SDL_GetError() for more information.
See also
sDL_AcquireGPUCommandBuffer, sDL_WaitAndAcquireGPUSwapchainTexture, sDL_AcquireGPUSwapchainTexture, sDL_SubmitGPUCommandBufferAndAcquireFence
C declaration
SDL_SubmitGPUCommandBuffer, defined at SDL3/SDL_gpu.h 4388:34

Since: 3.2.0

sDL_SubmitGPUCommandBufferAndAcquireFence :: FunPtr (Ptr SDL_GPUCommandBuffer -> IO (Ptr SDL_GPUFence)) Source #

Submits a command buffer so its commands can be processed on the GPU, and acquires a fence associated with the command buffer.

You must release this fence when it is no longer needed or it will cause a leak. It is invalid to use the command buffer after this is called.

This must be called from the thread the command buffer was acquired on.

All commands in the submission are guaranteed to begin executing before any command in a subsequent submission begins executing.

command_buffer
a command buffer.
Returns
a fence associated with the command buffer, or NULL on failure; call SDL_GetError() for more information.
See also
sDL_AcquireGPUCommandBuffer, sDL_WaitAndAcquireGPUSwapchainTexture, sDL_AcquireGPUSwapchainTexture, sDL_SubmitGPUCommandBuffer, sDL_ReleaseGPUFence
C declaration
SDL_SubmitGPUCommandBufferAndAcquireFence, defined at SDL3/SDL_gpu.h 4415:44

Since: 3.2.0

sDL_CancelGPUCommandBuffer :: FunPtr (Ptr SDL_GPUCommandBuffer -> IO CBool) Source #

Cancels a command buffer.

None of the enqueued commands are executed.

It is an error to call this function after a swapchain texture has been acquired.

This must be called from the thread the command buffer was acquired on.

You must not reference the command buffer after calling this function.

command_buffer
a command buffer.
Returns
true on success, false on error; call SDL_GetError() for more information.
See also
sDL_WaitAndAcquireGPUSwapchainTexture, sDL_AcquireGPUCommandBuffer, sDL_AcquireGPUSwapchainTexture
C declaration
SDL_CancelGPUCommandBuffer, defined at SDL3/SDL_gpu.h 4440:34

Since: 3.2.0

sDL_WaitForGPUIdle :: FunPtr (Ptr SDL_GPUDevice -> IO CBool) Source #

Blocks the thread until the GPU is completely idle.

device
a GPU context.
Returns
true on success, false on failure; call SDL_GetError() for more information.
See also
sDL_WaitForGPUFences
C declaration
SDL_WaitForGPUIdle, defined at SDL3/SDL_gpu.h 4454:34

Since: 3.2.0

sDL_WaitForGPUFences :: FunPtr (Ptr SDL_GPUDevice -> CBool -> PtrConst (Ptr SDL_GPUFence) -> Uint32 -> IO CBool) Source #

Blocks the thread until the given fences are signaled.

device
a GPU context.
wait_all
if 0, wait for any fence to be signaled, if 1, wait for all fences to be signaled.
fences
an array of fences to wait on.
num_fences
the number of fences in the fences array.
Returns
true on success, false on failure; call SDL_GetError() for more information.
See also
sDL_SubmitGPUCommandBufferAndAcquireFence, sDL_WaitForGPUIdle
C declaration
SDL_WaitForGPUFences, defined at SDL3/SDL_gpu.h 4473:34

Since: 3.2.0

sDL_QueryGPUFence :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUFence -> IO CBool) Source #

Checks the status of a fence.

device
a GPU context.
fence
a fence.
Returns
true if the fence is signaled, false if it is not.
See also
sDL_SubmitGPUCommandBufferAndAcquireFence
C declaration
SDL_QueryGPUFence, defined at SDL3/SDL_gpu.h 4490:34

Since: 3.2.0

sDL_ReleaseGPUFence :: FunPtr (Ptr SDL_GPUDevice -> Ptr SDL_GPUFence -> IO ()) Source #

Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.

You must not reference the fence after calling this function.

device
a GPU context.
fence
a fence.
See also
sDL_SubmitGPUCommandBufferAndAcquireFence
C declaration
SDL_ReleaseGPUFence, defined at SDL3/SDL_gpu.h 4506:34

Since: 3.2.0

sDL_GPUTextureFormatTexelBlockSize :: FunPtr (SDL_GPUTextureFormat -> IO Uint32) Source #

Obtains the texel block size for a texture format.

format
the texture format you want to know the texel size of.
Returns
the texel block size of the texture format.
See also
sDL_UploadToGPUTexture
C declaration
SDL_GPUTextureFormatTexelBlockSize, defined at SDL3/SDL_gpu.h 4522:36

Since: 3.2.0

sDL_GPUTextureSupportsFormat :: FunPtr (Ptr SDL_GPUDevice -> SDL_GPUTextureFormat -> SDL_GPUTextureType -> SDL_GPUTextureUsageFlags -> IO CBool) Source #

Determines whether a texture format is supported for a given type and usage.

device
a GPU context.
format
the texture format to check.
type
the type of texture (2D, 3D, Cube).
usage
a bitmask of all usage scenarios to check.
Returns
whether the texture format is supported for this type and usage.
C declaration
SDL_GPUTextureSupportsFormat, defined at SDL3/SDL_gpu.h 4537:34

Since: 3.2.0

sDL_GPUTextureSupportsSampleCount :: FunPtr (Ptr SDL_GPUDevice -> SDL_GPUTextureFormat -> SDL_GPUSampleCount -> IO CBool) Source #

Determines if a sample count for a texture format is supported.

device
a GPU context.
format
the texture format to check.
sample_count
the sample count to check.
Returns
whether the sample count is supported for this texture format.
C declaration
SDL_GPUTextureSupportsSampleCount, defined at SDL3/SDL_gpu.h 4553:34

Since: 3.2.0

sDL_CalculateGPUTextureFormatSize :: FunPtr (SDL_GPUTextureFormat -> Uint32 -> Uint32 -> Uint32 -> IO Uint32) Source #

Calculate the size in bytes of a texture format with dimensions.

format
a texture format.
width
width in pixels.
height
height in pixels.
depth_or_layer_count
depth for 3D textures or layer count otherwise.
Returns
the size of a texture with this format and dimensions.
C declaration
SDL_CalculateGPUTextureFormatSize, defined at SDL3/SDL_gpu.h 4569:36

Since: 3.2.0

sDL_GetPixelFormatFromGPUTextureFormat :: FunPtr (SDL_GPUTextureFormat -> IO SDL_PixelFormat) Source #

Get the SDL pixel format corresponding to a GPU texture format.

format
a texture format.
Returns
the corresponding pixel format, or SDL_PIXELFORMAT_UNKNOWN if there is no corresponding pixel format.
C declaration
SDL_GetPixelFormatFromGPUTextureFormat, defined at SDL3/SDL_gpu.h 4584:45

Since: 3.4.0

sDL_GetGPUTextureFormatFromPixelFormat :: FunPtr (SDL_PixelFormat -> IO SDL_GPUTextureFormat) Source #

Get the GPU texture format corresponding to an SDL pixel format.

format
a pixel format.
Returns
the corresponding GPU texture format, or SDL_GPU_TEXTUREFORMAT_INVALID if there is no corresponding GPU texture format.
C declaration
SDL_GetGPUTextureFormatFromPixelFormat, defined at SDL3/SDL_gpu.h 4596:50

Since: 3.4.0