sdl3-bindgen-sys
Safe HaskellNone
LanguageGHC2021

SDL3.Sys.Gpu

Description

The GPU API offers a cross-platform way for apps to talk to modern graphics hardware. It offers both 3D graphics and compute support, in the style of Metal, Vulkan, and Direct3D 12.

A basic workflow might be something like this:

The app creates a GPU device with createGPUDevice, and assigns it to a window with claimWindowForGPUDevice although strictly speaking you can render offscreen entirely, perhaps for image processing, and not use a window at all.

Next, the app prepares static data (things that are created once and used over and over). For example:

To render, the app creates one or more command buffers, with acquireGPUCommandBuffer. Command buffers collect rendering instructions that will be submitted to the GPU in batch. Complex scenes can use multiple command buffers, maybe configured across multiple threads in parallel, as long as they are submitted in the correct order, but many apps will just need one command buffer per frame.

Rendering can happen to a texture (what other APIs call a "render target") or it can happen to the swapchain texture (which is just a special texture that represents a window's contents). The app can use waitAndAcquireGPUSwapchainTexture to render to the window.

Rendering actually happens in a Render Pass, which is encoded into a command buffer. One can encode multiple render passes (or alternate between render and compute passes) in a single command buffer, but many apps might simply need a single render pass in a single command buffer. Render Passes can render to up to four color textures and one depth texture simultaneously. If the set of textures being rendered to needs to change, the Render Pass must be ended and a new one must be begun.

The app calls beginGPURenderPass. Then it sets states it needs for each draw:

Then, make the actual draw commands with these states:

After all the drawing commands for a pass are complete, the app should call endGPURenderPass. Once a render pass ends all render-related state is reset.

The app can begin new Render Passes and make new draws in the same command buffer until the entire scene is rendered.

Once all of the render commands for the scene are complete, the app calls submitGPUCommandBuffer to send it to the GPU for processing.

If the app needs to read back data from texture or buffers, the API has an efficient way of doing this, provided that the app is willing to tolerate some latency. When the app uses downloadFromGPUTexture or downloadFromGPUBuffer, submitting the command buffer with submitGPUCommandBufferAndAcquireFence will return a fence handle that the app can poll or wait on in a thread. Once the fence indicates that the command buffer is done processing, it is safe to read the downloaded data. Make sure to call releaseGPUFence when done with the fence.

The API also has "compute" support. The app calls beginGPUComputePass with compute-writeable textures and/or buffers, which can be written to in a compute shader. Then it sets states it needs for the compute dispatches:

Then, dispatch compute work:

For advanced users, this opens up powerful GPU-driven workflows.

Graphics and compute pipelines require the use of shaders, which as mentioned above are small programs executed on the GPU. Each backend (Vulkan, Metal, D3D12) requires a different shader format. When the app creates the GPU device, the app lets the device know which shader formats the app can provide. It will then select the appropriate backend depending on the available shader formats and the backends available on the platform. When creating shaders, the app must provide the correct shader format for the selected backend. If you would like to learn more about why the API works this way, there is a detailed blog post explaining this situation.

It is optimal for apps to pre-compile the shader formats they might use, but for ease of use SDL provides a separate project, SDL_shadercross, for performing runtime shader cross-compilation. It also has a CLI interface for offline precompilation as well.

This is an extremely quick overview that leaves out several important details. Already, though, one can see that GPU programming can be quite complex! If you just need simple 2D graphics, the Render API is much easier to use but still hardware-accelerated. That said, even for 2D applications the performance benefits and expressiveness of the GPU API are significant.

The GPU API targets a feature set with a wide range of hardware support and ease of portability. It is designed so that the app won't have to branch itself by querying feature support. If you need cutting-edge features with limited hardware support, this API is probably not for you.

Examples demonstrating proper usage of this API can be found here

Performance considerations

Here are some basic tips for maximizing your rendering performance.

  • Beginning a new render pass is relatively expensive. Use as few render passes as you can.
  • Minimize the amount of state changes. For example, binding a pipeline is relatively cheap, but doing it hundreds of times when you don't need to will slow the performance significantly.
  • Perform your data uploads as early as possible in the frame.
  • Don't churn resources. Creating and releasing resources is expensive. It's better to create what you need up front and cache it.
  • Don't use uniform buffers for large amounts of data (more than a matrix or so). Use a storage buffer instead.
  • Use cycling correctly. There is a detailed explanation of cycling further below.
  • Use culling techniques to minimize pixel writes. The less writing the GPU has to do the better. Culling can be a very advanced topic but even simple culling techniques can boost performance significantly.

In general try to remember the golden rule of performance: doing things is more expensive than not doing things. Don't Touch The Driver!

FAQ

Question: When are you adding more advanced features, like ray tracing or mesh shaders?

Answer: We don't have immediate plans to add more bleeding-edge features, but we certainly might in the future, when these features prove worthwhile, and reasonable to implement across several platforms and underlying APIs. So while these things are not in the "never" category, they are definitely not "near future" items either.

Question: Why is my shader not working?

Answer: A common oversight when using shaders is not properly laying out the shader resources/registers correctly. The GPU API is very strict with how it wants resources to be laid out and it's difficult for the API to automatically validate shaders to see if they have a compatible layout. See the documentation for createGPUShader and createGPUComputePipeline for information on the expected layout.

Another common issue is not setting the correct number of samplers, textures, and buffers in SDL_GPUShaderCreateInfo. If possible use shader reflection to extract the required information from the shader automatically instead of manually filling in the struct's values.

Question: My application isn't performing very well. Is this the GPU API's fault?

Answer: No. Long answer: The GPU API is a relatively thin layer over the underlying graphics API. While it's possible that we have done something inefficiently, it's very unlikely especially if you are relatively inexperienced with GPU rendering. Please see the performance tips above and make sure you are following them. Additionally, tools like RenderDoc can be very helpful for diagnosing incorrect behavior and performance issues.

System Requirements

Vulkan

SDL driver name: "vulkan" (for use in createGPUDevice and SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING)

Supported on Windows, Linux, Nintendo Switch, and certain Android devices. Requires Vulkan 1.0 with the following extensions and device features:

  • VK_KHR_swapchain
  • VK_KHR_maintenance1
  • independentBlend
  • imageCubeArray
  • depthClamp
  • shaderClipDistance
  • drawIndirectFirstInstance
  • sampleRateShading

You can remove some of these requirements to increase compatibility with Android devices by using these properties when creating the GPU device with createGPUDeviceWithProperties:

  • SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN
  • SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN
  • SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN
  • SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN

D3D12

SDL driver name: "direct3d12"

Supported on Windows 10 or newer, Xbox One (GDK), and Xbox Series X|S (GDK). Requires a GPU that supports DirectX 12 Feature Level 11_0 and Resource Binding Tier 2 or above.

You can remove the Tier 2 resource binding requirement to support Intel Haswell and Broadwell GPUs by using this property when creating the GPU device with createGPUDeviceWithProperties:

  • SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN

Metal

SDL driver name: "metal"

Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware requirements vary by operating system:

  • macOS requires an Apple Silicon or Intel Mac2 family GPU
  • iOS/tvOS requires an A9 GPU or newer
  • iOS Simulator and tvOS Simulator are unsupported

Coordinate System

The GPU API uses a left-handed coordinate system, following the convention of D3D12 and Metal. Specifically:

  • Normalized Device Coordinates: The lower-left corner has an x,y coordinate of (-1.0, -1.0). The upper-right corner is (1.0, 1.0). Z values range from [0.0, 1.0] where 0 is the near plane.
  • Viewport Coordinates: The top-left corner has an x,y coordinate of (0, 0) and extends to the bottom-right corner at (viewportWidth, viewportHeight). +Y is down.
  • Texture Coordinates: The top-left corner has an x,y coordinate of (0, 0) and extends to the bottom-right corner at (1.0, 1.0). +Y is down.

If the backend driver differs from this convention (e.g. Vulkan, which has an NDC that assumes +Y is down), SDL will automatically convert the coordinate system behind the scenes, so you don't need to perform any coordinate flipping logic in your shaders.

Uniform Data

Uniforms are for passing data to shaders. The uniform data will be constant across all executions of the shader.

There are 4 available uniform slots per shader stage (where the stages are vertex, fragment, and compute). Uniform data pushed to a slot on a stage keeps its value throughout the command buffer until you call the relevant Push function on that slot again.

For example, you could write your vertex shaders to read a camera matrix from uniform binding slot 0, push the camera matrix at the start of the command buffer, and that data will be used for every subsequent draw call.

It is valid to push uniform data during a render or compute pass.

Uniforms are best for pushing small amounts of data. If you are pushing more than a matrix or two per call you should consider using a storage buffer instead.

A Note On Cycling

When using a command buffer, operations do not occur immediately - they occur some time after the command buffer is submitted.

When a resource is used in a pending or active command buffer, it is considered to be "bound". When a resource is no longer used in any pending or active command buffers, it is considered to be "unbound".

If data resources are bound, it is unspecified when that data will be unbound unless you acquire a fence when submitting the command buffer and wait on it. However, this doesn't mean you need to track resource usage manually.

All of the functions and structs that involve writing to a resource have a "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all effectively function as ring buffers on internal resources. When cycle is true, if the resource is bound, the cycle rotates to the next unbound internal resource, or if none are available, a new one is created. This means you don't have to worry about complex state tracking and synchronization as long as cycling is correctly employed.

For example: you can call mapGPUTransferBuffer, write texture data, unmapGPUTransferBuffer, and then uploadToGPUTexture. The next time you write texture data to the transfer buffer, if you set the cycle param to true, you don't have to worry about overwriting any data that is not yet uploaded.

Another example: If you are using a texture in a render pass every frame, this can cause a data dependency between frames. If you set cycle to true in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.

Cycling will never undefine already bound data. When cycling, all data in the resource is considered to be undefined for subsequent commands until that data is written again. You must take care not to read undefined data.

Note that when cycling a texture, the entire texture will be cycled, even if only part of the texture is used in the call, so you must consider the entire texture to contain undefined data after cycling.

You must also take care not to overwrite a section of data that has been referenced in a command without cycling first. It is OK to overwrite unreferenced data in a bound resource without cycling, but overwriting a section of data that has already been referenced will produce unexpected results.

Debugging

At some point of your GPU journey, you will probably encounter issues that are not traceable with regular debugger - for example, your code compiles but you get an empty screen, or your shader fails in runtime.

For debugging such cases, there are tools that allow visually inspecting the whole GPU frame, every drawcall, every bound resource, memory buffers, etc. They are the following, per platform:

  • For Windows/Linux, use RenderDoc
  • For MacOS (Metal), use Xcode built-in debugger (Open XCode, go to Debug > Debug Executable..., select your application, set "GPU Frame Capture" to "Metal" in scheme "Options" window, run your app, and click the small Metal icon on the bottom to capture a frame)

Aside from that, you may want to enable additional debug layers to receive more detailed error messages, based on your GPU backend:

  • For D3D12, the debug layer is an optional feature that can be installed via "Windows Settings -> System -> Optional features" and adding the "Graphics Tools" optional feature.
  • For Vulkan, you will need to install Vulkan SDK on Windows, and on Linux, you usually have some sort of vulkan-validation-layers system package that should be installed.
  • For Metal, it should be enough just to run the application from XCode to receive detailed errors or warnings in the output.

Don't hesitate to use tools as RenderDoc when encountering runtime issues or unexpected output on screen, quick GPU frame inspection can usually help you fix the majority of such problems. An opaque handle representing the SDL_GPU context.

FFI conventions

Unsuffixed aliases are unsafe foreign imports; aliases suffixed Safe are safe. Functions whose callbacks fire during the call export only the Safe alias (the genuine unsafe import stays reachable under SDL3.Sys.Bindgen.Gpu.Unsafe); functions curated unsafe-only export only the unsuffixed one. Each alias's documentation records its flavor and rationale.

Full conventions: SDL3.Sys.

Since: 3.2.0

Synopsis

Documentation

Typed constants

pattern SDL_GPU_BUFFERUSAGE_VERTEX :: SDL_GPUBufferUsageFlags Source #

Typed constant for macro SDL_GPU_BUFFERUSAGE_VERTEX. Combine with .|. from Data.Bits.

pattern SDL_GPU_BUFFERUSAGE_INDEX :: SDL_GPUBufferUsageFlags Source #

Typed constant for macro SDL_GPU_BUFFERUSAGE_INDEX. Combine with .|. from Data.Bits.

pattern SDL_GPU_BUFFERUSAGE_INDIRECT :: SDL_GPUBufferUsageFlags Source #

Typed constant for macro SDL_GPU_BUFFERUSAGE_INDIRECT. Combine with .|. from Data.Bits.

pattern SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ :: SDL_GPUBufferUsageFlags Source #

Typed constant for macro SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ. Combine with .|. from Data.Bits.

pattern SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ :: SDL_GPUBufferUsageFlags Source #

Typed constant for macro SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ. Combine with .|. from Data.Bits.

pattern SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE :: SDL_GPUBufferUsageFlags Source #

Typed constant for macro SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. Combine with .|. from Data.Bits.

pattern SDL_GPU_COLORCOMPONENT_R :: SDL_GPUColorComponentFlags Source #

Typed constant for macro SDL_GPU_COLORCOMPONENT_R. Combine with .|. from Data.Bits.

pattern SDL_GPU_COLORCOMPONENT_G :: SDL_GPUColorComponentFlags Source #

Typed constant for macro SDL_GPU_COLORCOMPONENT_G. Combine with .|. from Data.Bits.

pattern SDL_GPU_COLORCOMPONENT_B :: SDL_GPUColorComponentFlags Source #

Typed constant for macro SDL_GPU_COLORCOMPONENT_B. Combine with .|. from Data.Bits.

pattern SDL_GPU_COLORCOMPONENT_A :: SDL_GPUColorComponentFlags Source #

Typed constant for macro SDL_GPU_COLORCOMPONENT_A. Combine with .|. from Data.Bits.

pattern SDL_GPU_SHADERFORMAT_INVALID :: SDL_GPUShaderFormat Source #

Typed constant for macro SDL_GPU_SHADERFORMAT_INVALID. Combine with .|. from Data.Bits.

pattern SDL_GPU_SHADERFORMAT_PRIVATE :: SDL_GPUShaderFormat Source #

Typed constant for macro SDL_GPU_SHADERFORMAT_PRIVATE. Combine with .|. from Data.Bits.

pattern SDL_GPU_SHADERFORMAT_SPIRV :: SDL_GPUShaderFormat Source #

Typed constant for macro SDL_GPU_SHADERFORMAT_SPIRV. Combine with .|. from Data.Bits.

pattern SDL_GPU_SHADERFORMAT_DXBC :: SDL_GPUShaderFormat Source #

Typed constant for macro SDL_GPU_SHADERFORMAT_DXBC. Combine with .|. from Data.Bits.

pattern SDL_GPU_SHADERFORMAT_DXIL :: SDL_GPUShaderFormat Source #

Typed constant for macro SDL_GPU_SHADERFORMAT_DXIL. Combine with .|. from Data.Bits.

pattern SDL_GPU_SHADERFORMAT_MSL :: SDL_GPUShaderFormat Source #

Typed constant for macro SDL_GPU_SHADERFORMAT_MSL. Combine with .|. from Data.Bits.

pattern SDL_GPU_SHADERFORMAT_METALLIB :: SDL_GPUShaderFormat Source #

Typed constant for macro SDL_GPU_SHADERFORMAT_METALLIB. Combine with .|. from Data.Bits.

pattern SDL_GPU_TEXTUREUSAGE_SAMPLER :: SDL_GPUTextureUsageFlags Source #

Typed constant for macro SDL_GPU_TEXTUREUSAGE_SAMPLER. Combine with .|. from Data.Bits.

pattern SDL_GPU_TEXTUREUSAGE_COLOR_TARGET :: SDL_GPUTextureUsageFlags Source #

Typed constant for macro SDL_GPU_TEXTUREUSAGE_COLOR_TARGET. Combine with .|. from Data.Bits.

pattern SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET :: SDL_GPUTextureUsageFlags Source #

Typed constant for macro SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET. Combine with .|. from Data.Bits.

pattern SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ :: SDL_GPUTextureUsageFlags Source #

Typed constant for macro SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ. Combine with .|. from Data.Bits.

pattern SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ :: SDL_GPUTextureUsageFlags Source #

Typed constant for macro SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ. Combine with .|. from Data.Bits.

pattern SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE :: SDL_GPUTextureUsageFlags Source #

Typed constant for macro SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE. Combine with .|. from Data.Bits.

pattern SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE :: SDL_GPUTextureUsageFlags Source #

Typed constant for macro SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE. Combine with .|. from Data.Bits.

Function aliases

gpuSupportsShaderFormats Source #

Arguments

:: SDL_GPUShaderFormat
format_flags
a bitflag indicating which shader formats the app is able to provide.
-> PtrConst CChar
name
the preferred GPU driver, or NULL to let SDL pick the optimal driver.
-> IO Bool 

Checks for GPU runtime support.

Returns
true if supported, false otherwise.
See also
createGPUDevice

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GPUSupportsShaderFormats. The safe flavor is gpuSupportsShaderFormatsSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GPUSupportsShaderFormats, defined at SDL3/SDL_gpu.h 2213:34

Since: 3.2.0

gpuSupportsShaderFormatsSafe Source #

Arguments

:: SDL_GPUShaderFormat
format_flags
a bitflag indicating which shader formats the app is able to provide.
-> PtrConst CChar
name
the preferred GPU driver, or NULL to let SDL pick the optimal driver.
-> IO Bool 

Checks for GPU runtime support.

Returns
true if supported, false otherwise.
See also
createGPUDevice

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GPUSupportsShaderFormats. The unsafe flavor is gpuSupportsShaderFormats .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GPUSupportsShaderFormats, defined at SDL3/SDL_gpu.h 2213:34

Since: 3.2.0

gpuSupportsProperties Source #

Arguments

:: SDL_PropertiesID
props
the properties to use.
-> IO Bool 

Checks for GPU runtime support.

Returns
true if supported, false otherwise.
See also
createGPUDeviceWithProperties

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GPUSupportsProperties. The safe flavor is gpuSupportsPropertiesSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GPUSupportsProperties, defined at SDL3/SDL_gpu.h 2227:34

Since: 3.2.0

gpuSupportsPropertiesSafe Source #

Arguments

:: SDL_PropertiesID
props
the properties to use.
-> IO Bool 

Checks for GPU runtime support.

Returns
true if supported, false otherwise.
See also
createGPUDeviceWithProperties

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GPUSupportsProperties. The unsafe flavor is gpuSupportsProperties .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GPUSupportsProperties, defined at SDL3/SDL_gpu.h 2227:34

Since: 3.2.0

createGPUDevice Source #

Arguments

:: SDL_GPUShaderFormat
format_flags
a bitflag indicating which shader formats the app is able to provide.
-> Bool
debug_mode
enable debug mode properties and validations.
-> PtrConst CChar
name
the preferred GPU driver, or NULL to let SDL pick the optimal driver.
-> IO (Ptr SDL_GPUDevice) 

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
Returns
a GPU context on success or NULL on failure; call getError for more information.
See also
createGPUDeviceWithProperties, getGPUShaderFormats, getGPUDeviceDriver, destroyGPUDevice, gpuSupportsShaderFormats

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CreateGPUDevice. The safe flavor is createGPUDeviceSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_CreateGPUDevice, defined at SDL3/SDL_gpu.h 2256:45

Since: 3.2.0

createGPUDeviceSafe Source #

Arguments

:: SDL_GPUShaderFormat
format_flags
a bitflag indicating which shader formats the app is able to provide.
-> Bool
debug_mode
enable debug mode properties and validations.
-> PtrConst CChar
name
the preferred GPU driver, or NULL to let SDL pick the optimal driver.
-> IO (Ptr SDL_GPUDevice) 

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
Returns
a GPU context on success or NULL on failure; call getError for more information.
See also
createGPUDeviceWithProperties, getGPUShaderFormats, getGPUDeviceDriver, destroyGPUDevice, gpuSupportsShaderFormats

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CreateGPUDevice. The unsafe flavor is createGPUDevice .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_CreateGPUDevice, defined at SDL3/SDL_gpu.h 2256:45

Since: 3.2.0

createGPUDeviceWithProperties Source #

Arguments

:: SDL_PropertiesID
props
the properties to use.
-> IO (Ptr SDL_GPUDevice) 

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.)

Returns
a GPU context on success or NULL on failure; call getError for more information.
See also
getGPUShaderFormats, getGPUDeviceDriver, destroyGPUDevice, gpuSupportsProperties

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CreateGPUDeviceWithProperties. The safe flavor is createGPUDeviceWithPropertiesSafe .
C declaration
SDL_CreateGPUDeviceWithProperties, defined at SDL3/SDL_gpu.h 2373:45

Since: 3.2.0

createGPUDeviceWithPropertiesSafe Source #

Arguments

:: SDL_PropertiesID
props
the properties to use.
-> IO (Ptr SDL_GPUDevice) 

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.)

Returns
a GPU context on success or NULL on failure; call getError for more information.
See also
getGPUShaderFormats, getGPUDeviceDriver, destroyGPUDevice, gpuSupportsProperties

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CreateGPUDeviceWithProperties. The unsafe flavor is createGPUDeviceWithProperties .
C declaration
SDL_CreateGPUDeviceWithProperties, defined at SDL3/SDL_gpu.h 2373:45

Since: 3.2.0

destroyGPUDevice Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context to destroy.
-> IO () 

Destroys a GPU context previously returned by createGPUDevice.

See also
createGPUDevice

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_DestroyGPUDevice. The safe flavor is destroyGPUDeviceSafe .
C declaration
SDL_DestroyGPUDevice, defined at SDL3/SDL_gpu.h 2435:34

Since: 3.2.0

destroyGPUDeviceSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context to destroy.
-> IO () 

Destroys a GPU context previously returned by createGPUDevice.

See also
createGPUDevice

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_DestroyGPUDevice. The unsafe flavor is destroyGPUDevice .
C declaration
SDL_DestroyGPUDevice, defined at SDL3/SDL_gpu.h 2435:34

Since: 3.2.0

getNumGPUDrivers :: IO Int32 Source #

Get the number of GPU drivers compiled into SDL.

Returns
the number of built in GPU drivers.
See also
getGPUDriver

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GetNumGPUDrivers. The safe flavor is getNumGPUDriversSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GetNumGPUDrivers, defined at SDL3/SDL_gpu.h 2446:33

Since: 3.2.0

getNumGPUDriversSafe :: IO Int32 Source #

Get the number of GPU drivers compiled into SDL.

Returns
the number of built in GPU drivers.
See also
getGPUDriver

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GetNumGPUDrivers. The unsafe flavor is getNumGPUDrivers .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GetNumGPUDrivers, defined at SDL3/SDL_gpu.h 2446:33

Since: 3.2.0

getGPUDriver Source #

Arguments

:: Int32
index
the index of a GPU driver.
-> IO (PtrConst CChar) 

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.

Returns
the name of the GPU driver with the given index.
See also
getNumGPUDrivers

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GetGPUDriver. The safe flavor is getGPUDriverSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GetGPUDriver, defined at SDL3/SDL_gpu.h 2465:42

Since: 3.2.0

getGPUDriverSafe Source #

Arguments

:: Int32
index
the index of a GPU driver.
-> IO (PtrConst CChar) 

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.

Returns
the name of the GPU driver with the given index.
See also
getNumGPUDrivers

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GetGPUDriver. The unsafe flavor is getGPUDriver .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GetGPUDriver, defined at SDL3/SDL_gpu.h 2465:42

Since: 3.2.0

getGPUDeviceDriver Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context to query.
-> IO (PtrConst CChar) 

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

Returns
the name of the device's driver, or NULL on error.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GetGPUDeviceDriver. The safe flavor is getGPUDeviceDriverSafe .
C declaration
SDL_GetGPUDeviceDriver, defined at SDL3/SDL_gpu.h 2475:42

Since: 3.2.0

getGPUDeviceDriverSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context to query.
-> IO (PtrConst CChar) 

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

Returns
the name of the device's driver, or NULL on error.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GetGPUDeviceDriver. The unsafe flavor is getGPUDeviceDriver .
C declaration
SDL_GetGPUDeviceDriver, defined at SDL3/SDL_gpu.h 2475:42

Since: 3.2.0

getGPUShaderFormats Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context to query.
-> IO SDL_GPUShaderFormat 

Returns the supported shader formats for this GPU context.

Returns
a bitflag indicating which shader formats the driver is able to consume.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GetGPUShaderFormats. The safe flavor is getGPUShaderFormatsSafe .
C declaration
SDL_GetGPUShaderFormats, defined at SDL3/SDL_gpu.h 2486:49

Since: 3.2.0

getGPUShaderFormatsSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context to query.
-> IO SDL_GPUShaderFormat 

Returns the supported shader formats for this GPU context.

Returns
a bitflag indicating which shader formats the driver is able to consume.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GetGPUShaderFormats. The unsafe flavor is getGPUShaderFormats .
C declaration
SDL_GetGPUShaderFormats, defined at SDL3/SDL_gpu.h 2486:49

Since: 3.2.0

getGPUDeviceProperties Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context to query.
-> IO SDL_PropertiesID 

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
    
Returns
a valid property ID on success or 0 on failure; call getError for more information.
Thread safety
It is safe to call this function from any thread.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GetGPUDeviceProperties. The safe flavor is getGPUDevicePropertiesSafe .
C declaration
SDL_GetGPUDeviceProperties, defined at SDL3/SDL_gpu.h 2590:46

Since: 3.4.0

getGPUDevicePropertiesSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context to query.
-> IO SDL_PropertiesID 

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
    
Returns
a valid property ID on success or 0 on failure; call getError for more information.
Thread safety
It is safe to call this function from any thread.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GetGPUDeviceProperties. The unsafe flavor is getGPUDeviceProperties .
C declaration
SDL_GetGPUDeviceProperties, defined at SDL3/SDL_gpu.h 2590:46

Since: 3.4.0

createGPUComputePipeline Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUComputePipelineCreateInfo
createinfo
a struct describing the state of the compute pipeline to create.
-> IO (Ptr SDL_GPUComputePipeline) 

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:

Returns
a compute pipeline object on success, or NULL on failure; call getError for more information.
See also
bindGPUComputePipeline, releaseGPUComputePipeline

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CreateGPUComputePipeline. The safe flavor is createGPUComputePipelineSafe .
C declaration
SDL_CreateGPUComputePipeline, defined at SDL3/SDL_gpu.h 2645:54

Since: 3.2.0

createGPUComputePipelineSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUComputePipelineCreateInfo
createinfo
a struct describing the state of the compute pipeline to create.
-> IO (Ptr SDL_GPUComputePipeline) 

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:

Returns
a compute pipeline object on success, or NULL on failure; call getError for more information.
See also
bindGPUComputePipeline, releaseGPUComputePipeline

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CreateGPUComputePipeline. The unsafe flavor is createGPUComputePipeline .
C declaration
SDL_CreateGPUComputePipeline, defined at SDL3/SDL_gpu.h 2645:54

Since: 3.2.0

createGPUGraphicsPipeline Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUGraphicsPipelineCreateInfo
createinfo
a struct describing the state of the graphics pipeline to create.
-> IO (Ptr SDL_GPUGraphicsPipeline) 

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:

Returns
a graphics pipeline object on success, or NULL on failure; call getError for more information.
See also
createGPUShader, bindGPUGraphicsPipeline, releaseGPUGraphicsPipeline

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CreateGPUGraphicsPipeline. The safe flavor is createGPUGraphicsPipelineSafe .
C declaration
SDL_CreateGPUGraphicsPipeline, defined at SDL3/SDL_gpu.h 2672:55

Since: 3.2.0

createGPUGraphicsPipelineSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUGraphicsPipelineCreateInfo
createinfo
a struct describing the state of the graphics pipeline to create.
-> IO (Ptr SDL_GPUGraphicsPipeline) 

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:

Returns
a graphics pipeline object on success, or NULL on failure; call getError for more information.
See also
createGPUShader, bindGPUGraphicsPipeline, releaseGPUGraphicsPipeline

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CreateGPUGraphicsPipeline. The unsafe flavor is createGPUGraphicsPipeline .
C declaration
SDL_CreateGPUGraphicsPipeline, defined at SDL3/SDL_gpu.h 2672:55

Since: 3.2.0

createGPUSampler Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUSamplerCreateInfo
createinfo
a struct describing the state of the sampler to create.
-> IO (Ptr SDL_GPUSampler) 

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:

Returns
a sampler object on success, or NULL on failure; call getError for more information.
See also
bindGPUVertexSamplers, bindGPUFragmentSamplers, releaseGPUSampler

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CreateGPUSampler. The safe flavor is createGPUSamplerSafe .
C declaration
SDL_CreateGPUSampler, defined at SDL3/SDL_gpu.h 2699:46

Since: 3.2.0

createGPUSamplerSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUSamplerCreateInfo
createinfo
a struct describing the state of the sampler to create.
-> IO (Ptr SDL_GPUSampler) 

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:

Returns
a sampler object on success, or NULL on failure; call getError for more information.
See also
bindGPUVertexSamplers, bindGPUFragmentSamplers, releaseGPUSampler

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CreateGPUSampler. The unsafe flavor is createGPUSampler .
C declaration
SDL_CreateGPUSampler, defined at SDL3/SDL_gpu.h 2699:46

Since: 3.2.0

createGPUShader Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUShaderCreateInfo
createinfo
a struct describing the state of the shader to create.
-> IO (Ptr SDL_GPUShader) 

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 createGPUDeviceWithProperties.

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

Returns
a shader object on success, or NULL on failure; call getError for more information.
See also
createGPUGraphicsPipeline, releaseGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CreateGPUShader. The safe flavor is createGPUShaderSafe .
C declaration
SDL_CreateGPUShader, defined at SDL3/SDL_gpu.h 2778:45

Since: 3.2.0

createGPUShaderSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUShaderCreateInfo
createinfo
a struct describing the state of the shader to create.
-> IO (Ptr SDL_GPUShader) 

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 createGPUDeviceWithProperties.

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

Returns
a shader object on success, or NULL on failure; call getError for more information.
See also
createGPUGraphicsPipeline, releaseGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CreateGPUShader. The unsafe flavor is createGPUShader .
C declaration
SDL_CreateGPUShader, defined at SDL3/SDL_gpu.h 2778:45

Since: 3.2.0

createGPUTexture Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUTextureCreateInfo
createinfo
a struct describing the state of the texture to create.
-> IO (Ptr SDL_GPUTexture) 

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 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:

Returns
a texture object on success, or NULL on failure; call getError for more information.
See also
uploadToGPUTexture, downloadFromGPUTexture, beginGPURenderPass, beginGPUComputePass, bindGPUVertexSamplers, bindGPUVertexStorageTextures, bindGPUFragmentSamplers, bindGPUFragmentStorageTextures, bindGPUComputeStorageTextures, blitGPUTexture, releaseGPUTexture, gpuTextureSupportsFormat

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CreateGPUTexture. The safe flavor is createGPUTextureSafe .
C declaration
SDL_CreateGPUTexture, defined at SDL3/SDL_gpu.h 2842:46

Since: 3.2.0

createGPUTextureSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUTextureCreateInfo
createinfo
a struct describing the state of the texture to create.
-> IO (Ptr SDL_GPUTexture) 

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 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:

Returns
a texture object on success, or NULL on failure; call getError for more information.
See also
uploadToGPUTexture, downloadFromGPUTexture, beginGPURenderPass, beginGPUComputePass, bindGPUVertexSamplers, bindGPUVertexStorageTextures, bindGPUFragmentSamplers, bindGPUFragmentStorageTextures, bindGPUComputeStorageTextures, blitGPUTexture, releaseGPUTexture, gpuTextureSupportsFormat

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CreateGPUTexture. The unsafe flavor is createGPUTexture .
C declaration
SDL_CreateGPUTexture, defined at SDL3/SDL_gpu.h 2842:46

Since: 3.2.0

createGPUBuffer Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUBufferCreateInfo
createinfo
a struct describing the state of the buffer to create.
-> IO (Ptr SDL_GPUBuffer) 

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:

Returns
a buffer object on success, or NULL on failure; call getError for more information.
See also
uploadToGPUBuffer, downloadFromGPUBuffer, copyGPUBufferToBuffer, bindGPUVertexBuffers, bindGPUIndexBuffer, bindGPUVertexStorageBuffers, bindGPUFragmentStorageBuffers, drawGPUPrimitivesIndirect, drawGPUIndexedPrimitivesIndirect, bindGPUComputeStorageBuffers, dispatchGPUComputeIndirect, releaseGPUBuffer

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CreateGPUBuffer. The safe flavor is createGPUBufferSafe .
C declaration
SDL_CreateGPUBuffer, defined at SDL3/SDL_gpu.h 2898:45

Since: 3.2.0

createGPUBufferSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUBufferCreateInfo
createinfo
a struct describing the state of the buffer to create.
-> IO (Ptr SDL_GPUBuffer) 

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:

Returns
a buffer object on success, or NULL on failure; call getError for more information.
See also
uploadToGPUBuffer, downloadFromGPUBuffer, copyGPUBufferToBuffer, bindGPUVertexBuffers, bindGPUIndexBuffer, bindGPUVertexStorageBuffers, bindGPUFragmentStorageBuffers, drawGPUPrimitivesIndirect, drawGPUIndexedPrimitivesIndirect, bindGPUComputeStorageBuffers, dispatchGPUComputeIndirect, releaseGPUBuffer

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CreateGPUBuffer. The unsafe flavor is createGPUBuffer .
C declaration
SDL_CreateGPUBuffer, defined at SDL3/SDL_gpu.h 2898:45

Since: 3.2.0

createGPUTransferBuffer Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUTransferBufferCreateInfo
createinfo
a struct describing the state of the transfer buffer to create.
-> IO (Ptr SDL_GPUTransferBuffer) 

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:

Returns
a transfer buffer on success, or NULL on failure; call getError for more information.
See also
uploadToGPUBuffer, downloadFromGPUBuffer, uploadToGPUTexture, downloadFromGPUTexture, releaseGPUTransferBuffer

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CreateGPUTransferBuffer. The safe flavor is createGPUTransferBufferSafe .
C declaration
SDL_CreateGPUTransferBuffer, defined at SDL3/SDL_gpu.h 2931:53

Since: 3.2.0

createGPUTransferBufferSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> PtrConst SDL_GPUTransferBufferCreateInfo
createinfo
a struct describing the state of the transfer buffer to create.
-> IO (Ptr SDL_GPUTransferBuffer) 

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:

Returns
a transfer buffer on success, or NULL on failure; call getError for more information.
See also
uploadToGPUBuffer, downloadFromGPUBuffer, uploadToGPUTexture, downloadFromGPUTexture, releaseGPUTransferBuffer

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CreateGPUTransferBuffer. The unsafe flavor is createGPUTransferBuffer .
C declaration
SDL_CreateGPUTransferBuffer, defined at SDL3/SDL_gpu.h 2931:53

Since: 3.2.0

setGPUBufferName Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> Ptr SDL_GPUBuffer
buffer
a buffer to attach the name to.
-> PtrConst CChar
text
a UTF-8 string constant to mark as the name of the buffer.
-> IO () 

Sets an arbitrary string constant to label a buffer.

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

Thread safety
This function is not thread safe, you must make sure the buffer is not simultaneously used by any other thread.
See also
createGPUBuffer

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_SetGPUBufferName. The safe flavor is setGPUBufferNameSafe .
C declaration
SDL_SetGPUBufferName, defined at SDL3/SDL_gpu.h 2956:34

Since: 3.2.0

setGPUBufferNameSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> Ptr SDL_GPUBuffer
buffer
a buffer to attach the name to.
-> PtrConst CChar
text
a UTF-8 string constant to mark as the name of the buffer.
-> IO () 

Sets an arbitrary string constant to label a buffer.

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

Thread safety
This function is not thread safe, you must make sure the buffer is not simultaneously used by any other thread.
See also
createGPUBuffer

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_SetGPUBufferName. The unsafe flavor is setGPUBufferName .
C declaration
SDL_SetGPUBufferName, defined at SDL3/SDL_gpu.h 2956:34

Since: 3.2.0

setGPUTextureName Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> Ptr SDL_GPUTexture
texture
a texture to attach the name to.
-> PtrConst CChar
text
a UTF-8 string constant to mark as the name of the texture.
-> IO () 

Sets an arbitrary string constant to label a texture.

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

Thread safety
This function is not thread safe, you must make sure the texture is not simultaneously used by any other thread.
See also
createGPUTexture

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_SetGPUTextureName. The safe flavor is setGPUTextureNameSafe .
C declaration
SDL_SetGPUTextureName, defined at SDL3/SDL_gpu.h 2979:34

Since: 3.2.0

setGPUTextureNameSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU Context.
-> Ptr SDL_GPUTexture
texture
a texture to attach the name to.
-> PtrConst CChar
text
a UTF-8 string constant to mark as the name of the texture.
-> IO () 

Sets an arbitrary string constant to label a texture.

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

Thread safety
This function is not thread safe, you must make sure the texture is not simultaneously used by any other thread.
See also
createGPUTexture

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_SetGPUTextureName. The unsafe flavor is setGPUTextureName .
C declaration
SDL_SetGPUTextureName, defined at SDL3/SDL_gpu.h 2979:34

Since: 3.2.0

insertGPUDebugLabel Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> PtrConst CChar
text
a UTF-8 string constant to insert as the label.
-> IO () 

Inserts an arbitrary string label into the command buffer callstream.

Useful for debugging.

On Direct3D 12, using 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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_InsertGPUDebugLabel. The safe flavor is insertGPUDebugLabelSafe .
C declaration
SDL_InsertGPUDebugLabel, defined at SDL3/SDL_gpu.h 3000:34

Since: 3.2.0

insertGPUDebugLabelSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> PtrConst CChar
text
a UTF-8 string constant to insert as the label.
-> IO () 

Inserts an arbitrary string label into the command buffer callstream.

Useful for debugging.

On Direct3D 12, using 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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_InsertGPUDebugLabel. The unsafe flavor is insertGPUDebugLabel .
C declaration
SDL_InsertGPUDebugLabel, defined at SDL3/SDL_gpu.h 3000:34

Since: 3.2.0

pushGPUDebugGroup Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> PtrConst CChar
name
a UTF-8 string constant that names the group.
-> IO () 

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 pushGPUDebugGroup must have a corresponding call to popGPUDebugGroup.

On Direct3D 12, using 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.

See also
popGPUDebugGroup

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_PushGPUDebugGroup. The safe flavor is pushGPUDebugGroupSafe .
C declaration
SDL_PushGPUDebugGroup, defined at SDL3/SDL_gpu.h 3030:34

Since: 3.2.0

pushGPUDebugGroupSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> PtrConst CChar
name
a UTF-8 string constant that names the group.
-> IO () 

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 pushGPUDebugGroup must have a corresponding call to popGPUDebugGroup.

On Direct3D 12, using 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.

See also
popGPUDebugGroup

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_PushGPUDebugGroup. The unsafe flavor is pushGPUDebugGroup .
C declaration
SDL_PushGPUDebugGroup, defined at SDL3/SDL_gpu.h 3030:34

Since: 3.2.0

popGPUDebugGroup Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> IO () 

Ends the most-recently pushed debug group.

On Direct3D 12, using 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.

See also
pushGPUDebugGroup

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_PopGPUDebugGroup. The safe flavor is popGPUDebugGroupSafe .
C declaration
SDL_PopGPUDebugGroup, defined at SDL3/SDL_gpu.h 3048:34

Since: 3.2.0

popGPUDebugGroupSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> IO () 

Ends the most-recently pushed debug group.

On Direct3D 12, using 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.

See also
pushGPUDebugGroup

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_PopGPUDebugGroup. The unsafe flavor is popGPUDebugGroup .
C declaration
SDL_PopGPUDebugGroup, defined at SDL3/SDL_gpu.h 3048:34

Since: 3.2.0

releaseGPUTexture Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUTexture
texture
a texture to be destroyed.
-> IO () 

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

You must not reference the texture after calling this function.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_ReleaseGPUTexture. The safe flavor is releaseGPUTextureSafe .
C declaration
SDL_ReleaseGPUTexture, defined at SDL3/SDL_gpu.h 3063:34

Since: 3.2.0

releaseGPUTextureSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUTexture
texture
a texture to be destroyed.
-> IO () 

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

You must not reference the texture after calling this function.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_ReleaseGPUTexture. The unsafe flavor is releaseGPUTexture .
C declaration
SDL_ReleaseGPUTexture, defined at SDL3/SDL_gpu.h 3063:34

Since: 3.2.0

releaseGPUSampler Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUSampler
sampler
a sampler to be destroyed.
-> IO () 

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

You must not reference the sampler after calling this function.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_ReleaseGPUSampler. The safe flavor is releaseGPUSamplerSafe .
C declaration
SDL_ReleaseGPUSampler, defined at SDL3/SDL_gpu.h 3077:34

Since: 3.2.0

releaseGPUSamplerSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUSampler
sampler
a sampler to be destroyed.
-> IO () 

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

You must not reference the sampler after calling this function.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_ReleaseGPUSampler. The unsafe flavor is releaseGPUSampler .
C declaration
SDL_ReleaseGPUSampler, defined at SDL3/SDL_gpu.h 3077:34

Since: 3.2.0

releaseGPUBuffer Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUBuffer
buffer
a buffer to be destroyed.
-> IO () 

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

You must not reference the buffer after calling this function.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_ReleaseGPUBuffer. The safe flavor is releaseGPUBufferSafe .
C declaration
SDL_ReleaseGPUBuffer, defined at SDL3/SDL_gpu.h 3091:34

Since: 3.2.0

releaseGPUBufferSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUBuffer
buffer
a buffer to be destroyed.
-> IO () 

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

You must not reference the buffer after calling this function.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_ReleaseGPUBuffer. The unsafe flavor is releaseGPUBuffer .
C declaration
SDL_ReleaseGPUBuffer, defined at SDL3/SDL_gpu.h 3091:34

Since: 3.2.0

releaseGPUTransferBuffer Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUTransferBuffer
transfer_buffer
a transfer buffer to be destroyed.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_ReleaseGPUTransferBuffer. The safe flavor is releaseGPUTransferBufferSafe .
C declaration
SDL_ReleaseGPUTransferBuffer, defined at SDL3/SDL_gpu.h 3105:34

Since: 3.2.0

releaseGPUTransferBufferSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUTransferBuffer
transfer_buffer
a transfer buffer to be destroyed.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_ReleaseGPUTransferBuffer. The unsafe flavor is releaseGPUTransferBuffer .
C declaration
SDL_ReleaseGPUTransferBuffer, defined at SDL3/SDL_gpu.h 3105:34

Since: 3.2.0

releaseGPUComputePipeline Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUComputePipeline
compute_pipeline
a compute pipeline to be destroyed.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_ReleaseGPUComputePipeline. The safe flavor is releaseGPUComputePipelineSafe .
C declaration
SDL_ReleaseGPUComputePipeline, defined at SDL3/SDL_gpu.h 3119:34

Since: 3.2.0

releaseGPUComputePipelineSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUComputePipeline
compute_pipeline
a compute pipeline to be destroyed.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_ReleaseGPUComputePipeline. The unsafe flavor is releaseGPUComputePipeline .
C declaration
SDL_ReleaseGPUComputePipeline, defined at SDL3/SDL_gpu.h 3119:34

Since: 3.2.0

releaseGPUShader Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUShader
shader
a shader to be destroyed.
-> IO () 

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

You must not reference the shader after calling this function.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_ReleaseGPUShader. The safe flavor is releaseGPUShaderSafe .
C declaration
SDL_ReleaseGPUShader, defined at SDL3/SDL_gpu.h 3133:34

Since: 3.2.0

releaseGPUShaderSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUShader
shader
a shader to be destroyed.
-> IO () 

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

You must not reference the shader after calling this function.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_ReleaseGPUShader. The unsafe flavor is releaseGPUShader .
C declaration
SDL_ReleaseGPUShader, defined at SDL3/SDL_gpu.h 3133:34

Since: 3.2.0

releaseGPUGraphicsPipeline Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUGraphicsPipeline
graphics_pipeline
a graphics pipeline to be destroyed.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_ReleaseGPUGraphicsPipeline. The safe flavor is releaseGPUGraphicsPipelineSafe .
C declaration
SDL_ReleaseGPUGraphicsPipeline, defined at SDL3/SDL_gpu.h 3147:34

Since: 3.2.0

releaseGPUGraphicsPipelineSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUGraphicsPipeline
graphics_pipeline
a graphics pipeline to be destroyed.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_ReleaseGPUGraphicsPipeline. The unsafe flavor is releaseGPUGraphicsPipeline .
C declaration
SDL_ReleaseGPUGraphicsPipeline, defined at SDL3/SDL_gpu.h 3147:34

Since: 3.2.0

acquireGPUCommandBuffer Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> IO (Ptr SDL_GPUCommandBuffer) 

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.

Returns
a command buffer, or NULL on failure; call getError for more information.
See also
submitGPUCommandBuffer, submitGPUCommandBufferAndAcquireFence

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_AcquireGPUCommandBuffer. The safe flavor is acquireGPUCommandBufferSafe .
C declaration
SDL_AcquireGPUCommandBuffer, defined at SDL3/SDL_gpu.h 3175:52

Since: 3.2.0

acquireGPUCommandBufferSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> IO (Ptr SDL_GPUCommandBuffer) 

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.

Returns
a command buffer, or NULL on failure; call getError for more information.
See also
submitGPUCommandBuffer, submitGPUCommandBufferAndAcquireFence

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_AcquireGPUCommandBuffer. The unsafe flavor is acquireGPUCommandBuffer .
C declaration
SDL_AcquireGPUCommandBuffer, defined at SDL3/SDL_gpu.h 3175:52

Since: 3.2.0

pushGPUVertexUniformData Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> Word32
slot_index
the vertex uniform slot to push data to.
-> PtrConst Void
data
client data to write.
-> Word32
length
the length of the data to write.
-> IO () 

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 createGPUShader.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_PushGPUVertexUniformData. The safe flavor is pushGPUVertexUniformDataSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_PushGPUVertexUniformData, defined at SDL3/SDL_gpu.h 3199:34

Since: 3.2.0

pushGPUVertexUniformDataSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> Word32
slot_index
the vertex uniform slot to push data to.
-> PtrConst Void
data
client data to write.
-> Word32
length
the length of the data to write.
-> IO () 

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 createGPUShader.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_PushGPUVertexUniformData. The unsafe flavor is pushGPUVertexUniformData .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_PushGPUVertexUniformData, defined at SDL3/SDL_gpu.h 3199:34

Since: 3.2.0

pushGPUFragmentUniformData Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> Word32
slot_index
the fragment uniform slot to push data to.
-> PtrConst Void
data
client data to write.
-> Word32
length
the length of the data to write.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_PushGPUFragmentUniformData. The safe flavor is pushGPUFragmentUniformDataSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_PushGPUFragmentUniformData, defined at SDL3/SDL_gpu.h 3221:34

Since: 3.2.0

pushGPUFragmentUniformDataSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> Word32
slot_index
the fragment uniform slot to push data to.
-> PtrConst Void
data
client data to write.
-> Word32
length
the length of the data to write.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_PushGPUFragmentUniformData. The unsafe flavor is pushGPUFragmentUniformData .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_PushGPUFragmentUniformData, defined at SDL3/SDL_gpu.h 3221:34

Since: 3.2.0

pushGPUComputeUniformData Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> Word32
slot_index
the uniform slot to push data to.
-> PtrConst Void
data
client data to write.
-> Word32
length
the length of the data to write.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_PushGPUComputeUniformData. The safe flavor is pushGPUComputeUniformDataSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_PushGPUComputeUniformData, defined at SDL3/SDL_gpu.h 3243:34

Since: 3.2.0

pushGPUComputeUniformDataSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> Word32
slot_index
the uniform slot to push data to.
-> PtrConst Void
data
client data to write.
-> Word32
length
the length of the data to write.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_PushGPUComputeUniformData. The unsafe flavor is pushGPUComputeUniformData .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_PushGPUComputeUniformData, defined at SDL3/SDL_gpu.h 3243:34

Since: 3.2.0

beginGPURenderPass Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> PtrConst SDL_GPUColorTargetInfo
color_target_infos
an array of texture subresources with corresponding clear values and load/store ops.
-> Word32
num_color_targets
the number of color targets in the color_target_infos array.
-> PtrConst SDL_GPUDepthStencilTargetInfo
depth_stencil_target_info
a texture subresource with corresponding clear value and load/store ops, may be NULL.
-> IO (Ptr SDL_GPURenderPass) 

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.

Returns
a render pass handle.
See also
endGPURenderPass

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BeginGPURenderPass. The safe flavor is beginGPURenderPassSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BeginGPURenderPass, defined at SDL3/SDL_gpu.h 3284:49

Since: 3.2.0

beginGPURenderPassSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> PtrConst SDL_GPUColorTargetInfo
color_target_infos
an array of texture subresources with corresponding clear values and load/store ops.
-> Word32
num_color_targets
the number of color targets in the color_target_infos array.
-> PtrConst SDL_GPUDepthStencilTargetInfo
depth_stencil_target_info
a texture subresource with corresponding clear value and load/store ops, may be NULL.
-> IO (Ptr SDL_GPURenderPass) 

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.

Returns
a render pass handle.
See also
endGPURenderPass

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BeginGPURenderPass. The unsafe flavor is beginGPURenderPass .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BeginGPURenderPass, defined at SDL3/SDL_gpu.h 3284:49

Since: 3.2.0

bindGPUGraphicsPipeline Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Ptr SDL_GPUGraphicsPipeline
graphics_pipeline
the graphics pipeline to bind.
-> IO () 

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

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

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUGraphicsPipeline. The safe flavor is bindGPUGraphicsPipelineSafe .
C declaration
SDL_BindGPUGraphicsPipeline, defined at SDL3/SDL_gpu.h 3300:34

Since: 3.2.0

bindGPUGraphicsPipelineSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Ptr SDL_GPUGraphicsPipeline
graphics_pipeline
the graphics pipeline to bind.
-> IO () 

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

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

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUGraphicsPipeline. The unsafe flavor is bindGPUGraphicsPipeline .
C declaration
SDL_BindGPUGraphicsPipeline, defined at SDL3/SDL_gpu.h 3300:34

Since: 3.2.0

setGPUViewport Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> PtrConst SDL_GPUViewport
viewport
the viewport to set.
-> IO () 

Sets the current viewport state on a command buffer.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_SetGPUViewport. The safe flavor is setGPUViewportSafe .
C declaration
SDL_SetGPUViewport, defined at SDL3/SDL_gpu.h 3312:34

Since: 3.2.0

setGPUViewportSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> PtrConst SDL_GPUViewport
viewport
the viewport to set.
-> IO () 

Sets the current viewport state on a command buffer.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_SetGPUViewport. The unsafe flavor is setGPUViewport .
C declaration
SDL_SetGPUViewport, defined at SDL3/SDL_gpu.h 3312:34

Since: 3.2.0

setGPUScissor Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> PtrConst SDL_Rect
scissor
the scissor area to set.
-> IO () 

Sets the current scissor state on a command buffer.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_SetGPUScissor. The safe flavor is setGPUScissorSafe .
C declaration
SDL_SetGPUScissor, defined at SDL3/SDL_gpu.h 3324:34

Since: 3.2.0

setGPUScissorSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> PtrConst SDL_Rect
scissor
the scissor area to set.
-> IO () 

Sets the current scissor state on a command buffer.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_SetGPUScissor. The unsafe flavor is setGPUScissor .
C declaration
SDL_SetGPUScissor, defined at SDL3/SDL_gpu.h 3324:34

Since: 3.2.0

setGPUBlendConstants Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> SDL_FColor
blend_constants
the blend constant color.
-> IO () 

Sets the current blend constants on a command buffer.

See also
SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_SetGPUBlendConstants. The safe flavor is setGPUBlendConstantsSafe .
C declaration
SDL_SetGPUBlendConstants, defined at SDL3/SDL_gpu.h 3339:34

Since: 3.2.0

setGPUBlendConstantsSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> SDL_FColor
blend_constants
the blend constant color.
-> IO () 

Sets the current blend constants on a command buffer.

See also
SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_SetGPUBlendConstants. The unsafe flavor is setGPUBlendConstants .
C declaration
SDL_SetGPUBlendConstants, defined at SDL3/SDL_gpu.h 3339:34

Since: 3.2.0

setGPUStencilReference Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word8
reference
the stencil reference value to set.
-> IO () 

Sets the current stencil reference value on a command buffer.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_SetGPUStencilReference. The safe flavor is setGPUStencilReferenceSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_SetGPUStencilReference, defined at SDL3/SDL_gpu.h 3351:34

Since: 3.2.0

setGPUStencilReferenceSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word8
reference
the stencil reference value to set.
-> IO () 

Sets the current stencil reference value on a command buffer.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_SetGPUStencilReference. The unsafe flavor is setGPUStencilReference .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_SetGPUStencilReference, defined at SDL3/SDL_gpu.h 3351:34

Since: 3.2.0

bindGPUVertexBuffers Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the vertex buffer slot to begin binding from.
-> PtrConst SDL_GPUBufferBinding
bindings
an array of SDL_GPUBufferBinding structs containing vertex buffers and offset values.
-> Word32
num_bindings
the number of bindings in the bindings array.
-> IO () 

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

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUVertexBuffers. The safe flavor is bindGPUVertexBuffersSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUVertexBuffers, defined at SDL3/SDL_gpu.h 3367:34

Since: 3.2.0

bindGPUVertexBuffersSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the vertex buffer slot to begin binding from.
-> PtrConst SDL_GPUBufferBinding
bindings
an array of SDL_GPUBufferBinding structs containing vertex buffers and offset values.
-> Word32
num_bindings
the number of bindings in the bindings array.
-> IO () 

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

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUVertexBuffers. The unsafe flavor is bindGPUVertexBuffers .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUVertexBuffers, defined at SDL3/SDL_gpu.h 3367:34

Since: 3.2.0

bindGPUIndexBuffer Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> PtrConst SDL_GPUBufferBinding
binding
a pointer to a struct containing an index buffer and offset.
-> SDL_GPUIndexElementSize
index_element_size
whether the index values in the buffer are 16- or 32-bit.
-> IO () 

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

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUIndexBuffer. The safe flavor is bindGPUIndexBufferSafe .
C declaration
SDL_BindGPUIndexBuffer, defined at SDL3/SDL_gpu.h 3384:34

Since: 3.2.0

bindGPUIndexBufferSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> PtrConst SDL_GPUBufferBinding
binding
a pointer to a struct containing an index buffer and offset.
-> SDL_GPUIndexElementSize
index_element_size
whether the index values in the buffer are 16- or 32-bit.
-> IO () 

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

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUIndexBuffer. The unsafe flavor is bindGPUIndexBuffer .
C declaration
SDL_BindGPUIndexBuffer, defined at SDL3/SDL_gpu.h 3384:34

Since: 3.2.0

bindGPUVertexSamplers Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the vertex sampler slot to begin binding from.
-> PtrConst SDL_GPUTextureSamplerBinding
texture_sampler_bindings
an array of texture-sampler binding structs.
-> Word32
num_bindings
the number of texture-sampler pairs to bind from the array.
-> IO () 

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 createGPUShader.

See also
createGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUVertexSamplers. The safe flavor is bindGPUVertexSamplersSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUVertexSamplers, defined at SDL3/SDL_gpu.h 3411:34

Since: 3.2.0

bindGPUVertexSamplersSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the vertex sampler slot to begin binding from.
-> PtrConst SDL_GPUTextureSamplerBinding
texture_sampler_bindings
an array of texture-sampler binding structs.
-> Word32
num_bindings
the number of texture-sampler pairs to bind from the array.
-> IO () 

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 createGPUShader.

See also
createGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUVertexSamplers. The unsafe flavor is bindGPUVertexSamplers .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUVertexSamplers, defined at SDL3/SDL_gpu.h 3411:34

Since: 3.2.0

bindGPUVertexStorageTextures Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the vertex storage texture slot to begin binding from.
-> PtrConst (Ptr SDL_GPUTexture)
storage_textures
an array of storage textures.
-> Word32
num_bindings
the number of storage texture to bind from the array.
-> IO () 

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 createGPUShader.

See also
createGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUVertexStorageTextures. The safe flavor is bindGPUVertexStorageTexturesSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUVertexStorageTextures, defined at SDL3/SDL_gpu.h 3438:34

Since: 3.2.0

bindGPUVertexStorageTexturesSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the vertex storage texture slot to begin binding from.
-> PtrConst (Ptr SDL_GPUTexture)
storage_textures
an array of storage textures.
-> Word32
num_bindings
the number of storage texture to bind from the array.
-> IO () 

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 createGPUShader.

See also
createGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUVertexStorageTextures. The unsafe flavor is bindGPUVertexStorageTextures .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUVertexStorageTextures, defined at SDL3/SDL_gpu.h 3438:34

Since: 3.2.0

bindGPUVertexStorageBuffers Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the vertex storage buffer slot to begin binding from.
-> PtrConst (Ptr SDL_GPUBuffer)
storage_buffers
an array of buffers.
-> Word32
num_bindings
the number of buffers to bind from the array.
-> IO () 

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 createGPUShader.

See also
createGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUVertexStorageBuffers. The safe flavor is bindGPUVertexStorageBuffersSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUVertexStorageBuffers, defined at SDL3/SDL_gpu.h 3462:34

Since: 3.2.0

bindGPUVertexStorageBuffersSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the vertex storage buffer slot to begin binding from.
-> PtrConst (Ptr SDL_GPUBuffer)
storage_buffers
an array of buffers.
-> Word32
num_bindings
the number of buffers to bind from the array.
-> IO () 

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 createGPUShader.

See also
createGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUVertexStorageBuffers. The unsafe flavor is bindGPUVertexStorageBuffers .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUVertexStorageBuffers, defined at SDL3/SDL_gpu.h 3462:34

Since: 3.2.0

bindGPUFragmentSamplers Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the fragment sampler slot to begin binding from.
-> PtrConst SDL_GPUTextureSamplerBinding
texture_sampler_bindings
an array of texture-sampler binding structs.
-> Word32
num_bindings
the number of texture-sampler pairs to bind from the array.
-> IO () 

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 createGPUShader.

See also
createGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUFragmentSamplers. The safe flavor is bindGPUFragmentSamplersSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUFragmentSamplers, defined at SDL3/SDL_gpu.h 3490:34

Since: 3.2.0

bindGPUFragmentSamplersSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the fragment sampler slot to begin binding from.
-> PtrConst SDL_GPUTextureSamplerBinding
texture_sampler_bindings
an array of texture-sampler binding structs.
-> Word32
num_bindings
the number of texture-sampler pairs to bind from the array.
-> IO () 

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 createGPUShader.

See also
createGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUFragmentSamplers. The unsafe flavor is bindGPUFragmentSamplers .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUFragmentSamplers, defined at SDL3/SDL_gpu.h 3490:34

Since: 3.2.0

bindGPUFragmentStorageTextures Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the fragment storage texture slot to begin binding from.
-> PtrConst (Ptr SDL_GPUTexture)
storage_textures
an array of storage textures.
-> Word32
num_bindings
the number of storage textures to bind from the array.
-> IO () 

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 createGPUShader.

See also
createGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUFragmentStorageTextures. The safe flavor is bindGPUFragmentStorageTexturesSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUFragmentStorageTextures, defined at SDL3/SDL_gpu.h 3517:34

Since: 3.2.0

bindGPUFragmentStorageTexturesSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the fragment storage texture slot to begin binding from.
-> PtrConst (Ptr SDL_GPUTexture)
storage_textures
an array of storage textures.
-> Word32
num_bindings
the number of storage textures to bind from the array.
-> IO () 

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 createGPUShader.

See also
createGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUFragmentStorageTextures. The unsafe flavor is bindGPUFragmentStorageTextures .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUFragmentStorageTextures, defined at SDL3/SDL_gpu.h 3517:34

Since: 3.2.0

bindGPUFragmentStorageBuffers Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the fragment storage buffer slot to begin binding from.
-> PtrConst (Ptr SDL_GPUBuffer)
storage_buffers
an array of storage buffers.
-> Word32
num_bindings
the number of storage buffers to bind from the array.
-> IO () 

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 createGPUShader.

See also
createGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUFragmentStorageBuffers. The safe flavor is bindGPUFragmentStorageBuffersSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUFragmentStorageBuffers, defined at SDL3/SDL_gpu.h 3541:34

Since: 3.2.0

bindGPUFragmentStorageBuffersSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
first_slot
the fragment storage buffer slot to begin binding from.
-> PtrConst (Ptr SDL_GPUBuffer)
storage_buffers
an array of storage buffers.
-> Word32
num_bindings
the number of storage buffers to bind from the array.
-> IO () 

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 createGPUShader.

See also
createGPUShader

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUFragmentStorageBuffers. The unsafe flavor is bindGPUFragmentStorageBuffers .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUFragmentStorageBuffers, defined at SDL3/SDL_gpu.h 3541:34

Since: 3.2.0

drawGPUIndexedPrimitives Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
num_indices
the number of indices to draw per instance.
-> Word32
num_instances
the number of instances to draw.
-> Word32
first_index
the starting index within the index buffer.
-> Int32
vertex_offset
value added to vertex index before indexing into the vertex buffer.
-> Word32
first_instance
the ID of the first instance to draw.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_DrawGPUIndexedPrimitives. The safe flavor is drawGPUIndexedPrimitivesSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_DrawGPUIndexedPrimitives, defined at SDL3/SDL_gpu.h 3572:34

Since: 3.2.0

drawGPUIndexedPrimitivesSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
num_indices
the number of indices to draw per instance.
-> Word32
num_instances
the number of instances to draw.
-> Word32
first_index
the starting index within the index buffer.
-> Int32
vertex_offset
value added to vertex index before indexing into the vertex buffer.
-> Word32
first_instance
the ID of the first instance to draw.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_DrawGPUIndexedPrimitives. The unsafe flavor is drawGPUIndexedPrimitives .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_DrawGPUIndexedPrimitives, defined at SDL3/SDL_gpu.h 3572:34

Since: 3.2.0

drawGPUPrimitives Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
num_vertices
the number of vertices to draw.
-> Word32
num_instances
the number of instances that will be drawn.
-> Word32
first_vertex
the index of the first vertex to draw.
-> Word32
first_instance
the ID of the first instance to draw.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_DrawGPUPrimitives. The safe flavor is drawGPUPrimitivesSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_DrawGPUPrimitives, defined at SDL3/SDL_gpu.h 3600:34

Since: 3.2.0

drawGPUPrimitivesSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Word32
num_vertices
the number of vertices to draw.
-> Word32
num_instances
the number of instances that will be drawn.
-> Word32
first_vertex
the index of the first vertex to draw.
-> Word32
first_instance
the ID of the first instance to draw.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_DrawGPUPrimitives. The unsafe flavor is drawGPUPrimitives .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_DrawGPUPrimitives, defined at SDL3/SDL_gpu.h 3600:34

Since: 3.2.0

drawGPUPrimitivesIndirect Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Ptr SDL_GPUBuffer
buffer
a buffer containing draw parameters.
-> Word32
offset
the offset to start reading from the draw buffer.
-> Word32
draw_count
the number of draw parameter sets that should be read from the draw buffer.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_DrawGPUPrimitivesIndirect. The safe flavor is drawGPUPrimitivesIndirectSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_DrawGPUPrimitivesIndirect, defined at SDL3/SDL_gpu.h 3623:34

Since: 3.2.0

drawGPUPrimitivesIndirectSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Ptr SDL_GPUBuffer
buffer
a buffer containing draw parameters.
-> Word32
offset
the offset to start reading from the draw buffer.
-> Word32
draw_count
the number of draw parameter sets that should be read from the draw buffer.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_DrawGPUPrimitivesIndirect. The unsafe flavor is drawGPUPrimitivesIndirect .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_DrawGPUPrimitivesIndirect, defined at SDL3/SDL_gpu.h 3623:34

Since: 3.2.0

drawGPUIndexedPrimitivesIndirect Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Ptr SDL_GPUBuffer
buffer
a buffer containing draw parameters.
-> Word32
offset
the offset to start reading from the draw buffer.
-> Word32
draw_count
the number of draw parameter sets that should be read from the draw buffer.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_DrawGPUIndexedPrimitivesIndirect. The safe flavor is drawGPUIndexedPrimitivesIndirectSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_DrawGPUIndexedPrimitivesIndirect, defined at SDL3/SDL_gpu.h 3645:34

Since: 3.2.0

drawGPUIndexedPrimitivesIndirectSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> Ptr SDL_GPUBuffer
buffer
a buffer containing draw parameters.
-> Word32
offset
the offset to start reading from the draw buffer.
-> Word32
draw_count
the number of draw parameter sets that should be read from the draw buffer.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_DrawGPUIndexedPrimitivesIndirect. The unsafe flavor is drawGPUIndexedPrimitivesIndirect .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_DrawGPUIndexedPrimitivesIndirect, defined at SDL3/SDL_gpu.h 3645:34

Since: 3.2.0

endGPURenderPass Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> IO () 

Ends the given render pass.

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

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_EndGPURenderPass. The safe flavor is endGPURenderPassSafe .
C declaration
SDL_EndGPURenderPass, defined at SDL3/SDL_gpu.h 3661:34

Since: 3.2.0

endGPURenderPassSafe Source #

Arguments

:: Ptr SDL_GPURenderPass
render_pass
a render pass handle.
-> IO () 

Ends the given render pass.

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

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_EndGPURenderPass. The unsafe flavor is endGPURenderPass .
C declaration
SDL_EndGPURenderPass, defined at SDL3/SDL_gpu.h 3661:34

Since: 3.2.0

beginGPUComputePass Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> PtrConst SDL_GPUStorageTextureReadWriteBinding
storage_texture_bindings
an array of writeable storage texture binding structs.
-> Word32
num_storage_texture_bindings
the number of storage textures to bind from the array.
-> PtrConst SDL_GPUStorageBufferReadWriteBinding
storage_buffer_bindings
an array of writeable storage buffer binding structs.
-> Word32
num_storage_buffer_bindings
the number of storage buffers to bind from the array.
-> IO (Ptr SDL_GPUComputePass) 

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!

Returns
a compute pass handle.
See also
endGPUComputePass

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BeginGPUComputePass. The safe flavor is beginGPUComputePassSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BeginGPUComputePass, defined at SDL3/SDL_gpu.h 3703:50

Since: 3.2.0

beginGPUComputePassSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> PtrConst SDL_GPUStorageTextureReadWriteBinding
storage_texture_bindings
an array of writeable storage texture binding structs.
-> Word32
num_storage_texture_bindings
the number of storage textures to bind from the array.
-> PtrConst SDL_GPUStorageBufferReadWriteBinding
storage_buffer_bindings
an array of writeable storage buffer binding structs.
-> Word32
num_storage_buffer_bindings
the number of storage buffers to bind from the array.
-> IO (Ptr SDL_GPUComputePass) 

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!

Returns
a compute pass handle.
See also
endGPUComputePass

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BeginGPUComputePass. The unsafe flavor is beginGPUComputePass .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BeginGPUComputePass, defined at SDL3/SDL_gpu.h 3703:50

Since: 3.2.0

bindGPUComputePipeline Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> Ptr SDL_GPUComputePipeline
compute_pipeline
a compute pipeline to bind.
-> IO () 

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

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUComputePipeline. The safe flavor is bindGPUComputePipelineSafe .
C declaration
SDL_BindGPUComputePipeline, defined at SDL3/SDL_gpu.h 3718:34

Since: 3.2.0

bindGPUComputePipelineSafe Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> Ptr SDL_GPUComputePipeline
compute_pipeline
a compute pipeline to bind.
-> IO () 

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

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUComputePipeline. The unsafe flavor is bindGPUComputePipeline .
C declaration
SDL_BindGPUComputePipeline, defined at SDL3/SDL_gpu.h 3718:34

Since: 3.2.0

bindGPUComputeSamplers Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> Word32
first_slot
the compute sampler slot to begin binding from.
-> PtrConst SDL_GPUTextureSamplerBinding
texture_sampler_bindings
an array of texture-sampler binding structs.
-> Word32
num_bindings
the number of texture-sampler bindings to bind from the array.
-> IO () 

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 createGPUComputePipeline.

See also
createGPUComputePipeline

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUComputeSamplers. The safe flavor is bindGPUComputeSamplersSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUComputeSamplers, defined at SDL3/SDL_gpu.h 3744:34

Since: 3.2.0

bindGPUComputeSamplersSafe Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> Word32
first_slot
the compute sampler slot to begin binding from.
-> PtrConst SDL_GPUTextureSamplerBinding
texture_sampler_bindings
an array of texture-sampler binding structs.
-> Word32
num_bindings
the number of texture-sampler bindings to bind from the array.
-> IO () 

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 createGPUComputePipeline.

See also
createGPUComputePipeline

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUComputeSamplers. The unsafe flavor is bindGPUComputeSamplers .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUComputeSamplers, defined at SDL3/SDL_gpu.h 3744:34

Since: 3.2.0

bindGPUComputeStorageTextures Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> Word32
first_slot
the compute storage texture slot to begin binding from.
-> PtrConst (Ptr SDL_GPUTexture)
storage_textures
an array of storage textures.
-> Word32
num_bindings
the number of storage textures to bind from the array.
-> IO () 

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 createGPUComputePipeline.

See also
createGPUComputePipeline

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUComputeStorageTextures. The safe flavor is bindGPUComputeStorageTexturesSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUComputeStorageTextures, defined at SDL3/SDL_gpu.h 3771:34

Since: 3.2.0

bindGPUComputeStorageTexturesSafe Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> Word32
first_slot
the compute storage texture slot to begin binding from.
-> PtrConst (Ptr SDL_GPUTexture)
storage_textures
an array of storage textures.
-> Word32
num_bindings
the number of storage textures to bind from the array.
-> IO () 

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 createGPUComputePipeline.

See also
createGPUComputePipeline

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUComputeStorageTextures. The unsafe flavor is bindGPUComputeStorageTextures .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUComputeStorageTextures, defined at SDL3/SDL_gpu.h 3771:34

Since: 3.2.0

bindGPUComputeStorageBuffers Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> Word32
first_slot
the compute storage buffer slot to begin binding from.
-> PtrConst (Ptr SDL_GPUBuffer)
storage_buffers
an array of storage buffer binding structs.
-> Word32
num_bindings
the number of storage buffers to bind from the array.
-> IO () 

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 createGPUComputePipeline.

See also
createGPUComputePipeline

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BindGPUComputeStorageBuffers. The safe flavor is bindGPUComputeStorageBuffersSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUComputeStorageBuffers, defined at SDL3/SDL_gpu.h 3795:34

Since: 3.2.0

bindGPUComputeStorageBuffersSafe Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> Word32
first_slot
the compute storage buffer slot to begin binding from.
-> PtrConst (Ptr SDL_GPUBuffer)
storage_buffers
an array of storage buffer binding structs.
-> Word32
num_bindings
the number of storage buffers to bind from the array.
-> IO () 

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 createGPUComputePipeline.

See also
createGPUComputePipeline

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BindGPUComputeStorageBuffers. The unsafe flavor is bindGPUComputeStorageBuffers .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_BindGPUComputeStorageBuffers, defined at SDL3/SDL_gpu.h 3795:34

Since: 3.2.0

dispatchGPUCompute Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> Word32
groupcount_x
number of local workgroups to dispatch in the X dimension.
-> Word32
groupcount_y
number of local workgroups to dispatch in the Y dimension.
-> Word32
groupcount_z
number of local workgroups to dispatch in the Z dimension.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_DispatchGPUCompute. The safe flavor is dispatchGPUComputeSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_DispatchGPUCompute, defined at SDL3/SDL_gpu.h 3821:34

Since: 3.2.0

dispatchGPUComputeSafe Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> Word32
groupcount_x
number of local workgroups to dispatch in the X dimension.
-> Word32
groupcount_y
number of local workgroups to dispatch in the Y dimension.
-> Word32
groupcount_z
number of local workgroups to dispatch in the Z dimension.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_DispatchGPUCompute. The unsafe flavor is dispatchGPUCompute .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_DispatchGPUCompute, defined at SDL3/SDL_gpu.h 3821:34

Since: 3.2.0

dispatchGPUComputeIndirect Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> Ptr SDL_GPUBuffer
buffer
a buffer containing dispatch parameters.
-> Word32
offset
the offset to start reading from the dispatch buffer.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_DispatchGPUComputeIndirect. The safe flavor is dispatchGPUComputeIndirectSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_DispatchGPUComputeIndirect, defined at SDL3/SDL_gpu.h 3845:34

Since: 3.2.0

dispatchGPUComputeIndirectSafe Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> Ptr SDL_GPUBuffer
buffer
a buffer containing dispatch parameters.
-> Word32
offset
the offset to start reading from the dispatch buffer.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_DispatchGPUComputeIndirect. The unsafe flavor is dispatchGPUComputeIndirect .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_DispatchGPUComputeIndirect, defined at SDL3/SDL_gpu.h 3845:34

Since: 3.2.0

endGPUComputePass Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> IO () 

Ends the current compute pass.

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

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_EndGPUComputePass. The safe flavor is endGPUComputePassSafe .
C declaration
SDL_EndGPUComputePass, defined at SDL3/SDL_gpu.h 3860:34

Since: 3.2.0

endGPUComputePassSafe Source #

Arguments

:: Ptr SDL_GPUComputePass
compute_pass
a compute pass handle.
-> IO () 

Ends the current compute pass.

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

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_EndGPUComputePass. The unsafe flavor is endGPUComputePass .
C declaration
SDL_EndGPUComputePass, defined at SDL3/SDL_gpu.h 3860:34

Since: 3.2.0

mapGPUTransferBuffer Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUTransferBuffer
transfer_buffer
a transfer buffer.
-> Bool
cycle
if true, cycles the transfer buffer if it is already bound.
-> IO (Ptr Void) 

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 free on the returned pointer.

Returns
the address of the mapped transfer buffer memory, or NULL on failure; call getError for more information.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_MapGPUTransferBuffer. The safe flavor is mapGPUTransferBufferSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_MapGPUTransferBuffer, defined at SDL3/SDL_gpu.h 3880:36

Since: 3.2.0

mapGPUTransferBufferSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUTransferBuffer
transfer_buffer
a transfer buffer.
-> Bool
cycle
if true, cycles the transfer buffer if it is already bound.
-> IO (Ptr Void) 

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 free on the returned pointer.

Returns
the address of the mapped transfer buffer memory, or NULL on failure; call getError for more information.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_MapGPUTransferBuffer. The unsafe flavor is mapGPUTransferBuffer .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_MapGPUTransferBuffer, defined at SDL3/SDL_gpu.h 3880:36

Since: 3.2.0

unmapGPUTransferBuffer Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUTransferBuffer
transfer_buffer
a previously mapped transfer buffer.
-> IO () 

Unmaps a previously mapped transfer buffer.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_UnmapGPUTransferBuffer. The safe flavor is unmapGPUTransferBufferSafe .
C declaration
SDL_UnmapGPUTransferBuffer, defined at SDL3/SDL_gpu.h 3893:34

Since: 3.2.0

unmapGPUTransferBufferSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUTransferBuffer
transfer_buffer
a previously mapped transfer buffer.
-> IO () 

Unmaps a previously mapped transfer buffer.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_UnmapGPUTransferBuffer. The unsafe flavor is unmapGPUTransferBuffer .
C declaration
SDL_UnmapGPUTransferBuffer, defined at SDL3/SDL_gpu.h 3893:34

Since: 3.2.0

beginGPUCopyPass Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> IO (Ptr SDL_GPUCopyPass) 

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.

Returns
a copy pass handle.
See also
endGPUCopyPass

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BeginGPUCopyPass. The safe flavor is beginGPUCopyPassSafe .
C declaration
SDL_BeginGPUCopyPass, defined at SDL3/SDL_gpu.h 3913:47

Since: 3.2.0

beginGPUCopyPassSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> IO (Ptr SDL_GPUCopyPass) 

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.

Returns
a copy pass handle.
See also
endGPUCopyPass

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BeginGPUCopyPass. The unsafe flavor is beginGPUCopyPass .
C declaration
SDL_BeginGPUCopyPass, defined at SDL3/SDL_gpu.h 3913:47

Since: 3.2.0

uploadToGPUTexture Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> PtrConst SDL_GPUTextureTransferInfo
source
the source transfer buffer with image layout information.
-> PtrConst SDL_GPUTextureRegion
destination
the destination texture region.
-> Bool
cycle
if true, cycles the texture if the texture is bound, otherwise overwrites the data.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_UploadToGPUTexture. The safe flavor is uploadToGPUTextureSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_UploadToGPUTexture, defined at SDL3/SDL_gpu.h 3933:34

Since: 3.2.0

uploadToGPUTextureSafe Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> PtrConst SDL_GPUTextureTransferInfo
source
the source transfer buffer with image layout information.
-> PtrConst SDL_GPUTextureRegion
destination
the destination texture region.
-> Bool
cycle
if true, cycles the texture if the texture is bound, otherwise overwrites the data.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_UploadToGPUTexture. The unsafe flavor is uploadToGPUTexture .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_UploadToGPUTexture, defined at SDL3/SDL_gpu.h 3933:34

Since: 3.2.0

uploadToGPUBuffer Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> PtrConst SDL_GPUTransferBufferLocation
source
the source transfer buffer with offset.
-> PtrConst SDL_GPUBufferRegion
destination
the destination buffer with offset and size.
-> Bool
cycle
if true, cycles the buffer if it is already bound, otherwise overwrites the data.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_UploadToGPUBuffer. The safe flavor is uploadToGPUBufferSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_UploadToGPUBuffer, defined at SDL3/SDL_gpu.h 3953:34

Since: 3.2.0

uploadToGPUBufferSafe Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> PtrConst SDL_GPUTransferBufferLocation
source
the source transfer buffer with offset.
-> PtrConst SDL_GPUBufferRegion
destination
the destination buffer with offset and size.
-> Bool
cycle
if true, cycles the buffer if it is already bound, otherwise overwrites the data.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_UploadToGPUBuffer. The unsafe flavor is uploadToGPUBuffer .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_UploadToGPUBuffer, defined at SDL3/SDL_gpu.h 3953:34

Since: 3.2.0

copyGPUTextureToTexture Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> PtrConst SDL_GPUTextureLocation
source
a source texture region.
-> PtrConst SDL_GPUTextureLocation
destination
a destination texture region.
-> Word32
w
the width of the region to copy.
-> Word32
h
the height of the region to copy.
-> Word32
d
the depth of the region to copy.
-> Bool
cycle
if true, cycles the destination texture if the destination texture is bound, otherwise overwrites the data.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CopyGPUTextureToTexture. The safe flavor is copyGPUTextureToTextureSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_CopyGPUTextureToTexture, defined at SDL3/SDL_gpu.h 3980:34

Since: 3.2.0

copyGPUTextureToTextureSafe Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> PtrConst SDL_GPUTextureLocation
source
a source texture region.
-> PtrConst SDL_GPUTextureLocation
destination
a destination texture region.
-> Word32
w
the width of the region to copy.
-> Word32
h
the height of the region to copy.
-> Word32
d
the depth of the region to copy.
-> Bool
cycle
if true, cycles the destination texture if the destination texture is bound, otherwise overwrites the data.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CopyGPUTextureToTexture. The unsafe flavor is copyGPUTextureToTexture .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_CopyGPUTextureToTexture, defined at SDL3/SDL_gpu.h 3980:34

Since: 3.2.0

copyGPUBufferToBuffer Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> PtrConst SDL_GPUBufferLocation
source
the buffer and offset to copy from.
-> PtrConst SDL_GPUBufferLocation
destination
the buffer and offset to copy to.
-> Word32
size
the length of the buffer to copy.
-> Bool
cycle
if true, cycles the destination buffer if it is already bound, otherwise overwrites the data.
-> IO () 

Performs a buffer-to-buffer copy.

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

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CopyGPUBufferToBuffer. The safe flavor is copyGPUBufferToBufferSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_CopyGPUBufferToBuffer, defined at SDL3/SDL_gpu.h 4004:34

Since: 3.2.0

copyGPUBufferToBufferSafe Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> PtrConst SDL_GPUBufferLocation
source
the buffer and offset to copy from.
-> PtrConst SDL_GPUBufferLocation
destination
the buffer and offset to copy to.
-> Word32
size
the length of the buffer to copy.
-> Bool
cycle
if true, cycles the destination buffer if it is already bound, otherwise overwrites the data.
-> IO () 

Performs a buffer-to-buffer copy.

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

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CopyGPUBufferToBuffer. The unsafe flavor is copyGPUBufferToBuffer .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_CopyGPUBufferToBuffer, defined at SDL3/SDL_gpu.h 4004:34

Since: 3.2.0

downloadFromGPUTexture Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> PtrConst SDL_GPUTextureRegion
source
the source texture region.
-> PtrConst SDL_GPUTextureTransferInfo
destination
the destination transfer buffer with image layout information.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_DownloadFromGPUTexture. The safe flavor is downloadFromGPUTextureSafe .
C declaration
SDL_DownloadFromGPUTexture, defined at SDL3/SDL_gpu.h 4024:34

Since: 3.2.0

downloadFromGPUTextureSafe Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> PtrConst SDL_GPUTextureRegion
source
the source texture region.
-> PtrConst SDL_GPUTextureTransferInfo
destination
the destination transfer buffer with image layout information.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_DownloadFromGPUTexture. The unsafe flavor is downloadFromGPUTexture .
C declaration
SDL_DownloadFromGPUTexture, defined at SDL3/SDL_gpu.h 4024:34

Since: 3.2.0

downloadFromGPUBuffer Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> PtrConst SDL_GPUBufferRegion
source
the source buffer with offset and size.
-> PtrConst SDL_GPUTransferBufferLocation
destination
the destination transfer buffer with offset.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_DownloadFromGPUBuffer. The safe flavor is downloadFromGPUBufferSafe .
C declaration
SDL_DownloadFromGPUBuffer, defined at SDL3/SDL_gpu.h 4041:34

Since: 3.2.0

downloadFromGPUBufferSafe Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> PtrConst SDL_GPUBufferRegion
source
the source buffer with offset and size.
-> PtrConst SDL_GPUTransferBufferLocation
destination
the destination transfer buffer with offset.
-> IO () 

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.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_DownloadFromGPUBuffer. The unsafe flavor is downloadFromGPUBuffer .
C declaration
SDL_DownloadFromGPUBuffer, defined at SDL3/SDL_gpu.h 4041:34

Since: 3.2.0

endGPUCopyPass Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> IO () 

Ends the current copy pass.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_EndGPUCopyPass. The safe flavor is endGPUCopyPassSafe .
C declaration
SDL_EndGPUCopyPass, defined at SDL3/SDL_gpu.h 4053:34

Since: 3.2.0

endGPUCopyPassSafe Source #

Arguments

:: Ptr SDL_GPUCopyPass
copy_pass
a copy pass handle.
-> IO () 

Ends the current copy pass.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_EndGPUCopyPass. The unsafe flavor is endGPUCopyPass .
C declaration
SDL_EndGPUCopyPass, defined at SDL3/SDL_gpu.h 4053:34

Since: 3.2.0

generateMipmapsForGPUTexture Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command_buffer.
-> Ptr SDL_GPUTexture
texture
a texture with more than 1 mip level.
-> IO () 

Generates mipmaps for the given texture.

This function must not be called inside of any pass.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GenerateMipmapsForGPUTexture. The safe flavor is generateMipmapsForGPUTextureSafe .
C declaration
SDL_GenerateMipmapsForGPUTexture, defined at SDL3/SDL_gpu.h 4066:34

Since: 3.2.0

generateMipmapsForGPUTextureSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command_buffer.
-> Ptr SDL_GPUTexture
texture
a texture with more than 1 mip level.
-> IO () 

Generates mipmaps for the given texture.

This function must not be called inside of any pass.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GenerateMipmapsForGPUTexture. The unsafe flavor is generateMipmapsForGPUTexture .
C declaration
SDL_GenerateMipmapsForGPUTexture, defined at SDL3/SDL_gpu.h 4066:34

Since: 3.2.0

blitGPUTexture Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> PtrConst SDL_GPUBlitInfo
info
the blit info struct containing the blit parameters.
-> IO () 

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

This function must not be called inside of any pass.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_BlitGPUTexture. The safe flavor is blitGPUTextureSafe .
C declaration
SDL_BlitGPUTexture, defined at SDL3/SDL_gpu.h 4080:34

Since: 3.2.0

blitGPUTextureSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> PtrConst SDL_GPUBlitInfo
info
the blit info struct containing the blit parameters.
-> IO () 

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

This function must not be called inside of any pass.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_BlitGPUTexture. The unsafe flavor is blitGPUTexture .
C declaration
SDL_BlitGPUTexture, defined at SDL3/SDL_gpu.h 4080:34

Since: 3.2.0

windowSupportsGPUSwapchainComposition Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
an SDL_Window.
-> SDL_GPUSwapchainComposition
swapchain_composition
the swapchain composition to check.
-> IO Bool 

Determines whether a swapchain composition is supported by the window.

The window must be claimed before calling this function.

Returns
true if supported, false if unsupported.
See also
claimWindowForGPUDevice

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_WindowSupportsGPUSwapchainComposition. The safe flavor is windowSupportsGPUSwapchainCompositionSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_WindowSupportsGPUSwapchainComposition, defined at SDL3/SDL_gpu.h 4100:34

Since: 3.2.0

windowSupportsGPUSwapchainCompositionSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
an SDL_Window.
-> SDL_GPUSwapchainComposition
swapchain_composition
the swapchain composition to check.
-> IO Bool 

Determines whether a swapchain composition is supported by the window.

The window must be claimed before calling this function.

Returns
true if supported, false if unsupported.
See also
claimWindowForGPUDevice

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_WindowSupportsGPUSwapchainComposition. The unsafe flavor is windowSupportsGPUSwapchainComposition .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_WindowSupportsGPUSwapchainComposition, defined at SDL3/SDL_gpu.h 4100:34

Since: 3.2.0

windowSupportsGPUPresentMode Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
an SDL_Window.
-> SDL_GPUPresentMode
present_mode
the presentation mode to check.
-> IO Bool 

Determines whether a presentation mode is supported by the window.

The window must be claimed before calling this function.

Returns
true if supported, false if unsupported.
See also
claimWindowForGPUDevice

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_WindowSupportsGPUPresentMode. The safe flavor is windowSupportsGPUPresentModeSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_WindowSupportsGPUPresentMode, defined at SDL3/SDL_gpu.h 4119:34

Since: 3.2.0

windowSupportsGPUPresentModeSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
an SDL_Window.
-> SDL_GPUPresentMode
present_mode
the presentation mode to check.
-> IO Bool 

Determines whether a presentation mode is supported by the window.

The window must be claimed before calling this function.

Returns
true if supported, false if unsupported.
See also
claimWindowForGPUDevice

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_WindowSupportsGPUPresentMode. The unsafe flavor is windowSupportsGPUPresentMode .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_WindowSupportsGPUPresentMode, defined at SDL3/SDL_gpu.h 4119:34

Since: 3.2.0

claimWindowForGPUDevice Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
an SDL_Window.
-> IO Bool 

Claims a window, creating a swapchain structure for it.

This must be called before 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 setGPUSwapchainParameters after claiming the window.

Returns
true on success, or false on failure; call getError for more information.
Thread safety
This function should only be called from the thread that created the window.
See also
waitAndAcquireGPUSwapchainTexture, releaseWindowFromGPUDevice, windowSupportsGPUPresentMode, windowSupportsGPUSwapchainComposition

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_ClaimWindowForGPUDevice. The safe flavor is claimWindowForGPUDeviceSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_ClaimWindowForGPUDevice, defined at SDL3/SDL_gpu.h 4151:34

Since: 3.2.0

claimWindowForGPUDeviceSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
an SDL_Window.
-> IO Bool 

Claims a window, creating a swapchain structure for it.

This must be called before 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 setGPUSwapchainParameters after claiming the window.

Returns
true on success, or false on failure; call getError for more information.
Thread safety
This function should only be called from the thread that created the window.
See also
waitAndAcquireGPUSwapchainTexture, releaseWindowFromGPUDevice, windowSupportsGPUPresentMode, windowSupportsGPUSwapchainComposition

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_ClaimWindowForGPUDevice. The unsafe flavor is claimWindowForGPUDevice .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_ClaimWindowForGPUDevice, defined at SDL3/SDL_gpu.h 4151:34

Since: 3.2.0

releaseWindowFromGPUDevice Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
an SDL_Window that has been claimed.
-> IO () 

Unclaims a window, destroying its swapchain structure.

See also
claimWindowForGPUDevice

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_ReleaseWindowFromGPUDevice. The safe flavor is releaseWindowFromGPUDeviceSafe .
C declaration
SDL_ReleaseWindowFromGPUDevice, defined at SDL3/SDL_gpu.h 4165:34

Since: 3.2.0

releaseWindowFromGPUDeviceSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
an SDL_Window that has been claimed.
-> IO () 

Unclaims a window, destroying its swapchain structure.

See also
claimWindowForGPUDevice

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_ReleaseWindowFromGPUDevice. The unsafe flavor is releaseWindowFromGPUDevice .
C declaration
SDL_ReleaseWindowFromGPUDevice, defined at SDL3/SDL_gpu.h 4165:34

Since: 3.2.0

setGPUSwapchainParameters Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
an SDL_Window that has been claimed.
-> SDL_GPUSwapchainComposition
swapchain_composition
the desired composition of the swapchain.
-> SDL_GPUPresentMode
present_mode
the desired present mode for the swapchain.
-> IO Bool 

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 windowSupportsGPUPresentMode / windowSupportsGPUSwapchainComposition prior to calling this function.

SDL_GPU_PRESENTMODE_VSYNC with SDL_GPU_SWAPCHAINCOMPOSITION_SDR is always supported.

Returns
true if successful, false on error; call getError for more information.
See also
windowSupportsGPUPresentMode, windowSupportsGPUSwapchainComposition

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_SetGPUSwapchainParameters. The safe flavor is setGPUSwapchainParametersSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_SetGPUSwapchainParameters, defined at SDL3/SDL_gpu.h 4192:34

Since: 3.2.0

setGPUSwapchainParametersSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
an SDL_Window that has been claimed.
-> SDL_GPUSwapchainComposition
swapchain_composition
the desired composition of the swapchain.
-> SDL_GPUPresentMode
present_mode
the desired present mode for the swapchain.
-> IO Bool 

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 windowSupportsGPUPresentMode / windowSupportsGPUSwapchainComposition prior to calling this function.

SDL_GPU_PRESENTMODE_VSYNC with SDL_GPU_SWAPCHAINCOMPOSITION_SDR is always supported.

Returns
true if successful, false on error; call getError for more information.
See also
windowSupportsGPUPresentMode, windowSupportsGPUSwapchainComposition

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_SetGPUSwapchainParameters. The unsafe flavor is setGPUSwapchainParameters .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_SetGPUSwapchainParameters, defined at SDL3/SDL_gpu.h 4192:34

Since: 3.2.0

setGPUAllowedFramesInFlight Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Word32
allowed_frames_in_flight
the maximum number of frames that can be pending on the GPU.
-> IO Bool 

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, acquireGPUSwapchainTexture will fill the swapchain texture pointer with NULL, and 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.

Returns
true if successful, false on error; call getError for more information.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_SetGPUAllowedFramesInFlight. The safe flavor is setGPUAllowedFramesInFlightSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_SetGPUAllowedFramesInFlight, defined at SDL3/SDL_gpu.h 4223:34

Since: 3.2.0

setGPUAllowedFramesInFlightSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Word32
allowed_frames_in_flight
the maximum number of frames that can be pending on the GPU.
-> IO Bool 

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, acquireGPUSwapchainTexture will fill the swapchain texture pointer with NULL, and 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.

Returns
true if successful, false on error; call getError for more information.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_SetGPUAllowedFramesInFlight. The unsafe flavor is setGPUAllowedFramesInFlight .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_SetGPUAllowedFramesInFlight, defined at SDL3/SDL_gpu.h 4223:34

Since: 3.2.0

getGPUSwapchainTextureFormat Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
an SDL_Window that has been claimed.
-> IO SDL_GPUTextureFormat 

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

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

Returns
the texture format of the swapchain.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GetGPUSwapchainTextureFormat. The safe flavor is getGPUSwapchainTextureFormatSafe .
C declaration
SDL_GetGPUSwapchainTextureFormat, defined at SDL3/SDL_gpu.h 4238:50

Since: 3.2.0

getGPUSwapchainTextureFormatSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
an SDL_Window that has been claimed.
-> IO SDL_GPUTextureFormat 

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

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

Returns
the texture format of the swapchain.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GetGPUSwapchainTextureFormat. The unsafe flavor is getGPUSwapchainTextureFormat .
C declaration
SDL_GetGPUSwapchainTextureFormat, defined at SDL3/SDL_gpu.h 4238:50

Since: 3.2.0

acquireGPUSwapchainTexture Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> Ptr SDL_Window
window
a window that has been claimed.
-> Ptr (Ptr SDL_GPUTexture)
swapchain_texture
a pointer filled in with a swapchain texture handle.
-> Ptr Uint32
swapchain_texture_width
a pointer filled in with the swapchain texture width, may be NULL.
-> Ptr Uint32
swapchain_texture_height
a pointer filled in with the swapchain texture height, may be NULL.
-> IO Bool 

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 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.

Returns
true on success, false on error; call getError for more information.
Thread safety
This function should only be called from the thread that created the window.
See also
claimWindowForGPUDevice, submitGPUCommandBuffer, submitGPUCommandBufferAndAcquireFence, cancelGPUCommandBuffer, getWindowSizeInPixels, waitForGPUSwapchain, waitAndAcquireGPUSwapchainTexture, setGPUAllowedFramesInFlight

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_AcquireGPUSwapchainTexture. The safe flavor is acquireGPUSwapchainTextureSafe : can block on swapchain availability.
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_AcquireGPUSwapchainTexture, defined at SDL3/SDL_gpu.h 4290:34

Since: 3.2.0

acquireGPUSwapchainTextureSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> Ptr SDL_Window
window
a window that has been claimed.
-> Ptr (Ptr SDL_GPUTexture)
swapchain_texture
a pointer filled in with a swapchain texture handle.
-> Ptr Uint32
swapchain_texture_width
a pointer filled in with the swapchain texture width, may be NULL.
-> Ptr Uint32
swapchain_texture_height
a pointer filled in with the swapchain texture height, may be NULL.
-> IO Bool 

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 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.

Returns
true on success, false on error; call getError for more information.
Thread safety
This function should only be called from the thread that created the window.
See also
claimWindowForGPUDevice, submitGPUCommandBuffer, submitGPUCommandBufferAndAcquireFence, cancelGPUCommandBuffer, getWindowSizeInPixels, waitForGPUSwapchain, waitAndAcquireGPUSwapchainTexture, setGPUAllowedFramesInFlight

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_AcquireGPUSwapchainTexture. The unsafe flavor is acquireGPUSwapchainTexture : can block on swapchain availability.
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_AcquireGPUSwapchainTexture, defined at SDL3/SDL_gpu.h 4290:34

Since: 3.2.0

waitForGPUSwapchain Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
a window that has been claimed.
-> IO Bool 

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

Returns
true on success, false on failure; call getError for more information.
Thread safety
This function should only be called from the thread that created the window.
See also
acquireGPUSwapchainTexture, waitAndAcquireGPUSwapchainTexture, setGPUAllowedFramesInFlight

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_WaitForGPUSwapchain. The safe flavor is waitForGPUSwapchainSafe : blocks until the swapchain is available.
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_WaitForGPUSwapchain, defined at SDL3/SDL_gpu.h 4314:34

Since: 3.2.0

waitForGPUSwapchainSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_Window
window
a window that has been claimed.
-> IO Bool 

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

Returns
true on success, false on failure; call getError for more information.
Thread safety
This function should only be called from the thread that created the window.
See also
acquireGPUSwapchainTexture, waitAndAcquireGPUSwapchainTexture, setGPUAllowedFramesInFlight

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_WaitForGPUSwapchain. The unsafe flavor is waitForGPUSwapchain : blocks until the swapchain is available.
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_WaitForGPUSwapchain, defined at SDL3/SDL_gpu.h 4314:34

Since: 3.2.0

waitAndAcquireGPUSwapchainTexture Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> Ptr SDL_Window
window
a window that has been claimed.
-> Ptr (Ptr SDL_GPUTexture)
swapchain_texture
a pointer filled in with a swapchain texture handle.
-> Ptr Uint32
swapchain_texture_width
a pointer filled in with the swapchain texture width, may be NULL.
-> Ptr Uint32
swapchain_texture_height
a pointer filled in with the swapchain texture height, may be NULL.
-> IO Bool 

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 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.

Returns
true on success, false on error; call getError for more information.
Thread safety
This function should only be called from the thread that created the window.
See also
submitGPUCommandBuffer, submitGPUCommandBufferAndAcquireFence, acquireGPUSwapchainTexture

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_WaitAndAcquireGPUSwapchainTexture. The safe flavor is waitAndAcquireGPUSwapchainTextureSafe : blocks until a swapchain texture is available.
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_WaitAndAcquireGPUSwapchainTexture, defined at SDL3/SDL_gpu.h 4360:34

Since: 3.2.0

waitAndAcquireGPUSwapchainTextureSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> Ptr SDL_Window
window
a window that has been claimed.
-> Ptr (Ptr SDL_GPUTexture)
swapchain_texture
a pointer filled in with a swapchain texture handle.
-> Ptr Uint32
swapchain_texture_width
a pointer filled in with the swapchain texture width, may be NULL.
-> Ptr Uint32
swapchain_texture_height
a pointer filled in with the swapchain texture height, may be NULL.
-> IO Bool 

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 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.

Returns
true on success, false on error; call getError for more information.
Thread safety
This function should only be called from the thread that created the window.
See also
submitGPUCommandBuffer, submitGPUCommandBufferAndAcquireFence, acquireGPUSwapchainTexture

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_WaitAndAcquireGPUSwapchainTexture. The unsafe flavor is waitAndAcquireGPUSwapchainTexture : blocks until a swapchain texture is available.
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_WaitAndAcquireGPUSwapchainTexture, defined at SDL3/SDL_gpu.h 4360:34

Since: 3.2.0

submitGPUCommandBuffer Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> IO Bool 

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.

Returns
true on success, false on failure; call getError for more information.
See also
acquireGPUCommandBuffer, waitAndAcquireGPUSwapchainTexture, acquireGPUSwapchainTexture, submitGPUCommandBufferAndAcquireFence

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_SubmitGPUCommandBuffer. The safe flavor is submitGPUCommandBufferSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_SubmitGPUCommandBuffer, defined at SDL3/SDL_gpu.h 4388:34

Since: 3.2.0

submitGPUCommandBufferSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> IO Bool 

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.

Returns
true on success, false on failure; call getError for more information.
See also
acquireGPUCommandBuffer, waitAndAcquireGPUSwapchainTexture, acquireGPUSwapchainTexture, submitGPUCommandBufferAndAcquireFence

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_SubmitGPUCommandBuffer. The unsafe flavor is submitGPUCommandBuffer .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_SubmitGPUCommandBuffer, defined at SDL3/SDL_gpu.h 4388:34

Since: 3.2.0

submitGPUCommandBufferAndAcquireFence Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> IO (Ptr SDL_GPUFence) 

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.

Returns
a fence associated with the command buffer, or NULL on failure; call getError for more information.
See also
acquireGPUCommandBuffer, waitAndAcquireGPUSwapchainTexture, acquireGPUSwapchainTexture, submitGPUCommandBuffer, releaseGPUFence

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_SubmitGPUCommandBufferAndAcquireFence. The safe flavor is submitGPUCommandBufferAndAcquireFenceSafe .
C declaration
SDL_SubmitGPUCommandBufferAndAcquireFence, defined at SDL3/SDL_gpu.h 4415:44

Since: 3.2.0

submitGPUCommandBufferAndAcquireFenceSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> IO (Ptr SDL_GPUFence) 

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.

Returns
a fence associated with the command buffer, or NULL on failure; call getError for more information.
See also
acquireGPUCommandBuffer, waitAndAcquireGPUSwapchainTexture, acquireGPUSwapchainTexture, submitGPUCommandBuffer, releaseGPUFence

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_SubmitGPUCommandBufferAndAcquireFence. The unsafe flavor is submitGPUCommandBufferAndAcquireFence .
C declaration
SDL_SubmitGPUCommandBufferAndAcquireFence, defined at SDL3/SDL_gpu.h 4415:44

Since: 3.2.0

cancelGPUCommandBuffer Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> IO Bool 

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.

Returns
true on success, false on error; call getError for more information.
See also
waitAndAcquireGPUSwapchainTexture, acquireGPUCommandBuffer, acquireGPUSwapchainTexture

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CancelGPUCommandBuffer. The safe flavor is cancelGPUCommandBufferSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_CancelGPUCommandBuffer, defined at SDL3/SDL_gpu.h 4440:34

Since: 3.2.0

cancelGPUCommandBufferSafe Source #

Arguments

:: Ptr SDL_GPUCommandBuffer
command_buffer
a command buffer.
-> IO Bool 

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.

Returns
true on success, false on error; call getError for more information.
See also
waitAndAcquireGPUSwapchainTexture, acquireGPUCommandBuffer, acquireGPUSwapchainTexture

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CancelGPUCommandBuffer. The unsafe flavor is cancelGPUCommandBuffer .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_CancelGPUCommandBuffer, defined at SDL3/SDL_gpu.h 4440:34

Since: 3.2.0

waitForGPUIdle Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> IO Bool 

Blocks the thread until the GPU is completely idle.

Returns
true on success, false on failure; call getError for more information.
See also
waitForGPUFences

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_WaitForGPUIdle. The safe flavor is waitForGPUIdleSafe : blocks until the GPU is idle.
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_WaitForGPUIdle, defined at SDL3/SDL_gpu.h 4454:34

Since: 3.2.0

waitForGPUIdleSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> IO Bool 

Blocks the thread until the GPU is completely idle.

Returns
true on success, false on failure; call getError for more information.
See also
waitForGPUFences

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_WaitForGPUIdle. The unsafe flavor is waitForGPUIdle : blocks until the GPU is idle.
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_WaitForGPUIdle, defined at SDL3/SDL_gpu.h 4454:34

Since: 3.2.0

waitForGPUFences Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Bool
wait_all
if 0, wait for any fence to be signaled, if 1, wait for all fences to be signaled.
-> PtrConst (Ptr SDL_GPUFence)
fences
an array of fences to wait on.
-> Word32
num_fences
the number of fences in the fences array.
-> IO Bool 

Blocks the thread until the given fences are signaled.

Returns
true on success, false on failure; call getError for more information.
See also
submitGPUCommandBufferAndAcquireFence, waitForGPUIdle

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_WaitForGPUFences. The safe flavor is waitForGPUFencesSafe : blocks on fences.
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_WaitForGPUFences, defined at SDL3/SDL_gpu.h 4473:34

Since: 3.2.0

waitForGPUFencesSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Bool
wait_all
if 0, wait for any fence to be signaled, if 1, wait for all fences to be signaled.
-> PtrConst (Ptr SDL_GPUFence)
fences
an array of fences to wait on.
-> Word32
num_fences
the number of fences in the fences array.
-> IO Bool 

Blocks the thread until the given fences are signaled.

Returns
true on success, false on failure; call getError for more information.
See also
submitGPUCommandBufferAndAcquireFence, waitForGPUIdle

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_WaitForGPUFences. The unsafe flavor is waitForGPUFences : blocks on fences.
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_WaitForGPUFences, defined at SDL3/SDL_gpu.h 4473:34

Since: 3.2.0

queryGPUFence Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUFence
fence
a fence.
-> IO Bool 

Checks the status of a fence.

Returns
true if the fence is signaled, false if it is not.
See also
submitGPUCommandBufferAndAcquireFence

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_QueryGPUFence. The safe flavor is queryGPUFenceSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_QueryGPUFence, defined at SDL3/SDL_gpu.h 4490:34

Since: 3.2.0

queryGPUFenceSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUFence
fence
a fence.
-> IO Bool 

Checks the status of a fence.

Returns
true if the fence is signaled, false if it is not.
See also
submitGPUCommandBufferAndAcquireFence

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_QueryGPUFence. The unsafe flavor is queryGPUFence .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_QueryGPUFence, defined at SDL3/SDL_gpu.h 4490:34

Since: 3.2.0

releaseGPUFence Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUFence
fence
a fence.
-> IO () 

Releases a fence obtained from submitGPUCommandBufferAndAcquireFence.

You must not reference the fence after calling this function.

See also
submitGPUCommandBufferAndAcquireFence

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_ReleaseGPUFence. The safe flavor is releaseGPUFenceSafe .
C declaration
SDL_ReleaseGPUFence, defined at SDL3/SDL_gpu.h 4506:34

Since: 3.2.0

releaseGPUFenceSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> Ptr SDL_GPUFence
fence
a fence.
-> IO () 

Releases a fence obtained from submitGPUCommandBufferAndAcquireFence.

You must not reference the fence after calling this function.

See also
submitGPUCommandBufferAndAcquireFence

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_ReleaseGPUFence. The unsafe flavor is releaseGPUFence .
C declaration
SDL_ReleaseGPUFence, defined at SDL3/SDL_gpu.h 4506:34

Since: 3.2.0

gpuTextureFormatTexelBlockSize Source #

Arguments

:: SDL_GPUTextureFormat
format
the texture format you want to know the texel size of.
-> IO Word32 

Obtains the texel block size for a texture format.

Returns
the texel block size of the texture format.
See also
uploadToGPUTexture

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GPUTextureFormatTexelBlockSize. The safe flavor is gpuTextureFormatTexelBlockSizeSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GPUTextureFormatTexelBlockSize, defined at SDL3/SDL_gpu.h 4522:36

Since: 3.2.0

gpuTextureFormatTexelBlockSizeSafe Source #

Arguments

:: SDL_GPUTextureFormat
format
the texture format you want to know the texel size of.
-> IO Word32 

Obtains the texel block size for a texture format.

Returns
the texel block size of the texture format.
See also
uploadToGPUTexture

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GPUTextureFormatTexelBlockSize. The unsafe flavor is gpuTextureFormatTexelBlockSize .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GPUTextureFormatTexelBlockSize, defined at SDL3/SDL_gpu.h 4522:36

Since: 3.2.0

gpuTextureSupportsFormat Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> SDL_GPUTextureFormat
format
the texture format to check.
-> SDL_GPUTextureType
type
the type of texture (2D, 3D, Cube).
-> SDL_GPUTextureUsageFlags
usage
a bitmask of all usage scenarios to check.
-> IO Bool 

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

Returns
whether the texture format is supported for this type and usage.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GPUTextureSupportsFormat. The safe flavor is gpuTextureSupportsFormatSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GPUTextureSupportsFormat, defined at SDL3/SDL_gpu.h 4537:34

Since: 3.2.0

gpuTextureSupportsFormatSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> SDL_GPUTextureFormat
format
the texture format to check.
-> SDL_GPUTextureType
type
the type of texture (2D, 3D, Cube).
-> SDL_GPUTextureUsageFlags
usage
a bitmask of all usage scenarios to check.
-> IO Bool 

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

Returns
whether the texture format is supported for this type and usage.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GPUTextureSupportsFormat. The unsafe flavor is gpuTextureSupportsFormat .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GPUTextureSupportsFormat, defined at SDL3/SDL_gpu.h 4537:34

Since: 3.2.0

gpuTextureSupportsSampleCount Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> SDL_GPUTextureFormat
format
the texture format to check.
-> SDL_GPUSampleCount
sample_count
the sample count to check.
-> IO Bool 

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

Returns
whether the sample count is supported for this texture format.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GPUTextureSupportsSampleCount. The safe flavor is gpuTextureSupportsSampleCountSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GPUTextureSupportsSampleCount, defined at SDL3/SDL_gpu.h 4553:34

Since: 3.2.0

gpuTextureSupportsSampleCountSafe Source #

Arguments

:: Ptr SDL_GPUDevice
device
a GPU context.
-> SDL_GPUTextureFormat
format
the texture format to check.
-> SDL_GPUSampleCount
sample_count
the sample count to check.
-> IO Bool 

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

Returns
whether the sample count is supported for this texture format.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GPUTextureSupportsSampleCount. The unsafe flavor is gpuTextureSupportsSampleCount .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_GPUTextureSupportsSampleCount, defined at SDL3/SDL_gpu.h 4553:34

Since: 3.2.0

calculateGPUTextureFormatSize Source #

Arguments

:: SDL_GPUTextureFormat
format
a texture format.
-> Word32
width
width in pixels.
-> Word32
height
height in pixels.
-> Word32
depth_or_layer_count
depth for 3D textures or layer count otherwise.
-> IO Word32 

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

Returns
the size of a texture with this format and dimensions.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_CalculateGPUTextureFormatSize. The safe flavor is calculateGPUTextureFormatSizeSafe .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_CalculateGPUTextureFormatSize, defined at SDL3/SDL_gpu.h 4569:36

Since: 3.2.0

calculateGPUTextureFormatSizeSafe Source #

Arguments

:: SDL_GPUTextureFormat
format
a texture format.
-> Word32
width
width in pixels.
-> Word32
height
height in pixels.
-> Word32
depth_or_layer_count
depth for 3D textures or layer count otherwise.
-> IO Word32 

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

Returns
the size of a texture with this format and dimensions.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_CalculateGPUTextureFormatSize. The unsafe flavor is calculateGPUTextureFormatSize .
Scalars
The binding generation has mapped C scalars to native Haskell scalars for this function. Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
C declaration
SDL_CalculateGPUTextureFormatSize, defined at SDL3/SDL_gpu.h 4569:36

Since: 3.2.0

getPixelFormatFromGPUTextureFormat Source #

Arguments

:: SDL_GPUTextureFormat
format
a texture format.
-> IO SDL_PixelFormat 

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

Returns
the corresponding pixel format, or SDL_PIXELFORMAT_UNKNOWN if there is no corresponding pixel format.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GetPixelFormatFromGPUTextureFormat. The safe flavor is getPixelFormatFromGPUTextureFormatSafe .
C declaration
SDL_GetPixelFormatFromGPUTextureFormat, defined at SDL3/SDL_gpu.h 4584:45

Since: 3.4.0

getPixelFormatFromGPUTextureFormatSafe Source #

Arguments

:: SDL_GPUTextureFormat
format
a texture format.
-> IO SDL_PixelFormat 

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

Returns
the corresponding pixel format, or SDL_PIXELFORMAT_UNKNOWN if there is no corresponding pixel format.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GetPixelFormatFromGPUTextureFormat. The unsafe flavor is getPixelFormatFromGPUTextureFormat .
C declaration
SDL_GetPixelFormatFromGPUTextureFormat, defined at SDL3/SDL_gpu.h 4584:45

Since: 3.4.0

getGPUTextureFormatFromPixelFormat Source #

Arguments

:: SDL_PixelFormat
format
a pixel format.
-> IO SDL_GPUTextureFormat 

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

Returns
the corresponding GPU texture format, or SDL_GPU_TEXTUREFORMAT_INVALID if there is no corresponding GPU texture format.

sdl3-bindgen-sys notes

Expand
FFI safety
Unsafe foreign import of SDL_GetGPUTextureFormatFromPixelFormat. The safe flavor is getGPUTextureFormatFromPixelFormatSafe .
C declaration
SDL_GetGPUTextureFormatFromPixelFormat, defined at SDL3/SDL_gpu.h 4596:50

Since: 3.4.0

getGPUTextureFormatFromPixelFormatSafe Source #

Arguments

:: SDL_PixelFormat
format
a pixel format.
-> IO SDL_GPUTextureFormat 

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

Returns
the corresponding GPU texture format, or SDL_GPU_TEXTUREFORMAT_INVALID if there is no corresponding GPU texture format.

sdl3-bindgen-sys notes

Expand
FFI safety
Safe foreign import of SDL_GetGPUTextureFormatFromPixelFormat. The unsafe flavor is getGPUTextureFormatFromPixelFormat .
C declaration
SDL_GetGPUTextureFormatFromPixelFormat, defined at SDL3/SDL_gpu.h 4596:50

Since: 3.4.0