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@@ -1,4 +1,4 @@
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-/*
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+/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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@@ -943,212 +943,382 @@ typedef enum SDL_GPUDriver
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/* Structures */
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+/**
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+ * A structure specifying a depth-stencil clear value.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_GPUDepthStencilTargetInfo
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+ * \sa SDL_BeginGPURenderPass
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+ */
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typedef struct SDL_GPUDepthStencilValue
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{
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- float depth;
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- Uint8 stencil;
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+ float depth; /**< The clear value for the depth aspect of the depth-stencil target. */
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+ Uint8 stencil; /**< The clear value for the stencil aspect of the depth-stencil target. */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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} SDL_GPUDepthStencilValue;
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+/**
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+ * A structure specifying a viewport.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_SetGPUViewport
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+ */
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typedef struct SDL_GPUViewport
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{
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- float x;
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- float y;
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- float w;
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- float h;
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- float min_depth;
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- float max_depth;
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+ float x; /**< The left offset of the viewport. */
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+ float y; /**< The top offset of the viewport. */
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+ float w; /**< The width of the viewport. */
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+ float h; /**< The height of the viewport. */
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+ float min_depth; /**< The minimum depth of the viewport. */
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+ float max_depth; /**< The maximum depth of the viewport. */
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} SDL_GPUViewport;
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+/**
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+ * A structure specifying parameters related to transferring data to or from a texture.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_UploadToGPUTexture
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+ * \sa SDL_DownloadFromGPUTexture
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+ */
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typedef struct SDL_GPUTextureTransferInfo
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{
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- SDL_GPUTransferBuffer *transfer_buffer;
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- Uint32 offset; /* starting location of the image data */
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- Uint32 pixels_per_row; /* number of pixels from one row to the next */
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- Uint32 rows_per_layer; /* number of rows from one layer/depth-slice to the next */
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+ SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
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+ Uint32 offset; /**< The starting byte of the image data in the transfer buffer. */
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+ Uint32 pixels_per_row; /**< The number of pixels from one row to the next. */
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+ Uint32 rows_per_layer; /**< The number of rows from one layer/depth-slice to the next. */
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} SDL_GPUTextureTransferInfo;
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+/**
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+ * A structure specifying a location in a transfer buffer.
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+ *
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+ * Used when transferring buffer data to or from a transfer buffer.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_UploadToGPUBuffer
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+ * \sa SDL_DownloadFromGPUBuffer
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+ */
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typedef struct SDL_GPUTransferBufferLocation
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{
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- SDL_GPUTransferBuffer *transfer_buffer;
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- Uint32 offset;
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+ SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
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+ Uint32 offset; /**< The starting byte of the buffer data in the transfer buffer. */
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} SDL_GPUTransferBufferLocation;
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+/**
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+ * A structure specifying a location in a texture.
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+ *
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+ * Used when copying data from one texture to another.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_CopyGPUTextureToTexture
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+ */
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typedef struct SDL_GPUTextureLocation
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{
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- SDL_GPUTexture *texture;
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- Uint32 mip_level;
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- Uint32 layer;
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- Uint32 x;
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- Uint32 y;
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- Uint32 z;
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+ SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
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+ Uint32 mip_level; /**< The mip level index of the location. */
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+ Uint32 layer; /**< The layer index of the location. */
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+ Uint32 x; /**< The left offset of the location. */
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+ Uint32 y; /**< The top offset of the location. */
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+ Uint32 z; /**< The front offset of the location. */
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} SDL_GPUTextureLocation;
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+/**
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+ * A structure specifying a region of a texture.
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+ *
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+ * Used when transferring data to or from a texture.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_UploadToGPUTexture
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+ * \sa SDL_DownloadFromGPUTexture
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+ */
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typedef struct SDL_GPUTextureRegion
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{
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- SDL_GPUTexture *texture;
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- Uint32 mip_level;
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- Uint32 layer;
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- Uint32 x;
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- Uint32 y;
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- Uint32 z;
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- Uint32 w;
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- Uint32 h;
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- Uint32 d;
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+ SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
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+ Uint32 mip_level; /**< The mip level index to transfer. */
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+ Uint32 layer; /**< The layer index to transfer. */
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+ Uint32 x; /** The left offset of the region. */
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+ Uint32 y; /** The top offset of the region. */
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+ Uint32 z; /** The front offset of the region. */
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+ Uint32 w; /** The width of the region. */
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+ Uint32 h; /** The height of the region. */
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+ Uint32 d; /** The depth of the region. */
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} SDL_GPUTextureRegion;
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+/**
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+ * A structure specifying a region of a texture used in the blit operation.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_BlitGPUTexture
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+ */
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typedef struct SDL_GPUBlitRegion
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{
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- SDL_GPUTexture *texture;
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- Uint32 mip_level;
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- Uint32 layer_or_depth_plane;
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- Uint32 x;
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- Uint32 y;
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- Uint32 w;
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- Uint32 h;
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+ SDL_GPUTexture *texture; /**< The texture. */
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+ Uint32 mip_level; /**< The mip level index of the region. */
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+ Uint32 layer_or_depth_plane; /**< The layer index or depth plane of the region. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
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+ Uint32 x; /**< The left offset of the region. */
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+ Uint32 y; /**< The top offset of the region. */
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+ Uint32 w; /**< The width of the region. */
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+ Uint32 h; /**< The height of the region. */
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} SDL_GPUBlitRegion;
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+/**
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+ * A structure specifying a location in a buffer.
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+ *
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+ * Used when copying data between buffers.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_CopyGPUBufferToBuffer
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+ */
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typedef struct SDL_GPUBufferLocation
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{
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- SDL_GPUBuffer *buffer;
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- Uint32 offset;
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+ SDL_GPUBuffer *buffer; /**< The buffer. */
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+ Uint32 offset; /**< The starting byte within the buffer. */
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} SDL_GPUBufferLocation;
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+/**
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+ * A structure specifying a region of a buffer.
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+ *
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+ * Used when transferring data to or from buffers.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_UploadToGPUBuffer
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+ * \sa SDL_DownloadFromGPUBuffer
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+ */
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typedef struct SDL_GPUBufferRegion
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{
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- SDL_GPUBuffer *buffer;
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- Uint32 offset;
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- Uint32 size;
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+ SDL_GPUBuffer *buffer; /**< The buffer. */
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+ Uint32 offset; /**< The starting byte within the buffer. */
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+ Uint32 size; /**< The size in bytes of the region. */
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} SDL_GPUBufferRegion;
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-/* Note that the `first_vertex` and `first_instance` parameters are NOT compatible with
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+/**
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+ * A structure specifying the parameters of an indirect draw command.
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+ *
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+ * Note that the `first_vertex` and `first_instance` parameters are NOT compatible with
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* built-in vertex/instance ID variables in shaders (for example, SV_VertexID). If
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* your shader depends on these variables, the correlating draw call parameter MUST
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* be 0.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_DrawGPUPrimitivesIndirect
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*/
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typedef struct SDL_GPUIndirectDrawCommand
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{
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- Uint32 num_vertices; /* number of vertices to draw */
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- Uint32 num_instances; /* number of instances to draw */
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- Uint32 first_vertex; /* index of the first vertex to draw */
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- Uint32 first_instance; /* ID of the first instance to draw */
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+ Uint32 num_vertices; /**< The number of vertices to draw. */
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+ Uint32 num_instances; /**< The number of instances to draw. */
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+ Uint32 first_vertex; /**< The index of the first vertex to draw. */
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+ Uint32 first_instance; /**< The ID of the first instance to draw. */
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} SDL_GPUIndirectDrawCommand;
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+/**
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+ * A structure specifying the parameters of an indexed indirect draw command.
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+ *
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+ * Note that the `first_vertex` and `first_instance` parameters are NOT compatible with
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+ * built-in vertex/instance ID variables in shaders (for example, SV_VertexID). If
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+ * your shader depends on these variables, the correlating draw call parameter MUST
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+ * be 0.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_DrawGPUIndexedPrimitivesIndirect
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+ */
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typedef struct SDL_GPUIndexedIndirectDrawCommand
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{
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- Uint32 num_indices; /* number of vertices to draw per instance */
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- Uint32 num_instances; /* number of instances to draw */
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- Uint32 first_index; /* base index within the index buffer */
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- Sint32 vertex_offset; /* value added to vertex index before indexing into the vertex buffer */
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- Uint32 first_instance; /* ID of the first instance to draw */
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+ Uint32 num_indices; /**< The number of indices to draw per instance. */
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+ Uint32 num_instances; /**< The number of instances to draw. */
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+ Uint32 first_index; /**< The base index within the index buffer. */
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+ Sint32 vertex_offset; /**< The value added to the vertex index before indexing into the vertex buffer. */
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+ Uint32 first_instance; /**< The ID of the first instance to draw. */
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} SDL_GPUIndexedIndirectDrawCommand;
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+/**
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+ * A structure specifying the parameters of an indexed dispatch command.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_DispatchGPUComputeIndirect
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+ */
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typedef struct SDL_GPUIndirectDispatchCommand
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{
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- Uint32 groupcount_x;
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- Uint32 groupcount_y;
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- Uint32 groupcount_z;
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+ Uint32 groupcount_x; /**< The number of local workgroups to dispatch in the X dimension. */
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+ Uint32 groupcount_y; /**< The number of local workgroups to dispatch in the Y dimension. */
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+ Uint32 groupcount_z; /**< The number of local workgroups to dispatch in the Z dimension. */
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} SDL_GPUIndirectDispatchCommand;
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/* State structures */
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+/**
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+ * A structure specifying the parameters of a sampler.
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+ *
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+ * \since This function is available since SDL 3.0.0
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+ *
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+ * \sa SDL_CreateGPUSampler
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+ */
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typedef struct SDL_GPUSamplerCreateInfo
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{
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- SDL_GPUFilter min_filter;
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- SDL_GPUFilter mag_filter;
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- SDL_GPUSamplerMipmapMode mipmap_mode;
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- SDL_GPUSamplerAddressMode address_mode_u;
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- SDL_GPUSamplerAddressMode address_mode_v;
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- SDL_GPUSamplerAddressMode address_mode_w;
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- float mip_lod_bias;
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- float max_anisotropy;
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- SDL_bool enable_anisotropy;
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- SDL_bool enable_compare;
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+ SDL_GPUFilter min_filter; /**< The minification filter to apply to lookups. */
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+ SDL_GPUFilter mag_filter; /**< The magnification filter to apply to lookups. */
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+ SDL_GPUSamplerMipmapMode mipmap_mode; /**< The mipmap filter to apply to lookups. */
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+ SDL_GPUSamplerAddressMode address_mode_u; /**< The addressing mode for U coordinates outside [0, 1). */
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+ SDL_GPUSamplerAddressMode address_mode_v; /**< The addressing mode for V coordinates outside [0, 1). */
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+ SDL_GPUSamplerAddressMode address_mode_w; /**< The addressing mode for W coordinates outside [0, 1). */
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+ float mip_lod_bias; /**< The bias to be added to mipmap LOD calculation. */
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+ float max_anisotropy; /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is SDL_FALSE, this is ignored. */
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+ SDL_bool enable_anisotropy; /**< SDL_TRUE to enable anisotropic filtering. */
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+ SDL_bool enable_compare; /**< SDL_TRUE to enable comparison against a reference value during lookups. */
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Uint8 padding1;
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Uint8 padding2;
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- SDL_GPUCompareOp compare_op;
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- float min_lod;
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- float max_lod;
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+ SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */
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+ float min_lod; /**< Clamps the minimum of the computed LOD value. */
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+ float max_lod; /**< Clamps the maximum of the computed LOD value. */
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- SDL_PropertiesID props;
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+ SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
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} SDL_GPUSamplerCreateInfo;
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+/**
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+ * A structure specifying a vertex binding.
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+ *
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+ * When you call SDL_BindGPUVertexBuffers, you specify the binding indices of the vertex buffers.
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+ * For example if you called SDL_BindGPUVertexBuffers with a first_binding of 2 and num_bindings of 3, the binding indices 2, 3, 4 would be used by the vertex buffers you pass in.
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+ *
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+ * Vertex attributes are linked to bindings via the index. The binding_index field of SDL_GPUVertexAttribute specifies the vertex buffer binding index that the attribute will be read from.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_GPUVertexAttribute
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+ * \sa SDL_GPUVertexInputState
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+ */
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typedef struct SDL_GPUVertexBinding
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{
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- Uint32 binding;
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- Uint32 pitch;
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- SDL_GPUVertexInputRate input_rate;
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- Uint32 instance_step_rate; /* ignored unless input_rate is INSTANCE */
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+ Uint32 index; /**< The binding index. */
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+ Uint32 pitch; /**< The byte pitch between consecutive elements of the vertex buffer. */
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+ SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */
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+ Uint32 instance_step_rate; /**< The number of instances to draw using the same per-instance data before advancing in the instance buffer by one element. Ignored unless input_rate is SDL_GPU_VERTEXINPUTRATE_INSTANCE */
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} SDL_GPUVertexBinding;
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+/**
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+ * A structure specifying a vertex attribute.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_GPUVertexBinding
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+ * \sa SDL_GPUVertexInputState
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+ */
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typedef struct SDL_GPUVertexAttribute
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{
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- Uint32 location;
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- Uint32 binding;
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- SDL_GPUVertexElementFormat format;
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- Uint32 offset;
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+ Uint32 location; /**< The shader input location index. */
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+ Uint32 binding_index; /**< The binding index. */
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+ SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */
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+ Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */
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} SDL_GPUVertexAttribute;
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+/**
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+ * A structure specifying the parameters of a graphics pipeline vertex input state.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_GPUGraphicsPipelineCreateInfo
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+ */
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typedef struct SDL_GPUVertexInputState
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{
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- const SDL_GPUVertexBinding *vertex_bindings;
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- Uint32 num_vertex_bindings;
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- const SDL_GPUVertexAttribute *vertex_attributes;
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- Uint32 num_vertex_attributes;
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+ const SDL_GPUVertexBinding *vertex_bindings; /**< A pointer to an array of vertex binding descriptions. */
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+ Uint32 num_vertex_bindings; /**< The number of vertex binding descriptions in the above array. */
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+ const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */
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+ Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */
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} SDL_GPUVertexInputState;
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+/**
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+ * A structure specifying the stencil operation state of a graphics pipeline.
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+ *
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+ * \since This struct is available since SDL 3.0.0
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+ *
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+ * \sa SDL_GPUDepthStencilState
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|
|
+ */
|
|
|
typedef struct SDL_GPUStencilOpState
|
|
|
{
|
|
|
- SDL_GPUStencilOp fail_op;
|
|
|
- SDL_GPUStencilOp pass_op;
|
|
|
- SDL_GPUStencilOp depth_fail_op;
|
|
|
- SDL_GPUCompareOp compare_op;
|
|
|
+ SDL_GPUStencilOp fail_op; /**< The action performed on samples that fail the stencil test. */
|
|
|
+ SDL_GPUStencilOp pass_op; /**< The action performed on samples that pass the depth and stencil tests. */
|
|
|
+ SDL_GPUStencilOp depth_fail_op; /**< The action performed on samples that pass the stencil test and fail the depth test. */
|
|
|
+ SDL_GPUCompareOp compare_op; /**< The comparison operator used in the stencil test. */
|
|
|
} SDL_GPUStencilOpState;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the blend state of a color target.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_GPUColorTargetDescription
|
|
|
+ */
|
|
|
typedef struct SDL_GPUColorTargetBlendState
|
|
|
{
|
|
|
- SDL_bool enable_blend;
|
|
|
+ SDL_bool enable_blend; /**< Whether blending is enabled for the color target. */
|
|
|
Uint8 padding1;
|
|
|
Uint8 padding2;
|
|
|
Uint8 padding3;
|
|
|
- SDL_GPUBlendFactor src_color_blendfactor;
|
|
|
- SDL_GPUBlendFactor dst_color_blendfactor;
|
|
|
- SDL_GPUBlendOp color_blend_op;
|
|
|
- SDL_GPUBlendFactor src_alpha_blendfactor;
|
|
|
- SDL_GPUBlendFactor dst_alpha_blendfactor;
|
|
|
- SDL_GPUBlendOp alpha_blend_op;
|
|
|
- SDL_GPUColorComponentFlags color_write_mask;
|
|
|
+ SDL_GPUBlendFactor src_color_blendfactor; /**< The value to be multiplied by the source RGB value. */
|
|
|
+ SDL_GPUBlendFactor dst_color_blendfactor; /**< The value to be multiplied by the destination RGB value. */
|
|
|
+ SDL_GPUBlendOp color_blend_op; /**< The blend operation for the RGB components. */
|
|
|
+ SDL_GPUBlendFactor src_alpha_blendfactor; /**< The value to be multiplied by the source alpha. */
|
|
|
+ SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */
|
|
|
+ SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */
|
|
|
+ SDL_GPUColorComponentFlags color_write_mask; /**< A bitmask specifying which of the RGBA components are enabled for writing. */
|
|
|
} SDL_GPUColorTargetBlendState;
|
|
|
|
|
|
+
|
|
|
+/**
|
|
|
+ * A structure specifying code and metadata for creating a shader object.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_CreateGPUShader
|
|
|
+ */
|
|
|
typedef struct SDL_GPUShaderCreateInfo
|
|
|
{
|
|
|
- size_t code_size;
|
|
|
- const Uint8 *code;
|
|
|
- const char *entrypoint;
|
|
|
- SDL_GPUShaderFormat format;
|
|
|
- SDL_GPUShaderStage stage;
|
|
|
- Uint32 num_samplers;
|
|
|
- Uint32 num_storage_textures;
|
|
|
- Uint32 num_storage_buffers;
|
|
|
- Uint32 num_uniform_buffers;
|
|
|
-
|
|
|
- SDL_PropertiesID props;
|
|
|
+ size_t code_size; /**< The size in bytes of the code pointed to. */
|
|
|
+ const Uint8 *code; /**< A pointer to shader code. */
|
|
|
+ const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
|
|
|
+ SDL_GPUShaderFormat format; /**< The format of the shader code. */
|
|
|
+ SDL_GPUShaderStage stage; /**< The stage the shader program corresponds to. */
|
|
|
+ Uint32 num_samplers; /**< The number of samplers defined in the shader. */
|
|
|
+ Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */
|
|
|
+ Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */
|
|
|
+ Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
|
|
|
+
|
|
|
+ SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
|
} SDL_GPUShaderCreateInfo;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the parameters of a texture.
|
|
|
+ *
|
|
|
+ * Usage flags can be bitwise OR'd together for combinations of usages. Note that certain usage combinations are invalid, for example SAMPLER and GRAPHICS_STORAGE.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_CreateGPUTexture
|
|
|
+ */
|
|
|
typedef struct SDL_GPUTextureCreateInfo
|
|
|
{
|
|
|
- SDL_GPUTextureType type;
|
|
|
- SDL_GPUTextureFormat format;
|
|
|
- SDL_GPUTextureUsageFlags usage;
|
|
|
- Uint32 width;
|
|
|
- Uint32 height;
|
|
|
- Uint32 layer_count_or_depth;
|
|
|
- Uint32 num_levels;
|
|
|
- SDL_GPUSampleCount sample_count;
|
|
|
-
|
|
|
- SDL_PropertiesID props;
|
|
|
+ SDL_GPUTextureType type; /**< The base dimensionality of the texture. */
|
|
|
+ SDL_GPUTextureFormat format; /**< The pixel format of the texture. */
|
|
|
+ SDL_GPUTextureUsageFlags usage; /**< How the texture is intended to be used by the client. */
|
|
|
+ Uint32 width; /**< The width of the texture. */
|
|
|
+ Uint32 height; /**< The height of the texture. */
|
|
|
+ Uint32 layer_count_or_depth; /**< The layer count or depth of the texture. This value is treated as a layer count on 2D array textures, and as a depth value on 3D textures. */
|
|
|
+ Uint32 num_levels; /**< The number of mip levels in the texture. */
|
|
|
+ SDL_GPUSampleCount sample_count; /**< The number of samples per texel. Only applies if the texture is used as a render target. */
|
|
|
+
|
|
|
+ SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
|
} SDL_GPUTextureCreateInfo;
|
|
|
|
|
|
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT "SDL.gpu.createtexture.d3d12.clear.r"
|
|
@@ -1158,210 +1328,243 @@ typedef struct SDL_GPUTextureCreateInfo
|
|
|
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.createtexture.d3d12.clear.depth"
|
|
|
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.createtexture.d3d12.clear.stencil"
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the parameters of a buffer.
|
|
|
+ *
|
|
|
+ * Usage flags can be bitwise OR'd together for combinations of usages. Note that certain combinations are invalid, for example VERTEX and INDEX.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_CreateGPUBuffer
|
|
|
+ */
|
|
|
typedef struct SDL_GPUBufferCreateInfo
|
|
|
{
|
|
|
- SDL_GPUBufferUsageFlags usage;
|
|
|
- Uint32 size;
|
|
|
+ SDL_GPUBufferUsageFlags usage; /** How the buffer is intended to be used by the client. */
|
|
|
+ Uint32 size; /** The size in bytes of the buffer. */
|
|
|
|
|
|
- SDL_PropertiesID props;
|
|
|
+ SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
|
} SDL_GPUBufferCreateInfo;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the parameters of a transfer buffer.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_CreateGPUTransferBuffer
|
|
|
+ */
|
|
|
typedef struct SDL_GPUTransferBufferCreateInfo
|
|
|
{
|
|
|
- SDL_GPUTransferBufferUsage usage;
|
|
|
- Uint32 size;
|
|
|
+ SDL_GPUTransferBufferUsage usage; /** How the transfer buffer is intended to be used by the client. */
|
|
|
+ Uint32 size; /** The size in bytes of the transfer buffer. */
|
|
|
|
|
|
- SDL_PropertiesID props;
|
|
|
+ SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
|
} SDL_GPUTransferBufferCreateInfo;
|
|
|
|
|
|
/* Pipeline state structures */
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the parameters of the graphics pipeline rasterizer state.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_GPUGraphicsPipelineCreateInfo
|
|
|
+ */
|
|
|
typedef struct SDL_GPURasterizerState
|
|
|
{
|
|
|
- SDL_GPUFillMode fill_mode;
|
|
|
- SDL_GPUCullMode cull_mode;
|
|
|
- SDL_GPUFrontFace front_face;
|
|
|
- SDL_bool enable_depth_bias;
|
|
|
+ SDL_GPUFillMode fill_mode; /**< Whether polygons will be filled in or drawn as lines. */
|
|
|
+ SDL_GPUCullMode cull_mode; /**< The facing direction in which triangles will be culled. */
|
|
|
+ SDL_GPUFrontFace front_face; /**< The vertex winding that will cause a triangle to be determined as front-facing. */
|
|
|
+ SDL_bool enable_depth_bias; /**< SDL_TRUE to bias fragment depth values. */
|
|
|
Uint8 padding1;
|
|
|
Uint8 padding2;
|
|
|
Uint8 padding3;
|
|
|
- float depth_bias_constant_factor;
|
|
|
- float depth_bias_clamp;
|
|
|
- float depth_bias_slope_factor;
|
|
|
+ float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */
|
|
|
+ float depth_bias_clamp; /**< The maximum depth bias of a fragment. */
|
|
|
+ float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */
|
|
|
} SDL_GPURasterizerState;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the parameters of the graphics pipeline multisample state.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_GPUGraphicsPipelineCreateInfo
|
|
|
+ */
|
|
|
typedef struct SDL_GPUMultisampleState
|
|
|
{
|
|
|
- SDL_GPUSampleCount sample_count;
|
|
|
- Uint32 sample_mask;
|
|
|
+ SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */
|
|
|
+ Uint32 sample_mask; /**< Determines which samples get updated in the render targets. 0xFFFFFFFF is a reasonable default. */
|
|
|
} SDL_GPUMultisampleState;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the parameters of the graphics pipeline depth stencil state.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_GPUGraphicsPipelineCreateInfo
|
|
|
+ */
|
|
|
typedef struct SDL_GPUDepthStencilState
|
|
|
{
|
|
|
- SDL_bool enable_depth_test;
|
|
|
- SDL_bool enable_depth_write;
|
|
|
- SDL_bool enable_stencil_test;
|
|
|
+ SDL_bool enable_depth_test; /**< SDL_TRUE enables the depth test. */
|
|
|
+ SDL_bool enable_depth_write; /**< SDL_TRUE enables depth writes. Depth writes are always disabled when enable_depth_test is SDL_FALSE. */
|
|
|
+ SDL_bool enable_stencil_test; /**< SDL_TRUE enables the stencil test. */
|
|
|
Uint8 padding1;
|
|
|
- SDL_GPUCompareOp compare_op;
|
|
|
- SDL_GPUStencilOpState back_stencil_state;
|
|
|
- SDL_GPUStencilOpState front_stencil_state;
|
|
|
- Uint8 compare_mask;
|
|
|
- Uint8 write_mask;
|
|
|
+ SDL_GPUCompareOp compare_op; /**< The comparison operator used for depth testing. */
|
|
|
+ SDL_GPUStencilOpState back_stencil_state; /**< The stencil op state for back-facing triangles. */
|
|
|
+ SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */
|
|
|
+ Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */
|
|
|
+ Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */
|
|
|
Uint8 padding2;
|
|
|
Uint8 padding3;
|
|
|
} SDL_GPUDepthStencilState;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the parameters of color targets used in a graphics pipeline.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_GPUGraphicsPipelineTargetInfo
|
|
|
+ */
|
|
|
typedef struct SDL_GPUColorTargetDescription
|
|
|
{
|
|
|
- SDL_GPUTextureFormat format;
|
|
|
- SDL_GPUColorTargetBlendState blend_state;
|
|
|
+ SDL_GPUTextureFormat format; /**< The pixel format of the texture to be used as a color target. */
|
|
|
+ SDL_GPUColorTargetBlendState blend_state; /**< The blend state to be used for the color target. */
|
|
|
} SDL_GPUColorTargetDescription;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the descriptions of render targets used in a graphics pipeline.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_GPUGraphicsPipelineCreateInfo
|
|
|
+ */
|
|
|
typedef struct SDL_GpuGraphicsPipelineTargetInfo
|
|
|
{
|
|
|
- const SDL_GPUColorTargetDescription *color_target_descriptions;
|
|
|
- Uint32 num_color_targets;
|
|
|
- SDL_bool has_depth_stencil_target;
|
|
|
+ const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */
|
|
|
+ Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */
|
|
|
+ SDL_bool has_depth_stencil_target; /**< SDL_TRUE specifies that the pipeline uses a depth-stencil target. */
|
|
|
Uint8 padding1;
|
|
|
Uint8 padding2;
|
|
|
Uint8 padding3;
|
|
|
- SDL_GPUTextureFormat depth_stencil_format;
|
|
|
+ SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is SDL_FALSE. */
|
|
|
} SDL_GpuGraphicsPipelineTargetInfo;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the parameters of a graphics pipeline state.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_CreateGPUGraphicsPipeline
|
|
|
+ */
|
|
|
typedef struct SDL_GPUGraphicsPipelineCreateInfo
|
|
|
{
|
|
|
- SDL_GPUShader *vertex_shader;
|
|
|
- SDL_GPUShader *fragment_shader;
|
|
|
- SDL_GPUVertexInputState vertex_input_state;
|
|
|
- SDL_GPUPrimitiveType primitive_type;
|
|
|
- SDL_GPURasterizerState rasterizer_state;
|
|
|
- SDL_GPUMultisampleState multisample_state;
|
|
|
- SDL_GPUDepthStencilState depth_stencil_state;
|
|
|
- SDL_GpuGraphicsPipelineTargetInfo target_info;
|
|
|
-
|
|
|
- SDL_PropertiesID props;
|
|
|
+ SDL_GPUShader *vertex_shader; /**< The vertex shader used by the graphics pipeline. */
|
|
|
+ SDL_GPUShader *fragment_shader; /**< The fragment shader used by the graphics pipeline. */
|
|
|
+ SDL_GPUVertexInputState vertex_input_state; /**< The vertex layout of the graphics pipeline. */
|
|
|
+ SDL_GPUPrimitiveType primitive_type; /**< The primitive topology of the graphics pipeline. */
|
|
|
+ SDL_GPURasterizerState rasterizer_state; /**< The rasterizer state of the graphics pipeline. */
|
|
|
+ SDL_GPUMultisampleState multisample_state; /**< The multisample state of the graphics pipeline. */
|
|
|
+ SDL_GPUDepthStencilState depth_stencil_state; /**< The depth-stencil state of the graphics pipeline. */
|
|
|
+ SDL_GpuGraphicsPipelineTargetInfo target_info; /**< Formats and blend modes for the render targets of the graphics pipeline. */
|
|
|
+
|
|
|
+ SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
|
} SDL_GPUGraphicsPipelineCreateInfo;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the parameters of a compute pipeline state.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_CreateGPUComputePipeline
|
|
|
+ */
|
|
|
typedef struct SDL_GPUComputePipelineCreateInfo
|
|
|
{
|
|
|
- size_t code_size;
|
|
|
- const Uint8 *code;
|
|
|
- const char *entrypoint;
|
|
|
- SDL_GPUShaderFormat format;
|
|
|
- Uint32 num_readonly_storage_textures;
|
|
|
- Uint32 num_readonly_storage_buffers;
|
|
|
- Uint32 num_writeonly_storage_textures;
|
|
|
- Uint32 num_writeonly_storage_buffers;
|
|
|
- Uint32 num_uniform_buffers;
|
|
|
- Uint32 threadcount_x;
|
|
|
- Uint32 threadcount_y;
|
|
|
- Uint32 threadcount_z;
|
|
|
-
|
|
|
- SDL_PropertiesID props;
|
|
|
+ size_t code_size; /**< The size in bytes of the compute shader code pointed to. */
|
|
|
+ const Uint8 *code; /**< A pointer to compute shader code. */
|
|
|
+ const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
|
|
|
+ SDL_GPUShaderFormat format; /**< The format of the compute shader code. */
|
|
|
+ Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */
|
|
|
+ Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */
|
|
|
+ Uint32 num_writeonly_storage_textures; /**< The number of writeonly storage textures defined in the shader. */
|
|
|
+ Uint32 num_writeonly_storage_buffers; /**< The number of writeonly storage buffers defined in the shader. */
|
|
|
+ Uint32 num_uniform_buffers; /** The number of uniform buffers defined in the shader. */
|
|
|
+ Uint32 threadcount_x; /** The number of threads in the X dimension. This should match the value in the shader. */
|
|
|
+ Uint32 threadcount_y; /** The number of threads in the Y dimension. This should match the value in the shader. */
|
|
|
+ Uint32 threadcount_z; /** The number of threads in the Z dimension. This should match the value in the shader. */
|
|
|
+
|
|
|
+ SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
|
|
|
} SDL_GPUComputePipelineCreateInfo;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the parameters of a color target used by a render pass.
|
|
|
+ *
|
|
|
+ * The load_op field determines what is done with the texture at the beginning of the render pass.
|
|
|
+ *
|
|
|
+ * - LOAD: Loads the data currently in the texture.
|
|
|
+ * - CLEAR: Clears the texture to a single color.
|
|
|
+ * - DONT_CARE: The driver will do whatever it wants with the texture memory. This is a good option if you know that every single pixel will be touched in the render pass.
|
|
|
+ *
|
|
|
+ * The store_op field determines what is done with the color results of the render pass.
|
|
|
+ *
|
|
|
+ * - STORE: Stores the results of the render pass in the texture.
|
|
|
+ * - DONT_CARE: The driver will do whatever it wants with the texture memory. This is often a good option for depth/stencil textures.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_BeginGPURenderPass
|
|
|
+ */
|
|
|
typedef struct SDL_GPUColorTargetInfo
|
|
|
{
|
|
|
- /* The texture that will be used as a color target by a render pass. */
|
|
|
- SDL_GPUTexture *texture;
|
|
|
- Uint32 mip_level;
|
|
|
- Uint32 layer_or_depth_plane; /* For 3D textures, you can bind an individual depth plane as a target. */
|
|
|
-
|
|
|
- /* Can be ignored by RenderPass if CLEAR is not used */
|
|
|
- SDL_FColor clear_color;
|
|
|
-
|
|
|
- /* Determines what is done with the texture at the beginning of the render pass.
|
|
|
- *
|
|
|
- * LOAD:
|
|
|
- * Loads the data currently in the texture.
|
|
|
- *
|
|
|
- * CLEAR:
|
|
|
- * Clears the texture to a single color.
|
|
|
- *
|
|
|
- * DONT_CARE:
|
|
|
- * The driver will do whatever it wants with the texture memory.
|
|
|
- * This is a good option if you know that every single pixel will be touched in the render pass.
|
|
|
- */
|
|
|
- SDL_GPULoadOp load_op;
|
|
|
-
|
|
|
- /* Determines what is done with the texture at the end of the render pass.
|
|
|
- *
|
|
|
- * STORE:
|
|
|
- * Stores the results of the render pass in the texture.
|
|
|
- *
|
|
|
- * DONT_CARE:
|
|
|
- * The driver will do whatever it wants with the texture memory.
|
|
|
- * This is often a good option for depth/stencil textures.
|
|
|
- */
|
|
|
- SDL_GPUStoreOp store_op;
|
|
|
-
|
|
|
- /* if SDL_TRUE, cycles the texture if the texture is bound and load_op is not LOAD */
|
|
|
- SDL_bool cycle;
|
|
|
+ SDL_GPUTexture *texture; /**< The texture that will be used as a color target by a render pass. */
|
|
|
+ Uint32 mip_level; /**< The mip level to use as a color target. */
|
|
|
+ Uint32 layer_or_depth_plane; /**< The layer index or depth plane to use as a color target. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
|
|
|
+ SDL_FColor clear_color; /**< The color to clear the color target to at the start of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
|
|
|
+ SDL_GPULoadOp load_op; /**< What is done with the contents of the color target at the beginning of the render pass. */
|
|
|
+ SDL_GPUStoreOp store_op; /**< What is done with the results of the render pass. */
|
|
|
+ SDL_bool cycle; /**< SDL_TRUE cycles the texture if the texture is bound and load_op is not LOAD */
|
|
|
Uint8 padding1;
|
|
|
Uint8 padding2;
|
|
|
Uint8 padding3;
|
|
|
} SDL_GPUColorTargetInfo;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying the parameters of a depth-stencil target used by a render pass.
|
|
|
+ *
|
|
|
+ * The load_op field determines what is done with the depth contents of the texture at the beginning of the render pass.
|
|
|
+ *
|
|
|
+ * - LOAD: Loads the depth values currently in the texture.
|
|
|
+ * - CLEAR: Clears the texture to a single depth.
|
|
|
+ * - DONT_CARE: The driver will do whatever it wants with the memory. This is a good option if you know that every single pixel will be touched in the render pass.
|
|
|
+ *
|
|
|
+ * The store_op field determines what is done with the depth results of the render pass.
|
|
|
+ *
|
|
|
+ * - STORE: Stores the depth results in the texture.
|
|
|
+ * - DONT_CARE: The driver will do whatever it wants with the depth results. This is often a good option for depth/stencil textures that don't need to be reused again.
|
|
|
+ *
|
|
|
+ * The stencil_load_op field determines what is done with the stencil contents of the texture at the beginning of the render pass.
|
|
|
+ *
|
|
|
+ * - LOAD: Loads the stencil values currently in the texture.
|
|
|
+ * - CLEAR: Clears the stencil values to a single value.
|
|
|
+ * - DONT_CARE: The driver will do whatever it wants with the memory. This is a good option if you know that every single pixel will be touched in the render pass.
|
|
|
+ *
|
|
|
+ * The stencil_store_op field determines what is done with the stencil results of the render pass.
|
|
|
+ *
|
|
|
+ * - STORE: Stores the stencil results in the texture.
|
|
|
+ * - DONT_CARE: The driver will do whatever it wants with the stencil results. This is often a good option for depth/stencil textures that don't need to be reused again.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_BeginGPURenderPass
|
|
|
+ */
|
|
|
typedef struct SDL_GPUDepthStencilTargetInfo
|
|
|
{
|
|
|
- /* The texture that will be used as the depth stencil target by a render pass. */
|
|
|
- SDL_GPUTexture *texture;
|
|
|
-
|
|
|
- /* Can be ignored by the render pass if CLEAR is not used */
|
|
|
- SDL_GPUDepthStencilValue clear_value;
|
|
|
-
|
|
|
- /* Determines what is done with the depth values at the beginning of the render pass.
|
|
|
- *
|
|
|
- * LOAD:
|
|
|
- * Loads the depth values currently in the texture.
|
|
|
- *
|
|
|
- * CLEAR:
|
|
|
- * Clears the texture to a single depth.
|
|
|
- *
|
|
|
- * DONT_CARE:
|
|
|
- * The driver will do whatever it wants with the memory.
|
|
|
- * This is a good option if you know that every single pixel will be touched in the render pass.
|
|
|
- */
|
|
|
- SDL_GPULoadOp load_op;
|
|
|
-
|
|
|
- /* Determines what is done with the depth values at the end of the render pass.
|
|
|
- *
|
|
|
- * STORE:
|
|
|
- * Stores the depth results in the texture.
|
|
|
- *
|
|
|
- * DONT_CARE:
|
|
|
- * The driver will do whatever it wants with the texture memory.
|
|
|
- * This is often a good option for depth/stencil textures.
|
|
|
- */
|
|
|
- SDL_GPUStoreOp store_op;
|
|
|
-
|
|
|
- /* Determines what is done with the stencil values at the beginning of the render pass.
|
|
|
- *
|
|
|
- * LOAD:
|
|
|
- * Loads the stencil values currently in the texture.
|
|
|
- *
|
|
|
- * CLEAR:
|
|
|
- * Clears the texture to a single stencil value.
|
|
|
- *
|
|
|
- * DONT_CARE:
|
|
|
- * The driver will do whatever it wants with the memory.
|
|
|
- * This is a good option if you know that every single pixel will be touched in the render pass.
|
|
|
- */
|
|
|
- SDL_GPULoadOp stencil_load_op;
|
|
|
-
|
|
|
- /* Determines what is done with the stencil values at the end of the render pass.
|
|
|
- *
|
|
|
- * STORE:
|
|
|
- * Stores the stencil results in the texture.
|
|
|
- *
|
|
|
- * DONT_CARE:
|
|
|
- * The driver will do whatever it wants with the texture memory.
|
|
|
- * This is often a good option for depth/stencil textures.
|
|
|
- */
|
|
|
- SDL_GPUStoreOp stencil_store_op;
|
|
|
-
|
|
|
- /* if SDL_TRUE, cycles the texture if the texture is bound and any load ops are not LOAD */
|
|
|
- SDL_bool cycle;
|
|
|
+ SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */
|
|
|
+ SDL_GPUDepthStencilValue clear_value; /**< The depth-stencil clear values. Can be ignored by the render pass if SDL_GPU_LOADOP_CLEAR is not used. */
|
|
|
+ SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */
|
|
|
+ SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
|
|
|
+ SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
|
|
|
+ SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
|
|
|
+ SDL_bool cycle; /**< SDL_TRUE cycles the texture if the texture is bound and any load ops are not LOAD */
|
|
|
Uint8 padding1;
|
|
|
Uint8 padding2;
|
|
|
Uint8 padding3;
|
|
@@ -1369,37 +1572,63 @@ typedef struct SDL_GPUDepthStencilTargetInfo
|
|
|
|
|
|
/* Binding structs */
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying parameters in a buffer binding call.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_BindGPUVertexBuffers
|
|
|
+ * \sa SDL_BindGPUIndexBuffers
|
|
|
+ */
|
|
|
typedef struct SDL_GPUBufferBinding
|
|
|
{
|
|
|
- SDL_GPUBuffer *buffer;
|
|
|
- Uint32 offset;
|
|
|
+ SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_VERTEX for SDL_BindGPUVertexBuffers, or SDL_GPU_BUFFERUSAGE_INDEX for SDL_BindGPUIndexBuffers. */
|
|
|
+ Uint32 offset; /**< The starting byte of the data to bind in the buffer. */
|
|
|
} SDL_GPUBufferBinding;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying parameters in a sampler binding call.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_BindGPUVertexSamplers
|
|
|
+ * \sa SDL_BindGPUFragmentSamplers
|
|
|
+ */
|
|
|
typedef struct SDL_GPUTextureSamplerBinding
|
|
|
{
|
|
|
- SDL_GPUTexture *texture;
|
|
|
- SDL_GPUSampler *sampler;
|
|
|
+ SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */
|
|
|
+ SDL_GPUSampler *sampler; /**< The sampler to bind. */
|
|
|
} SDL_GPUTextureSamplerBinding;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying parameters related to binding buffers in a compute pass.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_BeginGPUComputePass
|
|
|
+ */
|
|
|
typedef struct SDL_GPUStorageBufferWriteOnlyBinding
|
|
|
{
|
|
|
- SDL_GPUBuffer *buffer;
|
|
|
-
|
|
|
- /* if SDL_TRUE, cycles the buffer if it is bound. */
|
|
|
- SDL_bool cycle;
|
|
|
+ SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */
|
|
|
+ SDL_bool cycle; /**< SDL_TRUE cycles the buffer if it is already bound. */
|
|
|
Uint8 padding1;
|
|
|
Uint8 padding2;
|
|
|
Uint8 padding3;
|
|
|
} SDL_GPUStorageBufferWriteOnlyBinding;
|
|
|
|
|
|
+/**
|
|
|
+ * A structure specifying parameters related to binding textures in a compute pass.
|
|
|
+ *
|
|
|
+ * \since This struct is available since SDL 3.0.0
|
|
|
+ *
|
|
|
+ * \sa SDL_BeginGPUComputePass
|
|
|
+ */
|
|
|
typedef struct SDL_GPUStorageTextureWriteOnlyBinding
|
|
|
{
|
|
|
- SDL_GPUTexture *texture;
|
|
|
- Uint32 mip_level;
|
|
|
- Uint32 layer;
|
|
|
-
|
|
|
- /* if SDL_TRUE, cycles the texture if the texture is bound. */
|
|
|
- SDL_bool cycle;
|
|
|
+ SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE. */
|
|
|
+ Uint32 mip_level; /**< The mip level index to bind. */
|
|
|
+ Uint32 layer; /**< The layer index to bind. */
|
|
|
+ SDL_bool cycle; /**< SDL_TRUE cycles the texture if it is already bound. */
|
|
|
Uint8 padding1;
|
|
|
Uint8 padding2;
|
|
|
Uint8 padding3;
|
|
@@ -2326,7 +2555,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
|
|
|
* correlating draw call parameter MUST be 0.
|
|
|
*
|
|
|
* \param render_pass a render pass handle.
|
|
|
- * \param num_indices the number of vertices to draw per instance.
|
|
|
+ * \param num_indices the number of indices to draw per instance.
|
|
|
* \param num_instances the number of instances to draw.
|
|
|
* \param first_index the starting index within the index buffer.
|
|
|
* \param vertex_offset value added to vertex index before indexing into the
|
|
@@ -2589,7 +2818,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
|
|
|
*
|
|
|
* \param device a GPU context.
|
|
|
* \param transfer_buffer a transfer buffer.
|
|
|
- * \param cycle if SDL_TRUE, cycles the transfer buffer if it is bound.
|
|
|
+ * \param cycle if SDL_TRUE, cycles the transfer buffer if it is already bound.
|
|
|
* \returns the address of the mapped transfer buffer memory.
|
|
|
*
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
@@ -2662,7 +2891,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
|
|
|
* \param copy_pass a copy pass handle.
|
|
|
* \param source the source transfer buffer with offset.
|
|
|
* \param destination the destination buffer with offset and size.
|
|
|
- * \param cycle if SDL_TRUE, cycles the buffer if it is bound, otherwise
|
|
|
+ * \param cycle if SDL_TRUE, cycles the buffer if it is already bound, otherwise
|
|
|
* overwrites the data.
|
|
|
*
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
@@ -2711,7 +2940,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
|
|
|
* \param source the buffer and offset to copy from.
|
|
|
* \param destination the buffer and offset to copy to.
|
|
|
* \param size the length of the buffer to copy.
|
|
|
- * \param cycle if SDL_TRUE, cycles the destination buffer if it is bound,
|
|
|
+ * \param cycle if SDL_TRUE, cycles the destination buffer if it is already bound,
|
|
|
* otherwise overwrites the data.
|
|
|
*
|
|
|
* \since This function is available since SDL 3.0.0.
|