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Sort exported symbols

Sam Lantinga 7 months ago
parent
commit
b356c65005
3 changed files with 243 additions and 243 deletions
  1. 81 81
      src/dynapi/SDL_dynapi.sym
  2. 81 81
      src/dynapi/SDL_dynapi_overrides.h
  3. 81 81
      src/dynapi/SDL_dynapi_procs.h

+ 81 - 81
src/dynapi/SDL_dynapi.sym

@@ -3,6 +3,8 @@ SDL3_0.0.0 {
     JNI_OnLoad;
     SDL_DYNAPI_entry;
     SDL_AcquireCameraFrame;
+    SDL_AcquireGPUCommandBuffer;
+    SDL_AcquireGPUSwapchainTexture;
     SDL_AddEventWatch;
     SDL_AddGamepadMapping;
     SDL_AddGamepadMappingsFromFile;
@@ -21,8 +23,24 @@ SDL3_0.0.0 {
     SDL_AtomicSetPtr;
     SDL_AttachVirtualJoystick;
     SDL_AudioDevicePaused;
+    SDL_BeginGPUComputePass;
+    SDL_BeginGPUCopyPass;
+    SDL_BeginGPURenderPass;
     SDL_BindAudioStream;
     SDL_BindAudioStreams;
+    SDL_BindGPUComputePipeline;
+    SDL_BindGPUComputeStorageBuffers;
+    SDL_BindGPUComputeStorageTextures;
+    SDL_BindGPUFragmentSamplers;
+    SDL_BindGPUFragmentStorageBuffers;
+    SDL_BindGPUFragmentStorageTextures;
+    SDL_BindGPUGraphicsPipeline;
+    SDL_BindGPUIndexBuffer;
+    SDL_BindGPUVertexBuffers;
+    SDL_BindGPUVertexSamplers;
+    SDL_BindGPUVertexStorageBuffers;
+    SDL_BindGPUVertexStorageTextures;
+    SDL_BlitGPU;
     SDL_BlitSurface9Grid;
     SDL_BlitSurface;
     SDL_BlitSurfaceScaled;
@@ -32,6 +50,7 @@ SDL3_0.0.0 {
     SDL_BlitSurfaceUncheckedScaled;
     SDL_BroadcastCondition;
     SDL_CaptureMouse;
+    SDL_ClaimGPUWindow;
     SDL_CleanupTLS;
     SDL_ClearAudioStream;
     SDL_ClearClipboardData;
@@ -55,6 +74,8 @@ SDL3_0.0.0 {
     SDL_ConvertSurface;
     SDL_ConvertSurfaceAndColorspace;
     SDL_CopyFile;
+    SDL_CopyGPUBufferToBuffer;
+    SDL_CopyGPUTextureToTexture;
     SDL_CopyProperties;
     SDL_CopyStorageFile;
     SDL_CreateAudioStream;
@@ -62,6 +83,15 @@ SDL3_0.0.0 {
     SDL_CreateCondition;
     SDL_CreateCursor;
     SDL_CreateDirectory;
+    SDL_CreateGPUBuffer;
+    SDL_CreateGPUComputePipeline;
+    SDL_CreateGPUDevice;
+    SDL_CreateGPUDeviceWithProperties;
+    SDL_CreateGPUGraphicsPipeline;
+    SDL_CreateGPUSampler;
+    SDL_CreateGPUShader;
+    SDL_CreateGPUTexture;
+    SDL_CreateGPUTransferBuffer;
     SDL_CreateHapticEffect;
     SDL_CreateMutex;
     SDL_CreatePalette;
@@ -94,6 +124,7 @@ SDL3_0.0.0 {
     SDL_DestroyAudioStream;
     SDL_DestroyCondition;
     SDL_DestroyCursor;
+    SDL_DestroyGPUDevice;
     SDL_DestroyHapticEffect;
     SDL_DestroyMutex;
     SDL_DestroyPalette;
@@ -108,6 +139,14 @@ SDL3_0.0.0 {
     SDL_DetachThread;
     SDL_DetachVirtualJoystick;
     SDL_DisableScreenSaver;
+    SDL_DispatchGPUCompute;
+    SDL_DispatchGPUComputeIndirect;
+    SDL_DownloadFromGPUBuffer;
+    SDL_DownloadFromGPUTexture;
+    SDL_DrawGPUIndexedPrimitives;
+    SDL_DrawGPUIndexedPrimitivesIndirect;
+    SDL_DrawGPUPrimitives;
+    SDL_DrawGPUPrimitivesIndirect;
     SDL_DuplicateSurface;
     SDL_EGL_GetCurrentConfig;
     SDL_EGL_GetCurrentDisplay;
@@ -115,6 +154,9 @@ SDL3_0.0.0 {
     SDL_EGL_GetWindowSurface;
     SDL_EGL_SetAttributeCallbacks;
     SDL_EnableScreenSaver;
+    SDL_EndGPUComputePass;
+    SDL_EndGPUCopyPass;
+    SDL_EndGPURenderPass;
     SDL_EnterAppMainCallbacks;
     SDL_EnumerateDirectory;
     SDL_EnumerateProperties;
@@ -129,7 +171,9 @@ SDL3_0.0.0 {
     SDL_FlushEvent;
     SDL_FlushEvents;
     SDL_FlushRenderer;
+    SDL_GDKResumeGPU;
     SDL_GDKSuspendComplete;
+    SDL_GDKSuspendGPU;
     SDL_GL_CreateContext;
     SDL_GL_DestroyContext;
     SDL_GL_ExtensionSupported;
@@ -145,6 +189,7 @@ SDL3_0.0.0 {
     SDL_GL_SetSwapInterval;
     SDL_GL_SwapWindow;
     SDL_GL_UnloadLibrary;
+    SDL_GPUTextureFormatTexelBlockSize;
     SDL_GUIDToString;
     SDL_GamepadConnected;
     SDL_GamepadEventsEnabled;
@@ -152,6 +197,7 @@ SDL3_0.0.0 {
     SDL_GamepadHasButton;
     SDL_GamepadHasSensor;
     SDL_GamepadSensorEnabled;
+    SDL_GenerateGPUMipmaps;
     SDL_GetAndroidActivity;
     SDL_GetAndroidCachePath;
     SDL_GetAndroidExternalStoragePath;
@@ -229,6 +275,8 @@ SDL3_0.0.0 {
     SDL_GetFullscreenDisplayModes;
     SDL_GetGDKDefaultUser;
     SDL_GetGDKTaskQueue;
+    SDL_GetGPUDriver;
+    SDL_GetGPUSwapchainTextureFormat;
     SDL_GetGamepadAppleSFSymbolsNameForAxis;
     SDL_GetGamepadAppleSFSymbolsNameForButton;
     SDL_GetGamepadAxis;
@@ -528,6 +576,7 @@ SDL3_0.0.0 {
     SDL_Init;
     SDL_InitHapticRumble;
     SDL_InitSubSystem;
+    SDL_InsertGPUDebugLabel;
     SDL_IsAndroidTV;
     SDL_IsChromebook;
     SDL_IsDeXMode;
@@ -565,6 +614,7 @@ SDL3_0.0.0 {
     SDL_LogMessageV;
     SDL_LogVerbose;
     SDL_LogWarn;
+    SDL_MapGPUTransferBuffer;
     SDL_MapRGB;
     SDL_MapRGBA;
     SDL_MapSurfaceRGB;
@@ -606,11 +656,17 @@ SDL3_0.0.0 {
     SDL_PeepEvents;
     SDL_PlayHapticRumble;
     SDL_PollEvent;
+    SDL_PopGPUDebugGroup;
     SDL_PremultiplyAlpha;
     SDL_PremultiplySurfaceAlpha;
     SDL_PumpEvents;
     SDL_PushEvent;
+    SDL_PushGPUComputeUniformData;
+    SDL_PushGPUDebugGroup;
+    SDL_PushGPUFragmentUniformData;
+    SDL_PushGPUVertexUniformData;
     SDL_PutAudioStreamData;
+    SDL_QueryGPUFence;
     SDL_Quit;
     SDL_QuitSubSystem;
     SDL_RaiseWindow;
@@ -635,6 +691,14 @@ SDL3_0.0.0 {
     SDL_RegisterApp;
     SDL_RegisterEvents;
     SDL_ReleaseCameraFrame;
+    SDL_ReleaseGPUBuffer;
+    SDL_ReleaseGPUComputePipeline;
+    SDL_ReleaseGPUFence;
+    SDL_ReleaseGPUGraphicsPipeline;
+    SDL_ReleaseGPUSampler;
+    SDL_ReleaseGPUShader;
+    SDL_ReleaseGPUTexture;
+    SDL_ReleaseGPUTransferBuffer;
     SDL_ReloadGamepadMappings;
     SDL_RemovePath;
     SDL_RemoveStoragePath;
@@ -711,6 +775,11 @@ SDL3_0.0.0 {
     SDL_SetEventEnabled;
     SDL_SetEventFilter;
     SDL_SetFloatProperty;
+    SDL_SetGPUBufferName;
+    SDL_SetGPUScissor;
+    SDL_SetGPUSwapchainParameters;
+    SDL_SetGPUTextureName;
+    SDL_SetGPUViewport;
     SDL_SetGamepadEventsEnabled;
     SDL_SetGamepadLED;
     SDL_SetGamepadMapping;
@@ -817,6 +886,12 @@ SDL3_0.0.0 {
     SDL_StopTextInput;
     SDL_StorageReady;
     SDL_StringToGUID;
+    SDL_SubmitGPU;
+    SDL_SubmitGPUAndAcquireFence;
+    SDL_SupportsGPUPresentMode;
+    SDL_SupportsGPUSampleCount;
+    SDL_SupportsGPUSwapchainComposition;
+    SDL_SupportsGPUTextureFormat;
     SDL_SurfaceHasAlternateImages;
     SDL_SurfaceHasColorKey;
     SDL_SurfaceHasRLE;
@@ -834,6 +909,7 @@ SDL3_0.0.0 {
     SDL_UCS4ToUTF8;
     SDL_UnbindAudioStream;
     SDL_UnbindAudioStreams;
+    SDL_UnclaimGPUWindow;
     SDL_UnloadObject;
     SDL_UnlockAudioStream;
     SDL_UnlockJoysticks;
@@ -843,6 +919,7 @@ SDL3_0.0.0 {
     SDL_UnlockSpinlock;
     SDL_UnlockSurface;
     SDL_UnlockTexture;
+    SDL_UnmapGPUTransferBuffer;
     SDL_UnregisterApp;
     SDL_UpdateGamepads;
     SDL_UpdateHapticEffect;
@@ -853,6 +930,8 @@ SDL3_0.0.0 {
     SDL_UpdateWindowSurface;
     SDL_UpdateWindowSurfaceRects;
     SDL_UpdateYUVTexture;
+    SDL_UploadToGPUBuffer;
+    SDL_UploadToGPUTexture;
     SDL_Vulkan_CreateSurface;
     SDL_Vulkan_DestroySurface;
     SDL_Vulkan_GetInstanceExtensions;
@@ -864,6 +943,8 @@ SDL3_0.0.0 {
     SDL_WaitConditionTimeout;
     SDL_WaitEvent;
     SDL_WaitEventTimeout;
+    SDL_WaitGPU;
+    SDL_WaitGPUForFences;
     SDL_WaitSemaphore;
     SDL_WaitSemaphoreTimeout;
     SDL_WaitThread;
@@ -1060,87 +1141,6 @@ SDL3_0.0.0 {
     SDL_wcsnstr;
     SDL_wcsstr;
     SDL_wcstol;
-    SDL_CreateGPUDevice;
-    SDL_CreateGPUDeviceWithProperties;
-    SDL_DestroyGPUDevice;
-    SDL_GetGPUDriver;
-    SDL_CreateGPUComputePipeline;
-    SDL_CreateGPUGraphicsPipeline;
-    SDL_CreateGPUSampler;
-    SDL_CreateGPUShader;
-    SDL_CreateGPUTexture;
-    SDL_CreateGPUBuffer;
-    SDL_CreateGPUTransferBuffer;
-    SDL_SetGPUBufferName;
-    SDL_SetGPUTextureName;
-    SDL_InsertGPUDebugLabel;
-    SDL_PushGPUDebugGroup;
-    SDL_PopGPUDebugGroup;
-    SDL_ReleaseGPUTexture;
-    SDL_ReleaseGPUSampler;
-    SDL_ReleaseGPUBuffer;
-    SDL_ReleaseGPUTransferBuffer;
-    SDL_ReleaseGPUComputePipeline;
-    SDL_ReleaseGPUShader;
-    SDL_ReleaseGPUGraphicsPipeline;
-    SDL_BeginGPURenderPass;
-    SDL_BindGPUGraphicsPipeline;
-    SDL_SetGPUViewport;
-    SDL_SetGPUScissor;
-    SDL_BindGPUVertexBuffers;
-    SDL_BindGPUIndexBuffer;
-    SDL_BindGPUVertexSamplers;
-    SDL_BindGPUVertexStorageTextures;
-    SDL_BindGPUVertexStorageBuffers;
-    SDL_BindGPUFragmentSamplers;
-    SDL_BindGPUFragmentStorageTextures;
-    SDL_BindGPUFragmentStorageBuffers;
-    SDL_PushGPUVertexUniformData;
-    SDL_PushGPUFragmentUniformData;
-    SDL_DrawGPUIndexedPrimitives;
-    SDL_DrawGPUPrimitives;
-    SDL_DrawGPUPrimitivesIndirect;
-    SDL_DrawGPUIndexedPrimitivesIndirect;
-    SDL_EndGPURenderPass;
-    SDL_BeginGPUComputePass;
-    SDL_BindGPUComputePipeline;
-    SDL_BindGPUComputeStorageTextures;
-    SDL_BindGPUComputeStorageBuffers;
-    SDL_PushGPUComputeUniformData;
-    SDL_DispatchGPUCompute;
-    SDL_DispatchGPUComputeIndirect;
-    SDL_EndGPUComputePass;
-    SDL_MapGPUTransferBuffer;
-    SDL_UnmapGPUTransferBuffer;
-    SDL_BeginGPUCopyPass;
-    SDL_UploadToGPUTexture;
-    SDL_UploadToGPUBuffer;
-    SDL_CopyGPUTextureToTexture;
-    SDL_CopyGPUBufferToBuffer;
-    SDL_GenerateGPUMipmaps;
-    SDL_DownloadFromGPUTexture;
-    SDL_DownloadFromGPUBuffer;
-    SDL_EndGPUCopyPass;
-    SDL_BlitGPU;
-    SDL_SupportsGPUSwapchainComposition;
-    SDL_SupportsGPUPresentMode;
-    SDL_ClaimGPUWindow;
-    SDL_UnclaimGPUWindow;
-    SDL_SetGPUSwapchainParameters;
-    SDL_GetGPUSwapchainTextureFormat;
-    SDL_AcquireGPUCommandBuffer;
-    SDL_AcquireGPUSwapchainTexture;
-    SDL_SubmitGPU;
-    SDL_SubmitGPUAndAcquireFence;
-    SDL_WaitGPU;
-    SDL_WaitGPUForFences;
-    SDL_QueryGPUFence;
-    SDL_ReleaseGPUFence;
-    SDL_GPUTextureFormatTexelBlockSize;
-    SDL_SupportsGPUTextureFormat;
-    SDL_SupportsGPUSampleCount;
-    SDL_GDKSuspendGPU;
-    SDL_GDKResumeGPU;
     # extra symbols go here (don't modify this line)
   local: *;
 };

+ 81 - 81
src/dynapi/SDL_dynapi_overrides.h

@@ -28,6 +28,8 @@
 
 // New API symbols are added at the end
 #define SDL_AcquireCameraFrame SDL_AcquireCameraFrame_REAL
+#define SDL_AcquireGPUCommandBuffer SDL_AcquireGPUCommandBuffer_REAL
+#define SDL_AcquireGPUSwapchainTexture SDL_AcquireGPUSwapchainTexture_REAL
 #define SDL_AddEventWatch SDL_AddEventWatch_REAL
 #define SDL_AddGamepadMapping SDL_AddGamepadMapping_REAL
 #define SDL_AddGamepadMappingsFromFile SDL_AddGamepadMappingsFromFile_REAL
@@ -46,8 +48,24 @@
 #define SDL_AtomicSetPtr SDL_AtomicSetPtr_REAL
 #define SDL_AttachVirtualJoystick SDL_AttachVirtualJoystick_REAL
 #define SDL_AudioDevicePaused SDL_AudioDevicePaused_REAL
+#define SDL_BeginGPUComputePass SDL_BeginGPUComputePass_REAL
+#define SDL_BeginGPUCopyPass SDL_BeginGPUCopyPass_REAL
+#define SDL_BeginGPURenderPass SDL_BeginGPURenderPass_REAL
 #define SDL_BindAudioStream SDL_BindAudioStream_REAL
 #define SDL_BindAudioStreams SDL_BindAudioStreams_REAL
+#define SDL_BindGPUComputePipeline SDL_BindGPUComputePipeline_REAL
+#define SDL_BindGPUComputeStorageBuffers SDL_BindGPUComputeStorageBuffers_REAL
+#define SDL_BindGPUComputeStorageTextures SDL_BindGPUComputeStorageTextures_REAL
+#define SDL_BindGPUFragmentSamplers SDL_BindGPUFragmentSamplers_REAL
+#define SDL_BindGPUFragmentStorageBuffers SDL_BindGPUFragmentStorageBuffers_REAL
+#define SDL_BindGPUFragmentStorageTextures SDL_BindGPUFragmentStorageTextures_REAL
+#define SDL_BindGPUGraphicsPipeline SDL_BindGPUGraphicsPipeline_REAL
+#define SDL_BindGPUIndexBuffer SDL_BindGPUIndexBuffer_REAL
+#define SDL_BindGPUVertexBuffers SDL_BindGPUVertexBuffers_REAL
+#define SDL_BindGPUVertexSamplers SDL_BindGPUVertexSamplers_REAL
+#define SDL_BindGPUVertexStorageBuffers SDL_BindGPUVertexStorageBuffers_REAL
+#define SDL_BindGPUVertexStorageTextures SDL_BindGPUVertexStorageTextures_REAL
+#define SDL_BlitGPU SDL_BlitGPU_REAL
 #define SDL_BlitSurface SDL_BlitSurface_REAL
 #define SDL_BlitSurface9Grid SDL_BlitSurface9Grid_REAL
 #define SDL_BlitSurfaceScaled SDL_BlitSurfaceScaled_REAL
@@ -57,6 +75,7 @@
 #define SDL_BlitSurfaceUncheckedScaled SDL_BlitSurfaceUncheckedScaled_REAL
 #define SDL_BroadcastCondition SDL_BroadcastCondition_REAL
 #define SDL_CaptureMouse SDL_CaptureMouse_REAL
+#define SDL_ClaimGPUWindow SDL_ClaimGPUWindow_REAL
 #define SDL_CleanupTLS SDL_CleanupTLS_REAL
 #define SDL_ClearAudioStream SDL_ClearAudioStream_REAL
 #define SDL_ClearClipboardData SDL_ClearClipboardData_REAL
@@ -80,6 +99,8 @@
 #define SDL_ConvertSurface SDL_ConvertSurface_REAL
 #define SDL_ConvertSurfaceAndColorspace SDL_ConvertSurfaceAndColorspace_REAL
 #define SDL_CopyFile SDL_CopyFile_REAL
+#define SDL_CopyGPUBufferToBuffer SDL_CopyGPUBufferToBuffer_REAL
+#define SDL_CopyGPUTextureToTexture SDL_CopyGPUTextureToTexture_REAL
 #define SDL_CopyProperties SDL_CopyProperties_REAL
 #define SDL_CopyStorageFile SDL_CopyStorageFile_REAL
 #define SDL_CreateAudioStream SDL_CreateAudioStream_REAL
@@ -87,6 +108,15 @@
 #define SDL_CreateCondition SDL_CreateCondition_REAL
 #define SDL_CreateCursor SDL_CreateCursor_REAL
 #define SDL_CreateDirectory SDL_CreateDirectory_REAL
+#define SDL_CreateGPUBuffer SDL_CreateGPUBuffer_REAL
+#define SDL_CreateGPUComputePipeline SDL_CreateGPUComputePipeline_REAL
+#define SDL_CreateGPUDevice SDL_CreateGPUDevice_REAL
+#define SDL_CreateGPUDeviceWithProperties SDL_CreateGPUDeviceWithProperties_REAL
+#define SDL_CreateGPUGraphicsPipeline SDL_CreateGPUGraphicsPipeline_REAL
+#define SDL_CreateGPUSampler SDL_CreateGPUSampler_REAL
+#define SDL_CreateGPUShader SDL_CreateGPUShader_REAL
+#define SDL_CreateGPUTexture SDL_CreateGPUTexture_REAL
+#define SDL_CreateGPUTransferBuffer SDL_CreateGPUTransferBuffer_REAL
 #define SDL_CreateHapticEffect SDL_CreateHapticEffect_REAL
 #define SDL_CreateMutex SDL_CreateMutex_REAL
 #define SDL_CreatePalette SDL_CreatePalette_REAL
@@ -119,6 +149,7 @@
 #define SDL_DestroyAudioStream SDL_DestroyAudioStream_REAL
 #define SDL_DestroyCondition SDL_DestroyCondition_REAL
 #define SDL_DestroyCursor SDL_DestroyCursor_REAL
+#define SDL_DestroyGPUDevice SDL_DestroyGPUDevice_REAL
 #define SDL_DestroyHapticEffect SDL_DestroyHapticEffect_REAL
 #define SDL_DestroyMutex SDL_DestroyMutex_REAL
 #define SDL_DestroyPalette SDL_DestroyPalette_REAL
@@ -133,6 +164,14 @@
 #define SDL_DetachThread SDL_DetachThread_REAL
 #define SDL_DetachVirtualJoystick SDL_DetachVirtualJoystick_REAL
 #define SDL_DisableScreenSaver SDL_DisableScreenSaver_REAL
+#define SDL_DispatchGPUCompute SDL_DispatchGPUCompute_REAL
+#define SDL_DispatchGPUComputeIndirect SDL_DispatchGPUComputeIndirect_REAL
+#define SDL_DownloadFromGPUBuffer SDL_DownloadFromGPUBuffer_REAL
+#define SDL_DownloadFromGPUTexture SDL_DownloadFromGPUTexture_REAL
+#define SDL_DrawGPUIndexedPrimitives SDL_DrawGPUIndexedPrimitives_REAL
+#define SDL_DrawGPUIndexedPrimitivesIndirect SDL_DrawGPUIndexedPrimitivesIndirect_REAL
+#define SDL_DrawGPUPrimitives SDL_DrawGPUPrimitives_REAL
+#define SDL_DrawGPUPrimitivesIndirect SDL_DrawGPUPrimitivesIndirect_REAL
 #define SDL_DuplicateSurface SDL_DuplicateSurface_REAL
 #define SDL_EGL_GetCurrentConfig SDL_EGL_GetCurrentConfig_REAL
 #define SDL_EGL_GetCurrentDisplay SDL_EGL_GetCurrentDisplay_REAL
@@ -140,6 +179,9 @@
 #define SDL_EGL_GetWindowSurface SDL_EGL_GetWindowSurface_REAL
 #define SDL_EGL_SetAttributeCallbacks SDL_EGL_SetAttributeCallbacks_REAL
 #define SDL_EnableScreenSaver SDL_EnableScreenSaver_REAL
+#define SDL_EndGPUComputePass SDL_EndGPUComputePass_REAL
+#define SDL_EndGPUCopyPass SDL_EndGPUCopyPass_REAL
+#define SDL_EndGPURenderPass SDL_EndGPURenderPass_REAL
 #define SDL_EnterAppMainCallbacks SDL_EnterAppMainCallbacks_REAL
 #define SDL_EnumerateDirectory SDL_EnumerateDirectory_REAL
 #define SDL_EnumerateProperties SDL_EnumerateProperties_REAL
@@ -154,7 +196,9 @@
 #define SDL_FlushEvent SDL_FlushEvent_REAL
 #define SDL_FlushEvents SDL_FlushEvents_REAL
 #define SDL_FlushRenderer SDL_FlushRenderer_REAL
+#define SDL_GDKResumeGPU SDL_GDKResumeGPU_REAL
 #define SDL_GDKSuspendComplete SDL_GDKSuspendComplete_REAL
+#define SDL_GDKSuspendGPU SDL_GDKSuspendGPU_REAL
 #define SDL_GL_CreateContext SDL_GL_CreateContext_REAL
 #define SDL_GL_DestroyContext SDL_GL_DestroyContext_REAL
 #define SDL_GL_ExtensionSupported SDL_GL_ExtensionSupported_REAL
@@ -170,6 +214,7 @@
 #define SDL_GL_SetSwapInterval SDL_GL_SetSwapInterval_REAL
 #define SDL_GL_SwapWindow SDL_GL_SwapWindow_REAL
 #define SDL_GL_UnloadLibrary SDL_GL_UnloadLibrary_REAL
+#define SDL_GPUTextureFormatTexelBlockSize SDL_GPUTextureFormatTexelBlockSize_REAL
 #define SDL_GUIDToString SDL_GUIDToString_REAL
 #define SDL_GamepadConnected SDL_GamepadConnected_REAL
 #define SDL_GamepadEventsEnabled SDL_GamepadEventsEnabled_REAL
@@ -177,6 +222,7 @@
 #define SDL_GamepadHasButton SDL_GamepadHasButton_REAL
 #define SDL_GamepadHasSensor SDL_GamepadHasSensor_REAL
 #define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL
+#define SDL_GenerateGPUMipmaps SDL_GenerateGPUMipmaps_REAL
 #define SDL_GetAndroidActivity SDL_GetAndroidActivity_REAL
 #define SDL_GetAndroidCachePath SDL_GetAndroidCachePath_REAL
 #define SDL_GetAndroidExternalStoragePath SDL_GetAndroidExternalStoragePath_REAL
@@ -254,6 +300,8 @@
 #define SDL_GetFullscreenDisplayModes SDL_GetFullscreenDisplayModes_REAL
 #define SDL_GetGDKDefaultUser SDL_GetGDKDefaultUser_REAL
 #define SDL_GetGDKTaskQueue SDL_GetGDKTaskQueue_REAL
+#define SDL_GetGPUDriver SDL_GetGPUDriver_REAL
+#define SDL_GetGPUSwapchainTextureFormat SDL_GetGPUSwapchainTextureFormat_REAL
 #define SDL_GetGamepadAppleSFSymbolsNameForAxis SDL_GetGamepadAppleSFSymbolsNameForAxis_REAL
 #define SDL_GetGamepadAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton_REAL
 #define SDL_GetGamepadAxis SDL_GetGamepadAxis_REAL
@@ -553,6 +601,7 @@
 #define SDL_Init SDL_Init_REAL
 #define SDL_InitHapticRumble SDL_InitHapticRumble_REAL
 #define SDL_InitSubSystem SDL_InitSubSystem_REAL
+#define SDL_InsertGPUDebugLabel SDL_InsertGPUDebugLabel_REAL
 #define SDL_IsAndroidTV SDL_IsAndroidTV_REAL
 #define SDL_IsChromebook    SDL_IsChromebook_REAL
 #define SDL_IsDeXMode   SDL_IsDeXMode_REAL
@@ -590,6 +639,7 @@
 #define SDL_LogMessageV SDL_LogMessageV_REAL
 #define SDL_LogVerbose  SDL_LogVerbose_REAL
 #define SDL_LogWarn SDL_LogWarn_REAL
+#define SDL_MapGPUTransferBuffer SDL_MapGPUTransferBuffer_REAL
 #define SDL_MapRGB SDL_MapRGB_REAL
 #define SDL_MapRGBA SDL_MapRGBA_REAL
 #define SDL_MapSurfaceRGB SDL_MapSurfaceRGB_REAL
@@ -631,11 +681,17 @@
 #define SDL_PeepEvents SDL_PeepEvents_REAL
 #define SDL_PlayHapticRumble SDL_PlayHapticRumble_REAL
 #define SDL_PollEvent SDL_PollEvent_REAL
+#define SDL_PopGPUDebugGroup SDL_PopGPUDebugGroup_REAL
 #define SDL_PremultiplyAlpha SDL_PremultiplyAlpha_REAL
 #define SDL_PremultiplySurfaceAlpha SDL_PremultiplySurfaceAlpha_REAL
 #define SDL_PumpEvents SDL_PumpEvents_REAL
 #define SDL_PushEvent SDL_PushEvent_REAL
+#define SDL_PushGPUComputeUniformData SDL_PushGPUComputeUniformData_REAL
+#define SDL_PushGPUDebugGroup SDL_PushGPUDebugGroup_REAL
+#define SDL_PushGPUFragmentUniformData SDL_PushGPUFragmentUniformData_REAL
+#define SDL_PushGPUVertexUniformData SDL_PushGPUVertexUniformData_REAL
 #define SDL_PutAudioStreamData SDL_PutAudioStreamData_REAL
+#define SDL_QueryGPUFence SDL_QueryGPUFence_REAL
 #define SDL_Quit SDL_Quit_REAL
 #define SDL_QuitSubSystem SDL_QuitSubSystem_REAL
 #define SDL_RaiseWindow SDL_RaiseWindow_REAL
@@ -660,6 +716,14 @@
 #define SDL_RegisterApp SDL_RegisterApp_REAL
 #define SDL_RegisterEvents SDL_RegisterEvents_REAL
 #define SDL_ReleaseCameraFrame SDL_ReleaseCameraFrame_REAL
+#define SDL_ReleaseGPUBuffer SDL_ReleaseGPUBuffer_REAL
+#define SDL_ReleaseGPUComputePipeline SDL_ReleaseGPUComputePipeline_REAL
+#define SDL_ReleaseGPUFence SDL_ReleaseGPUFence_REAL
+#define SDL_ReleaseGPUGraphicsPipeline SDL_ReleaseGPUGraphicsPipeline_REAL
+#define SDL_ReleaseGPUSampler SDL_ReleaseGPUSampler_REAL
+#define SDL_ReleaseGPUShader SDL_ReleaseGPUShader_REAL
+#define SDL_ReleaseGPUTexture SDL_ReleaseGPUTexture_REAL
+#define SDL_ReleaseGPUTransferBuffer SDL_ReleaseGPUTransferBuffer_REAL
 #define SDL_ReloadGamepadMappings SDL_ReloadGamepadMappings_REAL
 #define SDL_RemovePath SDL_RemovePath_REAL
 #define SDL_RemoveStoragePath SDL_RemoveStoragePath_REAL
@@ -736,6 +800,11 @@
 #define SDL_SetEventEnabled SDL_SetEventEnabled_REAL
 #define SDL_SetEventFilter SDL_SetEventFilter_REAL
 #define SDL_SetFloatProperty SDL_SetFloatProperty_REAL
+#define SDL_SetGPUBufferName SDL_SetGPUBufferName_REAL
+#define SDL_SetGPUScissor SDL_SetGPUScissor_REAL
+#define SDL_SetGPUSwapchainParameters SDL_SetGPUSwapchainParameters_REAL
+#define SDL_SetGPUTextureName SDL_SetGPUTextureName_REAL
+#define SDL_SetGPUViewport SDL_SetGPUViewport_REAL
 #define SDL_SetGamepadEventsEnabled SDL_SetGamepadEventsEnabled_REAL
 #define SDL_SetGamepadLED SDL_SetGamepadLED_REAL
 #define SDL_SetGamepadMapping SDL_SetGamepadMapping_REAL
@@ -842,6 +911,12 @@
 #define SDL_StopTextInput SDL_StopTextInput_REAL
 #define SDL_StorageReady SDL_StorageReady_REAL
 #define SDL_StringToGUID SDL_StringToGUID_REAL
+#define SDL_SubmitGPU SDL_SubmitGPU_REAL
+#define SDL_SubmitGPUAndAcquireFence SDL_SubmitGPUAndAcquireFence_REAL
+#define SDL_SupportsGPUPresentMode SDL_SupportsGPUPresentMode_REAL
+#define SDL_SupportsGPUSampleCount SDL_SupportsGPUSampleCount_REAL
+#define SDL_SupportsGPUSwapchainComposition SDL_SupportsGPUSwapchainComposition_REAL
+#define SDL_SupportsGPUTextureFormat SDL_SupportsGPUTextureFormat_REAL
 #define SDL_SurfaceHasAlternateImages SDL_SurfaceHasAlternateImages_REAL
 #define SDL_SurfaceHasColorKey SDL_SurfaceHasColorKey_REAL
 #define SDL_SurfaceHasRLE SDL_SurfaceHasRLE_REAL
@@ -859,6 +934,7 @@
 #define SDL_UCS4ToUTF8 SDL_UCS4ToUTF8_REAL
 #define SDL_UnbindAudioStream SDL_UnbindAudioStream_REAL
 #define SDL_UnbindAudioStreams SDL_UnbindAudioStreams_REAL
+#define SDL_UnclaimGPUWindow SDL_UnclaimGPUWindow_REAL
 #define SDL_UnloadObject SDL_UnloadObject_REAL
 #define SDL_UnlockAudioStream SDL_UnlockAudioStream_REAL
 #define SDL_UnlockJoysticks SDL_UnlockJoysticks_REAL
@@ -868,6 +944,7 @@
 #define SDL_UnlockSpinlock SDL_UnlockSpinlock_REAL
 #define SDL_UnlockSurface SDL_UnlockSurface_REAL
 #define SDL_UnlockTexture SDL_UnlockTexture_REAL
+#define SDL_UnmapGPUTransferBuffer SDL_UnmapGPUTransferBuffer_REAL
 #define SDL_UnregisterApp SDL_UnregisterApp_REAL
 #define SDL_UpdateGamepads SDL_UpdateGamepads_REAL
 #define SDL_UpdateHapticEffect SDL_UpdateHapticEffect_REAL
@@ -878,6 +955,8 @@
 #define SDL_UpdateWindowSurface SDL_UpdateWindowSurface_REAL
 #define SDL_UpdateWindowSurfaceRects SDL_UpdateWindowSurfaceRects_REAL
 #define SDL_UpdateYUVTexture SDL_UpdateYUVTexture_REAL
+#define SDL_UploadToGPUBuffer SDL_UploadToGPUBuffer_REAL
+#define SDL_UploadToGPUTexture SDL_UploadToGPUTexture_REAL
 #define SDL_Vulkan_CreateSurface SDL_Vulkan_CreateSurface_REAL
 #define SDL_Vulkan_DestroySurface SDL_Vulkan_DestroySurface_REAL
 #define SDL_Vulkan_GetInstanceExtensions SDL_Vulkan_GetInstanceExtensions_REAL
@@ -889,6 +968,8 @@
 #define SDL_WaitConditionTimeout SDL_WaitConditionTimeout_REAL
 #define SDL_WaitEvent SDL_WaitEvent_REAL
 #define SDL_WaitEventTimeout SDL_WaitEventTimeout_REAL
+#define SDL_WaitGPU SDL_WaitGPU_REAL
+#define SDL_WaitGPUForFences SDL_WaitGPUForFences_REAL
 #define SDL_WaitSemaphore SDL_WaitSemaphore_REAL
 #define SDL_WaitSemaphoreTimeout SDL_WaitSemaphoreTimeout_REAL
 #define SDL_WaitThread SDL_WaitThread_REAL
@@ -1085,84 +1166,3 @@
 #define SDL_wcsnstr SDL_wcsnstr_REAL
 #define SDL_wcsstr SDL_wcsstr_REAL
 #define SDL_wcstol SDL_wcstol_REAL
-#define SDL_CreateGPUDevice SDL_CreateGPUDevice_REAL
-#define SDL_CreateGPUDeviceWithProperties SDL_CreateGPUDeviceWithProperties_REAL
-#define SDL_DestroyGPUDevice SDL_DestroyGPUDevice_REAL
-#define SDL_GetGPUDriver SDL_GetGPUDriver_REAL
-#define SDL_CreateGPUComputePipeline SDL_CreateGPUComputePipeline_REAL
-#define SDL_CreateGPUGraphicsPipeline SDL_CreateGPUGraphicsPipeline_REAL
-#define SDL_CreateGPUSampler SDL_CreateGPUSampler_REAL
-#define SDL_CreateGPUShader SDL_CreateGPUShader_REAL
-#define SDL_CreateGPUTexture SDL_CreateGPUTexture_REAL
-#define SDL_CreateGPUBuffer SDL_CreateGPUBuffer_REAL
-#define SDL_CreateGPUTransferBuffer SDL_CreateGPUTransferBuffer_REAL
-#define SDL_SetGPUBufferName SDL_SetGPUBufferName_REAL
-#define SDL_SetGPUTextureName SDL_SetGPUTextureName_REAL
-#define SDL_InsertGPUDebugLabel SDL_InsertGPUDebugLabel_REAL
-#define SDL_PushGPUDebugGroup SDL_PushGPUDebugGroup_REAL
-#define SDL_PopGPUDebugGroup SDL_PopGPUDebugGroup_REAL
-#define SDL_ReleaseGPUTexture SDL_ReleaseGPUTexture_REAL
-#define SDL_ReleaseGPUSampler SDL_ReleaseGPUSampler_REAL
-#define SDL_ReleaseGPUBuffer SDL_ReleaseGPUBuffer_REAL
-#define SDL_ReleaseGPUTransferBuffer SDL_ReleaseGPUTransferBuffer_REAL
-#define SDL_ReleaseGPUComputePipeline SDL_ReleaseGPUComputePipeline_REAL
-#define SDL_ReleaseGPUShader SDL_ReleaseGPUShader_REAL
-#define SDL_ReleaseGPUGraphicsPipeline SDL_ReleaseGPUGraphicsPipeline_REAL
-#define SDL_BeginGPURenderPass SDL_BeginGPURenderPass_REAL
-#define SDL_BindGPUGraphicsPipeline SDL_BindGPUGraphicsPipeline_REAL
-#define SDL_SetGPUViewport SDL_SetGPUViewport_REAL
-#define SDL_SetGPUScissor SDL_SetGPUScissor_REAL
-#define SDL_BindGPUVertexBuffers SDL_BindGPUVertexBuffers_REAL
-#define SDL_BindGPUIndexBuffer SDL_BindGPUIndexBuffer_REAL
-#define SDL_BindGPUVertexSamplers SDL_BindGPUVertexSamplers_REAL
-#define SDL_BindGPUVertexStorageTextures SDL_BindGPUVertexStorageTextures_REAL
-#define SDL_BindGPUVertexStorageBuffers SDL_BindGPUVertexStorageBuffers_REAL
-#define SDL_BindGPUFragmentSamplers SDL_BindGPUFragmentSamplers_REAL
-#define SDL_BindGPUFragmentStorageTextures SDL_BindGPUFragmentStorageTextures_REAL
-#define SDL_BindGPUFragmentStorageBuffers SDL_BindGPUFragmentStorageBuffers_REAL
-#define SDL_PushGPUVertexUniformData SDL_PushGPUVertexUniformData_REAL
-#define SDL_PushGPUFragmentUniformData SDL_PushGPUFragmentUniformData_REAL
-#define SDL_DrawGPUIndexedPrimitives SDL_DrawGPUIndexedPrimitives_REAL
-#define SDL_DrawGPUPrimitives SDL_DrawGPUPrimitives_REAL
-#define SDL_DrawGPUPrimitivesIndirect SDL_DrawGPUPrimitivesIndirect_REAL
-#define SDL_DrawGPUIndexedPrimitivesIndirect SDL_DrawGPUIndexedPrimitivesIndirect_REAL
-#define SDL_EndGPURenderPass SDL_EndGPURenderPass_REAL
-#define SDL_BeginGPUComputePass SDL_BeginGPUComputePass_REAL
-#define SDL_BindGPUComputePipeline SDL_BindGPUComputePipeline_REAL
-#define SDL_BindGPUComputeStorageTextures SDL_BindGPUComputeStorageTextures_REAL
-#define SDL_BindGPUComputeStorageBuffers SDL_BindGPUComputeStorageBuffers_REAL
-#define SDL_PushGPUComputeUniformData SDL_PushGPUComputeUniformData_REAL
-#define SDL_DispatchGPUCompute SDL_DispatchGPUCompute_REAL
-#define SDL_DispatchGPUComputeIndirect SDL_DispatchGPUComputeIndirect_REAL
-#define SDL_EndGPUComputePass SDL_EndGPUComputePass_REAL
-#define SDL_MapGPUTransferBuffer SDL_MapGPUTransferBuffer_REAL
-#define SDL_UnmapGPUTransferBuffer SDL_UnmapGPUTransferBuffer_REAL
-#define SDL_BeginGPUCopyPass SDL_BeginGPUCopyPass_REAL
-#define SDL_UploadToGPUTexture SDL_UploadToGPUTexture_REAL
-#define SDL_UploadToGPUBuffer SDL_UploadToGPUBuffer_REAL
-#define SDL_CopyGPUTextureToTexture SDL_CopyGPUTextureToTexture_REAL
-#define SDL_CopyGPUBufferToBuffer SDL_CopyGPUBufferToBuffer_REAL
-#define SDL_GenerateGPUMipmaps SDL_GenerateGPUMipmaps_REAL
-#define SDL_DownloadFromGPUTexture SDL_DownloadFromGPUTexture_REAL
-#define SDL_DownloadFromGPUBuffer SDL_DownloadFromGPUBuffer_REAL
-#define SDL_EndGPUCopyPass SDL_EndGPUCopyPass_REAL
-#define SDL_BlitGPU SDL_BlitGPU_REAL
-#define SDL_SupportsGPUSwapchainComposition SDL_SupportsGPUSwapchainComposition_REAL
-#define SDL_SupportsGPUPresentMode SDL_SupportsGPUPresentMode_REAL
-#define SDL_ClaimGPUWindow SDL_ClaimGPUWindow_REAL
-#define SDL_UnclaimGPUWindow SDL_UnclaimGPUWindow_REAL
-#define SDL_SetGPUSwapchainParameters SDL_SetGPUSwapchainParameters_REAL
-#define SDL_GetGPUSwapchainTextureFormat SDL_GetGPUSwapchainTextureFormat_REAL
-#define SDL_AcquireGPUCommandBuffer SDL_AcquireGPUCommandBuffer_REAL
-#define SDL_AcquireGPUSwapchainTexture SDL_AcquireGPUSwapchainTexture_REAL
-#define SDL_SubmitGPU SDL_SubmitGPU_REAL
-#define SDL_SubmitGPUAndAcquireFence SDL_SubmitGPUAndAcquireFence_REAL
-#define SDL_WaitGPU SDL_WaitGPU_REAL
-#define SDL_WaitGPUForFences SDL_WaitGPUForFences_REAL
-#define SDL_QueryGPUFence SDL_QueryGPUFence_REAL
-#define SDL_ReleaseGPUFence SDL_ReleaseGPUFence_REAL
-#define SDL_GPUTextureFormatTexelBlockSize SDL_GPUTextureFormatTexelBlockSize_REAL
-#define SDL_SupportsGPUTextureFormat SDL_SupportsGPUTextureFormat_REAL
-#define SDL_SupportsGPUSampleCount SDL_SupportsGPUSampleCount_REAL
-#define SDL_GDKSuspendGPU SDL_GDKSuspendGPU_REAL
-#define SDL_GDKResumeGPU SDL_GDKResumeGPU_REAL

+ 81 - 81
src/dynapi/SDL_dynapi_procs.h

@@ -48,6 +48,8 @@ SDL_DYNAPI_PROC(int,SDL_swprintf,(SDL_OUT_Z_CAP(b) wchar_t *a, size_t b, SDL_PRI
 
 // New API symbols are added at the end
 SDL_DYNAPI_PROC(SDL_Surface*,SDL_AcquireCameraFrame,(SDL_Camera *a, Uint64 *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUCommandBuffer*,SDL_AcquireGPUCommandBuffer,(SDL_GPUDevice *a),(a),return)
+SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, Uint32 *c, Uint32 *d),(a,b,c,d),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),return)
 SDL_DYNAPI_PROC(int,SDL_AddGamepadMapping,(const char *a),(a),return)
 SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromFile,(const char *a),(a),return)
@@ -66,8 +68,24 @@ SDL_DYNAPI_PROC(int,SDL_AtomicSet,(SDL_AtomicInt *a, int b),(a,b),return)
 SDL_DYNAPI_PROC(void*,SDL_AtomicSetPtr,(void **a, void *b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_JoystickID,SDL_AttachVirtualJoystick,(const SDL_VirtualJoystickDesc *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_AudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
+SDL_DYNAPI_PROC(SDL_GPUComputePass*,SDL_BeginGPUComputePass,(SDL_GPUCommandBuffer *a, SDL_GPUStorageTextureWriteOnlyBinding *b, Uint32 c, SDL_GPUStorageBufferWriteOnlyBinding *d, Uint32 e),(a,b,c,d,e),return)
+SDL_DYNAPI_PROC(SDL_GPUCopyPass*,SDL_BeginGPUCopyPass,(SDL_GPUCommandBuffer *a),(a),return)
+SDL_DYNAPI_PROC(SDL_GPURenderPass*,SDL_BeginGPURenderPass,(SDL_GPUCommandBuffer *a, SDL_GPUColorAttachmentInfo *b, Uint32 c, SDL_GPUDepthStencilAttachmentInfo *d),(a,b,c,d),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_BindAudioStream,(SDL_AudioDeviceID a, SDL_AudioStream *b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_BindAudioStreams,(SDL_AudioDeviceID a, SDL_AudioStream **b, int c),(a,b,c),return)
+SDL_DYNAPI_PROC(void,SDL_BindGPUComputePipeline,(SDL_GPUComputePass *a, SDL_GPUComputePipeline *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageBuffers,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageTextures,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUGraphicsPipeline,(SDL_GPURenderPass *a, SDL_GPUGraphicsPipeline *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUIndexBuffer,(SDL_GPURenderPass *a, SDL_GPUBufferBinding *b, SDL_GPUIndexElementSize c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUVertexBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBufferBinding *c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUVertexSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BlitGPU,(SDL_GPUCommandBuffer *a, SDL_GPUBlitRegion *b, SDL_GPUBlitRegion *c, SDL_FlipMode d, SDL_GPUFilter e, SDL_bool f),(a,b,c,d,e,f),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface9Grid,(SDL_Surface *a, const SDL_Rect *b, int c, int d, int e, int f, float g, SDL_ScaleMode h, SDL_Surface *i, const SDL_Rect *j),(a,b,c,d,e,f,g,h,i,j),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
@@ -77,6 +95,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceUnchecked,(SDL_Surface *a, const SDL_Rec
 SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceUncheckedScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
 SDL_DYNAPI_PROC(void,SDL_BroadcastCondition,(SDL_Condition *a),(a),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_CaptureMouse,(SDL_bool a),(a),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
 SDL_DYNAPI_PROC(void,SDL_CleanupTLS,(void),(),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_ClearClipboardData,(void),(),return)
@@ -100,6 +119,8 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_ConvertPixelsAndColorspace,(int a, int b, SDL_Pixel
 SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurface,(SDL_Surface *a, SDL_PixelFormat b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurfaceAndColorspace,(SDL_Surface *a, SDL_PixelFormat b, SDL_Palette *c, SDL_Colorspace d, SDL_PropertiesID e),(a,b,c,d,e),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_CopyFile,(const char *a, const char *b),(a,b),return)
+SDL_DYNAPI_PROC(void,SDL_CopyGPUBufferToBuffer,(SDL_GPUCopyPass *a, SDL_GPUBufferLocation *b, SDL_GPUBufferLocation *c, Uint32 d, SDL_bool e),(a,b,c,d,e),)
+SDL_DYNAPI_PROC(void,SDL_CopyGPUTextureToTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureLocation *b, SDL_GPUTextureLocation *c, Uint32 d, Uint32 e, Uint32 f, SDL_bool g),(a,b,c,d,e,f,g),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_CopyProperties,(SDL_PropertiesID a, SDL_PropertiesID b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_CopyStorageFile,(SDL_Storage *a, const char *b, const char *c),(a,b,c),return)
 SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_CreateAudioStream,(const SDL_AudioSpec *a, const SDL_AudioSpec *b),(a,b),return)
@@ -107,6 +128,15 @@ SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateColorCursor,(SDL_Surface *a, int b, int c)
 SDL_DYNAPI_PROC(SDL_Condition*,SDL_CreateCondition,(void),(),return)
 SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateCursor,(const Uint8 *a, const Uint8 *b, int c, int d, int e, int f),(a,b,c,d,e,f),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_CreateDirectory,(const char *a),(a),return)
+SDL_DYNAPI_PROC(SDL_GPUBuffer*,SDL_CreateGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBufferCreateInfo* b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUComputePipeline*,SDL_CreateGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipelineCreateInfo *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDevice,(SDL_GPUShaderFormat a, SDL_bool b, const char *c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDeviceWithProperties,(SDL_PropertiesID a),(a),return)
+SDL_DYNAPI_PROC(SDL_GPUGraphicsPipeline*,SDL_CreateGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipelineCreateInfo *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUSampler*,SDL_CreateGPUSampler,(SDL_GPUDevice *a, SDL_GPUSamplerCreateInfo *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUShader*,SDL_CreateGPUShader,(SDL_GPUDevice *a, SDL_GPUShaderCreateInfo *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_CreateGPUTexture,(SDL_GPUDevice *a, SDL_GPUTextureCreateInfo *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUTransferBuffer*,SDL_CreateGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBufferCreateInfo *b),(a,b),return)
 SDL_DYNAPI_PROC(int,SDL_CreateHapticEffect,(SDL_Haptic *a, const SDL_HapticEffect *b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_Mutex*,SDL_CreateMutex,(void),(),return)
 SDL_DYNAPI_PROC(SDL_Palette*,SDL_CreatePalette,(int a),(a),return)
@@ -139,6 +169,7 @@ SDL_DYNAPI_PROC(void,SDL_DelayNS,(Uint64 a),(a),)
 SDL_DYNAPI_PROC(void,SDL_DestroyAudioStream,(SDL_AudioStream *a),(a),)
 SDL_DYNAPI_PROC(void,SDL_DestroyCondition,(SDL_Condition *a),(a),)
 SDL_DYNAPI_PROC(void,SDL_DestroyCursor,(SDL_Cursor *a),(a),)
+SDL_DYNAPI_PROC(void,SDL_DestroyGPUDevice,(SDL_GPUDevice *a),(a),)
 SDL_DYNAPI_PROC(void,SDL_DestroyHapticEffect,(SDL_Haptic *a, int b),(a,b),)
 SDL_DYNAPI_PROC(void,SDL_DestroyMutex,(SDL_Mutex *a),(a),)
 SDL_DYNAPI_PROC(void,SDL_DestroyPalette,(SDL_Palette *a),(a),)
@@ -153,6 +184,14 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_DestroyWindowSurface,(SDL_Window *a),(a),return)
 SDL_DYNAPI_PROC(void,SDL_DetachThread,(SDL_Thread *a),(a),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_DetachVirtualJoystick,(SDL_JoystickID a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_DisableScreenSaver,(void),(),return)
+SDL_DYNAPI_PROC(void,SDL_DispatchGPUCompute,(SDL_GPUComputePass *a, Uint32 b, Uint32 c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_DispatchGPUComputeIndirect,(SDL_GPUComputePass *a, SDL_GPUBuffer *b, Uint32 c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUBuffer,(SDL_GPUCopyPass *a, SDL_GPUBufferRegion *b, SDL_GPUTransferBufferLocation *c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureRegion *b, SDL_GPUTextureTransferInfo *c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Sint32 e, Uint32 f),(a,b,c,d,e,f),)
+SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
+SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
+SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
 SDL_DYNAPI_PROC(SDL_Surface*,SDL_DuplicateSurface,(SDL_Surface *a),(a),return)
 SDL_DYNAPI_PROC(SDL_EGLConfig,SDL_EGL_GetCurrentConfig,(void),(),return)
 SDL_DYNAPI_PROC(SDL_EGLDisplay,SDL_EGL_GetCurrentDisplay,(void),(),return)
@@ -160,6 +199,9 @@ SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_EGL_GetProcAddress,(const char *a),(a),r
 SDL_DYNAPI_PROC(SDL_EGLSurface,SDL_EGL_GetWindowSurface,(SDL_Window *a),(a),return)
 SDL_DYNAPI_PROC(void,SDL_EGL_SetAttributeCallbacks,(SDL_EGLAttribArrayCallback a, SDL_EGLIntArrayCallback b, SDL_EGLIntArrayCallback c),(a,b,c),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_EnableScreenSaver,(void),(),return)
+SDL_DYNAPI_PROC(void,SDL_EndGPUComputePass,(SDL_GPUComputePass *a),(a),)
+SDL_DYNAPI_PROC(void,SDL_EndGPUCopyPass,(SDL_GPUCopyPass *a),(a),)
+SDL_DYNAPI_PROC(void,SDL_EndGPURenderPass,(SDL_GPURenderPass *a),(a),)
 SDL_DYNAPI_PROC(int,SDL_EnterAppMainCallbacks,(int a, char *b[], SDL_AppInit_func c, SDL_AppIterate_func d, SDL_AppEvent_func e, SDL_AppQuit_func f),(a,b,c,d,e,f),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_EnumerateDirectory,(const char *a, SDL_EnumerateDirectoryCallback b, void *c),(a,b,c),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_EnumerateProperties,(SDL_PropertiesID a, SDL_EnumeratePropertiesCallback b, void *c),(a,b,c),return)
@@ -174,7 +216,9 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return)
 SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
 SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_FlushRenderer,(SDL_Renderer *a),(a),return)
+SDL_DYNAPI_PROC(void,SDL_GDKResumeGPU,(SDL_GPUDevice *a),(a),)
 SDL_DYNAPI_PROC(void,SDL_GDKSuspendComplete,(void),(),)
+SDL_DYNAPI_PROC(void,SDL_GDKSuspendGPU,(SDL_GPUDevice *a),(a),)
 SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GL_DestroyContext,(SDL_GLContext a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GL_ExtensionSupported,(const char *a),(a),return)
@@ -190,6 +234,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SetAttribute,(SDL_GLattr a, int b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SetSwapInterval,(int a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SwapWindow,(SDL_Window *a),(a),return)
 SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
+SDL_DYNAPI_PROC(Uint32,SDL_GPUTextureFormatTexelBlockSize,(SDL_GPUTextureFormat a),(a),return)
 SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadConnected,(SDL_Gamepad *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadEventsEnabled,(void),(),return)
@@ -197,6 +242,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),
 SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
+SDL_DYNAPI_PROC(void,SDL_GenerateGPUMipmaps,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),)
 SDL_DYNAPI_PROC(void*,SDL_GetAndroidActivity,(void),(),return)
 SDL_DYNAPI_PROC(const char*,SDL_GetAndroidCachePath,(void),(),return)
 SDL_DYNAPI_PROC(const char*,SDL_GetAndroidExternalStoragePath,(void),(),return)
@@ -274,6 +320,8 @@ SDL_DYNAPI_PROC(float,SDL_GetFloatProperty,(SDL_PropertiesID a, const char *b, f
 SDL_DYNAPI_PROC(SDL_DisplayMode**,SDL_GetFullscreenDisplayModes,(SDL_DisplayID a, int *b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GetGDKDefaultUser,(XUserHandle *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GetGDKTaskQueue,(XTaskQueueHandle *a),(a),return)
+SDL_DYNAPI_PROC(SDL_GPUDriver,SDL_GetGPUDriver,(SDL_GPUDevice *a),(a),return)
+SDL_DYNAPI_PROC(SDL_GPUTextureFormat,SDL_GetGPUSwapchainTextureFormat,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
 SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
 SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
 SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
@@ -572,6 +620,7 @@ SDL_DYNAPI_PROC(size_t,SDL_IOvprintf,(SDL_IOStream *a, SDL_PRINTF_FORMAT_STRING
 SDL_DYNAPI_PROC(SDL_bool,SDL_Init,(SDL_InitFlags a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_InitHapticRumble,(SDL_Haptic *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_InitSubSystem,(SDL_InitFlags a),(a),return)
+SDL_DYNAPI_PROC(void,SDL_InsertGPUDebugLabel,(SDL_GPUCommandBuffer *a, const char *b),(a,b),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_IsAndroidTV,(void),(),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_IsChromebook,(void),(),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_IsDeXMode,(void),(),return)
@@ -601,6 +650,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_LockSurface,(SDL_Surface *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_LockTextureToSurface,(SDL_Texture *a, const SDL_Rect *b, SDL_Surface **c),(a,b,c),return)
 SDL_DYNAPI_PROC(void,SDL_LogMessageV,(int a, SDL_LogPriority b, SDL_PRINTF_FORMAT_STRING const char *c, va_list d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void*,SDL_MapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b, SDL_bool c),(a,b,c),return)
 SDL_DYNAPI_PROC(Uint32,SDL_MapRGB,(const SDL_PixelFormatDetails *a, const SDL_Palette *b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
 SDL_DYNAPI_PROC(Uint32,SDL_MapRGBA,(const SDL_PixelFormatDetails *a, const SDL_Palette *b, Uint8 c, Uint8 d, Uint8 e, Uint8 f),(a,b,c,d,e,f),return)
 SDL_DYNAPI_PROC(Uint32,SDL_MapSurfaceRGB,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
@@ -642,11 +692,17 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_PauseHaptic,(SDL_Haptic *a),(a),return)
 SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL_Event *a, int b, SDL_EventAction c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_PlayHapticRumble,(SDL_Haptic *a, float b, Uint32 c),(a,b,c),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_PollEvent,(SDL_Event *a),(a),return)
+SDL_DYNAPI_PROC(void,SDL_PopGPUDebugGroup,(SDL_GPUCommandBuffer *a),(a),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_PremultiplyAlpha,(int a, int b, SDL_PixelFormat c, const void *d, int e, SDL_PixelFormat f, void *g, int h, SDL_bool i),(a,b,c,d,e,f,g,h,i),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_PremultiplySurfaceAlpha,(SDL_Surface *a, SDL_bool b),(a,b),return)
 SDL_DYNAPI_PROC(void,SDL_PumpEvents,(void),(),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_PushEvent,(SDL_Event *a),(a),return)
+SDL_DYNAPI_PROC(void,SDL_PushGPUComputeUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_PushGPUDebugGroup,(SDL_GPUCommandBuffer *a, const char *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_PushGPUFragmentUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_PushGPUVertexUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_PutAudioStreamData,(SDL_AudioStream *a, const void *b, int c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_QueryGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),return)
 SDL_DYNAPI_PROC(void,SDL_Quit,(void),(),)
 SDL_DYNAPI_PROC(void,SDL_QuitSubSystem,(SDL_InitFlags a),(a),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_RaiseWindow,(SDL_Window *a),(a),return)
@@ -671,6 +727,14 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU8,(SDL_IOStream *a, Uint8 *b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_RegisterApp,(const char *a, Uint32 b, void *c),(a,b,c),return)
 SDL_DYNAPI_PROC(Uint32,SDL_RegisterEvents,(int a),(a),return)
 SDL_DYNAPI_PROC(void,SDL_ReleaseCameraFrame,(SDL_Camera *a, SDL_Surface *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBuffer *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipeline *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipeline *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUSampler,(SDL_GPUDevice *a, SDL_GPUSampler *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUShader,(SDL_GPUDevice *a, SDL_GPUShader *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTexture,(SDL_GPUDevice *a, SDL_GPUTexture *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_ReloadGamepadMappings,(void),(),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_RemovePath,(const char *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveStoragePath,(SDL_Storage *a, const char *b),(a,b),return)
@@ -746,6 +810,11 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_SetCursor,(SDL_Cursor *a),(a),return)
 SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, SDL_bool b),(a,b),)
 SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_SetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
+SDL_DYNAPI_PROC(void,SDL_SetGPUBufferName,(SDL_GPUDevice *a, SDL_GPUBuffer *b, const char *c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_SetGPUScissor,(SDL_GPURenderPass *a, SDL_Rect *b),(a,b),)
+SDL_DYNAPI_PROC(SDL_bool,SDL_SetGPUSwapchainParameters,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c, SDL_GPUPresentMode d),(a,b,c,d),return)
+SDL_DYNAPI_PROC(void,SDL_SetGPUTextureName,(SDL_GPUDevice *a, SDL_GPUTexture *b, const char *c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_SetGPUViewport,(SDL_GPURenderPass *a, SDL_GPUViewport *b),(a,b),)
 SDL_DYNAPI_PROC(void,SDL_SetGamepadEventsEnabled,(SDL_bool a),(a),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_SetGamepadLED,(SDL_Gamepad *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_SetGamepadMapping,(SDL_JoystickID a, const char *b),(a,b),return)
@@ -852,6 +921,12 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_StopHapticRumble,(SDL_Haptic *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_StopTextInput,(SDL_Window *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_StorageReady,(SDL_Storage *a),(a),return)
 SDL_DYNAPI_PROC(SDL_GUID,SDL_StringToGUID,(const char *a),(a),return)
+SDL_DYNAPI_PROC(void,SDL_SubmitGPU,(SDL_GPUCommandBuffer *a),(a),)
+SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUTextureFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasAlternateImages,(SDL_Surface *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasColorKey,(SDL_Surface *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasRLE,(SDL_Surface *a),(a),return)
@@ -869,6 +944,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_TryWaitSemaphore,(SDL_Semaphore *a),(a),return)
 SDL_DYNAPI_PROC(char*,SDL_UCS4ToUTF8,(Uint32 a, char *b),(a,b),return)
 SDL_DYNAPI_PROC(void,SDL_UnbindAudioStream,(SDL_AudioStream *a),(a),)
 SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream **a, int b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_UnclaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),)
 SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return)
 SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
@@ -878,6 +954,7 @@ SDL_DYNAPI_PROC(void,SDL_UnlockRWLock,(SDL_RWLock *a),(a),)
 SDL_DYNAPI_PROC(void,SDL_UnlockSpinlock,(SDL_SpinLock *a),(a),)
 SDL_DYNAPI_PROC(void,SDL_UnlockSurface,(SDL_Surface *a),(a),)
 SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
+SDL_DYNAPI_PROC(void,SDL_UnmapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),)
 SDL_DYNAPI_PROC(void,SDL_UnregisterApp,(void),(),)
 SDL_DYNAPI_PROC(void,SDL_UpdateGamepads,(void),(),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateHapticEffect,(SDL_Haptic *a, int b, const SDL_HapticEffect *c),(a,b,c),return)
@@ -888,6 +965,8 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, c
 SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateWindowSurface,(SDL_Window *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateWindowSurfaceRects,(SDL_Window *a, const SDL_Rect *b, int c),(a,b,c),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateYUVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f, const Uint8 *g, int h),(a,b,c,d,e,f,g,h),return)
+SDL_DYNAPI_PROC(void,SDL_UploadToGPUBuffer,(SDL_GPUCopyPass *a, SDL_GPUTransferBufferLocation *b, SDL_GPUBufferRegion *c, SDL_bool d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_UploadToGPUTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureTransferInfo *b, SDL_GPUTextureRegion *c, SDL_bool d),(a,b,c,d),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_Vulkan_CreateSurface,(SDL_Window *a, VkInstance b, const struct VkAllocationCallbacks *c, VkSurfaceKHR *d),(a,b,c,d),return)
 SDL_DYNAPI_PROC(void,SDL_Vulkan_DestroySurface,(VkInstance a, VkSurfaceKHR b, const struct VkAllocationCallbacks *c),(a,b,c),)
 SDL_DYNAPI_PROC(char const* const*,SDL_Vulkan_GetInstanceExtensions,(Uint32 *a),(a),return)
@@ -899,6 +978,8 @@ SDL_DYNAPI_PROC(void,SDL_WaitCondition,(SDL_Condition *a, SDL_Mutex *b),(a,b),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEvent,(SDL_Event *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return)
+SDL_DYNAPI_PROC(void,SDL_WaitGPU,(SDL_GPUDevice *a),(a),)
+SDL_DYNAPI_PROC(void,SDL_WaitGPUForFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),)
 SDL_DYNAPI_PROC(void,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return)
 SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),)
@@ -1091,84 +1172,3 @@ SDL_DYNAPI_PROC(size_t,SDL_wcsnlen,(const wchar_t *a, size_t b),(a,b),return)
 SDL_DYNAPI_PROC(wchar_t*,SDL_wcsnstr,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
 SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return)
 SDL_DYNAPI_PROC(long,SDL_wcstol,(const wchar_t *a, wchar_t **b, int c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDevice,(SDL_GPUShaderFormat a, SDL_bool b, const char *c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDeviceWithProperties,(SDL_PropertiesID a),(a),return)
-SDL_DYNAPI_PROC(void,SDL_DestroyGPUDevice,(SDL_GPUDevice *a),(a),)
-SDL_DYNAPI_PROC(SDL_GPUDriver,SDL_GetGPUDriver,(SDL_GPUDevice *a),(a),return)
-SDL_DYNAPI_PROC(SDL_GPUComputePipeline*,SDL_CreateGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipelineCreateInfo *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GPUGraphicsPipeline*,SDL_CreateGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipelineCreateInfo *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GPUSampler*,SDL_CreateGPUSampler,(SDL_GPUDevice *a, SDL_GPUSamplerCreateInfo *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GPUShader*,SDL_CreateGPUShader,(SDL_GPUDevice *a, SDL_GPUShaderCreateInfo *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_CreateGPUTexture,(SDL_GPUDevice *a, SDL_GPUTextureCreateInfo *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GPUBuffer*,SDL_CreateGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBufferCreateInfo* b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GPUTransferBuffer*,SDL_CreateGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBufferCreateInfo *b),(a,b),return)
-SDL_DYNAPI_PROC(void,SDL_SetGPUBufferName,(SDL_GPUDevice *a, SDL_GPUBuffer *b, const char *c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_SetGPUTextureName,(SDL_GPUDevice *a, SDL_GPUTexture *b, const char *c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_InsertGPUDebugLabel,(SDL_GPUCommandBuffer *a, const char *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_PushGPUDebugGroup,(SDL_GPUCommandBuffer *a, const char *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_PopGPUDebugGroup,(SDL_GPUCommandBuffer *a),(a),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTexture,(SDL_GPUDevice *a, SDL_GPUTexture *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGPUSampler,(SDL_GPUDevice *a, SDL_GPUSampler *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBuffer *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipeline *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGPUShader,(SDL_GPUDevice *a, SDL_GPUShader *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipeline *b),(a,b),)
-SDL_DYNAPI_PROC(SDL_GPUCommandBuffer*,SDL_AcquireGPUCommandBuffer,(SDL_GPUDevice *a),(a),return)
-SDL_DYNAPI_PROC(void,SDL_PushGPUVertexUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_PushGPUFragmentUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_PushGPUComputeUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(SDL_GPURenderPass*,SDL_BeginGPURenderPass,(SDL_GPUCommandBuffer *a, SDL_GPUColorAttachmentInfo *b, Uint32 c, SDL_GPUDepthStencilAttachmentInfo *d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(void,SDL_BindGPUGraphicsPipeline,(SDL_GPURenderPass *a, SDL_GPUGraphicsPipeline *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_SetGPUViewport,(SDL_GPURenderPass *a, SDL_GPUViewport *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_SetGPUScissor,(SDL_GPURenderPass *a, SDL_Rect *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_BindGPUVertexBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBufferBinding *c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGPUIndexBuffer,(SDL_GPURenderPass *a, SDL_GPUBufferBinding *b, SDL_GPUIndexElementSize c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_BindGPUVertexSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Sint32 e, Uint32 f),(a,b,c,d,e,f),)
-SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
-SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
-SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
-SDL_DYNAPI_PROC(void,SDL_EndGPURenderPass,(SDL_GPURenderPass *a),(a),)
-SDL_DYNAPI_PROC(SDL_GPUComputePass*,SDL_BeginGPUComputePass,(SDL_GPUCommandBuffer *a, SDL_GPUStorageTextureWriteOnlyBinding *b, Uint32 c, SDL_GPUStorageBufferWriteOnlyBinding *d, Uint32 e),(a,b,c,d,e),return)
-SDL_DYNAPI_PROC(void,SDL_BindGPUComputePipeline,(SDL_GPUComputePass *a, SDL_GPUComputePipeline *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageTextures,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageBuffers,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_DispatchGPUCompute,(SDL_GPUComputePass *a, Uint32 b, Uint32 c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_DispatchGPUComputeIndirect,(SDL_GPUComputePass *a, SDL_GPUBuffer *b, Uint32 c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_EndGPUComputePass,(SDL_GPUComputePass *a),(a),)
-SDL_DYNAPI_PROC(void*,SDL_MapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b, SDL_bool c),(a,b,c),return)
-SDL_DYNAPI_PROC(void,SDL_UnmapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),)
-SDL_DYNAPI_PROC(SDL_GPUCopyPass*,SDL_BeginGPUCopyPass,(SDL_GPUCommandBuffer *a),(a),return)
-SDL_DYNAPI_PROC(void,SDL_UploadToGPUTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureTransferInfo *b, SDL_GPUTextureRegion *c, SDL_bool d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_UploadToGPUBuffer,(SDL_GPUCopyPass *a, SDL_GPUTransferBufferLocation *b, SDL_GPUBufferRegion *c, SDL_bool d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_CopyGPUTextureToTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureLocation *b, SDL_GPUTextureLocation *c, Uint32 d, Uint32 e, Uint32 f, SDL_bool g),(a,b,c,d,e,f,g),)
-SDL_DYNAPI_PROC(void,SDL_CopyGPUBufferToBuffer,(SDL_GPUCopyPass *a, SDL_GPUBufferLocation *b, SDL_GPUBufferLocation *c, Uint32 d, SDL_bool e),(a,b,c,d,e),)
-SDL_DYNAPI_PROC(void,SDL_GenerateGPUMipmaps,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureRegion *b, SDL_GPUTextureTransferInfo *c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUBuffer,(SDL_GPUCopyPass *a, SDL_GPUBufferRegion *b, SDL_GPUTransferBufferLocation *c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_EndGPUCopyPass,(SDL_GPUCopyPass *a),(a),)
-SDL_DYNAPI_PROC(void,SDL_BlitGPU,(SDL_GPUCommandBuffer *a, SDL_GPUBlitRegion *b, SDL_GPUBlitRegion *c, SDL_FlipMode d, SDL_GPUFilter e, SDL_bool f),(a,b,c,d,e,f),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
-SDL_DYNAPI_PROC(void,SDL_UnclaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SetGPUSwapchainParameters,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c, SDL_GPUPresentMode d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(SDL_GPUTextureFormat,SDL_GetGPUSwapchainTextureFormat,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, Uint32 *c, Uint32 *d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(void,SDL_SubmitGPU,(SDL_GPUCommandBuffer *a),(a),)
-SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
-SDL_DYNAPI_PROC(void,SDL_WaitGPU,(SDL_GPUDevice *a),(a),)
-SDL_DYNAPI_PROC(void,SDL_WaitGPUForFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_QueryGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),return)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),)
-SDL_DYNAPI_PROC(Uint32,SDL_GPUTextureFormatTexelBlockSize,(SDL_GPUTextureFormat a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUTextureFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
-SDL_DYNAPI_PROC(void,SDL_GDKSuspendGPU,(SDL_GPUDevice *a),(a),)
-SDL_DYNAPI_PROC(void,SDL_GDKResumeGPU,(SDL_GPUDevice *a),(a),)