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