starting work on function decls

This commit is contained in:
Peter Li 2025-04-10 09:24:03 -07:00
parent bdf783bd01
commit 6eb7036182
2 changed files with 864 additions and 15 deletions

View File

@ -1,9 +1,25 @@
import os
import sys
from pprint import pprint
import math
import subprocess
def convertCase(x):
s = ''
underbar = False
for y in x:
if y == '_':
underbar = True
continue
else:
s += y.lower() if not underbar else y
if underbar:
underbar = False
return s
origDir = os.path.abspath(os.path.dirname(__file__))
os.chdir(origDir)
@ -24,9 +40,30 @@ defines = []
lastList = None
with open(gpufile) as f:
with open(gpufile) as rf:
mode = mode_default
braceCount = 0
f = rf.readlines()
x = [ y + '\n' for y in """
typedef struct SDL_FColor {
float r;
float g;
float b;
float a;
} SDL_FColor;
typedef enum SDL_FlipMode {
SDL_FLIP_NONE, /**< Do not flip */
SDL_FLIP_HORIZONTAL, /**< flip horizontally */
SDL_FLIP_VERTICAL /**< flip vertically */
} SDL_FlipMode;
""".split('\n')]
f += x
for l in f:
dropped = True
line = l.strip()
@ -113,15 +150,16 @@ ostring = 'pub const c = @import("c.zig").c;\n\npub const PropertiesID = u32;'
# time to generate types...
# first the opaques
ostring += '\n'
typeMap = {
'Uint32': 'u32', 'float': 'f32', 'Sint32': 'i32', 'bool': 'bool', 'Uint8': 'u8', 'SDL_PropertiesID': 'PropertiesID','char': 'i8',
'size_t': 'usize',
'SDL_GPUColorComponentFlags': 'GPUColorComponentFlags',
'SDL_FColor': 'FColor',
'SDL_FlipMode': 'FlipMode'
}
typeMap_r= {}
typeMap_r = {}
for t in typedefs_pod:
@ -151,9 +189,88 @@ for t in typedefs_opaque:
ostring += '\n'
packedFlags = [
('SDL_GPUTextureUsageFlags', 'Uint32', [
('SDL_GPU_TEXTUREUSAGE_SAMPLER', 1 << 0),
('SDL_GPU_TEXTUREUSAGE_COLOR_TARGET', 1 << 1),
('SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET', 1 << 2),
('SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ', 1 << 3),
('SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ', 1 << 4),
('SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE', 1 << 5),
('SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE', 1 << 6),
]),
('SDL_GPUBufferUsageFlags', 'Uint32', [
('SDL_GPU_BUFFERUSAGE_VERTEX', (1 << 0)),
('SDL_GPU_BUFFERUSAGE_INDEX', (1 << 1)),
('SDL_GPU_BUFFERUSAGE_INDIRECT', (1 << 2)),
('SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ', (1 << 3)),
('SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ', (1 << 4)),
('SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE', (1 << 5)),
]),
('SDL_GPUColorComponentFlags', 'Uint8', [
('SDL_GPU_COLORCOMPONENT_R', (1 << 0)),
('SDL_GPU_COLORCOMPONENT_G', (1 << 1)),
('SDL_GPU_COLORCOMPONENT_B', (1 << 2)),
('SDL_GPU_COLORCOMPONENT_A', (1 << 3)),
]),
('SDL_GPUShaderFormat', 'Uint32', [
('SDL_GPU_SHADERFORMAT_PRIVATE', (1 << 0)),
('SDL_GPU_SHADERFORMAT_SPIRV', (1 << 1)),
('SDL_GPU_SHADERFORMAT_DXBC', (1 << 2)),
('SDL_GPU_SHADERFORMAT_DXIL', (1 << 3)),
('SDL_GPU_SHADERFORMAT_MSL', (1 << 4)),
('SDL_GPU_SHADERFORMAT_METALLIB', (1 << 5)),
], [('Invalid', '.{}')]),
]
def makePackedFlags(typename, backingtype, flagList, constants=None):
global typeMap
global typeMap_r
c_typename = typename
if typename.startswith("SDL_"):
typename = typename[4:]
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
rv = 'pub const ' + typename + ' = packed struct(' + typeMap[backingtype] + ') {\n'
offset = 0
padcount = 0
for flag in flagList:
name = flag[0]
targetOffset = math.log2(flag[1])
if 'SDL_GPU_' in name:
name = name[8:]
name = convertCase(name)
if targetOffset != offset:
diff = int(targetOffset - offset)
rv += ' ' + 'pad' + str(padcount) + ': u' + str(diff) + ' = 0,\n'
padcount += 1
offset = targetOffset
rv += ' ' + name + ': bool = false,\n'
offset += 1
if constants is not None:
for constant in constants:
rv += f' pub const {constant[0]}: @This() = {constant[1]};\n'
rv += '};\n'
return rv
ostring += '\n'
for p in packedFlags:
ostring += makePackedFlags(*p)
for t in typedefs_enum:
typename = t.split("}")[1].strip('\n ;')
print("E", typename)
#print("E", typename, t)
c_typename = typename
if typename.startswith("SDL_"):
typename = typename[4:]
@ -161,6 +278,45 @@ for t in typedefs_enum:
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
# print(t)
inners = t.strip().split('\n')[1:-1]
e = []
for i in range(0, len(inners)):
line = inners[i]
if ',' in line or line == inners[-1]:
e.append(line.strip())
for i in range(0, len(e)):
e[i] = e[i].replace('/*', '//')
e[i] = e[i].replace('SDL_GPU_', '')
if ',' not in e[i]:
count = 0
for x in e[i]:
if x == ' ':
break
count += 1
e[i] = e[i][:count] + ',' + e[i][count:]
r = e[i].split(',')
r[0] = convertCase(r[0])
e[i] = r[0] + ',' + r[1]
common = os.path.commonprefix(e)
#print(common)
#plos(e)
ostring += 'pub const ' + typename + ' = ' + 'enum {\n'
for i in e:
ostring += ' ' + i + '\n'
ostring += '};\n\n'
for t in typedefs_struct:
typename = t.split("}")[1].strip('\n ;')
c_typename = typename
@ -171,14 +327,6 @@ for t in typedefs_struct:
typeMap_r[typename] = c_typename
for t in typedefs_struct:
# > typedef struct SDL_GPUViewport{
# float x; /**< The left offset of the viewport. */
# float y; /**< The top offset of the viewport. */
# float w; /**< The width of the viewport. */
# float h; /**< The height of the viewport. */
# float min_depth; /**< The minimum depth of the viewport. */
# float max_depth; /**< The maximum depth of the viewport. */
# } SDL_GPUViewport;
typename = t.split("}")[1].strip('\n ;')
c_typename = typename
@ -190,7 +338,7 @@ for t in typedefs_struct:
inner = t.strip("\n ").split('\n')[1:-1]
print("----", typename)
# print("----", typename)
for i in range(0, len(inner)):
inner[i] = inner[i].replace('/*', "//")
inner[i] = inner[i].replace('*<', "")
@ -237,5 +385,11 @@ for t in typedefs_struct:
ostring += tstr + "\n"
print (ostring)
for t in functions:
print(t)
# print (ostring)
with open(os.path.abspath(os.path.join(origDir, '../gpu.zig')), 'w') as f:
f.write(ostring)

697
lib/sdl3/src/gpu.zig vendored
View File

@ -1 +1,696 @@
const c = @import("c.zig").c;
pub const c = @import("c.zig").c;
pub const PropertiesID = u32;
pub const GPUDevice = opaque{};
pub const GPUBuffer = opaque{};
pub const GPUTransferBuffer = opaque{};
pub const GPUTexture = opaque{};
pub const GPUSampler = opaque{};
pub const GPUShader = opaque{};
pub const GPUComputePipeline = opaque{};
pub const GPUGraphicsPipeline = opaque{};
pub const GPUCommandBuffer = opaque{};
pub const GPURenderPass = opaque{};
pub const GPUComputePass = opaque{};
pub const GPUCopyPass = opaque{};
pub const GPUFence = opaque{};
pub const GPUTextureUsageFlags = packed struct(u32) {
textureusageSampler: bool = false,
textureusageColorTarget: bool = false,
textureusageDepthStencilTarget: bool = false,
textureusageGraphicsStorageRead: bool = false,
textureusageComputeStorageRead: bool = false,
textureusageComputeStorageWrite: bool = false,
textureusageComputeStorageSimultaneousReadWrite: bool = false,
};
pub const GPUBufferUsageFlags = packed struct(u32) {
bufferusageVertex: bool = false,
bufferusageIndex: bool = false,
bufferusageIndirect: bool = false,
bufferusageGraphicsStorageRead: bool = false,
bufferusageComputeStorageRead: bool = false,
bufferusageComputeStorageWrite: bool = false,
};
pub const GPUColorComponentFlags = packed struct(u8) {
colorcomponentR: bool = false,
colorcomponentG: bool = false,
colorcomponentB: bool = false,
colorcomponentA: bool = false,
};
pub const GPUShaderFormat = packed struct(u32) {
shaderformatPrivate: bool = false,
shaderformatSpirv: bool = false,
shaderformatDxbc: bool = false,
shaderformatDxil: bool = false,
shaderformatMsl: bool = false,
shaderformatMetallib: bool = false,
pub const Invalid: @This() = .{};
};
pub const GPUPrimitiveType = enum {
primitivetypeTrianglelist, //*< A series of separate triangles. */
primitivetypeTrianglestrip, //*< A series of connected triangles. */
primitivetypeLinelist, //*< A series of separate lines. */
primitivetypeLinestrip, //*< A series of connected lines. */
primitivetypePointlist, //*< A series of separate points. */
};
pub const GPULoadOp = enum {
loadopLoad, //*< The previous contents of the texture will be preserved. */
loadopClear, //*< The contents of the texture will be cleared to a color. */
loadopDontCare, //*< The previous contents of the texture need not be preserved. The contents will be undefined. */
};
pub const GPUStoreOp = enum {
storeopStore, //*< The contents generated during the render pass will be written to memory. */
storeopDontCare, //*< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
storeopResolve, //*< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined. */
storeopResolveAndStore, //*< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory. */
};
pub const GPUIndexElementSize = enum {
indexelementsize16bit, //*< The index elements are 16-bit. */
indexelementsize32bit, //*< The index elements are 32-bit. */
};
pub const GPUTextureFormat = enum {
textureformatInvalid,
textureformatA8Unorm,
textureformatR8Unorm,
textureformatR8g8Unorm,
textureformatR8g8b8a8Unorm,
textureformatR16Unorm,
textureformatR16g16Unorm,
textureformatR16g16b16a16Unorm,
textureformatR10g10b10a2Unorm,
textureformatB5g6r5Unorm,
textureformatB5g5r5a1Unorm,
textureformatB4g4r4a4Unorm,
textureformatB8g8r8a8Unorm,
textureformatBc1RgbaUnorm,
textureformatBc2RgbaUnorm,
textureformatBc3RgbaUnorm,
textureformatBc4RUnorm,
textureformatBc5RgUnorm,
textureformatBc7RgbaUnorm,
textureformatBc6hRgbFloat,
textureformatBc6hRgbUfloat,
textureformatR8Snorm,
textureformatR8g8Snorm,
textureformatR8g8b8a8Snorm,
textureformatR16Snorm,
textureformatR16g16Snorm,
textureformatR16g16b16a16Snorm,
textureformatR16Float,
textureformatR16g16Float,
textureformatR16g16b16a16Float,
textureformatR32Float,
textureformatR32g32Float,
textureformatR32g32b32a32Float,
textureformatR11g11b10Ufloat,
textureformatR8Uint,
textureformatR8g8Uint,
textureformatR8g8b8a8Uint,
textureformatR16Uint,
textureformatR16g16Uint,
textureformatR16g16b16a16Uint,
textureformatR32Uint,
textureformatR32g32Uint,
textureformatR32g32b32a32Uint,
textureformatR8Int,
textureformatR8g8Int,
textureformatR8g8b8a8Int,
textureformatR16Int,
textureformatR16g16Int,
textureformatR16g16b16a16Int,
textureformatR32Int,
textureformatR32g32Int,
textureformatR32g32b32a32Int,
textureformatR8g8b8a8UnormSrgb,
textureformatB8g8r8a8UnormSrgb,
textureformatBc1RgbaUnormSrgb,
textureformatBc2RgbaUnormSrgb,
textureformatBc3RgbaUnormSrgb,
textureformatBc7RgbaUnormSrgb,
textureformatD16Unorm,
textureformatD24Unorm,
textureformatD32Float,
textureformatD24UnormS8Uint,
textureformatD32FloatS8Uint,
textureformatAstc4x4Unorm,
textureformatAstc5x4Unorm,
textureformatAstc5x5Unorm,
textureformatAstc6x5Unorm,
textureformatAstc6x6Unorm,
textureformatAstc8x5Unorm,
textureformatAstc8x6Unorm,
textureformatAstc8x8Unorm,
textureformatAstc10x5Unorm,
textureformatAstc10x6Unorm,
textureformatAstc10x8Unorm,
textureformatAstc10x10Unorm,
textureformatAstc12x10Unorm,
textureformatAstc12x12Unorm,
textureformatAstc4x4UnormSrgb,
textureformatAstc5x4UnormSrgb,
textureformatAstc5x5UnormSrgb,
textureformatAstc6x5UnormSrgb,
textureformatAstc6x6UnormSrgb,
textureformatAstc8x5UnormSrgb,
textureformatAstc8x6UnormSrgb,
textureformatAstc8x8UnormSrgb,
textureformatAstc10x5UnormSrgb,
textureformatAstc10x6UnormSrgb,
textureformatAstc10x8UnormSrgb,
textureformatAstc10x10UnormSrgb,
textureformatAstc12x10UnormSrgb,
textureformatAstc12x12UnormSrgb,
textureformatAstc4x4Float,
textureformatAstc5x4Float,
textureformatAstc5x5Float,
textureformatAstc6x5Float,
textureformatAstc6x6Float,
textureformatAstc8x5Float,
textureformatAstc8x6Float,
textureformatAstc8x8Float,
textureformatAstc10x5Float,
textureformatAstc10x6Float,
textureformatAstc10x8Float,
textureformatAstc10x10Float,
textureformatAstc12x10Float,
textureformatAstc12x12Float,
};
pub const GPUTextureType = enum {
texturetype2d, //*< The texture is a 2-dimensional image. */
texturetype2dArray, //*< The texture is a 2-dimensional array image. */
texturetype3d, //*< The texture is a 3-dimensional image. */
texturetypeCube, //*< The texture is a cube image. */
texturetypeCubeArray, //*< The texture is a cube array image. */
};
pub const GPUSampleCount = enum {
samplecount1, //*< No multisampling. */
samplecount2, //*< MSAA 2x */
samplecount4, //*< MSAA 4x */
samplecount8, //*< MSAA 8x */
};
pub const GPUCubeMapFace = enum {
cubemapfacePositivex,
cubemapfaceNegativex,
cubemapfacePositivey,
cubemapfaceNegativey,
cubemapfacePositivez,
cubemapfaceNegativez,
};
pub const GPUTransferBufferUsage = enum {
transferbufferusageUpload,
transferbufferusageDownload,
};
pub const GPUShaderStage = enum {
shaderstageVertex,
shaderstageFragment,
};
pub const GPUVertexElementFormat = enum {
vertexelementformatInvalid,
vertexelementformatInt,
vertexelementformatInt2,
vertexelementformatInt3,
vertexelementformatInt4,
vertexelementformatUint,
vertexelementformatUint2,
vertexelementformatUint3,
vertexelementformatUint4,
vertexelementformatFloat,
vertexelementformatFloat2,
vertexelementformatFloat3,
vertexelementformatFloat4,
vertexelementformatByte2,
vertexelementformatByte4,
vertexelementformatUbyte2,
vertexelementformatUbyte4,
vertexelementformatByte2Norm,
vertexelementformatByte4Norm,
vertexelementformatUbyte2Norm,
vertexelementformatUbyte4Norm,
vertexelementformatShort2,
vertexelementformatShort4,
vertexelementformatUshort2,
vertexelementformatUshort4,
vertexelementformatShort2Norm,
vertexelementformatShort4Norm,
vertexelementformatUshort2Norm,
vertexelementformatUshort4Norm,
vertexelementformatHalf2,
vertexelementformatHalf4,
};
pub const GPUVertexInputRate = enum {
vertexinputrateVertex, //*< Attribute addressing is a function of the vertex index. */
vertexinputrateInstance, //*< Attribute addressing is a function of the instance index. */
};
pub const GPUFillMode = enum {
fillmodeFill, //*< Polygons will be rendered via rasterization. */
fillmodeLine, //*< Polygon edges will be drawn as line segments. */
};
pub const GPUCullMode = enum {
cullmodeNone, //*< No triangles are culled. */
cullmodeFront, //*< Front-facing triangles are culled. */
cullmodeBack, //*< Back-facing triangles are culled. */
};
pub const GPUFrontFace = enum {
frontfaceCounterClockwise, //*< A triangle with counter-clockwise vertex winding will be considered front-facing. */
frontfaceClockwise, //*< A triangle with clockwise vertex winding will be considered front-facing. */
};
pub const GPUCompareOp = enum {
compareopInvalid,
compareopNever, //*< The comparison always evaluates false. */
compareopLess, //*< The comparison evaluates reference < test. */
compareopEqual, //*< The comparison evaluates reference == test. */
compareopLessOrEqual, //*< The comparison evaluates reference <= test. */
compareopGreater, //*< The comparison evaluates reference > test. */
compareopNotEqual, //*< The comparison evaluates reference != test. */
compareopGreaterOrEqual, //*< The comparison evalutes reference >= test. */
compareopAlways, //*< The comparison always evaluates true. */
};
pub const GPUStencilOp = enum {
stencilopInvalid,
stencilopKeep, //*< Keeps the current value. */
stencilopZero, //*< Sets the value to 0. */
stencilopReplace, //*< Sets the value to reference. */
stencilopIncrementAndClamp, //*< Increments the current value and clamps to the maximum value. */
stencilopDecrementAndClamp, //*< Decrements the current value and clamps to 0. */
stencilopInvert, //*< Bitwise-inverts the current value. */
stencilopIncrementAndWrap, //*< Increments the current value and wraps back to 0. */
stencilopDecrementAndWrap, //*< Decrements the current value and wraps to the maximum value. */
};
pub const GPUBlendOp = enum {
blendopInvalid,
blendopAdd, //*< (source * source_factor) + (destination * destination_factor) */
blendopSubtract, //*< (source * source_factor) - (destination * destination_factor) */
blendopReverseSubtract, //*< (destination * destination_factor) - (source * source_factor) */
blendopMin, //*< min(source
blendopMax //*< max(source, destination) */
};
pub const GPUBlendFactor = enum {
blendfactorInvalid,
blendfactorZero, //*< 0 */
blendfactorOne, //*< 1 */
blendfactorSrcColor, //*< source color */
blendfactorOneMinusSrcColor, //*< 1 - source color */
blendfactorDstColor, //*< destination color */
blendfactorOneMinusDstColor, //*< 1 - destination color */
blendfactorSrcAlpha, //*< source alpha */
blendfactorOneMinusSrcAlpha, //*< 1 - source alpha */
blendfactorDstAlpha, //*< destination alpha */
blendfactorOneMinusDstAlpha, //*< 1 - destination alpha */
blendfactorConstantColor, //*< blend constant */
blendfactorOneMinusConstantColor, //*< 1 - blend constant */
blendfactorSrcAlphaSaturate //*< min(source alpha, 1 - destination alpha) */
};
pub const GPUFilter = enum {
filterNearest, //*< Point filtering. */
filterLinear, //*< Linear filtering. */
};
pub const GPUSamplerMipmapMode = enum {
samplermipmapmodeNearest, //*< Point filtering. */
samplermipmapmodeLinear, //*< Linear filtering. */
};
pub const GPUSamplerAddressMode = enum {
sampleraddressmodeRepeat, //*< Specifies that the coordinates will wrap around. */
sampleraddressmodeMirroredRepeat, //*< Specifies that the coordinates will wrap around mirrored. */
sampleraddressmodeClampToEdge, //*< Specifies that the coordinates will clamp to the 0-1 range. */
};
pub const GPUPresentMode = enum {
presentmodeVsync,
presentmodeImmediate,
presentmodeMailbox,
};
pub const GPUSwapchainComposition = enum {
swapchaincompositionSdr,
swapchaincompositionSdrLinear,
swapchaincompositionHdrExtendedLinear,
swapchaincompositionHdr10St2084,
};
pub const FlipMode = enum {
sdlFlipNone, //*< Do not flip */
sdlFlipHorizontal, //*< flip horizontally */
sdlFlipVertical, //*< flip vertically */
};
pub const GPUViewport = extern struct {
x: f32, // The left offset of the viewport.
y: f32, // The top offset of the viewport.
w: f32, // The width of the viewport.
h: f32, // The height of the viewport.
min_depth: f32, // The minimum depth of the viewport.
max_depth: f32, // The maximum depth of the viewport.
};
pub const GPUTextureTransferInfo = extern struct {
transfer_buffer: *GPUTransferBuffer, // The transfer buffer used in the transfer operation.
offset: u32, // The starting byte of the image data in the transfer buffer.
pixels_per_row: u32, // The number of pixels from one row to the next.
rows_per_layer: u32, // The number of rows from one layer/depth-slice to the next.
};
pub const GPUTransferBufferLocation = extern struct {
transfer_buffer: *GPUTransferBuffer, // The transfer buffer used in the transfer operation.
offset: u32, // The starting byte of the buffer data in the transfer buffer.
};
pub const GPUTextureLocation = extern struct {
texture: *GPUTexture, // The texture used in the copy operation.
mip_level: u32, // The mip level index of the location.
layer: u32, // The layer index of the location.
x: u32, // The left offset of the location.
y: u32, // The top offset of the location.
z: u32, // The front offset of the location.
};
pub const GPUTextureRegion = extern struct {
texture: *GPUTexture, // The texture used in the copy operation.
mip_level: u32, // The mip level index to transfer.
layer: u32, // The layer index to transfer.
x: u32, // The left offset of the region.
y: u32, // The top offset of the region.
z: u32, // The front offset of the region.
w: u32, // The width of the region.
h: u32, // The height of the region.
d: u32, // The depth of the region.
};
pub const GPUBlitRegion = extern struct {
texture: *GPUTexture, // The texture.
mip_level: u32, // The mip level index of the region.
layer_or_depth_plane: u32, // The layer index or depth plane of the region. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures.
x: u32, // The left offset of the region.
y: u32, // The top offset of the region.
w: u32, // The width of the region.
h: u32, // The height of the region.
};
pub const GPUBufferLocation = extern struct {
buffer: *GPUBuffer, // The buffer.
offset: u32, // The starting byte within the buffer.
};
pub const GPUBufferRegion = extern struct {
buffer: *GPUBuffer, // The buffer.
offset: u32, // The starting byte within the buffer.
size: u32, // The size in bytes of the region.
};
pub const GPUIndirectDrawCommand = extern struct {
num_vertices: u32, // The number of vertices to draw.
num_instances: u32, // The number of instances to draw.
first_vertex: u32, // The index of the first vertex to draw.
first_instance: u32, // The ID of the first instance to draw.
};
pub const GPUIndexedIndirectDrawCommand = extern struct {
num_indices: u32, // The number of indices to draw per instance.
num_instances: u32, // The number of instances to draw.
first_index: u32, // The base index within the index buffer.
vertex_offset: i32, // The value added to the vertex index before indexing into the vertex buffer.
first_instance: u32, // The ID of the first instance to draw.
};
pub const GPUIndirectDispatchCommand = extern struct {
groupcount_x: u32, // The number of local workgroups to dispatch in the X dimension.
groupcount_y: u32, // The number of local workgroups to dispatch in the Y dimension.
groupcount_z: u32, // The number of local workgroups to dispatch in the Z dimension.
};
pub const GPUSamplerCreateInfo = extern struct {
min_filter: GPUFilter, // The minification filter to apply to lookups.
mag_filter: GPUFilter, // The magnification filter to apply to lookups.
mipmap_mode: GPUSamplerMipmapMode, // The mipmap filter to apply to lookups.
address_mode_u: GPUSamplerAddressMode, // The addressing mode for U coordinates outside [0, 1).
address_mode_v: GPUSamplerAddressMode, // The addressing mode for V coordinates outside [0, 1).
address_mode_w: GPUSamplerAddressMode, // The addressing mode for W coordinates outside [0, 1).
mip_lod_bias: f32, // The bias to be added to mipmap LOD calculation.
max_anisotropy: f32, // The anisotropy value clamp used by the sampler. If enable_anisotropy is false, this is ignored.
compare_op: GPUCompareOp, // The comparison operator to apply to fetched data before filtering.
min_lod: f32, // Clamps the minimum of the computed LOD value.
max_lod: f32, // Clamps the maximum of the computed LOD value.
enable_anisotropy: bool, // true to enable anisotropic filtering.
enable_compare: bool, // true to enable comparison against a reference value during lookups.
padding1: u8,
padding2: u8,
props: PropertiesID, // A properties ID for extensions. Should be 0 if no extensions are needed.
};
pub const GPUVertexBufferDescription = extern struct {
slot: u32, // The binding slot of the vertex buffer.
pitch: u32, // The byte pitch between consecutive elements of the vertex buffer.
input_rate: GPUVertexInputRate, // Whether attribute addressing is a function of the vertex index or instance index.
instance_step_rate: u32, // Reserved for future use. Must be set to 0.
};
pub const GPUVertexAttribute = extern struct {
location: u32, // The shader input location index.
buffer_slot: u32, // The binding slot of the associated vertex buffer.
format: GPUVertexElementFormat, // The size and type of the attribute data.
offset: u32, // The byte offset of this attribute relative to the start of the vertex element.
};
pub const GPUVertexInputState = extern struct {
vertex_buffer_descriptions: *const GPUVertexBufferDescription, // A pointer to an array of vertex buffer descriptions.
num_vertex_buffers: u32, // The number of vertex buffer descriptions in the above array.
vertex_attributes: *const GPUVertexAttribute, // A pointer to an array of vertex attribute descriptions.
num_vertex_attributes: u32, // The number of vertex attribute descriptions in the above array.
};
pub const GPUStencilOpState = extern struct {
fail_op: GPUStencilOp, // The action performed on samples that fail the stencil test.
pass_op: GPUStencilOp, // The action performed on samples that pass the depth and stencil tests.
depth_fail_op: GPUStencilOp, // The action performed on samples that pass the stencil test and fail the depth test.
compare_op: GPUCompareOp, // The comparison operator used in the stencil test.
};
pub const GPUColorTargetBlendState = extern struct {
src_color_blendfactor: GPUBlendFactor, // The value to be multiplied by the source RGB value.
dst_color_blendfactor: GPUBlendFactor, // The value to be multiplied by the destination RGB value.
color_blend_op: GPUBlendOp, // The blend operation for the RGB components.
src_alpha_blendfactor: GPUBlendFactor, // The value to be multiplied by the source alpha.
dst_alpha_blendfactor: GPUBlendFactor, // The value to be multiplied by the destination alpha.
alpha_blend_op: GPUBlendOp, // The blend operation for the alpha component.
color_write_mask: GPUColorComponentFlags, // A bitmask specifying which of the RGBA components are enabled for writing. Writes to all channels if enable_color_write_mask is false.
enable_blend: bool, // Whether blending is enabled for the color target.
enable_color_write_mask: bool, // Whether the color write mask is enabled.
padding1: u8,
padding2: u8,
};
pub const GPUShaderCreateInfo = extern struct {
code_size: usize, // The size in bytes of the code pointed to.
code: *const u8, // A pointer to shader code.
entrypoint: *const i8, // A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader.
format: GPUShaderFormat, // The format of the shader code.
stage: GPUShaderStage, // The stage the shader program corresponds to.
num_samplers: u32, // The number of samplers defined in the shader.
num_storage_textures: u32, // The number of storage textures defined in the shader.
num_storage_buffers: u32, // The number of storage buffers defined in the shader.
num_uniform_buffers: u32, // The number of uniform buffers defined in the shader.
props: PropertiesID, // A properties ID for extensions. Should be 0 if no extensions are needed.
};
pub const GPUTextureCreateInfo = extern struct {
type: GPUTextureType, // The base dimensionality of the texture.
format: GPUTextureFormat, // The pixel format of the texture.
usage: GPUTextureUsageFlags, // How the texture is intended to be used by the client.
width: u32, // The width of the texture.
height: u32, // The height of the texture.
layer_count_or_depth: u32, // The layer count or depth of the texture. This value is treated as a layer count on 2D array textures, and as a depth value on 3D textures.
num_levels: u32, // The number of mip levels in the texture.
sample_count: GPUSampleCount, // The number of samples per texel. Only applies if the texture is used as a render target.
props: PropertiesID, // A properties ID for extensions. Should be 0 if no extensions are needed.
};
pub const GPUBufferCreateInfo = extern struct {
usage: GPUBufferUsageFlags, // How the buffer is intended to be used by the client.
size: u32, // The size in bytes of the buffer.
props: PropertiesID, // A properties ID for extensions. Should be 0 if no extensions are needed.
};
pub const GPUTransferBufferCreateInfo = extern struct {
usage: GPUTransferBufferUsage, // How the transfer buffer is intended to be used by the client.
size: u32, // The size in bytes of the transfer buffer.
props: PropertiesID, // A properties ID for extensions. Should be 0 if no extensions are needed.
};
pub const GPURasterizerState = extern struct {
fill_mode: GPUFillMode, // Whether polygons will be filled in or drawn as lines.
cull_mode: GPUCullMode, // The facing direction in which triangles will be culled.
front_face: GPUFrontFace, // The vertex winding that will cause a triangle to be determined as front-facing.
depth_bias_constant_factor: f32, // A scalar factor controlling the depth value added to each fragment.
depth_bias_clamp: f32, // The maximum depth bias of a fragment.
depth_bias_slope_factor: f32, // A scalar factor applied to a fragment's slope in depth calculations.
enable_depth_bias: bool, // true to bias fragment depth values.
enable_depth_clip: bool, // true to enable depth clip, false to enable depth clamp.
padding1: u8,
padding2: u8,
};
pub const GPUMultisampleState = extern struct {
sample_count: GPUSampleCount, // The number of samples to be used in rasterization.
sample_mask: u32, // Reserved for future use. Must be set to 0.
enable_mask: bool, // Reserved for future use. Must be set to false.
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const GPUDepthStencilState = extern struct {
compare_op: GPUCompareOp, // The comparison operator used for depth testing.
back_stencil_state: GPUStencilOpState, // The stencil op state for back-facing triangles.
front_stencil_state: GPUStencilOpState, // The stencil op state for front-facing triangles.
compare_mask: u8, // Selects the bits of the stencil values participating in the stencil test.
write_mask: u8, // Selects the bits of the stencil values updated by the stencil test.
enable_depth_test: bool, // true enables the depth test.
enable_depth_write: bool, // true enables depth writes. Depth writes are always disabled when enable_depth_test is false.
enable_stencil_test: bool, // true enables the stencil test.
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const GPUColorTargetDescription = extern struct {
format: GPUTextureFormat, // The pixel format of the texture to be used as a color target.
blend_state: GPUColorTargetBlendState, // The blend state to be used for the color target.
};
pub const GPUGraphicsPipelineTargetInfo = extern struct {
color_target_descriptions: *const GPUColorTargetDescription, // A pointer to an array of color target descriptions.
num_color_targets: u32, // The number of color target descriptions in the above array.
depth_stencil_format: GPUTextureFormat, // The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false.
has_depth_stencil_target: bool, // true specifies that the pipeline uses a depth-stencil target.
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const GPUGraphicsPipelineCreateInfo = extern struct {
vertex_shader: *GPUShader, // The vertex shader used by the graphics pipeline.
fragment_shader: *GPUShader, // The fragment shader used by the graphics pipeline.
vertex_input_state: GPUVertexInputState, // The vertex layout of the graphics pipeline.
primitive_type: GPUPrimitiveType, // The primitive topology of the graphics pipeline.
rasterizer_state: GPURasterizerState, // The rasterizer state of the graphics pipeline.
multisample_state: GPUMultisampleState, // The multisample state of the graphics pipeline.
depth_stencil_state: GPUDepthStencilState, // The depth-stencil state of the graphics pipeline.
target_info: GPUGraphicsPipelineTargetInfo, // Formats and blend modes for the render targets of the graphics pipeline.
props: PropertiesID, // A properties ID for extensions. Should be 0 if no extensions are needed.
};
pub const GPUComputePipelineCreateInfo = extern struct {
code_size: usize, // The size in bytes of the compute shader code pointed to.
code: *const u8, // A pointer to compute shader code.
entrypoint: *const i8, // A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader.
format: GPUShaderFormat, // The format of the compute shader code.
num_samplers: u32, // The number of samplers defined in the shader.
num_readonly_storage_textures: u32, // The number of readonly storage textures defined in the shader.
num_readonly_storage_buffers: u32, // The number of readonly storage buffers defined in the shader.
num_readwrite_storage_textures: u32, // The number of read-write storage textures defined in the shader.
num_readwrite_storage_buffers: u32, // The number of read-write storage buffers defined in the shader.
num_uniform_buffers: u32, // The number of uniform buffers defined in the shader.
threadcount_x: u32, // The number of threads in the X dimension. This should match the value in the shader.
threadcount_y: u32, // The number of threads in the Y dimension. This should match the value in the shader.
threadcount_z: u32, // The number of threads in the Z dimension. This should match the value in the shader.
props: PropertiesID, // A properties ID for extensions. Should be 0 if no extensions are needed.
};
pub const GPUColorTargetInfo = extern struct {
texture: *GPUTexture, // The texture that will be used as a color target by a render pass.
mip_level: u32, // The mip level to use as a color target.
layer_or_depth_plane: u32, // The layer index or depth plane to use as a color target. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures.
clear_color: FColor, // The color to clear the color target to at the start of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used.
load_op: GPULoadOp, // What is done with the contents of the color target at the beginning of the render pass.
store_op: GPUStoreOp, // What is done with the results of the render pass.
resolve_texture: *GPUTexture, // The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used.
resolve_mip_level: u32, // The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used.
resolve_layer: u32, // The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used.
cycle: bool, // true cycles the texture if the texture is bound and load_op is not LOAD
cycle_resolve_texture: bool, // true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used.
padding1: u8,
padding2: u8,
};
pub const GPUDepthStencilTargetInfo = extern struct {
texture: *GPUTexture, // The texture that will be used as the depth stencil target by the render pass.
clear_depth: f32, // The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used.
load_op: GPULoadOp, // What is done with the depth contents at the beginning of the render pass.
store_op: GPUStoreOp, // What is done with the depth results of the render pass.
stencil_load_op: GPULoadOp, // What is done with the stencil contents at the beginning of the render pass.
stencil_store_op: GPUStoreOp, // What is done with the stencil results of the render pass.
cycle: bool, // true cycles the texture if the texture is bound and any load ops are not LOAD
clear_stencil: u8, // The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used.
padding1: u8,
padding2: u8,
};
pub const GPUBlitInfo = extern struct {
destination: GPUBlitRegion, // The destination region for the blit.
load_op: GPULoadOp, // What is done with the contents of the destination before the blit.
clear_color: FColor, // The color to clear the destination region to before the blit. Ignored if load_op is not SDL_GPU_LOADOP_CLEAR.
flip_mode: FlipMode, // The flip mode for the source region.
filter: GPUFilter, // The filter mode used when blitting.
cycle: bool, // true cycles the destination texture if it is already bound.
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const GPUBufferBinding = extern struct {
buffer: *GPUBuffer, // The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_VERTEX for SDL_BindGPUVertexBuffers, or SDL_GPU_BUFFERUSAGE_INDEX for SDL_BindGPUIndexBuffer.
offset: u32, // The starting byte of the data to bind in the buffer.
};
pub const GPUTextureSamplerBinding = extern struct {
texture: *GPUTexture, // The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
sampler: *GPUSampler, // The sampler to bind.
};
pub const GPUStorageBufferReadWriteBinding = extern struct {
buffer: *GPUBuffer, // The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE.
cycle: bool, // true cycles the buffer if it is already bound.
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const GPUStorageTextureReadWriteBinding = extern struct {
texture: *GPUTexture, // The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE or SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE.
mip_level: u32, // The mip level index to bind.
layer: u32, // The layer index to bind.
cycle: bool, // true cycles the texture if it is already bound.
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const FColor = extern struct {
r: f32,
g: f32,
b: f32,
a: f32,
};