Backlog/lib/sdl3/v2/gpu.zig

942 lines
31 KiB
Zig

const std = @import("std");
pub const c = @import("c.zig").c;
pub const FColor = extern struct {
r: f32,
g: f32,
b: f32,
a: f32,
};
pub const PropertiesID = u32;
pub const Window = opaque {};
pub const Rect = extern struct {
x: c_int,
y: c_int,
w: c_int,
h: c_int,
};
pub const GPUDevice = opaque {
pub inline fn destroyGPUDevice(gpudevice: *GPUDevice) void {
return c.SDL_DestroyGPUDevice(gpudevice);
}
pub inline fn getGPUDeviceDriver(gpudevice: *GPUDevice) [*c]const u8 {
return c.SDL_GetGPUDeviceDriver(gpudevice);
}
pub inline fn getGPUShaderFormats(gpudevice: *GPUDevice) GPUShaderFormat {
return @bitCast(c.SDL_GetGPUShaderFormats(gpudevice));
}
pub inline fn createGPUComputePipeline(gpudevice: *GPUDevice, createinfo: *const GPUComputePipelineCreateInfo) ?*GPUComputePipeline {
return c.SDL_CreateGPUComputePipeline(gpudevice, @ptrCast(createinfo));
}
pub inline fn createGPUGraphicsPipeline(gpudevice: *GPUDevice, createinfo: *const GPUGraphicsPipelineCreateInfo) ?*GPUGraphicsPipeline {
return c.SDL_CreateGPUGraphicsPipeline(gpudevice, @ptrCast(createinfo));
}
pub inline fn createGPUSampler(gpudevice: *GPUDevice, createinfo: *const GPUSamplerCreateInfo) ?*GPUSampler {
return c.SDL_CreateGPUSampler(gpudevice, @ptrCast(createinfo));
}
pub inline fn createGPUShader(gpudevice: *GPUDevice, createinfo: *const GPUShaderCreateInfo) ?*GPUShader {
return c.SDL_CreateGPUShader(gpudevice, @ptrCast(createinfo));
}
pub inline fn createGPUTexture(gpudevice: *GPUDevice, createinfo: *const GPUTextureCreateInfo) ?*GPUTexture {
return c.SDL_CreateGPUTexture(gpudevice, @ptrCast(createinfo));
}
pub inline fn createGPUBuffer(gpudevice: *GPUDevice, createinfo: *const GPUBufferCreateInfo) ?*GPUBuffer {
return c.SDL_CreateGPUBuffer(gpudevice, @ptrCast(createinfo));
}
pub inline fn createGPUTransferBuffer(gpudevice: *GPUDevice, createinfo: *const GPUTransferBufferCreateInfo) ?*GPUTransferBuffer {
return c.SDL_CreateGPUTransferBuffer(gpudevice, @ptrCast(createinfo));
}
pub inline fn setGPUBufferName(gpudevice: *GPUDevice, buffer: ?*GPUBuffer, text: [*c]const u8) void {
return c.SDL_SetGPUBufferName(gpudevice, buffer, text);
}
pub inline fn setGPUTextureName(gpudevice: *GPUDevice, texture: ?*GPUTexture, text: [*c]const u8) void {
return c.SDL_SetGPUTextureName(gpudevice, texture, text);
}
pub inline fn releaseGPUTexture(gpudevice: *GPUDevice, texture: ?*GPUTexture) void {
return c.SDL_ReleaseGPUTexture(gpudevice, texture);
}
pub inline fn releaseGPUSampler(gpudevice: *GPUDevice, sampler: ?*GPUSampler) void {
return c.SDL_ReleaseGPUSampler(gpudevice, sampler);
}
pub inline fn releaseGPUBuffer(gpudevice: *GPUDevice, buffer: ?*GPUBuffer) void {
return c.SDL_ReleaseGPUBuffer(gpudevice, buffer);
}
pub inline fn releaseGPUTransferBuffer(gpudevice: *GPUDevice, transfer_buffer: ?*GPUTransferBuffer) void {
return c.SDL_ReleaseGPUTransferBuffer(gpudevice, transfer_buffer);
}
pub inline fn releaseGPUComputePipeline(gpudevice: *GPUDevice, compute_pipeline: ?*GPUComputePipeline) void {
return c.SDL_ReleaseGPUComputePipeline(gpudevice, compute_pipeline);
}
pub inline fn releaseGPUShader(gpudevice: *GPUDevice, shader: ?*GPUShader) void {
return c.SDL_ReleaseGPUShader(gpudevice, shader);
}
pub inline fn releaseGPUGraphicsPipeline(gpudevice: *GPUDevice, graphics_pipeline: ?*GPUGraphicsPipeline) void {
return c.SDL_ReleaseGPUGraphicsPipeline(gpudevice, graphics_pipeline);
}
pub inline fn acquireGPUCommandBuffer(gpudevice: *GPUDevice) ?*GPUCommandBuffer {
return c.SDL_AcquireGPUCommandBuffer(gpudevice);
}
pub inline fn mapGPUTransferBuffer(gpudevice: *GPUDevice, transfer_buffer: ?*GPUTransferBuffer, cycle: bool) ?*anyopaque {
return c.SDL_MapGPUTransferBuffer(gpudevice, transfer_buffer, cycle);
}
pub inline fn unmapGPUTransferBuffer(gpudevice: *GPUDevice, transfer_buffer: ?*GPUTransferBuffer) void {
return c.SDL_UnmapGPUTransferBuffer(gpudevice, transfer_buffer);
}
pub inline fn windowSupportsGPUSwapchainComposition(gpudevice: *GPUDevice, window: ?*Window, swapchain_composition: GPUSwapchainComposition) bool {
return c.SDL_WindowSupportsGPUSwapchainComposition(gpudevice, window, swapchain_composition);
}
pub inline fn windowSupportsGPUPresentMode(gpudevice: *GPUDevice, window: ?*Window, present_mode: GPUPresentMode) bool {
return c.SDL_WindowSupportsGPUPresentMode(gpudevice, window, @intFromEnum(present_mode));
}
pub inline fn claimWindowForGPUDevice(gpudevice: *GPUDevice, window: ?*Window) bool {
return c.SDL_ClaimWindowForGPUDevice(gpudevice, window);
}
pub inline fn releaseWindowFromGPUDevice(gpudevice: *GPUDevice, window: ?*Window) void {
return c.SDL_ReleaseWindowFromGPUDevice(gpudevice, window);
}
pub inline fn setGPUSwapchainParameters(
gpudevice: *GPUDevice,
window: ?*Window,
swapchain_composition: GPUSwapchainComposition,
present_mode: GPUPresentMode,
) bool {
return c.SDL_SetGPUSwapchainParameters(gpudevice, window, swapchain_composition, @intFromEnum(present_mode));
}
pub inline fn setGPUAllowedFramesInFlight(gpudevice: *GPUDevice, allowed_frames_in_flight: u32) bool {
return c.SDL_SetGPUAllowedFramesInFlight(gpudevice, allowed_frames_in_flight);
}
pub inline fn getGPUSwapchainTextureFormat(gpudevice: *GPUDevice, window: ?*Window) GPUTextureFormat {
return @bitCast(c.SDL_GetGPUSwapchainTextureFormat(gpudevice, window));
}
pub inline fn waitForGPUSwapchain(gpudevice: *GPUDevice, window: ?*Window) bool {
return c.SDL_WaitForGPUSwapchain(gpudevice, window);
}
pub inline fn waitForGPUIdle(gpudevice: *GPUDevice) bool {
return c.SDL_WaitForGPUIdle(gpudevice);
}
pub inline fn waitForGPUFences(
gpudevice: *GPUDevice,
wait_all: bool,
fences: [*c]*const GPUFence,
num_fences: u32,
) bool {
return c.SDL_WaitForGPUFences(gpudevice, wait_all, fences, num_fences);
}
pub inline fn queryGPUFence(gpudevice: *GPUDevice, fence: ?*GPUFence) bool {
return c.SDL_QueryGPUFence(gpudevice, fence);
}
pub inline fn releaseGPUFence(gpudevice: *GPUDevice, fence: ?*GPUFence) void {
return c.SDL_ReleaseGPUFence(gpudevice, fence);
}
pub inline fn gpuTextureSupportsFormat(
gpudevice: *GPUDevice,
format: GPUTextureFormat,
type: GPUTextureType,
usage: GPUTextureUsageFlags,
) bool {
return c.SDL_GPUTextureSupportsFormat(gpudevice, @bitCast(format), @intFromEnum(type), @bitCast(usage));
}
pub inline fn gpuTextureSupportsSampleCount(gpudevice: *GPUDevice, format: GPUTextureFormat, sample_count: GPUSampleCount) bool {
return c.SDL_GPUTextureSupportsSampleCount(gpudevice, @bitCast(format), sample_count);
}
pub inline fn gdkSuspendGPU(gpudevice: *GPUDevice) void {
return c.SDL_GDKSuspendGPU(gpudevice);
}
pub inline fn gdkResumeGPU(gpudevice: *GPUDevice) void {
return c.SDL_GDKResumeGPU(gpudevice);
}
};
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 inline fn insertGPUDebugLabel(gpucommandbuffer: *GPUCommandBuffer, text: [*c]const u8) void {
return c.SDL_InsertGPUDebugLabel(gpucommandbuffer, text);
}
pub inline fn pushGPUDebugGroup(gpucommandbuffer: *GPUCommandBuffer, name: [*c]const u8) void {
return c.SDL_PushGPUDebugGroup(gpucommandbuffer, name);
}
pub inline fn popGPUDebugGroup(gpucommandbuffer: *GPUCommandBuffer) void {
return c.SDL_PopGPUDebugGroup(gpucommandbuffer);
}
pub inline fn pushGPUVertexUniformData(
gpucommandbuffer: *GPUCommandBuffer,
slot_index: u32,
data: ?*const anyopaque,
length: u32,
) void {
return c.SDL_PushGPUVertexUniformData(gpucommandbuffer, slot_index, data, length);
}
pub inline fn pushGPUFragmentUniformData(
gpucommandbuffer: *GPUCommandBuffer,
slot_index: u32,
data: ?*const anyopaque,
length: u32,
) void {
return c.SDL_PushGPUFragmentUniformData(gpucommandbuffer, slot_index, data, length);
}
pub inline fn pushGPUComputeUniformData(
gpucommandbuffer: *GPUCommandBuffer,
slot_index: u32,
data: ?*const anyopaque,
length: u32,
) void {
return c.SDL_PushGPUComputeUniformData(gpucommandbuffer, slot_index, data, length);
}
pub inline fn beginGPURenderPass(
gpucommandbuffer: *GPUCommandBuffer,
color_target_infos: *const GPUColorTargetInfo,
num_color_targets: u32,
depth_stencil_target_info: *const GPUDepthStencilTargetInfo,
) ?*GPURenderPass {
return c.SDL_BeginGPURenderPass(gpucommandbuffer, @ptrCast(color_target_infos), num_color_targets, @ptrCast(depth_stencil_target_info));
}
pub inline fn beginGPUComputePass(
gpucommandbuffer: *GPUCommandBuffer,
storage_texture_bindings: *const GPUStorageTextureReadWriteBinding,
num_storage_texture_bindings: u32,
storage_buffer_bindings: *const GPUStorageBufferReadWriteBinding,
num_storage_buffer_bindings: u32,
) ?*GPUComputePass {
return c.SDL_BeginGPUComputePass(gpucommandbuffer, @ptrCast(storage_texture_bindings), num_storage_texture_bindings, @ptrCast(storage_buffer_bindings), num_storage_buffer_bindings);
}
pub inline fn beginGPUCopyPass(gpucommandbuffer: *GPUCommandBuffer) ?*GPUCopyPass {
return c.SDL_BeginGPUCopyPass(gpucommandbuffer);
}
pub inline fn generateMipmapsForGPUTexture(gpucommandbuffer: *GPUCommandBuffer, texture: ?*GPUTexture) void {
return c.SDL_GenerateMipmapsForGPUTexture(gpucommandbuffer, texture);
}
pub inline fn blitGPUTexture(gpucommandbuffer: *GPUCommandBuffer, info: *const GPUBlitInfo) void {
return c.SDL_BlitGPUTexture(gpucommandbuffer, @ptrCast(info));
}
pub inline fn acquireGPUSwapchainTexture(
gpucommandbuffer: *GPUCommandBuffer,
window: ?*Window,
swapchain_texture: ?*?*GPUTexture,
swapchain_texture_width: *u32,
swapchain_texture_height: *u32,
) bool {
return c.SDL_AcquireGPUSwapchainTexture(gpucommandbuffer, window, swapchain_texture, @ptrCast(swapchain_texture_width), @ptrCast(swapchain_texture_height));
}
pub inline fn waitAndAcquireGPUSwapchainTexture(
gpucommandbuffer: *GPUCommandBuffer,
window: ?*Window,
swapchain_texture: ?*?*GPUTexture,
swapchain_texture_width: *u32,
swapchain_texture_height: *u32,
) bool {
return c.SDL_WaitAndAcquireGPUSwapchainTexture(gpucommandbuffer, window, swapchain_texture, @ptrCast(swapchain_texture_width), @ptrCast(swapchain_texture_height));
}
pub inline fn submitGPUCommandBuffer(gpucommandbuffer: *GPUCommandBuffer) bool {
return c.SDL_SubmitGPUCommandBuffer(gpucommandbuffer);
}
pub inline fn submitGPUCommandBufferAndAcquireFence(gpucommandbuffer: *GPUCommandBuffer) ?*GPUFence {
return c.SDL_SubmitGPUCommandBufferAndAcquireFence(gpucommandbuffer);
}
pub inline fn cancelGPUCommandBuffer(gpucommandbuffer: *GPUCommandBuffer) bool {
return c.SDL_CancelGPUCommandBuffer(gpucommandbuffer);
}
};
pub const GPURenderPass = opaque {
pub inline fn bindGPUGraphicsPipeline(gpurenderpass: *GPURenderPass, graphics_pipeline: ?*GPUGraphicsPipeline) void {
return c.SDL_BindGPUGraphicsPipeline(gpurenderpass, graphics_pipeline);
}
pub inline fn setGPUViewport(gpurenderpass: *GPURenderPass, viewport: *const GPUViewport) void {
return c.SDL_SetGPUViewport(gpurenderpass, @ptrCast(viewport));
}
pub inline fn setGPUScissor(gpurenderpass: *GPURenderPass, scissor: *const Rect) void {
return c.SDL_SetGPUScissor(gpurenderpass, @ptrCast(scissor));
}
pub inline fn setGPUBlendConstants(gpurenderpass: *GPURenderPass, blend_constants: FColor) void {
return c.SDL_SetGPUBlendConstants(gpurenderpass, blend_constants);
}
pub inline fn setGPUStencilReference(gpurenderpass: *GPURenderPass, reference: u8) void {
return c.SDL_SetGPUStencilReference(gpurenderpass, reference);
}
pub inline fn bindGPUVertexBuffers(
gpurenderpass: *GPURenderPass,
first_slot: u32,
bindings: *const GPUBufferBinding,
num_bindings: u32,
) void {
return c.SDL_BindGPUVertexBuffers(gpurenderpass, first_slot, @ptrCast(bindings), num_bindings);
}
pub inline fn bindGPUIndexBuffer(gpurenderpass: *GPURenderPass, binding: *const GPUBufferBinding, index_element_size: GPUIndexElementSize) void {
return c.SDL_BindGPUIndexBuffer(gpurenderpass, @ptrCast(binding), index_element_size);
}
pub inline fn bindGPUVertexSamplers(
gpurenderpass: *GPURenderPass,
first_slot: u32,
texture_sampler_bindings: *const GPUTextureSamplerBinding,
num_bindings: u32,
) void {
return c.SDL_BindGPUVertexSamplers(gpurenderpass, first_slot, @ptrCast(texture_sampler_bindings), num_bindings);
}
pub inline fn bindGPUVertexStorageTextures(
gpurenderpass: *GPURenderPass,
first_slot: u32,
storage_textures: [*c]*const GPUTexture,
num_bindings: u32,
) void {
return c.SDL_BindGPUVertexStorageTextures(gpurenderpass, first_slot, storage_textures, num_bindings);
}
pub inline fn bindGPUVertexStorageBuffers(
gpurenderpass: *GPURenderPass,
first_slot: u32,
storage_buffers: [*c]*const GPUBuffer,
num_bindings: u32,
) void {
return c.SDL_BindGPUVertexStorageBuffers(gpurenderpass, first_slot, storage_buffers, num_bindings);
}
pub inline fn bindGPUFragmentSamplers(
gpurenderpass: *GPURenderPass,
first_slot: u32,
texture_sampler_bindings: *const GPUTextureSamplerBinding,
num_bindings: u32,
) void {
return c.SDL_BindGPUFragmentSamplers(gpurenderpass, first_slot, @ptrCast(texture_sampler_bindings), num_bindings);
}
pub inline fn bindGPUFragmentStorageTextures(
gpurenderpass: *GPURenderPass,
first_slot: u32,
storage_textures: [*c]*const GPUTexture,
num_bindings: u32,
) void {
return c.SDL_BindGPUFragmentStorageTextures(gpurenderpass, first_slot, storage_textures, num_bindings);
}
pub inline fn bindGPUFragmentStorageBuffers(
gpurenderpass: *GPURenderPass,
first_slot: u32,
storage_buffers: [*c]*const GPUBuffer,
num_bindings: u32,
) void {
return c.SDL_BindGPUFragmentStorageBuffers(gpurenderpass, first_slot, storage_buffers, num_bindings);
}
pub inline fn drawGPUIndexedPrimitives(
gpurenderpass: *GPURenderPass,
num_indices: u32,
num_instances: u32,
first_index: u32,
vertex_offset: i32,
first_instance: u32,
) void {
return c.SDL_DrawGPUIndexedPrimitives(gpurenderpass, num_indices, num_instances, first_index, vertex_offset, first_instance);
}
pub inline fn drawGPUPrimitives(
gpurenderpass: *GPURenderPass,
num_vertices: u32,
num_instances: u32,
first_vertex: u32,
first_instance: u32,
) void {
return c.SDL_DrawGPUPrimitives(gpurenderpass, num_vertices, num_instances, first_vertex, first_instance);
}
pub inline fn drawGPUPrimitivesIndirect(
gpurenderpass: *GPURenderPass,
buffer: ?*GPUBuffer,
offset: u32,
draw_count: u32,
) void {
return c.SDL_DrawGPUPrimitivesIndirect(gpurenderpass, buffer, offset, draw_count);
}
pub inline fn drawGPUIndexedPrimitivesIndirect(
gpurenderpass: *GPURenderPass,
buffer: ?*GPUBuffer,
offset: u32,
draw_count: u32,
) void {
return c.SDL_DrawGPUIndexedPrimitivesIndirect(gpurenderpass, buffer, offset, draw_count);
}
pub inline fn endGPURenderPass(gpurenderpass: *GPURenderPass) void {
return c.SDL_EndGPURenderPass(gpurenderpass);
}
};
pub const GPUComputePass = opaque {
pub inline fn bindGPUComputePipeline(gpucomputepass: *GPUComputePass, compute_pipeline: ?*GPUComputePipeline) void {
return c.SDL_BindGPUComputePipeline(gpucomputepass, compute_pipeline);
}
pub inline fn bindGPUComputeSamplers(
gpucomputepass: *GPUComputePass,
first_slot: u32,
texture_sampler_bindings: *const GPUTextureSamplerBinding,
num_bindings: u32,
) void {
return c.SDL_BindGPUComputeSamplers(gpucomputepass, first_slot, @ptrCast(texture_sampler_bindings), num_bindings);
}
pub inline fn bindGPUComputeStorageTextures(
gpucomputepass: *GPUComputePass,
first_slot: u32,
storage_textures: [*c]*const GPUTexture,
num_bindings: u32,
) void {
return c.SDL_BindGPUComputeStorageTextures(gpucomputepass, first_slot, storage_textures, num_bindings);
}
pub inline fn bindGPUComputeStorageBuffers(
gpucomputepass: *GPUComputePass,
first_slot: u32,
storage_buffers: [*c]*const GPUBuffer,
num_bindings: u32,
) void {
return c.SDL_BindGPUComputeStorageBuffers(gpucomputepass, first_slot, storage_buffers, num_bindings);
}
pub inline fn dispatchGPUCompute(
gpucomputepass: *GPUComputePass,
groupcount_x: u32,
groupcount_y: u32,
groupcount_z: u32,
) void {
return c.SDL_DispatchGPUCompute(gpucomputepass, groupcount_x, groupcount_y, groupcount_z);
}
pub inline fn dispatchGPUComputeIndirect(gpucomputepass: *GPUComputePass, buffer: ?*GPUBuffer, offset: u32) void {
return c.SDL_DispatchGPUComputeIndirect(gpucomputepass, buffer, offset);
}
pub inline fn endGPUComputePass(gpucomputepass: *GPUComputePass) void {
return c.SDL_EndGPUComputePass(gpucomputepass);
}
};
pub const GPUCopyPass = opaque {
pub inline fn uploadToGPUTexture(
gpucopypass: *GPUCopyPass,
source: *const GPUTextureTransferInfo,
destination: *const GPUTextureRegion,
cycle: bool,
) void {
return c.SDL_UploadToGPUTexture(gpucopypass, @ptrCast(source), @ptrCast(destination), cycle);
}
pub inline fn uploadToGPUBuffer(
gpucopypass: *GPUCopyPass,
source: *const GPUTransferBufferLocation,
destination: *const GPUBufferRegion,
cycle: bool,
) void {
return c.SDL_UploadToGPUBuffer(gpucopypass, @ptrCast(source), @ptrCast(destination), cycle);
}
pub inline fn copyGPUTextureToTexture(
gpucopypass: *GPUCopyPass,
source: *const GPUTextureLocation,
destination: *const GPUTextureLocation,
w: u32,
h: u32,
d: u32,
cycle: bool,
) void {
return c.SDL_CopyGPUTextureToTexture(gpucopypass, @ptrCast(source), @ptrCast(destination), w, h, d, cycle);
}
pub inline fn copyGPUBufferToBuffer(
gpucopypass: *GPUCopyPass,
source: *const GPUBufferLocation,
destination: *const GPUBufferLocation,
size: u32,
cycle: bool,
) void {
return c.SDL_CopyGPUBufferToBuffer(gpucopypass, @ptrCast(source), @ptrCast(destination), size, cycle);
}
pub inline fn downloadFromGPUTexture(gpucopypass: *GPUCopyPass, source: *const GPUTextureRegion, destination: *const GPUTextureTransferInfo) void {
return c.SDL_DownloadFromGPUTexture(gpucopypass, @ptrCast(source), @ptrCast(destination));
}
pub inline fn downloadFromGPUBuffer(gpucopypass: *GPUCopyPass, source: *const GPUBufferRegion, destination: *const GPUTransferBufferLocation) void {
return c.SDL_DownloadFromGPUBuffer(gpucopypass, @ptrCast(source), @ptrCast(destination));
}
pub inline fn endGPUCopyPass(gpucopypass: *GPUCopyPass) void {
return c.SDL_EndGPUCopyPass(gpucopypass);
}
};
pub const GPUFence = opaque {};
pub const GPUPrimitiveType = enum(c_int) {};
pub const GPULoadOp = enum(c_int) {};
pub const GPUStoreOp = enum(c_int) {};
pub const GPUIndexElementSize = enum(c_int) {};
pub const GPUTextureFormat = enum(c_int) {
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 GPUTextureUsageFlags = packed struct(u32) {
textureusageSampler: bool = false, // Texture supports sampling.
textureusageColorTarget: bool = false, // Texture is a color render target.
textureusageDepthStencilTarget: bool = false, // Texture is a depth stencil target.
textureusageGraphicsStorageRead: bool = false, // Texture supports storage reads in graphics stages.
textureusageComputeStorageRead: bool = false, // Texture supports storage reads in the compute stage.
textureusageComputeStorageWrite: bool = false, // Texture supports storage writes in the compute stage.
textureusageComputeStorageSimultaneousReadWrite: bool = false, // Texture supports reads and writes in the same compute shader. This is NOT equivalent to READ | WRITE.
pad0: u24 = 0,
rsvd: bool = false,
};
pub const GPUTextureType = enum(c_int) {};
pub const GPUSampleCount = enum(c_int) {};
pub const GPUCubeMapFace = enum(c_int) {
cubemapfacePositivex,
cubemapfaceNegativex,
cubemapfacePositivey,
cubemapfaceNegativey,
cubemapfacePositivez,
cubemapfaceNegativez,
};
pub const GPUBufferUsageFlags = packed struct(u32) {
bufferusageVertex: bool = false, // Buffer is a vertex buffer.
bufferusageIndex: bool = false, // Buffer is an index buffer.
bufferusageIndirect: bool = false, // Buffer is an indirect buffer.
bufferusageGraphicsStorageRead: bool = false, // Buffer supports storage reads in graphics stages.
bufferusageComputeStorageRead: bool = false, // Buffer supports storage reads in the compute stage.
bufferusageComputeStorageWrite: bool = false, // Buffer supports storage writes in the compute stage.
pad0: u25 = 0,
rsvd: bool = false,
};
pub const GPUTransferBufferUsage = enum(c_int) {
transferbufferusageUpload,
transferbufferusageDownload,
};
pub const GPUShaderStage = enum(c_int) {
shaderstageVertex,
shaderstageFragment,
};
pub const GPUShaderFormat = u32;
pub const GPUVertexElementFormat = enum(c_int) {
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(c_int) {};
pub const GPUFillMode = enum(c_int) {};
pub const GPUCullMode = enum(c_int) {};
pub const GPUFrontFace = enum(c_int) {};
pub const GPUCompareOp = enum(c_int) {
compareopInvalid,
};
pub const GPUStencilOp = enum(c_int) {
stencilopInvalid,
};
pub const GPUBlendOp = enum(c_int) {
blendopInvalid,
};
pub const GPUBlendFactor = enum(c_int) {
blendfactorInvalid,
};
pub const GPUColorComponentFlags = packed struct(u8) {
colorcomponentR: bool = false, // the red component
colorcomponentG: bool = false, // the green component
colorcomponentB: bool = false, // the blue component
colorcomponentA: bool = false, // the alpha component
pad0: u3 = 0,
rsvd: bool = false,
};
pub const GPUFilter = enum(c_int) {};
pub const GPUSamplerMipmapMode = enum(c_int) {};
pub const GPUSamplerAddressMode = enum(c_int) {};
pub const GPUPresentMode = enum(c_int) {
presentmodeVsync,
presentmodeImmediate,
presentmodeMailbox,
};
pub const GPUSwapchainComposition = enum(c_int) {
swapchaincompositionSdr,
swapchaincompositionSdrLinear,
swapchaincompositionHdrExtendedLinear,
swapchaincompositionHdr10St2084,
};
pub const GPUViewport = extern struct {};
pub const GPUTextureTransferInfo = extern struct {};
pub const GPUTransferBufferLocation = extern struct {};
pub const GPUTextureLocation = extern struct {};
pub const GPUTextureRegion = extern struct {};
pub const GPUBlitRegion = extern struct {};
pub const GPUBufferLocation = extern struct {};
pub const GPUBufferRegion = extern struct {};
pub const GPUIndirectDrawCommand = extern struct {};
pub const GPUIndexedIndirectDrawCommand = extern struct {};
pub const GPUIndirectDispatchCommand = extern struct {};
pub const GPUSamplerCreateInfo = extern struct {
padding1: u8,
padding2: u8,
};
pub const GPUVertexBufferDescription = extern struct {};
pub const GPUVertexAttribute = extern struct {};
pub const GPUVertexInputState = extern struct {};
pub const GPUStencilOpState = extern struct {};
pub const GPUColorTargetBlendState = extern struct {
padding1: u8,
padding2: u8,
};
pub const GPUShaderCreateInfo = extern struct {};
pub const GPUTextureCreateInfo = extern struct {};
pub const GPUBufferCreateInfo = extern struct {};
pub const GPUTransferBufferCreateInfo = extern struct {};
pub const GPURasterizerState = extern struct {
padding1: u8,
padding2: u8,
};
pub const GPUMultisampleState = extern struct {
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const GPUDepthStencilState = extern struct {
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const GPUColorTargetDescription = extern struct {};
pub const GPUGraphicsPipelineTargetInfo = extern struct {
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const GPUGraphicsPipelineCreateInfo = extern struct {};
pub const GPUComputePipelineCreateInfo = extern struct {};
pub const GPUColorTargetInfo = extern struct {
padding1: u8,
padding2: u8,
};
pub const GPUDepthStencilTargetInfo = extern struct {
padding1: u8,
padding2: u8,
};
pub const GPUBlitInfo = extern struct {
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const GPUBufferBinding = extern struct {};
pub const GPUTextureSamplerBinding = extern struct {};
pub const GPUStorageBufferReadWriteBinding = extern struct {
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const GPUStorageTextureReadWriteBinding = extern struct {
padding1: u8,
padding2: u8,
padding3: u8,
};
pub inline fn gpuSupportsShaderFormats(format_flags: GPUShaderFormat, name: [*c]const u8) bool {
return c.SDL_GPUSupportsShaderFormats(@bitCast(format_flags), name);
}
pub inline fn gpuSupportsProperties(props: PropertiesID) bool {
return c.SDL_GPUSupportsProperties(props);
}
pub inline fn createGPUDevice(format_flags: GPUShaderFormat, debug_mode: bool, name: [*c]const u8) ?*GPUDevice {
return c.SDL_CreateGPUDevice(@bitCast(format_flags), debug_mode, name);
}
pub inline fn createGPUDeviceWithProperties(props: PropertiesID) ?*GPUDevice {
return c.SDL_CreateGPUDeviceWithProperties(props);
}
pub inline fn getNumGPUDrivers() c_int {
return c.SDL_GetNumGPUDrivers();
}
pub inline fn getGPUDriver(index: c_int) [*c]const u8 {
return c.SDL_GetGPUDriver(index);
}
pub inline fn gpuTextureFormatTexelBlockSize(format: GPUTextureFormat) u32 {
return c.SDL_GPUTextureFormatTexelBlockSize(@bitCast(format));
}
pub inline fn calculateGPUTextureFormatSize(
format: GPUTextureFormat,
width: u32,
height: u32,
depth_or_layer_count: u32,
) u32 {
return c.SDL_CalculateGPUTextureFormatSize(@bitCast(format), width, height, depth_or_layer_count);
}