Add sdl3_gpu.odin

This commit is contained in:
gingerBill
2025-02-04 12:23:25 +00:00
parent 02fcac195b
commit ce69161ffb
4 changed files with 922 additions and 37 deletions

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@@ -14,28 +14,28 @@ DEFINE_AUDIO_FORMAT :: #force_inline proc "c" (signed, bigendian, flt, size: Uin
AudioFormat :: enum c.int {
UNKNOWN = 0x0000, /**< Unspecified audio format */
U8 = 0x0008, /**< Unsigned 8-bit samples */
/* DEFINE_AUDIO_FORMAT(0, 0, 0, 8), */
S8 = 0x8008, /**< Signed 8-bit samples */
/* DEFINE_AUDIO_FORMAT(1, 0, 0, 8), */
S16LE = 0x8010, /**< Signed 16-bit samples */
/* DEFINE_AUDIO_FORMAT(1, 0, 0, 16), */
S16BE = 0x9010, /**< As above, but big-endian byte order */
/* DEFINE_AUDIO_FORMAT(1, 1, 0, 16), */
S32LE = 0x8020, /**< 32-bit integer samples */
/* DEFINE_AUDIO_FORMAT(1, 0, 0, 32), */
S32BE = 0x9020, /**< As above, but big-endian byte order */
/* DEFINE_AUDIO_FORMAT(1, 1, 0, 32), */
F32LE = 0x8120, /**< 32-bit floating point samples */
/* DEFINE_AUDIO_FORMAT(1, 0, 1, 32), */
F32BE = 0x9120, /**< As above, but big-endian byte order */
/* DEFINE_AUDIO_FORMAT(1, 1, 1, 32), */
UNKNOWN = 0x0000, /**< Unspecified audio format */
U8 = 0x0008, /**< Unsigned 8-bit samples */
/* DEFINE_AUDIO_FORMAT(0, 0, 0, 8), */
S8 = 0x8008, /**< Signed 8-bit samples */
/* DEFINE_AUDIO_FORMAT(1, 0, 0, 8), */
S16LE = 0x8010, /**< Signed 16-bit samples */
/* DEFINE_AUDIO_FORMAT(1, 0, 0, 16), */
S16BE = 0x9010, /**< As above, but big-endian byte order */
/* DEFINE_AUDIO_FORMAT(1, 1, 0, 16), */
S32LE = 0x8020, /**< 32-bit integer samples */
/* DEFINE_AUDIO_FORMAT(1, 0, 0, 32), */
S32BE = 0x9020, /**< As above, but big-endian byte order */
/* DEFINE_AUDIO_FORMAT(1, 1, 0, 32), */
F32LE = 0x8120, /**< 32-bit floating point samples */
/* DEFINE_AUDIO_FORMAT(1, 0, 1, 32), */
F32BE = 0x9120, /**< As above, but big-endian byte order */
/* DEFINE_AUDIO_FORMAT(1, 1, 1, 32), */
/* These represent the current system's byteorder. */
S16 = S16LE when BYTEORDER == LIL_ENDIAN else S16BE,
S32 = S32LE when BYTEORDER == LIL_ENDIAN else S32BE,
F32 = F32LE when BYTEORDER == LIL_ENDIAN else F32BE,
/* These represent the current system's byteorder. */
S16 = S16LE when BYTEORDER == LIL_ENDIAN else S16BE,
S32 = S32LE when BYTEORDER == LIL_ENDIAN else S32BE,
F32 = F32LE when BYTEORDER == LIL_ENDIAN else F32BE,
}
@(require_results) AUDIO_BITSIZE :: proc "c" (x: AudioFormat) -> Uint16 { return (Uint16(x) & AUDIO_MASK_BITSIZE) }

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@@ -81,10 +81,10 @@ GamepadBindingType :: enum c.int {
GamepadBinding :: struct {
input_type: GamepadBindingType,
input: struct #raw_union {
button: c.int,
button: c.int,
axis: struct {
axis: c.int,
axis: struct {
axis: c.int,
axis_min: c.int,
axis_max: c.int,
},

885
vendor/sdl3/sdl3_gpu.odin vendored Normal file
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@@ -0,0 +1,885 @@
package sdl3
import "core:c"
GPUDevice :: struct {}
GPUBuffer :: struct {}
GPUTransferBuffer :: struct {}
GPUTexture :: struct {}
GPUSampler :: struct {}
GPUShader :: struct {}
GPUComputePipeline :: struct {}
GPUGraphicsPipeline :: struct {}
GPUCommandBuffer :: struct {}
GPURenderPass :: struct {}
GPUComputePass :: struct {}
GPUCopyPass :: struct {}
GPUFence :: struct {}
GPUPrimitiveType :: enum c.int {
TRIANGLELIST, /**< A series of separate triangles. */
TRIANGLESTRIP, /**< A series of connected triangles. */
LINELIST, /**< A series of separate lines. */
LINESTRIP, /**< A series of connected lines. */
POINTLIST, /**< A series of separate points. */
}
GPULoadOp :: enum c.int {
LOAD, /**< The previous contents of the texture will be preserved. */
CLEAR, /**< The contents of the texture will be cleared to a color. */
DONT_CARE, /**< The previous contents of the texture need not be preserved. The contents will be undefined. */
}
GPUStoreOp :: enum c.int {
STORE, /**< The contents generated during the render pass will be written to memory. */
DONT_CARE, /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
RESOLVE, /**< 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. */
RESOLVE_AND_STORE, /**< 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. */
}
GPUIndexElementSize :: enum c.int {
_16BIT, /**< The index elements are 16-bit. */
_32BIT, /**< The index elements are 32-bit. */
}
GPUTextureFormat :: enum c.int {
INVALID,
/* Unsigned Normalized Float Color Formats */
A8_UNORM,
R8_UNORM,
R8G8_UNORM,
R8G8B8A8_UNORM,
R16_UNORM,
R16G16_UNORM,
R16G16B16A16_UNORM,
R10G10B10A2_UNORM,
B5G6R5_UNORM,
B5G5R5A1_UNORM,
B4G4R4A4_UNORM,
B8G8R8A8_UNORM,
/* Compressed Unsigned Normalized Float Color Formats */
BC1_RGBA_UNORM,
BC2_RGBA_UNORM,
BC3_RGBA_UNORM,
BC4_R_UNORM,
BC5_RG_UNORM,
BC7_RGBA_UNORM,
/* Compressed Signed Float Color Formats */
BC6H_RGB_FLOAT,
/* Compressed Unsigned Float Color Formats */
BC6H_RGB_UFLOAT,
/* Signed Normalized Float Color Formats */
R8_SNORM,
R8G8_SNORM,
R8G8B8A8_SNORM,
R16_SNORM,
R16G16_SNORM,
R16G16B16A16_SNORM,
/* Signed Float Color Formats */
R16_FLOAT,
R16G16_FLOAT,
R16G16B16A16_FLOAT,
R32_FLOAT,
R32G32_FLOAT,
R32G32B32A32_FLOAT,
/* Unsigned Float Color Formats */
R11G11B10_UFLOAT,
/* Unsigned Integer Color Formats */
R8_UINT,
R8G8_UINT,
R8G8B8A8_UINT,
R16_UINT,
R16G16_UINT,
R16G16B16A16_UINT,
R32_UINT,
R32G32_UINT,
R32G32B32A32_UINT,
/* Signed Integer Color Formats */
R8_INT,
R8G8_INT,
R8G8B8A8_INT,
R16_INT,
R16G16_INT,
R16G16B16A16_INT,
R32_INT,
R32G32_INT,
R32G32B32A32_INT,
/* SRGB Unsigned Normalized Color Formats */
R8G8B8A8_UNORM_SRGB,
B8G8R8A8_UNORM_SRGB,
/* Compressed SRGB Unsigned Normalized Color Formats */
BC1_RGBA_UNORM_SRGB,
BC2_RGBA_UNORM_SRGB,
BC3_RGBA_UNORM_SRGB,
BC7_RGBA_UNORM_SRGB,
/* Depth Formats */
D16_UNORM,
D24_UNORM,
D32_FLOAT,
D24_UNORM_S8_UINT,
D32_FLOAT_S8_UINT,
/* Compressed ASTC Normalized Float Color Formats*/
ASTC_4x4_UNORM,
ASTC_5x4_UNORM,
ASTC_5x5_UNORM,
ASTC_6x5_UNORM,
ASTC_6x6_UNORM,
ASTC_8x5_UNORM,
ASTC_8x6_UNORM,
ASTC_8x8_UNORM,
ASTC_10x5_UNORM,
ASTC_10x6_UNORM,
ASTC_10x8_UNORM,
ASTC_10x10_UNORM,
ASTC_12x10_UNORM,
ASTC_12x12_UNORM,
/* Compressed SRGB ASTC Normalized Float Color Formats*/
ASTC_4x4_UNORM_SRGB,
ASTC_5x4_UNORM_SRGB,
ASTC_5x5_UNORM_SRGB,
ASTC_6x5_UNORM_SRGB,
ASTC_6x6_UNORM_SRGB,
ASTC_8x5_UNORM_SRGB,
ASTC_8x6_UNORM_SRGB,
ASTC_8x8_UNORM_SRGB,
ASTC_10x5_UNORM_SRGB,
ASTC_10x6_UNORM_SRGB,
ASTC_10x8_UNORM_SRGB,
ASTC_10x10_UNORM_SRGB,
ASTC_12x10_UNORM_SRGB,
ASTC_12x12_UNORM_SRGB,
/* Compressed ASTC Signed Float Color Formats*/
ASTC_4x4_FLOAT,
ASTC_5x4_FLOAT,
ASTC_5x5_FLOAT,
ASTC_6x5_FLOAT,
ASTC_6x6_FLOAT,
ASTC_8x5_FLOAT,
ASTC_8x6_FLOAT,
ASTC_8x8_FLOAT,
ASTC_10x5_FLOAT,
ASTC_10x6_FLOAT,
ASTC_10x8_FLOAT,
ASTC_10x10_FLOAT,
ASTC_12x10_FLOAT,
ASTC_12x12_FLOAT,
}
GPUTextureUsageFlags :: distinct bit_set[GPUTextureUsageFlag; Uint32]
GPUTextureUsageFlag :: enum Uint32 {
SAMPLER = 0, /**< Texture supports sampling. */
COLOR_TARGET = 1, /**< Texture is a color render target. */
DEPTH_STENCIL_TARGET = 2, /**< Texture is a depth stencil target. */
GRAPHICS_STORAGE_READ = 3, /**< Texture supports storage reads in graphics stages. */
COMPUTE_STORAGE_READ = 4, /**< Texture supports storage reads in the compute stage. */
COMPUTE_STORAGE_WRITE = 5, /**< Texture supports storage writes in the compute stage. */
COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE = 6, /**< Texture supports reads and writes in the same compute shader. This is NOT equivalent to READ | WRITE. */
}
GPUTextureType :: enum c.int {
D2, /**< The texture is a 2-dimensional image. */
D2_ARRAY, /**< The texture is a 2-dimensional array image. */
D3, /**< The texture is a 3-dimensional image. */
CUBE, /**< The texture is a cube image. */
CUBE_ARRAY, /**< The texture is a cube array image. */
}
GPUSampleCount :: enum c.int {
_1, /**< No multisampling. */
_2, /**< MSAA 2x */
_4, /**< MSAA 4x */
_8, /**< MSAA 8x */
}
GPUCubeMapFace :: enum c.int {
POSITIVEX,
NEGATIVEX,
POSITIVEY,
NEGATIVEY,
POSITIVEZ,
NEGATIVEZ,
}
GPUBufferUsageFlags :: distinct bit_set[GPUBufferUsageFlag; Uint32]
GPUBufferUsageFlag :: enum Uint32 {
VERTEX = 0, /**< Buffer is a vertex buffer. */
INDEX = 1, /**< Buffer is an index buffer. */
INDIRECT = 2, /**< Buffer is an indirect buffer. */
GRAPHICS_STORAGE_READ = 3, /**< Buffer supports storage reads in graphics stages. */
COMPUTE_STORAGE_READ = 4, /**< Buffer supports storage reads in the compute stage. */
COMPUTE_STORAGE_WRITE = 5, /**< Buffer supports storage writes in the compute stage. */
}
GPUTransferBufferUsage :: enum c.int {
UPLOAD,
DOWNLOAD,
}
GPUShaderStage :: enum c.int {
VERTEX,
FRAGMENT,
}
GPUShaderFormat :: distinct bit_set[GPUShaderFormatFlag; Uint32]
GPUShaderFormatFlag :: enum Uint32 {
PRIVATE = 0, /**< Shaders for NDA'd platforms. */
SPIRV = 1, /**< SPIR-V shaders for Vulkan. */
DXBC = 2, /**< DXBC SM5_1 shaders for D3D12. */
DXIL = 3, /**< DXIL SM6_0 shaders for D3D12. */
MSL = 4, /**< MSL shaders for Metal. */
METALLIB = 5, /**< Precompiled metallib shaders for Metal. */
}
GPU_SHADERFORMAT_INVALID :: GPUShaderFormat{}
GPUVertexElementFormat :: enum c.int {
INVALID,
/* 32-bit Signed Integers */
INT,
INT2,
INT3,
INT4,
/* 32-bit Unsigned Integers */
UINT,
UINT2,
UINT3,
UINT4,
/* 32-bit Floats */
FLOAT,
FLOAT2,
FLOAT3,
FLOAT4,
/* 8-bit Signed Integers */
BYTE2,
BYTE4,
/* 8-bit Unsigned Integers */
UBYTE2,
UBYTE4,
/* 8-bit Signed Normalized */
BYTE2_NORM,
BYTE4_NORM,
/* 8-bit Unsigned Normalized */
UBYTE2_NORM,
UBYTE4_NORM,
/* 16-bit Signed Integers */
SHORT2,
SHORT4,
/* 16-bit Unsigned Integers */
USHORT2,
USHORT4,
/* 16-bit Signed Normalized */
SHORT2_NORM,
SHORT4_NORM,
/* 16-bit Unsigned Normalized */
USHORT2_NORM,
USHORT4_NORM,
/* 16-bit Floats */
HALF2,
HALF4,
}
GPUVertexInputRate :: enum c.int {
VERTEX, /**< Attribute addressing is a function of the vertex index. */
INSTANCE, /**< Attribute addressing is a function of the instance index. */
}
GPUFillMode :: enum c.int {
FILL, /**< Polygons will be rendered via rasterization. */
LINE, /**< Polygon edges will be drawn as line segments. */
}
GPUCullMode :: enum c.int {
NONE, /**< No triangles are culled. */
FRONT, /**< Front-facing triangles are culled. */
BACK, /**< Back-facing triangles are culled. */
}
GPUFrontFace :: enum c.int {
COUNTER_CLOCKWISE, /**< A triangle with counter-clockwise vertex winding will be considered front-facing. */
CLOCKWISE, /**< A triangle with clockwise vertex winding will be considered front-facing. */
}
GPUCompareOp :: enum c.int {
INVALID,
NEVER, /**< The comparison always evaluates false. */
LESS, /**< The comparison evaluates reference < test. */
EQUAL, /**< The comparison evaluates reference == test. */
LESS_OR_EQUAL, /**< The comparison evaluates reference <= test. */
GREATER, /**< The comparison evaluates reference > test. */
NOT_EQUAL, /**< The comparison evaluates reference != test. */
GREATER_OR_EQUAL, /**< The comparison evalutes reference >= test. */
ALWAYS, /**< The comparison always evaluates true. */
}
GPUStencilOp :: enum c.int {
INVALID,
KEEP, /**< Keeps the current value. */
ZERO, /**< Sets the value to 0. */
REPLACE, /**< Sets the value to reference. */
INCREMENT_AND_CLAMP, /**< Increments the current value and clamps to the maximum value. */
DECREMENT_AND_CLAMP, /**< Decrements the current value and clamps to 0. */
INVERT, /**< Bitwise-inverts the current value. */
INCREMENT_AND_WRAP, /**< Increments the current value and wraps back to 0. */
DECREMENT_AND_WRAP, /**< Decrements the current value and wraps to the maximum value. */
}
GPUBlendOp :: enum c.int {
INVALID,
ADD, /**< (source * source_factor) + (destination * destination_factor) */
SUBTRACT, /**< (source * source_factor) - (destination * destination_factor) */
REVERSE_SUBTRACT, /**< (destination * destination_factor) - (source * source_factor) */
MIN, /**< min(source, destination) */
MAX, /**< max(source, destination) */
}
GPUBlendFactor :: enum c.int {
INVALID,
ZERO, /**< 0 */
ONE, /**< 1 */
SRC_COLOR, /**< source color */
ONE_MINUS_SRC_COLOR, /**< 1 - source color */
DST_COLOR, /**< destination color */
ONE_MINUS_DST_COLOR, /**< 1 - destination color */
SRC_ALPHA, /**< source alpha */
ONE_MINUS_SRC_ALPHA, /**< 1 - source alpha */
DST_ALPHA, /**< destination alpha */
ONE_MINUS_DST_ALPHA, /**< 1 - destination alpha */
CONSTANT_COLOR, /**< blend constant */
ONE_MINUS_CONSTANT_COLOR, /**< 1 - blend constant */
SRC_ALPHA_SATURATE, /**< min(source alpha, 1 - destination alpha) */
}
GPUColorComponentFlags :: distinct bit_set[GPUColorComponentFlag; Uint8]
GPUColorComponentFlag :: enum Uint8 {
R = 0, /**< the red component */
G = 1, /**< the green component */
B = 2, /**< the blue component */
A = 3, /**< the alpha component */
}
GPUFilter :: enum c.int {
NEAREST, /**< Point filtering. */
LINEAR, /**< Linear filtering. */
}
GPUSamplerMipmapMode :: enum c.int {
NEAREST, /**< Point filtering. */
LINEAR, /**< Linear filtering. */
}
GPUSamplerAddressMode :: enum c.int {
REPEAT, /**< Specifies that the coordinates will wrap around. */
MIRRORED_REPEAT, /**< Specifies that the coordinates will wrap around mirrored. */
CLAMP_TO_EDGE, /**< Specifies that the coordinates will clamp to the 0-1 range. */
}
GPUPresentMode :: enum c.int {
VSYNC,
IMMEDIATE,
MAILBOX,
}
GPUSwapchainComposition :: enum c.int {
SDR,
SDR_LINEAR,
HDR_EXTENDED_LINEAR,
HDR10_ST2084,
}
GPUViewport :: 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. */
}
GPUTextureTransferInfo :: struct {
transfer_buffer: ^GPUTransferBuffer, /**< The transfer buffer used in the transfer operation. */
offset: Uint32, /**< The starting byte of the image data in the transfer buffer. */
pixels_per_row: Uint32, /**< The number of pixels from one row to the next. */
rows_per_layer: Uint32, /**< The number of rows from one layer/depth-slice to the next. */
}
GPUTransferBufferLocation :: struct {
transfer_buffer: ^GPUTransferBuffer, /**< The transfer buffer used in the transfer operation. */
offset: Uint32, /**< The starting byte of the buffer data in the transfer buffer. */
}
GPUTextureLocation :: struct {
texture: ^GPUTexture, /**< The texture used in the copy operation. */
mip_level: Uint32, /**< The mip level index of the location. */
layer: Uint32, /**< The layer index of the location. */
x: Uint32, /**< The left offset of the location. */
y: Uint32, /**< The top offset of the location. */
z: Uint32, /**< The front offset of the location. */
}
GPUTextureRegion :: struct {
texture: ^GPUTexture, /**< The texture used in the copy operation. */
mip_level: Uint32, /**< The mip level index to transfer. */
layer: Uint32, /**< The layer index to transfer. */
x: Uint32, /**< The left offset of the region. */
y: Uint32, /**< The top offset of the region. */
z: Uint32, /**< The front offset of the region. */
w: Uint32, /**< The width of the region. */
h: Uint32, /**< The height of the region. */
d: Uint32, /**< The depth of the region. */
}
GPUBlitRegion :: struct {
texture: ^GPUTexture, /**< The texture. */
mip_level: Uint32, /**< The mip level index of the region. */
layer_or_depth_plane: Uint32, /**< 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: Uint32, /**< The left offset of the region. */
y: Uint32, /**< The top offset of the region. */
w: Uint32, /**< The width of the region. */
h: Uint32, /**< The height of the region. */
}
GPUBufferLocation :: struct {
buffer: ^GPUBuffer, /**< The buffer. */
offset: Uint32, /**< The starting byte within the buffer. */
}
GPUBufferRegion :: struct {
buffer: ^GPUBuffer, /**< The buffer. */
offset: Uint32, /**< The starting byte within the buffer. */
size: Uint32, /**< The size in bytes of the region. */
}
GPUIndirectDrawCommand :: struct {
num_vertices: Uint32, /**< The number of vertices to draw. */
num_instances: Uint32, /**< The number of instances to draw. */
first_vertex: Uint32, /**< The index of the first vertex to draw. */
first_instance: Uint32, /**< The ID of the first instance to draw. */
}
GPUIndexedIndirectDrawCommand :: struct {
num_indices: Uint32, /**< The number of indices to draw per instance. */
num_instances: Uint32, /**< The number of instances to draw. */
first_index: Uint32, /**< The base index within the index buffer. */
vertex_offset: Sint32, /**< The value added to the vertex index before indexing into the vertex buffer. */
first_instance: Uint32, /**< The ID of the first instance to draw. */
}
GPUIndirectDispatchCommand :: struct {
groupcount_x: Uint32, /**< The number of local workgroups to dispatch in the X dimension. */
groupcount_y: Uint32, /**< The number of local workgroups to dispatch in the Y dimension. */
groupcount_z: Uint32, /**< The number of local workgroups to dispatch in the Z dimension. */
}
GPUSamplerCreateInfo :: 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. */
_: Uint8,
_: Uint8,
props: PropertiesID, /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
}
GPUVertexBufferDescription :: struct {
slot: Uint32, /**< The binding slot of the vertex buffer. */
pitch: Uint32, /**< 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: Uint32, /**< The number of instances to draw using the same per-instance data before advancing in the instance buffer by one element. Ignored unless input_rate is GPU_VERTEXINPUTRATE_INSTANCE */
}
GPUVertexAttribute :: struct {
location: Uint32, /**< The shader input location index. */
buffer_slot: Uint32, /**< The binding slot of the associated vertex buffer. */
format: GPUVertexElementFormat, /**< The size and type of the attribute data. */
offset: Uint32, /**< The byte offset of this attribute relative to the start of the vertex element. */
}
GPUVertexInputState :: struct {
vertex_buffer_descriptions: [^]GPUVertexBufferDescription `fmt:"v,num_vertex_buffers"`, /**< A pointer to an array of vertex buffer descriptions. */
num_vertex_buffers: Uint32, /**< The number of vertex buffer descriptions in the above array. */
vertex_attributes: [^]GPUVertexAttribute `fmt:"v,num_vertex_attributes"`, /**< A pointer to an array of vertex attribute descriptions. */
num_vertex_attributes: Uint32, /**< The number of vertex attribute descriptions in the above array. */
}
GPUStencilOpState :: 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. */
}
GPUColorTargetBlendState :: 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. */
_: Uint8,
_: Uint8,
}
GPUShaderCreateInfo :: struct {
code_size: uint, /**< The size in bytes of the code pointed to. */
code: [^]Uint8, /**< A pointer to shader code. */
entrypoint: cstring, /**< 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: Uint32, /**< The number of samplers defined in the shader. */
num_storage_textures: Uint32, /**< The number of storage textures defined in the shader. */
num_storage_buffers: Uint32, /**< The number of storage buffers defined in the shader. */
num_uniform_buffers: Uint32, /**< The number of uniform buffers defined in the shader. */
props: PropertiesID, /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
}
GPUTextureCreateInfo :: 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: Uint32, /**< The width of the texture. */
height: Uint32, /**< The height of the texture. */
layer_count_or_depth: Uint32, /**< 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: Uint32, /**< 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. */
}
GPUBufferCreateInfo :: struct {
usage: GPUBufferUsageFlags, /**< How the buffer is intended to be used by the client. */
size: Uint32, /**< The size in bytes of the buffer. */
props: PropertiesID, /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
}
GPUTransferBufferCreateInfo :: struct {
usage: GPUTransferBufferUsage, /**< How the transfer buffer is intended to be used by the client. */
size: Uint32, /**< The size in bytes of the transfer buffer. */
props: PropertiesID, /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
}
GPURasterizerState :: 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. */
_: Uint8,
_: Uint8,
}
GPUMultisampleState :: struct {
sample_count: GPUSampleCount, /**< The number of samples to be used in rasterization. */
sample_mask: Uint32, /**< Determines which samples get updated in the render targets. Treated as 0xFFFFFFFF if enable_mask is false. */
enable_mask: bool, /**< Enables sample masking. */
_: Uint8,
_: Uint8,
_: Uint8,
}
GPUDepthStencilState :: 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: Uint8, /**< Selects the bits of the stencil values participating in the stencil test. */
write_mask: Uint8, /**< 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. */
_: Uint8,
_: Uint8,
_: Uint8,
}
GPUColorTargetDescription :: 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. */
}
GPUGraphicsPipelineTargetInfo :: struct {
color_target_descriptions: [^]GPUColorTargetDescription `fmt:"v,num_color_targets"`, /**< A pointer to an array of color target descriptions. */
num_color_targets: Uint32, /**< 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. */
_: Uint8,
_: Uint8,
_: Uint8,
}
GPUGraphicsPipelineCreateInfo :: 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. */
}
GPUComputePipelineCreateInfo :: struct {
code_size: uint, /**< The size in bytes of the compute shader code pointed to. */
code: [^]Uint8, /**< A pointer to compute shader code. */
entrypoint: cstring, /**< 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: Uint32, /**< The number of samplers defined in the shader. */
num_readonly_storage_textures: Uint32, /**< The number of readonly storage textures defined in the shader. */
num_readonly_storage_buffers: Uint32, /**< The number of readonly storage buffers defined in the shader. */
num_readwrite_storage_textures: Uint32, /**< The number of read-write storage textures defined in the shader. */
num_readwrite_storage_buffers: Uint32, /**< The number of read-write storage buffers defined in the shader. */
num_uniform_buffers: Uint32, /**< The number of uniform buffers defined in the shader. */
threadcount_x: Uint32, /**< The number of threads in the X dimension. This should match the value in the shader. */
threadcount_y: Uint32, /**< The number of threads in the Y dimension. This should match the value in the shader. */
threadcount_z: Uint32, /**< 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. */
}
GPUColorTargetInfo :: struct {
texture: ^GPUTexture, /**< The texture that will be used as a color target by a render pass. */
mip_level: Uint32, /**< The mip level to use as a color target. */
layer_or_depth_plane: Uint32, /**< 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 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: Uint32, /**< The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
resolve_layer: Uint32, /**< 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. */
_: Uint8,
_: Uint8,
}
GPUDepthStencilTargetInfo :: 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 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: Uint8, /**< The value to clear the stencil component to at the beginning of the render pass. Ignored if GPU_LOADOP_CLEAR is not used. */
_: Uint8,
_: Uint8,
}
GPUBlitInfo :: struct {
source: GPUBlitRegion, /**< The source region for the blit. */
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 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. */
_: Uint8,
_: Uint8,
_: Uint8,
}
GPUBufferBinding :: struct {
buffer: ^GPUBuffer, /**< The buffer to bind. Must have been created with GPU_BUFFERUSAGE_VERTEX for BindGPUVertexBuffers, or GPU_BUFFERUSAGE_INDEX for BindGPUIndexBuffer. */
offset: Uint32, /**< The starting byte of the data to bind in the buffer. */
}
GPUTextureSamplerBinding :: struct {
texture: ^GPUTexture, /**< The texture to bind. Must have been created with GPU_TEXTUREUSAGE_SAMPLER. */
sampler: ^GPUSampler, /**< The sampler to bind. */
}
GPUStorageBufferReadWriteBinding :: struct {
buffer: ^GPUBuffer, /**< The buffer to bind. Must have been created with GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */
cycle: bool, /**< true cycles the buffer if it is already bound. */
_: Uint8,
_: Uint8,
_: Uint8,
}
GPUStorageTextureReadWriteBinding :: struct {
texture: ^GPUTexture, /**< The texture to bind. Must have been created with GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE or GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE. */
mip_level: Uint32, /**< The mip level index to bind. */
layer: Uint32, /**< The layer index to bind. */
cycle: bool, /**< true cycles the texture if it is already bound. */
_: Uint8,
_: Uint8,
_: Uint8,
}
PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN :: "SDL.gpu.device.create.debugmode"
PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN :: "SDL.gpu.device.create.preferlowpower"
PROP_GPU_DEVICE_CREATE_NAME_STRING :: "SDL.gpu.device.create.name"
PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN :: "SDL.gpu.device.create.shaders.private"
PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN :: "SDL.gpu.device.create.shaders.spirv"
PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN :: "SDL.gpu.device.create.shaders.dxbc"
PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN :: "SDL.gpu.device.create.shaders.dxil"
PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN :: "SDL.gpu.device.create.shaders.msl"
PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN :: "SDL.gpu.device.create.shaders.metallib"
PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING :: "SDL.gpu.device.create.d3d12.semantic"
PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING :: "SDL.gpu.computepipeline.create.name"
PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING :: "SDL.gpu.graphicspipeline.create.name"
PROP_GPU_SAMPLER_CREATE_NAME_STRING :: "SDL.gpu.sampler.create.name"
PROP_GPU_SHADER_CREATE_NAME_STRING :: "SDL.gpu.shader.create.name"
PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT :: "SDL.gpu.texture.create.d3d12.clear.r"
PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT :: "SDL.gpu.texture.create.d3d12.clear.g"
PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT :: "SDL.gpu.texture.create.d3d12.clear.b"
PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT :: "SDL.gpu.texture.create.d3d12.clear.a"
PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT :: "SDL.gpu.texture.create.d3d12.clear.depth"
PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 :: "SDL.gpu.texture.create.d3d12.clear.stencil"
PROP_GPU_TEXTURE_CREATE_NAME_STRING :: "SDL.gpu.texture.create.name"
PROP_GPU_BUFFER_CREATE_NAME_STRING :: "SDL.gpu.buffer.create.name"
PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING :: "SDL.gpu.transferbuffer.create.name"
@(default_calling_convention="c", link_prefix="", require_results)
foreign lib {
GPUSupportsShaderFormats :: proc(format_flags: GPUShaderFormat, name: cstring) -> bool ---
GPUSupportsProperties :: proc(props: PropertiesID) -> bool ---
CreateGPUDevice :: proc(format_flags: GPUShaderFormat, debug_mode: bool, name: cstring) -> ^GPUDevice ---
CreateGPUDeviceWithProperties :: proc(props: PropertiesID) -> ^GPUDevice ---
DestroyGPUDevice :: proc(device: ^GPUDevice) ---
GetNumGPUDrivers :: proc() -> c.int ---
GetGPUDriver :: proc(index: c.int) -> cstring ---
GetGPUDeviceDriver :: proc(device: ^GPUDevice) -> cstring ---
GetGPUShaderFormats :: proc(device: ^GPUDevice) -> GPUShaderFormat ---
CreateGPUComputePipeline :: proc(device: ^GPUDevice, #by_ptr createinfo: GPUComputePipelineCreateInfo) -> ^GPUComputePipeline ---
CreateGPUGraphicsPipeline :: proc(device: ^GPUDevice, #by_ptr createinfo: GPUGraphicsPipelineCreateInfo) -> ^GPUGraphicsPipeline ---
CreateGPUSampler :: proc(device: ^GPUDevice, #by_ptr createinfo: GPUSamplerCreateInfo) -> ^GPUSampler ---
CreateGPUShader :: proc(device: ^GPUDevice, #by_ptr createinfo: GPUShaderCreateInfo) -> ^GPUShader ---
CreateGPUTexture :: proc(device: ^GPUDevice, #by_ptr createinfo: GPUTextureCreateInfo) -> ^GPUTexture ---
CreateGPUBuffer :: proc(device: ^GPUDevice, #by_ptr createinfo: GPUBufferCreateInfo) -> ^GPUBuffer ---
CreateGPUTransferBuffer :: proc(device: ^GPUDevice, #by_ptr createinfo: GPUTransferBufferCreateInfo) -> ^GPUTransferBuffer ---
SetGPUBufferName :: proc(device: ^GPUDevice, buffer: ^GPUBuffer, text: cstring) ---
SetGPUTextureName :: proc(device: ^GPUDevice, texture: ^GPUTexture, text: cstring) ---
InsertGPUDebugLabel :: proc(command_buffer: ^GPUCommandBuffer, text: cstring) ---
PushGPUDebugGroup :: proc(command_buffer: ^GPUCommandBuffer, name: cstring) ---
PopGPUDebugGroup :: proc(command_buffer: ^GPUCommandBuffer) ---
ReleaseGPUTexture :: proc(device: ^GPUDevice, texture: ^GPUTexture) ---
ReleaseGPUSampler :: proc(device: ^GPUDevice, sampler: ^GPUSampler) ---
ReleaseGPUBuffer :: proc(device: ^GPUDevice, buffer: ^GPUBuffer) ---
ReleaseGPUTransferBuffer :: proc(device: ^GPUDevice, transfer_buffer: ^GPUTransferBuffer) ---
ReleaseGPUComputePipeline :: proc(device: ^GPUDevice, compute_pipeline: ^GPUComputePipeline) ---
ReleaseGPUShader :: proc(device: ^GPUDevice, shader: ^GPUShader) ---
ReleaseGPUGraphicsPipeline :: proc(device: ^GPUDevice, graphics_pipeline: ^GPUGraphicsPipeline) ---
AcquireGPUCommandBuffer :: proc(device: ^GPUDevice) -> ^GPUCommandBuffer ---
PushGPUVertexUniformData :: proc(command_buffer: ^GPUCommandBuffer, slot_index: Uint32, data: rawptr, length: Uint32) ---
PushGPUFragmentUniformData :: proc(command_buffer: ^GPUCommandBuffer, slot_index: Uint32, data: rawptr, length: Uint32) ---
PushGPUComputeUniformData :: proc(command_buffer: ^GPUCommandBuffer, slot_index: Uint32, data: rawptr, length: Uint32) ---
BeginGPURenderPass :: proc(command_buffer: ^GPUCommandBuffer, color_target_infos: [^]GPUColorTargetInfo, num_color_targets: Uint32, #by_ptr depth_stencil_target_info: GPUDepthStencilTargetInfo) -> ^GPURenderPass ---
BindGPUGraphicsPipeline :: proc(render_pass: ^GPURenderPass, graphics_pipeline: ^GPUGraphicsPipeline) ---
SetGPUViewport :: proc(render_pass: ^GPURenderPass, #by_ptr viewport: GPUViewport) ---
SetGPUScissor :: proc(render_pass: ^GPURenderPass, #by_ptr scissor: Rect) ---
SetGPUBlendConstants :: proc(render_pass: ^GPURenderPass, blend_constants: FColor) ---
SetGPUStencilReference :: proc(render_pass: ^GPURenderPass, reference: Uint8) ---
BindGPUVertexBuffers :: proc(render_pass: ^GPURenderPass, first_slot: Uint32, bindings: [^]GPUBufferBinding, num_bindings: Uint32) ---
BindGPUIndexBuffer :: proc(render_pass: ^GPURenderPass, #by_ptr binding: GPUBufferBinding, index_element_size: GPUIndexElementSize) ---
BindGPUVertexSamplers :: proc(render_pass: ^GPURenderPass, first_slot: Uint32, texture_sampler_bindings: [^]GPUTextureSamplerBinding, num_bindings: Uint32) ---
BindGPUVertexStorageTextures :: proc(render_pass: ^GPURenderPass, first_slot: Uint32, storage_textures: [^]^GPUTexture, num_bindings: Uint32) ---
BindGPUVertexStorageBuffers :: proc(render_pass: ^GPURenderPass, first_slot: Uint32, storage_buffers: [^]^GPUBuffer, num_bindings: Uint32) ---
BindGPUFragmentSamplers :: proc(render_pass: ^GPURenderPass, first_slot: Uint32, texture_sampler_bindings: [^]GPUTextureSamplerBinding, num_bindings: Uint32) ---
BindGPUFragmentStorageTextures :: proc(render_pass: ^GPURenderPass, first_slot: Uint32, storage_textures: [^]^GPUTexture, num_bindings: Uint32) ---
BindGPUFragmentStorageBuffers :: proc(render_pass: ^GPURenderPass, first_slot: Uint32, storage_buffers: [^]^GPUBuffer, num_bindings: Uint32) ---
DrawGPUIndexedPrimitives :: proc(render_pass: ^GPURenderPass, num_indices: Uint32, num_instances: Uint32, first_index: Uint32, vertex_offset: Sint32, first_instance: Uint32) ---
DrawGPUPrimitives :: proc(render_pass: ^GPURenderPass, num_vertices: Uint32, num_instances: Uint32, first_vertex: Uint32, first_instance: Uint32) ---
DrawGPUPrimitivesIndirect :: proc(render_pass: ^GPURenderPass, buffer: ^GPUBuffer, offset: Uint32, draw_count: Uint32) ---
DrawGPUIndexedPrimitivesIndirect :: proc(render_pass: ^GPURenderPass, buffer: ^GPUBuffer, offset: Uint32, draw_count: Uint32) ---
EndGPURenderPass :: proc(render_pass: ^GPURenderPass) ---
BeginGPUComputePass :: proc(command_buffer: ^GPUCommandBuffer, storage_texture_bindings: [^]GPUStorageTextureReadWriteBinding, num_storage_texture_bindings: Uint32, storage_buffer_bindings: [^]GPUStorageBufferReadWriteBinding, num_storage_buffer_bindings: Uint32) -> ^GPUComputePass ---
BindGPUComputePipeline :: proc(compute_pass: ^GPUComputePass, compute_pipeline: ^GPUComputePipeline) ---
BindGPUComputeSamplers :: proc(compute_pass: ^GPUComputePass, first_slot: Uint32, texture_sampler_bindings: [^]GPUTextureSamplerBinding, num_bindings: Uint32) ---
BindGPUComputeStorageTextures :: proc(compute_pass: ^GPUComputePass, first_slot: Uint32, storage_textures: [^]^GPUTexture, num_bindings: Uint32) ---
BindGPUComputeStorageBuffers :: proc(compute_pass: ^GPUComputePass, first_slot: Uint32, storage_buffers: [^]^GPUBuffer, num_bindings: Uint32) ---
DispatchGPUCompute :: proc(compute_pass: ^GPUComputePass, groupcount_x, groupcount_y, groupcount_z: Uint32) ---
DispatchGPUComputeIndirect :: proc(compute_pass: ^GPUComputePass, buffer: ^GPUBuffer, offset: Uint32) ---
EndGPUComputePass :: proc(compute_pass: ^GPUComputePass) ---
MapGPUTransferBuffer :: proc(device: ^GPUDevice, transfer_buffer: ^GPUTransferBuffer, cycle: bool) -> rawptr ---
UnmapGPUTransferBuffer :: proc(device: ^GPUDevice, transfer_buffer: ^GPUTransferBuffer) ---
BeginGPUCopyPass :: proc(command_buffer: ^GPUCommandBuffer) -> ^GPUCopyPass ---
UploadToGPUTexture :: proc(copy_pass: ^GPUCopyPass, #by_ptr source: GPUTextureTransferInfo, #by_ptr destination: GPUTextureRegion, cycle: bool) ---
UploadToGPUBuffer :: proc(copy_pass: ^GPUCopyPass, #by_ptr source: GPUTransferBufferLocation, #by_ptr destination: GPUBufferRegion, cycle: bool) ---
CopyGPUTextureToTexture :: proc(copy_pass: ^GPUCopyPass, #by_ptr source: GPUTextureLocation, #by_ptr destination: GPUTextureLocation, w, h, d: Uint32, cycle: bool) ---
CopyGPUBufferToBuffer :: proc(copy_pass: ^GPUCopyPass, #by_ptr source: GPUBufferLocation, #by_ptr destination: GPUBufferLocation, size: Uint32, cycle: bool) ---
DownloadFromGPUTexture :: proc(copy_pass: ^GPUCopyPass, #by_ptr source: GPUTextureRegion, #by_ptr destination: GPUTextureTransferInfo) ---
DownloadFromGPUBuffer :: proc(copy_pass: ^GPUCopyPass, #by_ptr source: GPUBufferRegion, #by_ptr destination: GPUTransferBufferLocation) ---
EndGPUCopyPass :: proc(copy_pass: ^GPUCopyPass) ---
GenerateMipmapsForGPUTexture :: proc(command_buffer: ^GPUCommandBuffer, texture: ^GPUTexture) ---
BlitGPUTexture :: proc(command_buffer: ^GPUCommandBuffer, #by_ptr info: GPUBlitInfo) ---
WindowSupportsGPUSwapchainComposition :: proc(device: ^GPUDevice, window: ^Window, swapchain_composition: GPUSwapchainComposition) -> bool ---
WindowSupportsGPUPresentMode :: proc(device: ^GPUDevice, window: ^Window, present_mode: GPUPresentMode) -> bool ---
ClaimWindowForGPUDevice :: proc(device: ^GPUDevice, window: ^Window) -> bool ---
ReleaseWindowFromGPUDevice :: proc(device: ^GPUDevice, window: ^Window) ---
SetGPUSwapchainParameters :: proc(device: ^GPUDevice, window: ^Window, swapchain_composition: GPUSwapchainComposition, present_mode: GPUPresentMode) -> bool ---
SetGPUAllowedFramesInFlight :: proc(device: ^GPUDevice, allowed_frames_in_flight: Uint32) -> bool ---
GetGPUSwapchainTextureFormat :: proc(device: ^GPUDevice, window: ^Window) -> GPUTextureFormat ---
AcquireGPUSwapchainTexture :: proc(command_buffer: ^GPUCommandBuffer, window: ^Window, swapchain_texture: ^^GPUTexture, swapchain_texture_width, swapchain_texture_height: ^Uint32) -> bool ---
WaitForGPUSwapchain :: proc(device: ^GPUDevice, window: ^Window) -> bool ---
WaitAndAcquireGPUSwapchainTexture :: proc(command_buffer: ^GPUCommandBuffer, window: ^Window, swapchain_texture: ^^GPUTexture, swapchain_texture_width, swapchain_texture_height: ^Uint32) -> bool ---
SubmitGPUCommandBuffer :: proc(command_buffer: ^GPUCommandBuffer) -> bool ---
SubmitGPUCommandBufferAndAcquireFence :: proc(command_buffer: ^GPUCommandBuffer) -> ^GPUFence ---
CancelGPUCommandBuffer :: proc(command_buffer: ^GPUCommandBuffer) -> bool ---
WaitForGPUIdle :: proc(device: ^GPUDevice) -> bool ---
WaitForGPUFences :: proc(device: ^GPUDevice, wait_all: bool, fences: [^]^GPUFence, num_fences: Uint32) -> bool ---
QueryGPUFence :: proc(device: ^GPUDevice, fence: ^GPUFence) -> bool ---
ReleaseGPUFence :: proc(device: ^GPUDevice, fence: ^GPUFence) ---
GPUTextureFormatTexelBlockSize :: proc(format: GPUTextureFormat) -> Uint32 ---
GPUTextureSupportsFormat :: proc(device: ^GPUDevice, format: GPUTextureFormat, type: GPUTextureType, usage: GPUTextureUsageFlags) -> bool ---
GPUTextureSupportsSampleCount :: proc(device: ^GPUDevice, format: GPUTextureFormat, sample_count: GPUSampleCount) -> bool ---
CalculateGPUTextureFormatSize :: proc(format: GPUTextureFormat, width, height: Uint32, depth_or_layer_count: Uint32) -> Uint32 ---
}
// GDK
@(default_calling_convention="c", link_prefix="")
foreign lib {
GDKSuspendGPU :: proc(device: ^GPUDevice) ---
GDKResumeGPU :: proc(device: ^GPUDevice) ---
}

View File

@@ -128,9 +128,9 @@ WINDOWPOS_ISCENTERED :: proc "c" (X: c.int) -> bool {
FlashOperation :: enum c.int {
CANCEL, /**< Cancel any window flash state */
BRIEFLY, /**< Flash the window briefly to get attention */
UNTIL_FOCUSED, /**< Flash the window until it gets focus */
CANCEL, /**< Cancel any window flash state */
BRIEFLY, /**< Flash the window briefly to get attention */
UNTIL_FOCUSED, /**< Flash the window until it gets focus */
}
GLContextState :: struct {}
@@ -408,16 +408,16 @@ foreign lib {
}
HitTestResult :: enum c.int {
NORMAL, /**< Region is normal. No special properties. */
DRAGGABLE, /**< Region can drag entire window. */
RESIZE_TOPLEFT, /**< Region is the resizable top-left corner border. */
RESIZE_TOP, /**< Region is the resizable top border. */
RESIZE_TOPRIGHT, /**< Region is the resizable top-right corner border. */
RESIZE_RIGHT, /**< Region is the resizable right border. */
RESIZE_BOTTOMRIGHT, /**< Region is the resizable bottom-right corner border. */
RESIZE_BOTTOM, /**< Region is the resizable bottom border. */
RESIZE_BOTTOMLEFT, /**< Region is the resizable bottom-left corner border. */
RESIZE_LEFT, /**< Region is the resizable left border. */
NORMAL, /**< Region is normal. No special properties. */
DRAGGABLE, /**< Region can drag entire window. */
RESIZE_TOPLEFT, /**< Region is the resizable top-left corner border. */
RESIZE_TOP, /**< Region is the resizable top border. */
RESIZE_TOPRIGHT, /**< Region is the resizable top-right corner border. */
RESIZE_RIGHT, /**< Region is the resizable right border. */
RESIZE_BOTTOMRIGHT, /**< Region is the resizable bottom-right corner border. */
RESIZE_BOTTOM, /**< Region is the resizable bottom border. */
RESIZE_BOTTOMLEFT, /**< Region is the resizable bottom-left corner border. */
RESIZE_LEFT, /**< Region is the resizable left border. */
}
HitTest :: #type proc "c" (win: ^Window, area: ^Point, data: rawptr) -> HitTestResult