Added support for using the GPU renderer as an offscreen renderer

SDL_CreateGPURenderer() now allows passing in an existing GPU device and passing in a NULL window to create an offscreen renderer.

Also renamed SDL_SetRenderGPUState() to SDL_SetGPURenderState().
This commit is contained in:
Sam Lantinga
2025-10-01 14:36:56 -07:00
parent 9461db1ec8
commit a864dcac25
36 changed files with 2390 additions and 3981 deletions

View File

@@ -1315,7 +1315,7 @@ const static struct {
SDL_SYMBOL_ITEM(SDL_GetDefaultTextureScaleMode),
SDL_SYMBOL_ITEM(SDL_CreateGPURenderState),
SDL_SYMBOL_ITEM(SDL_SetGPURenderStateFragmentUniforms),
SDL_SYMBOL_ITEM(SDL_SetRenderGPUState),
SDL_SYMBOL_ITEM(SDL_SetGPURenderState),
SDL_SYMBOL_ITEM(SDL_DestroyGPURenderState),
SDL_SYMBOL_ITEM(SDL_SetWindowProgressState),
SDL_SYMBOL_ITEM(SDL_SetWindowProgressValue),
@@ -1334,6 +1334,7 @@ const static struct {
SDL_SYMBOL_ITEM(SDL_GetGPUTextureFormatFromPixelFormat),
SDL_SYMBOL_ITEM(SDL_SetTexturePalette),
SDL_SYMBOL_ITEM(SDL_GetTexturePalette),
SDL_SYMBOL_ITEM(SDL_GetGPURendererDevice),
/* extra symbols go here (don't modify this line) */
{ NULL, NULL }
};