Renamed Gpu to GPU

This commit is contained in:
Sam Lantinga
2024-08-29 16:08:10 -07:00
parent 717f4f6fb4
commit d70578b9aa
24 changed files with 2469 additions and 2469 deletions

View File

@@ -1060,87 +1060,87 @@ SDL3_0.0.0 {
SDL_wcsnstr;
SDL_wcsstr;
SDL_wcstol;
SDL_CreateGpuDevice;
SDL_CreateGpuDeviceWithProperties;
SDL_DestroyGpuDevice;
SDL_GetGpuDriver;
SDL_CreateGpuComputePipeline;
SDL_CreateGpuGraphicsPipeline;
SDL_CreateGpuSampler;
SDL_CreateGpuShader;
SDL_CreateGpuTexture;
SDL_CreateGpuBuffer;
SDL_CreateGpuTransferBuffer;
SDL_SetGpuBufferName;
SDL_SetGpuTextureName;
SDL_InsertGpuDebugLabel;
SDL_PushGpuDebugGroup;
SDL_PopGpuDebugGroup;
SDL_ReleaseGpuTexture;
SDL_ReleaseGpuSampler;
SDL_ReleaseGpuBuffer;
SDL_ReleaseGpuTransferBuffer;
SDL_ReleaseGpuComputePipeline;
SDL_ReleaseGpuShader;
SDL_ReleaseGpuGraphicsPipeline;
SDL_BeginGpuRenderPass;
SDL_BindGpuGraphicsPipeline;
SDL_SetGpuViewport;
SDL_SetGpuScissor;
SDL_BindGpuVertexBuffers;
SDL_BindGpuIndexBuffer;
SDL_BindGpuVertexSamplers;
SDL_BindGpuVertexStorageTextures;
SDL_BindGpuVertexStorageBuffers;
SDL_BindGpuFragmentSamplers;
SDL_BindGpuFragmentStorageTextures;
SDL_BindGpuFragmentStorageBuffers;
SDL_PushGpuVertexUniformData;
SDL_PushGpuFragmentUniformData;
SDL_DrawGpuIndexedPrimitives;
SDL_DrawGpuPrimitives;
SDL_DrawGpuPrimitivesIndirect;
SDL_DrawGpuIndexedPrimitivesIndirect;
SDL_EndGpuRenderPass;
SDL_BeginGpuComputePass;
SDL_BindGpuComputePipeline;
SDL_BindGpuComputeStorageTextures;
SDL_BindGpuComputeStorageBuffers;
SDL_PushGpuComputeUniformData;
SDL_DispatchGpuCompute;
SDL_DispatchGpuComputeIndirect;
SDL_EndGpuComputePass;
SDL_MapGpuTransferBuffer;
SDL_UnmapGpuTransferBuffer;
SDL_BeginGpuCopyPass;
SDL_UploadToGpuTexture;
SDL_UploadToGpuBuffer;
SDL_CopyGpuTextureToTexture;
SDL_CopyGpuBufferToBuffer;
SDL_GenerateGpuMipmaps;
SDL_DownloadFromGpuTexture;
SDL_DownloadFromGpuBuffer;
SDL_EndGpuCopyPass;
SDL_BlitGpu;
SDL_SupportsGpuSwapchainComposition;
SDL_SupportsGpuPresentMode;
SDL_ClaimGpuWindow;
SDL_UnclaimGpuWindow;
SDL_SetGpuSwapchainParameters;
SDL_GetGpuSwapchainTextureFormat;
SDL_AcquireGpuCommandBuffer;
SDL_AcquireGpuSwapchainTexture;
SDL_SubmitGpu;
SDL_SubmitGpuAndAcquireFence;
SDL_WaitGpu;
SDL_WaitGpuForFences;
SDL_QueryGpuFence;
SDL_ReleaseGpuFence;
SDL_GpuTextureFormatTexelBlockSize;
SDL_SupportsGpuTextureFormat;
SDL_SupportsGpuSampleCount;
SDL_GDKSuspendGpu;
SDL_GDKResumeGpu;
SDL_CreateGPUDevice;
SDL_CreateGPUDeviceWithProperties;
SDL_DestroyGPUDevice;
SDL_GetGPUDriver;
SDL_CreateGPUComputePipeline;
SDL_CreateGPUGraphicsPipeline;
SDL_CreateGPUSampler;
SDL_CreateGPUShader;
SDL_CreateGPUTexture;
SDL_CreateGPUBuffer;
SDL_CreateGPUTransferBuffer;
SDL_SetGPUBufferName;
SDL_SetGPUTextureName;
SDL_InsertGPUDebugLabel;
SDL_PushGPUDebugGroup;
SDL_PopGPUDebugGroup;
SDL_ReleaseGPUTexture;
SDL_ReleaseGPUSampler;
SDL_ReleaseGPUBuffer;
SDL_ReleaseGPUTransferBuffer;
SDL_ReleaseGPUComputePipeline;
SDL_ReleaseGPUShader;
SDL_ReleaseGPUGraphicsPipeline;
SDL_BeginGPURenderPass;
SDL_BindGPUGraphicsPipeline;
SDL_SetGPUViewport;
SDL_SetGPUScissor;
SDL_BindGPUVertexBuffers;
SDL_BindGPUIndexBuffer;
SDL_BindGPUVertexSamplers;
SDL_BindGPUVertexStorageTextures;
SDL_BindGPUVertexStorageBuffers;
SDL_BindGPUFragmentSamplers;
SDL_BindGPUFragmentStorageTextures;
SDL_BindGPUFragmentStorageBuffers;
SDL_PushGPUVertexUniformData;
SDL_PushGPUFragmentUniformData;
SDL_DrawGPUIndexedPrimitives;
SDL_DrawGPUPrimitives;
SDL_DrawGPUPrimitivesIndirect;
SDL_DrawGPUIndexedPrimitivesIndirect;
SDL_EndGPURenderPass;
SDL_BeginGPUComputePass;
SDL_BindGPUComputePipeline;
SDL_BindGPUComputeStorageTextures;
SDL_BindGPUComputeStorageBuffers;
SDL_PushGPUComputeUniformData;
SDL_DispatchGPUCompute;
SDL_DispatchGPUComputeIndirect;
SDL_EndGPUComputePass;
SDL_MapGPUTransferBuffer;
SDL_UnmapGPUTransferBuffer;
SDL_BeginGPUCopyPass;
SDL_UploadToGPUTexture;
SDL_UploadToGPUBuffer;
SDL_CopyGPUTextureToTexture;
SDL_CopyGPUBufferToBuffer;
SDL_GenerateGPUMipmaps;
SDL_DownloadFromGPUTexture;
SDL_DownloadFromGPUBuffer;
SDL_EndGPUCopyPass;
SDL_BlitGPU;
SDL_SupportsGPUSwapchainComposition;
SDL_SupportsGPUPresentMode;
SDL_ClaimGPUWindow;
SDL_UnclaimGPUWindow;
SDL_SetGPUSwapchainParameters;
SDL_GetGPUSwapchainTextureFormat;
SDL_AcquireGPUCommandBuffer;
SDL_AcquireGPUSwapchainTexture;
SDL_SubmitGPU;
SDL_SubmitGPUAndAcquireFence;
SDL_WaitGPU;
SDL_WaitGPUForFences;
SDL_QueryGPUFence;
SDL_ReleaseGPUFence;
SDL_GPUTextureFormatTexelBlockSize;
SDL_SupportsGPUTextureFormat;
SDL_SupportsGPUSampleCount;
SDL_GDKSuspendGPU;
SDL_GDKResumeGPU;
# extra symbols go here (don't modify this line)
local: *;
};

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@@ -1085,84 +1085,84 @@
#define SDL_wcsnstr SDL_wcsnstr_REAL
#define SDL_wcsstr SDL_wcsstr_REAL
#define SDL_wcstol SDL_wcstol_REAL
#define SDL_CreateGpuDevice SDL_CreateGpuDevice_REAL
#define SDL_CreateGpuDeviceWithProperties SDL_CreateGpuDeviceWithProperties_REAL
#define SDL_DestroyGpuDevice SDL_DestroyGpuDevice_REAL
#define SDL_GetGpuDriver SDL_GetGpuDriver_REAL
#define SDL_CreateGpuComputePipeline SDL_CreateGpuComputePipeline_REAL
#define SDL_CreateGpuGraphicsPipeline SDL_CreateGpuGraphicsPipeline_REAL
#define SDL_CreateGpuSampler SDL_CreateGpuSampler_REAL
#define SDL_CreateGpuShader SDL_CreateGpuShader_REAL
#define SDL_CreateGpuTexture SDL_CreateGpuTexture_REAL
#define SDL_CreateGpuBuffer SDL_CreateGpuBuffer_REAL
#define SDL_CreateGpuTransferBuffer SDL_CreateGpuTransferBuffer_REAL
#define SDL_SetGpuBufferName SDL_SetGpuBufferName_REAL
#define SDL_SetGpuTextureName SDL_SetGpuTextureName_REAL
#define SDL_InsertGpuDebugLabel SDL_InsertGpuDebugLabel_REAL
#define SDL_PushGpuDebugGroup SDL_PushGpuDebugGroup_REAL
#define SDL_PopGpuDebugGroup SDL_PopGpuDebugGroup_REAL
#define SDL_ReleaseGpuTexture SDL_ReleaseGpuTexture_REAL
#define SDL_ReleaseGpuSampler SDL_ReleaseGpuSampler_REAL
#define SDL_ReleaseGpuBuffer SDL_ReleaseGpuBuffer_REAL
#define SDL_ReleaseGpuTransferBuffer SDL_ReleaseGpuTransferBuffer_REAL
#define SDL_ReleaseGpuComputePipeline SDL_ReleaseGpuComputePipeline_REAL
#define SDL_ReleaseGpuShader SDL_ReleaseGpuShader_REAL
#define SDL_ReleaseGpuGraphicsPipeline SDL_ReleaseGpuGraphicsPipeline_REAL
#define SDL_BeginGpuRenderPass SDL_BeginGpuRenderPass_REAL
#define SDL_BindGpuGraphicsPipeline SDL_BindGpuGraphicsPipeline_REAL
#define SDL_SetGpuViewport SDL_SetGpuViewport_REAL
#define SDL_SetGpuScissor SDL_SetGpuScissor_REAL
#define SDL_BindGpuVertexBuffers SDL_BindGpuVertexBuffers_REAL
#define SDL_BindGpuIndexBuffer SDL_BindGpuIndexBuffer_REAL
#define SDL_BindGpuVertexSamplers SDL_BindGpuVertexSamplers_REAL
#define SDL_BindGpuVertexStorageTextures SDL_BindGpuVertexStorageTextures_REAL
#define SDL_BindGpuVertexStorageBuffers SDL_BindGpuVertexStorageBuffers_REAL
#define SDL_BindGpuFragmentSamplers SDL_BindGpuFragmentSamplers_REAL
#define SDL_BindGpuFragmentStorageTextures SDL_BindGpuFragmentStorageTextures_REAL
#define SDL_BindGpuFragmentStorageBuffers SDL_BindGpuFragmentStorageBuffers_REAL
#define SDL_PushGpuVertexUniformData SDL_PushGpuVertexUniformData_REAL
#define SDL_PushGpuFragmentUniformData SDL_PushGpuFragmentUniformData_REAL
#define SDL_DrawGpuIndexedPrimitives SDL_DrawGpuIndexedPrimitives_REAL
#define SDL_DrawGpuPrimitives SDL_DrawGpuPrimitives_REAL
#define SDL_DrawGpuPrimitivesIndirect SDL_DrawGpuPrimitivesIndirect_REAL
#define SDL_DrawGpuIndexedPrimitivesIndirect SDL_DrawGpuIndexedPrimitivesIndirect_REAL
#define SDL_EndGpuRenderPass SDL_EndGpuRenderPass_REAL
#define SDL_BeginGpuComputePass SDL_BeginGpuComputePass_REAL
#define SDL_BindGpuComputePipeline SDL_BindGpuComputePipeline_REAL
#define SDL_BindGpuComputeStorageTextures SDL_BindGpuComputeStorageTextures_REAL
#define SDL_BindGpuComputeStorageBuffers SDL_BindGpuComputeStorageBuffers_REAL
#define SDL_PushGpuComputeUniformData SDL_PushGpuComputeUniformData_REAL
#define SDL_DispatchGpuCompute SDL_DispatchGpuCompute_REAL
#define SDL_DispatchGpuComputeIndirect SDL_DispatchGpuComputeIndirect_REAL
#define SDL_EndGpuComputePass SDL_EndGpuComputePass_REAL
#define SDL_MapGpuTransferBuffer SDL_MapGpuTransferBuffer_REAL
#define SDL_UnmapGpuTransferBuffer SDL_UnmapGpuTransferBuffer_REAL
#define SDL_BeginGpuCopyPass SDL_BeginGpuCopyPass_REAL
#define SDL_UploadToGpuTexture SDL_UploadToGpuTexture_REAL
#define SDL_UploadToGpuBuffer SDL_UploadToGpuBuffer_REAL
#define SDL_CopyGpuTextureToTexture SDL_CopyGpuTextureToTexture_REAL
#define SDL_CopyGpuBufferToBuffer SDL_CopyGpuBufferToBuffer_REAL
#define SDL_GenerateGpuMipmaps SDL_GenerateGpuMipmaps_REAL
#define SDL_DownloadFromGpuTexture SDL_DownloadFromGpuTexture_REAL
#define SDL_DownloadFromGpuBuffer SDL_DownloadFromGpuBuffer_REAL
#define SDL_EndGpuCopyPass SDL_EndGpuCopyPass_REAL
#define SDL_BlitGpu SDL_BlitGpu_REAL
#define SDL_SupportsGpuSwapchainComposition SDL_SupportsGpuSwapchainComposition_REAL
#define SDL_SupportsGpuPresentMode SDL_SupportsGpuPresentMode_REAL
#define SDL_ClaimGpuWindow SDL_ClaimGpuWindow_REAL
#define SDL_UnclaimGpuWindow SDL_UnclaimGpuWindow_REAL
#define SDL_SetGpuSwapchainParameters SDL_SetGpuSwapchainParameters_REAL
#define SDL_GetGpuSwapchainTextureFormat SDL_GetGpuSwapchainTextureFormat_REAL
#define SDL_AcquireGpuCommandBuffer SDL_AcquireGpuCommandBuffer_REAL
#define SDL_AcquireGpuSwapchainTexture SDL_AcquireGpuSwapchainTexture_REAL
#define SDL_SubmitGpu SDL_SubmitGpu_REAL
#define SDL_SubmitGpuAndAcquireFence SDL_SubmitGpuAndAcquireFence_REAL
#define SDL_WaitGpu SDL_WaitGpu_REAL
#define SDL_WaitGpuForFences SDL_WaitGpuForFences_REAL
#define SDL_QueryGpuFence SDL_QueryGpuFence_REAL
#define SDL_ReleaseGpuFence SDL_ReleaseGpuFence_REAL
#define SDL_GpuTextureFormatTexelBlockSize SDL_GpuTextureFormatTexelBlockSize_REAL
#define SDL_SupportsGpuTextureFormat SDL_SupportsGpuTextureFormat_REAL
#define SDL_SupportsGpuSampleCount SDL_SupportsGpuSampleCount_REAL
#define SDL_GDKSuspendGpu SDL_GDKSuspendGpu_REAL
#define SDL_GDKResumeGpu SDL_GDKResumeGpu_REAL
#define SDL_CreateGPUDevice SDL_CreateGPUDevice_REAL
#define SDL_CreateGPUDeviceWithProperties SDL_CreateGPUDeviceWithProperties_REAL
#define SDL_DestroyGPUDevice SDL_DestroyGPUDevice_REAL
#define SDL_GetGPUDriver SDL_GetGPUDriver_REAL
#define SDL_CreateGPUComputePipeline SDL_CreateGPUComputePipeline_REAL
#define SDL_CreateGPUGraphicsPipeline SDL_CreateGPUGraphicsPipeline_REAL
#define SDL_CreateGPUSampler SDL_CreateGPUSampler_REAL
#define SDL_CreateGPUShader SDL_CreateGPUShader_REAL
#define SDL_CreateGPUTexture SDL_CreateGPUTexture_REAL
#define SDL_CreateGPUBuffer SDL_CreateGPUBuffer_REAL
#define SDL_CreateGPUTransferBuffer SDL_CreateGPUTransferBuffer_REAL
#define SDL_SetGPUBufferName SDL_SetGPUBufferName_REAL
#define SDL_SetGPUTextureName SDL_SetGPUTextureName_REAL
#define SDL_InsertGPUDebugLabel SDL_InsertGPUDebugLabel_REAL
#define SDL_PushGPUDebugGroup SDL_PushGPUDebugGroup_REAL
#define SDL_PopGPUDebugGroup SDL_PopGPUDebugGroup_REAL
#define SDL_ReleaseGPUTexture SDL_ReleaseGPUTexture_REAL
#define SDL_ReleaseGPUSampler SDL_ReleaseGPUSampler_REAL
#define SDL_ReleaseGPUBuffer SDL_ReleaseGPUBuffer_REAL
#define SDL_ReleaseGPUTransferBuffer SDL_ReleaseGPUTransferBuffer_REAL
#define SDL_ReleaseGPUComputePipeline SDL_ReleaseGPUComputePipeline_REAL
#define SDL_ReleaseGPUShader SDL_ReleaseGPUShader_REAL
#define SDL_ReleaseGPUGraphicsPipeline SDL_ReleaseGPUGraphicsPipeline_REAL
#define SDL_BeginGPURenderPass SDL_BeginGPURenderPass_REAL
#define SDL_BindGPUGraphicsPipeline SDL_BindGPUGraphicsPipeline_REAL
#define SDL_SetGPUViewport SDL_SetGPUViewport_REAL
#define SDL_SetGPUScissor SDL_SetGPUScissor_REAL
#define SDL_BindGPUVertexBuffers SDL_BindGPUVertexBuffers_REAL
#define SDL_BindGPUIndexBuffer SDL_BindGPUIndexBuffer_REAL
#define SDL_BindGPUVertexSamplers SDL_BindGPUVertexSamplers_REAL
#define SDL_BindGPUVertexStorageTextures SDL_BindGPUVertexStorageTextures_REAL
#define SDL_BindGPUVertexStorageBuffers SDL_BindGPUVertexStorageBuffers_REAL
#define SDL_BindGPUFragmentSamplers SDL_BindGPUFragmentSamplers_REAL
#define SDL_BindGPUFragmentStorageTextures SDL_BindGPUFragmentStorageTextures_REAL
#define SDL_BindGPUFragmentStorageBuffers SDL_BindGPUFragmentStorageBuffers_REAL
#define SDL_PushGPUVertexUniformData SDL_PushGPUVertexUniformData_REAL
#define SDL_PushGPUFragmentUniformData SDL_PushGPUFragmentUniformData_REAL
#define SDL_DrawGPUIndexedPrimitives SDL_DrawGPUIndexedPrimitives_REAL
#define SDL_DrawGPUPrimitives SDL_DrawGPUPrimitives_REAL
#define SDL_DrawGPUPrimitivesIndirect SDL_DrawGPUPrimitivesIndirect_REAL
#define SDL_DrawGPUIndexedPrimitivesIndirect SDL_DrawGPUIndexedPrimitivesIndirect_REAL
#define SDL_EndGPURenderPass SDL_EndGPURenderPass_REAL
#define SDL_BeginGPUComputePass SDL_BeginGPUComputePass_REAL
#define SDL_BindGPUComputePipeline SDL_BindGPUComputePipeline_REAL
#define SDL_BindGPUComputeStorageTextures SDL_BindGPUComputeStorageTextures_REAL
#define SDL_BindGPUComputeStorageBuffers SDL_BindGPUComputeStorageBuffers_REAL
#define SDL_PushGPUComputeUniformData SDL_PushGPUComputeUniformData_REAL
#define SDL_DispatchGPUCompute SDL_DispatchGPUCompute_REAL
#define SDL_DispatchGPUComputeIndirect SDL_DispatchGPUComputeIndirect_REAL
#define SDL_EndGPUComputePass SDL_EndGPUComputePass_REAL
#define SDL_MapGPUTransferBuffer SDL_MapGPUTransferBuffer_REAL
#define SDL_UnmapGPUTransferBuffer SDL_UnmapGPUTransferBuffer_REAL
#define SDL_BeginGPUCopyPass SDL_BeginGPUCopyPass_REAL
#define SDL_UploadToGPUTexture SDL_UploadToGPUTexture_REAL
#define SDL_UploadToGPUBuffer SDL_UploadToGPUBuffer_REAL
#define SDL_CopyGPUTextureToTexture SDL_CopyGPUTextureToTexture_REAL
#define SDL_CopyGPUBufferToBuffer SDL_CopyGPUBufferToBuffer_REAL
#define SDL_GenerateGPUMipmaps SDL_GenerateGPUMipmaps_REAL
#define SDL_DownloadFromGPUTexture SDL_DownloadFromGPUTexture_REAL
#define SDL_DownloadFromGPUBuffer SDL_DownloadFromGPUBuffer_REAL
#define SDL_EndGPUCopyPass SDL_EndGPUCopyPass_REAL
#define SDL_BlitGPU SDL_BlitGPU_REAL
#define SDL_SupportsGPUSwapchainComposition SDL_SupportsGPUSwapchainComposition_REAL
#define SDL_SupportsGPUPresentMode SDL_SupportsGPUPresentMode_REAL
#define SDL_ClaimGPUWindow SDL_ClaimGPUWindow_REAL
#define SDL_UnclaimGPUWindow SDL_UnclaimGPUWindow_REAL
#define SDL_SetGPUSwapchainParameters SDL_SetGPUSwapchainParameters_REAL
#define SDL_GetGPUSwapchainTextureFormat SDL_GetGPUSwapchainTextureFormat_REAL
#define SDL_AcquireGPUCommandBuffer SDL_AcquireGPUCommandBuffer_REAL
#define SDL_AcquireGPUSwapchainTexture SDL_AcquireGPUSwapchainTexture_REAL
#define SDL_SubmitGPU SDL_SubmitGPU_REAL
#define SDL_SubmitGPUAndAcquireFence SDL_SubmitGPUAndAcquireFence_REAL
#define SDL_WaitGPU SDL_WaitGPU_REAL
#define SDL_WaitGPUForFences SDL_WaitGPUForFences_REAL
#define SDL_QueryGPUFence SDL_QueryGPUFence_REAL
#define SDL_ReleaseGPUFence SDL_ReleaseGPUFence_REAL
#define SDL_GPUTextureFormatTexelBlockSize SDL_GPUTextureFormatTexelBlockSize_REAL
#define SDL_SupportsGPUTextureFormat SDL_SupportsGPUTextureFormat_REAL
#define SDL_SupportsGPUSampleCount SDL_SupportsGPUSampleCount_REAL
#define SDL_GDKSuspendGPU SDL_GDKSuspendGPU_REAL
#define SDL_GDKResumeGPU SDL_GDKResumeGPU_REAL

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@@ -1091,84 +1091,84 @@ SDL_DYNAPI_PROC(size_t,SDL_wcsnlen,(const wchar_t *a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(wchar_t*,SDL_wcsnstr,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return)
SDL_DYNAPI_PROC(long,SDL_wcstol,(const wchar_t *a, wchar_t **b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_GpuDevice*,SDL_CreateGpuDevice,(SDL_GpuShaderFormat a, SDL_bool b, SDL_bool c, const char *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_GpuDevice*,SDL_CreateGpuDeviceWithProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(void,SDL_DestroyGpuDevice,(SDL_GpuDevice *a),(a),)
SDL_DYNAPI_PROC(SDL_GpuDriver,SDL_GetGpuDriver,(SDL_GpuDevice *a),(a),return)
SDL_DYNAPI_PROC(SDL_GpuComputePipeline*,SDL_CreateGpuComputePipeline,(SDL_GpuDevice *a, SDL_GpuComputePipelineCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GpuGraphicsPipeline*,SDL_CreateGpuGraphicsPipeline,(SDL_GpuDevice *a, SDL_GpuGraphicsPipelineCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GpuSampler*,SDL_CreateGpuSampler,(SDL_GpuDevice *a, SDL_GpuSamplerCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GpuShader*,SDL_CreateGpuShader,(SDL_GpuDevice *a, SDL_GpuShaderCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GpuTexture*,SDL_CreateGpuTexture,(SDL_GpuDevice *a, SDL_GpuTextureCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GpuBuffer*,SDL_CreateGpuBuffer,(SDL_GpuDevice *a, SDL_GpuBufferCreateInfo* b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GpuTransferBuffer*,SDL_CreateGpuTransferBuffer,(SDL_GpuDevice *a, SDL_GpuTransferBufferCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_SetGpuBufferName,(SDL_GpuDevice *a, SDL_GpuBuffer *b, const char *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_SetGpuTextureName,(SDL_GpuDevice *a, SDL_GpuTexture *b, const char *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_InsertGpuDebugLabel,(SDL_GpuCommandBuffer *a, const char *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_PushGpuDebugGroup,(SDL_GpuCommandBuffer *a, const char *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_PopGpuDebugGroup,(SDL_GpuCommandBuffer *a),(a),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGpuTexture,(SDL_GpuDevice *a, SDL_GpuTexture *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGpuSampler,(SDL_GpuDevice *a, SDL_GpuSampler *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGpuBuffer,(SDL_GpuDevice *a, SDL_GpuBuffer *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGpuTransferBuffer,(SDL_GpuDevice *a, SDL_GpuTransferBuffer *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGpuComputePipeline,(SDL_GpuDevice *a, SDL_GpuComputePipeline *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGpuShader,(SDL_GpuDevice *a, SDL_GpuShader *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGpuGraphicsPipeline,(SDL_GpuDevice *a, SDL_GpuGraphicsPipeline *b),(a,b),)
SDL_DYNAPI_PROC(SDL_GpuCommandBuffer*,SDL_AcquireGpuCommandBuffer,(SDL_GpuDevice *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_PushGpuVertexUniformData,(SDL_GpuCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_PushGpuFragmentUniformData,(SDL_GpuCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_PushGpuComputeUniformData,(SDL_GpuCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(SDL_GpuRenderPass*,SDL_BeginGpuRenderPass,(SDL_GpuCommandBuffer *a, SDL_GpuColorAttachmentInfo *b, Uint32 c, SDL_GpuDepthStencilAttachmentInfo *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_BindGpuGraphicsPipeline,(SDL_GpuRenderPass *a, SDL_GpuGraphicsPipeline *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetGpuViewport,(SDL_GpuRenderPass *a, SDL_GpuViewport *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetGpuScissor,(SDL_GpuRenderPass *a, SDL_Rect *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_BindGpuVertexBuffers,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuBufferBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGpuIndexBuffer,(SDL_GpuRenderPass *a, SDL_GpuBufferBinding *b, SDL_GpuIndexElementSize c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_BindGpuVertexSamplers,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGpuVertexStorageTextures,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuTexture **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGpuVertexStorageBuffers,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuBuffer **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGpuFragmentSamplers,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGpuFragmentStorageTextures,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuTexture **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGpuFragmentStorageBuffers,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuBuffer **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_DrawGpuIndexedPrimitives,(SDL_GpuRenderPass *a, Uint32 b, Uint32 c, Uint32 d, Sint32 e, Uint32 f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(void,SDL_DrawGpuPrimitives,(SDL_GpuRenderPass *a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_DrawGpuPrimitivesIndirect,(SDL_GpuRenderPass *a, SDL_GpuBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_DrawGpuIndexedPrimitivesIndirect,(SDL_GpuRenderPass *a, SDL_GpuBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_EndGpuRenderPass,(SDL_GpuRenderPass *a),(a),)
SDL_DYNAPI_PROC(SDL_GpuComputePass*,SDL_BeginGpuComputePass,(SDL_GpuCommandBuffer *a, SDL_GpuStorageTextureWriteOnlyBinding *b, Uint32 c, SDL_GpuStorageBufferWriteOnlyBinding *d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_BindGpuComputePipeline,(SDL_GpuComputePass *a, SDL_GpuComputePipeline *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_BindGpuComputeStorageTextures,(SDL_GpuComputePass *a, Uint32 b, SDL_GpuTexture **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGpuComputeStorageBuffers,(SDL_GpuComputePass *a, Uint32 b, SDL_GpuBuffer **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_DispatchGpuCompute,(SDL_GpuComputePass *a, Uint32 b, Uint32 c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_DispatchGpuComputeIndirect,(SDL_GpuComputePass *a, SDL_GpuBuffer *b, Uint32 c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_EndGpuComputePass,(SDL_GpuComputePass *a),(a),)
SDL_DYNAPI_PROC(void*,SDL_MapGpuTransferBuffer,(SDL_GpuDevice *a, SDL_GpuTransferBuffer *b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_UnmapGpuTransferBuffer,(SDL_GpuDevice *a, SDL_GpuTransferBuffer *b),(a,b),)
SDL_DYNAPI_PROC(SDL_GpuCopyPass*,SDL_BeginGpuCopyPass,(SDL_GpuCommandBuffer *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_UploadToGpuTexture,(SDL_GpuCopyPass *a, SDL_GpuTextureTransferInfo *b, SDL_GpuTextureRegion *c, SDL_bool d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_UploadToGpuBuffer,(SDL_GpuCopyPass *a, SDL_GpuTransferBufferLocation *b, SDL_GpuBufferRegion *c, SDL_bool d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_CopyGpuTextureToTexture,(SDL_GpuCopyPass *a, SDL_GpuTextureLocation *b, SDL_GpuTextureLocation *c, Uint32 d, Uint32 e, Uint32 f, SDL_bool g),(a,b,c,d,e,f,g),)
SDL_DYNAPI_PROC(void,SDL_CopyGpuBufferToBuffer,(SDL_GpuCopyPass *a, SDL_GpuBufferLocation *b, SDL_GpuBufferLocation *c, Uint32 d, SDL_bool e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_GenerateGpuMipmaps,(SDL_GpuCommandBuffer *a, SDL_GpuTexture *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_DownloadFromGpuTexture,(SDL_GpuCopyPass *a, SDL_GpuTextureRegion *b, SDL_GpuTextureTransferInfo *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_DownloadFromGpuBuffer,(SDL_GpuCopyPass *a, SDL_GpuBufferRegion *b, SDL_GpuTransferBufferLocation *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_EndGpuCopyPass,(SDL_GpuCopyPass *a),(a),)
SDL_DYNAPI_PROC(void,SDL_BlitGpu,(SDL_GpuCommandBuffer *a, SDL_GpuBlitRegion *b, SDL_GpuBlitRegion *c, SDL_FlipMode d, SDL_GpuFilter e, SDL_bool f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGpuSwapchainComposition,(SDL_GpuDevice *a, SDL_Window *b, SDL_GpuSwapchainComposition c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGpuPresentMode,(SDL_GpuDevice *a, SDL_Window *b, SDL_GpuPresentMode c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimGpuWindow,(SDL_GpuDevice *a, SDL_Window *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_UnclaimGpuWindow,(SDL_GpuDevice *a, SDL_Window *b),(a,b),)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetGpuSwapchainParameters,(SDL_GpuDevice *a, SDL_Window *b, SDL_GpuSwapchainComposition c, SDL_GpuPresentMode d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_GpuTextureFormat,SDL_GetGpuSwapchainTextureFormat,(SDL_GpuDevice *a, SDL_Window *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GpuTexture*,SDL_AcquireGpuSwapchainTexture,(SDL_GpuCommandBuffer *a, SDL_Window *b, Uint32 *c, Uint32 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_SubmitGpu,(SDL_GpuCommandBuffer *a),(a),)
SDL_DYNAPI_PROC(SDL_GpuFence*,SDL_SubmitGpuAndAcquireFence,(SDL_GpuCommandBuffer *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_WaitGpu,(SDL_GpuDevice *a),(a),)
SDL_DYNAPI_PROC(void,SDL_WaitGpuForFences,(SDL_GpuDevice *a, SDL_bool b, SDL_GpuFence **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(SDL_bool,SDL_QueryGpuFence,(SDL_GpuDevice *a, SDL_GpuFence *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_ReleaseGpuFence,(SDL_GpuDevice *a, SDL_GpuFence *b),(a,b),)
SDL_DYNAPI_PROC(Uint32,SDL_GpuTextureFormatTexelBlockSize,(SDL_GpuTextureFormat a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGpuTextureFormat,(SDL_GpuDevice *a, SDL_GpuTextureFormat b, SDL_GpuTextureType c, SDL_GpuTextureUsageFlags d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGpuSampleCount,(SDL_GpuDevice *a, SDL_GpuTextureFormat b, SDL_GpuSampleCount c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_GDKSuspendGpu,(SDL_GpuDevice *a),(a),)
SDL_DYNAPI_PROC(void,SDL_GDKResumeGpu,(SDL_GpuDevice *a),(a),)
SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDevice,(SDL_GPUShaderFormat a, SDL_bool b, SDL_bool c, const char *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDeviceWithProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(void,SDL_DestroyGPUDevice,(SDL_GPUDevice *a),(a),)
SDL_DYNAPI_PROC(SDL_GPUDriver,SDL_GetGPUDriver,(SDL_GPUDevice *a),(a),return)
SDL_DYNAPI_PROC(SDL_GPUComputePipeline*,SDL_CreateGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipelineCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUGraphicsPipeline*,SDL_CreateGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipelineCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUSampler*,SDL_CreateGPUSampler,(SDL_GPUDevice *a, SDL_GPUSamplerCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUShader*,SDL_CreateGPUShader,(SDL_GPUDevice *a, SDL_GPUShaderCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_CreateGPUTexture,(SDL_GPUDevice *a, SDL_GPUTextureCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUBuffer*,SDL_CreateGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBufferCreateInfo* b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUTransferBuffer*,SDL_CreateGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBufferCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_SetGPUBufferName,(SDL_GPUDevice *a, SDL_GPUBuffer *b, const char *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_SetGPUTextureName,(SDL_GPUDevice *a, SDL_GPUTexture *b, const char *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_InsertGPUDebugLabel,(SDL_GPUCommandBuffer *a, const char *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_PushGPUDebugGroup,(SDL_GPUCommandBuffer *a, const char *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_PopGPUDebugGroup,(SDL_GPUCommandBuffer *a),(a),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTexture,(SDL_GPUDevice *a, SDL_GPUTexture *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUSampler,(SDL_GPUDevice *a, SDL_GPUSampler *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBuffer *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipeline *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUShader,(SDL_GPUDevice *a, SDL_GPUShader *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipeline *b),(a,b),)
SDL_DYNAPI_PROC(SDL_GPUCommandBuffer*,SDL_AcquireGPUCommandBuffer,(SDL_GPUDevice *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_PushGPUVertexUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_PushGPUFragmentUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_PushGPUComputeUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(SDL_GPURenderPass*,SDL_BeginGPURenderPass,(SDL_GPUCommandBuffer *a, SDL_GPUColorAttachmentInfo *b, Uint32 c, SDL_GPUDepthStencilAttachmentInfo *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_BindGPUGraphicsPipeline,(SDL_GPURenderPass *a, SDL_GPUGraphicsPipeline *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetGPUViewport,(SDL_GPURenderPass *a, SDL_GPUViewport *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetGPUScissor,(SDL_GPURenderPass *a, SDL_Rect *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBufferBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUIndexBuffer,(SDL_GPURenderPass *a, SDL_GPUBufferBinding *b, SDL_GPUIndexElementSize c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Sint32 e, Uint32 f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_EndGPURenderPass,(SDL_GPURenderPass *a),(a),)
SDL_DYNAPI_PROC(SDL_GPUComputePass*,SDL_BeginGPUComputePass,(SDL_GPUCommandBuffer *a, SDL_GPUStorageTextureWriteOnlyBinding *b, Uint32 c, SDL_GPUStorageBufferWriteOnlyBinding *d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_BindGPUComputePipeline,(SDL_GPUComputePass *a, SDL_GPUComputePipeline *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageTextures,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageBuffers,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_DispatchGPUCompute,(SDL_GPUComputePass *a, Uint32 b, Uint32 c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_DispatchGPUComputeIndirect,(SDL_GPUComputePass *a, SDL_GPUBuffer *b, Uint32 c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_EndGPUComputePass,(SDL_GPUComputePass *a),(a),)
SDL_DYNAPI_PROC(void*,SDL_MapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_UnmapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),)
SDL_DYNAPI_PROC(SDL_GPUCopyPass*,SDL_BeginGPUCopyPass,(SDL_GPUCommandBuffer *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_UploadToGPUTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureTransferInfo *b, SDL_GPUTextureRegion *c, SDL_bool d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_UploadToGPUBuffer,(SDL_GPUCopyPass *a, SDL_GPUTransferBufferLocation *b, SDL_GPUBufferRegion *c, SDL_bool d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_CopyGPUTextureToTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureLocation *b, SDL_GPUTextureLocation *c, Uint32 d, Uint32 e, Uint32 f, SDL_bool g),(a,b,c,d,e,f,g),)
SDL_DYNAPI_PROC(void,SDL_CopyGPUBufferToBuffer,(SDL_GPUCopyPass *a, SDL_GPUBufferLocation *b, SDL_GPUBufferLocation *c, Uint32 d, SDL_bool e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_GenerateGPUMipmaps,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureRegion *b, SDL_GPUTextureTransferInfo *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUBuffer,(SDL_GPUCopyPass *a, SDL_GPUBufferRegion *b, SDL_GPUTransferBufferLocation *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_EndGPUCopyPass,(SDL_GPUCopyPass *a),(a),)
SDL_DYNAPI_PROC(void,SDL_BlitGPU,(SDL_GPUCommandBuffer *a, SDL_GPUBlitRegion *b, SDL_GPUBlitRegion *c, SDL_FlipMode d, SDL_GPUFilter e, SDL_bool f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_UnclaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetGPUSwapchainParameters,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c, SDL_GPUPresentMode d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_GPUTextureFormat,SDL_GetGPUSwapchainTextureFormat,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, Uint32 *c, Uint32 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_SubmitGPU,(SDL_GPUCommandBuffer *a),(a),)
SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_WaitGPU,(SDL_GPUDevice *a),(a),)
SDL_DYNAPI_PROC(void,SDL_WaitGPUForFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(SDL_bool,SDL_QueryGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),)
SDL_DYNAPI_PROC(Uint32,SDL_GPUTextureFormatTexelBlockSize,(SDL_GPUTextureFormat a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUTextureFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_GDKSuspendGPU,(SDL_GPUDevice *a),(a),)
SDL_DYNAPI_PROC(void,SDL_GDKResumeGPU,(SDL_GPUDevice *a),(a),)