SDL Wiki Bot
e2bc4be482
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2026-01-31 21:24:29 +00:00
Caleb Cornett
742a6fd092
GPU: Query UnrestrictedBufferTextureCopyPitchSupported to avoid D3D12 realignment copies
2026-01-31 16:22:32 -05:00
Aaron Benjamin
9a91d7236a
GPU: OpenXR integration ( #14837 )
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Based on Beyley's initial draft in #11601 .
Co-authored-by: Beyley Cardellio <ep1cm1n10n123@gmail.com >
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com >
2026-01-30 17:18:51 -05:00
SDL Wiki Bot
5642fc963e
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[ci skip]
2026-01-25 17:13:43 +00:00
Sam Lantinga
17c375738f
Add the type to SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1
2026-01-25 09:12:15 -08:00
SDL Wiki Bot
d311b5c779
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2026-01-25 17:10:35 +00:00
Ethan Lee
16f2037efd
gpu: Add SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1 property
2026-01-25 09:09:08 -08:00
Sam Lantinga
5f086e7623
Updated copyright for 2026
2026-01-01 09:40:08 -08:00
SDL Wiki Bot
2bc6cf6efd
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2025-12-22 16:26:56 +00:00
Edgar San Martin, Jr.
00fe482efb
docs(gpu): document depth texture limitation in SDL_CopyGPUTextureToTexture ( #14693 )
2025-12-22 08:25:32 -08:00
SDL Wiki Bot
de642c8890
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2025-12-14 18:40:08 +00:00
Sam Lantinga
ae8df644d7
Refer to SDL_CreateGPUComputePipeline() appropriately
2025-12-14 10:38:10 -08:00
Sam Lantinga
a3e5335dbf
Removed wiki markup
2025-12-14 08:20:00 -08:00
SDL Wiki Bot
16b74a6ffa
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2025-12-14 16:03:48 +00:00
Sam Lantinga
a2d19ec7f3
Note that uniforms are local to command buffers (thanks @LittleCodingFox!)
2025-12-12 15:09:56 -08:00
SDL Wiki Bot
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2025-12-07 16:05:39 +00:00
SDL Wiki Bot
0f37491a8b
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2025-12-05 17:42:23 +00:00
Jakub Wasilewski
f5ea8805e1
Change how WinPixEventRuntime.dll is used under D3D12/Windows. ( #14600 )
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* GPU: D3D12: Missing WinPixEventRuntime.dll now logs warning at device creation time.
* GPU: D3D12: Debug label functions are now a no-op when WinPixEventRuntime.dll is missing.
* Docs: GPU: Debug function documentation now notes WinPixEventRuntime.dll is required under D3D12.
2025-12-05 09:40:57 -08:00
SDL Wiki Bot
36b85ce909
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2025-12-03 20:01:41 +00:00
Jakub Wasilewski
5ae68e9a0f
Docs: GPU: Added documentation on the WinPixEventRuntime.dll requirement to affected functions.
2025-12-03 12:00:17 -08:00
Sam Lantinga
65989d269e
Updated SDL_GPUVulkanOptions documentation
2025-11-11 20:49:14 -08:00
SDL Wiki Bot
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2025-11-11 23:54:29 +00:00
TheSniperFan
ac0f77b7e6
Allow SDL GPU to opt into additional Vulkan features ( #14204 )
2025-11-11 15:53:06 -08:00
SDL Wiki Bot
a63e848509
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2025-11-11 15:38:49 +00:00
Maia
5ec6147acb
Add missing type suffix to SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION prop
2025-11-11 10:37:27 -05:00
Sam Lantinga
6b07e13fef
Fixed spacing
2025-11-10 18:30:59 -08:00
SDL Wiki Bot
01a812cbca
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2025-11-11 01:21:27 +00:00
Ethan Lee
b5624e14ff
gpu: Add SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION property
2025-11-10 20:20:05 -05:00
SDL Wiki Bot
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2025-09-29 19:44:11 +00:00
Sam Lantinga
f61e271e11
Generalize and validate optional GPU feature properties
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Fixes https://github.com/libsdl-org/SDL/issues/13139
Fixes https://github.com/libsdl-org/SDL/issues/13138
2025-09-29 12:42:47 -07:00
SDL Wiki Bot
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2025-09-14 17:19:42 +00:00
cosmonaut
9603360b7e
GPU: Allow rendering into depth texture layers and levels
2025-09-13 07:11:43 -07:00
Sam Lantinga
e7784b7bf7
Set GPU properties for maximum hardware compatibility
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Resolves https://github.com/libsdl-org/SDL/issues/13928
2025-09-11 21:30:58 -07:00
SDL Wiki Bot
e035f3a480
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2025-09-10 19:09:24 +00:00
Sam Lantinga
035eed351c
Added SDL_GetPixelFormatFromGPUTextureFormat() and SDL_GetGPUTextureFormatFromPixelFormat()
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Fixes https://github.com/libsdl-org/SDL/issues/13899
2025-09-10 12:08:04 -07:00
SDL Wiki Bot
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2025-09-08 18:20:40 +00:00
Ethan Lee
5591d4b1a8
gpu: Note hardware supported by Tier 1 Resource Binding
2025-09-08 11:19:20 -07:00
Ethan Lee
cbe4970946
gpu: Add D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN property
2025-09-08 11:19:20 -07:00
SDL Wiki Bot
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2025-08-29 03:02:44 +00:00
SDL Wiki Bot
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2025-08-27 22:35:48 +00:00
Ethan Lee
0fcaf47658
gpu: D3D12 only requires feature level 11_0 with Resource Binding Tier 2.
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We previously thought this wasn't possible because constant buffer offsets and
partial updates were unavailable, but we were reading the wrong table - this is
only the case for D3D11...
https://learn.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-intro
... while 12 doesn't list this feature at all:
https://learn.microsoft.com/en-us/windows/win32/direct3d12/hardware-feature-levels
We double checked and Jesse Natalie confirmed that this feature is required for
D3D12 even for 11_0 drivers. (Thanks Jesse!)
Additionally, D3D12 requires that UAVs are accessible from all shader stages,
meaning Tier 2 is enough to support the number of UAVs we need. Tier 1 could be
a property to lower the requirements, but that can be done later.
2025-08-22 15:46:05 -04:00
SDL Wiki Bot
0b082b25b2
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2025-08-19 20:39:22 +00:00
Simon McVittie
d83503f80e
Fix some typos detected by Debian's lintian QA tool
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I assume the demoninator is a typo, rather than an indication that
someone has been playing too much Doom :-)
Signed-off-by: Simon McVittie <smcv@collabora.com >
2025-08-07 13:55:15 -07:00
BurntRanch
ee6d8f78f4
Clarify SDL_GPUVertexBufferDescription.pitch comment ( #13381 )
2025-07-17 08:53:35 -07:00
SDL Wiki Bot
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2025-07-17 07:20:27 +00:00
SDL Wiki Bot
1b4fd3aa83
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2025-07-17 07:05:50 +00:00
Anonymous Maarten
520d73ae57
include/SDL_gpu: fix bool members documentation indentation
2025-05-30 16:34:34 +02:00
SDL Wiki Bot
0a7548230c
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[ci skip]
2025-05-22 22:39:10 +00:00
SDL Wiki Bot
514d96de07
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2025-05-17 00:15:49 +00:00
Eduard Gushchin
d6a99752b7
Fix properties name in SDL_CreateGPUDeviceWithProperties
2025-05-16 17:14:58 -07:00