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authorgingerBill <bill@gingerbill.org>2025-02-04 12:23:25 +0000
committergingerBill <bill@gingerbill.org>2025-02-04 12:23:25 +0000
commitce69161ffb7ce65bb9db66fb5e85b2ad8bccc9fd (patch)
tree1f6dc20c0e7fe1cdc57a2ae973a547d335b6bb12
parent02fcac195b2c7615ac6150a7919b165ee65c3e67 (diff)
Add sdl3_gpu.odin
-rw-r--r--vendor/sdl3/sdl3_audio.odin44
-rw-r--r--vendor/sdl3/sdl3_gamepad.odin6
-rw-r--r--vendor/sdl3/sdl3_gpu.odin885
-rw-r--r--vendor/sdl3/sdl3_video.odin26
4 files changed, 923 insertions, 38 deletions
diff --git a/vendor/sdl3/sdl3_audio.odin b/vendor/sdl3/sdl3_audio.odin
index 698193b32..43a8a34d2 100644
--- a/vendor/sdl3/sdl3_audio.odin
+++ b/vendor/sdl3/sdl3_audio.odin
@@ -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), */
-
- /* 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,
+ 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,
}
@(require_results) AUDIO_BITSIZE :: proc "c" (x: AudioFormat) -> Uint16 { return (Uint16(x) & AUDIO_MASK_BITSIZE) }
diff --git a/vendor/sdl3/sdl3_gamepad.odin b/vendor/sdl3/sdl3_gamepad.odin
index d5778b446..225accaee 100644
--- a/vendor/sdl3/sdl3_gamepad.odin
+++ b/vendor/sdl3/sdl3_gamepad.odin
@@ -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,
},
diff --git a/vendor/sdl3/sdl3_gpu.odin b/vendor/sdl3/sdl3_gpu.odin
new file mode 100644
index 000000000..1e2a1fd19
--- /dev/null
+++ b/vendor/sdl3/sdl3_gpu.odin
@@ -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) ---
+}
+
+
diff --git a/vendor/sdl3/sdl3_video.odin b/vendor/sdl3/sdl3_video.odin
index 06ea38286..b7cfab726 100644
--- a/vendor/sdl3/sdl3_video.odin
+++ b/vendor/sdl3/sdl3_video.odin
@@ -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