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package sdl3
import "core:c"
SOFTWARE_RENDERER :: "software"
GPU_RENDER :: "gpu"
Vertex :: struct {
position: FPoint, /**< Vertex position, in SDL_Renderer coordinates */
color: FColor, /**< Vertex color */
tex_coord: FPoint, /**< Normalized texture coordinates, if needed */
}
TextureAccess :: enum c.int {
STATIC, /**< Changes rarely, not lockable */
STREAMING, /**< Changes frequently, lockable */
TARGET, /**< Texture can be used as a render target */
}
TextureAddressMode :: enum c.int {
INVALID = -1,
AUTO, /**< Wrapping is enabled if texture coordinates are outside [0, 1], this is the default */
CLAMP, /**< Texture coordinates are clamped to the [0, 1] range */
WRAP, /**< The texture is repeated (tiled) */
}
RendererLogicalPresentation :: enum c.int {
DISABLED, /**< There is no logical size in effect */
STRETCH, /**< The rendered content is stretched to the output resolution */
LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
INTEGER_SCALE, /**< The rendered content is scaled up by integer multiples to fit the output resolution */
}
Renderer :: struct {}
Texture :: struct {
format: PixelFormat, /**< The format of the texture, read-only */
w: c.int, /**< The width of the texture, read-only. */
h: c.int, /**< The height of the texture, read-only. */
refcount: c.int, /**< Application reference count, used when freeing texture */
}
PROP_RENDERER_CREATE_NAME_STRING :: "SDL.renderer.create.name"
PROP_RENDERER_CREATE_WINDOW_POINTER :: "SDL.renderer.create.window"
PROP_RENDERER_CREATE_SURFACE_POINTER :: "SDL.renderer.create.surface"
PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER :: "SDL.renderer.create.output_colorspace"
PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER :: "SDL.renderer.create.present_vsync"
PROP_RENDERER_CREATE_GPU_DEVICE_POINTER :: "SDL.renderer.create.gpu.device"
PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN :: "SDL.renderer.create.gpu.shaders_spirv"
PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN :: "SDL.renderer.create.gpu.shaders_dxil"
PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN :: "SDL.renderer.create.gpu.shaders_msl"
PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER :: "SDL.renderer.create.vulkan.instance"
PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER :: "SDL.renderer.create.vulkan.surface"
PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER :: "SDL.renderer.create.vulkan.physical_device"
PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER :: "SDL.renderer.create.vulkan.device"
PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER :: "SDL.renderer.create.vulkan.graphics_queue_family_index"
PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER :: "SDL.renderer.create.vulkan.present_queue_family_index"
PROP_RENDERER_NAME_STRING :: "SDL.renderer.name"
PROP_RENDERER_WINDOW_POINTER :: "SDL.renderer.window"
PROP_RENDERER_SURFACE_POINTER :: "SDL.renderer.surface"
PROP_RENDERER_VSYNC_NUMBER :: "SDL.renderer.vsync"
PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER :: "SDL.renderer.max_texture_size"
PROP_RENDERER_TEXTURE_FORMATS_POINTER :: "SDL.renderer.texture_formats"
PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN :: "SDL.renderer.texture_wrapping"
PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER :: "SDL.renderer.output_colorspace"
PROP_RENDERER_HDR_ENABLED_BOOLEAN :: "SDL.renderer.HDR_enabled"
PROP_RENDERER_SDR_WHITE_POINT_FLOAT :: "SDL.renderer.SDR_white_point"
PROP_RENDERER_HDR_HEADROOM_FLOAT :: "SDL.renderer.HDR_headroom"
PROP_RENDERER_D3D9_DEVICE_POINTER :: "SDL.renderer.d3d9.device"
PROP_RENDERER_D3D11_DEVICE_POINTER :: "SDL.renderer.d3d11.device"
PROP_RENDERER_D3D11_SWAPCHAIN_POINTER :: "SDL.renderer.d3d11.swap_chain"
PROP_RENDERER_D3D12_DEVICE_POINTER :: "SDL.renderer.d3d12.device"
PROP_RENDERER_D3D12_SWAPCHAIN_POINTER :: "SDL.renderer.d3d12.swap_chain"
PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER :: "SDL.renderer.d3d12.command_queue"
PROP_RENDERER_VULKAN_INSTANCE_POINTER :: "SDL.renderer.vulkan.instance"
PROP_RENDERER_VULKAN_SURFACE_NUMBER :: "SDL.renderer.vulkan.surface"
PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER :: "SDL.renderer.vulkan.physical_device"
PROP_RENDERER_VULKAN_DEVICE_POINTER :: "SDL.renderer.vulkan.device"
PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER :: "SDL.renderer.vulkan.graphics_queue_family_index"
PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER :: "SDL.renderer.vulkan.present_queue_family_index"
PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER :: "SDL.renderer.vulkan.swapchain_image_count"
PROP_RENDERER_GPU_DEVICE_POINTER :: "SDL.renderer.gpu.device"
PROP_TEXTURE_CREATE_COLORSPACE_NUMBER :: "SDL.texture.create.colorspace"
PROP_TEXTURE_CREATE_FORMAT_NUMBER :: "SDL.texture.create.format"
PROP_TEXTURE_CREATE_ACCESS_NUMBER :: "SDL.texture.create.access"
PROP_TEXTURE_CREATE_WIDTH_NUMBER :: "SDL.texture.create.width"
PROP_TEXTURE_CREATE_HEIGHT_NUMBER :: "SDL.texture.create.height"
PROP_TEXTURE_CREATE_PALETTE_POINTER :: "SDL.texture.create.palette"
PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT :: "SDL.texture.create.SDR_white_point"
PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT :: "SDL.texture.create.HDR_headroom"
PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER :: "SDL.texture.create.d3d11.texture"
PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER :: "SDL.texture.create.d3d11.texture_u"
PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER :: "SDL.texture.create.d3d11.texture_v"
PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER :: "SDL.texture.create.d3d12.texture"
PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER :: "SDL.texture.create.d3d12.texture_u"
PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER :: "SDL.texture.create.d3d12.texture_v"
PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER :: "SDL.texture.create.metal.pixelbuffer"
PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER :: "SDL.texture.create.opengl.texture"
PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER :: "SDL.texture.create.opengl.texture_uv"
PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER :: "SDL.texture.create.opengl.texture_u"
PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER :: "SDL.texture.create.opengl.texture_v"
PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER :: "SDL.texture.create.opengles2.texture"
PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER :: "SDL.texture.create.opengles2.texture_uv"
PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER :: "SDL.texture.create.opengles2.texture_u"
PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER :: "SDL.texture.create.opengles2.texture_v"
PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER :: "SDL.texture.create.vulkan.texture"
PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER :: "SDL.texture.create.vulkan.layout"
PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER :: "SDL.texture.create.gpu.texture"
PROP_TEXTURE_CREATE_GPU_TEXTURE_UV_POINTER :: "SDL.texture.create.gpu.texture_uv"
PROP_TEXTURE_CREATE_GPU_TEXTURE_U_POINTER :: "SDL.texture.create.gpu.texture_u"
PROP_TEXTURE_CREATE_GPU_TEXTURE_V_POINTER :: "SDL.texture.create.gpu.texture_v"
PROP_TEXTURE_COLORSPACE_NUMBER :: "SDL.texture.colorspace"
PROP_TEXTURE_FORMAT_NUMBER :: "SDL.texture.format"
PROP_TEXTURE_ACCESS_NUMBER :: "SDL.texture.access"
PROP_TEXTURE_WIDTH_NUMBER :: "SDL.texture.width"
PROP_TEXTURE_HEIGHT_NUMBER :: "SDL.texture.height"
PROP_TEXTURE_SDR_WHITE_POINT_FLOAT :: "SDL.texture.SDR_white_point"
PROP_TEXTURE_HDR_HEADROOM_FLOAT :: "SDL.texture.HDR_headroom"
PROP_TEXTURE_D3D11_TEXTURE_POINTER :: "SDL.texture.d3d11.texture"
PROP_TEXTURE_D3D11_TEXTURE_U_POINTER :: "SDL.texture.d3d11.texture_u"
PROP_TEXTURE_D3D11_TEXTURE_V_POINTER :: "SDL.texture.d3d11.texture_v"
PROP_TEXTURE_D3D12_TEXTURE_POINTER :: "SDL.texture.d3d12.texture"
PROP_TEXTURE_D3D12_TEXTURE_U_POINTER :: "SDL.texture.d3d12.texture_u"
PROP_TEXTURE_D3D12_TEXTURE_V_POINTER :: "SDL.texture.d3d12.texture_v"
PROP_TEXTURE_OPENGL_TEXTURE_NUMBER :: "SDL.texture.opengl.texture"
PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER :: "SDL.texture.opengl.texture_uv"
PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER :: "SDL.texture.opengl.texture_u"
PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER :: "SDL.texture.opengl.texture_v"
PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER :: "SDL.texture.opengl.target"
PROP_TEXTURE_OPENGL_TEX_W_FLOAT :: "SDL.texture.opengl.tex_w"
PROP_TEXTURE_OPENGL_TEX_H_FLOAT :: "SDL.texture.opengl.tex_h"
PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER :: "SDL.texture.opengles2.texture"
PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER :: "SDL.texture.opengles2.texture_uv"
PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER :: "SDL.texture.opengles2.texture_u"
PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER :: "SDL.texture.opengles2.texture_v"
PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER :: "SDL.texture.opengles2.target"
PROP_TEXTURE_VULKAN_TEXTURE_NUMBER :: "SDL.texture.vulkan.texture"
PROP_TEXTURE_GPU_TEXTURE_POINTER :: "SDL.texture.gpu.texture"
PROP_TEXTURE_GPU_TEXTURE_UV_POINTER :: "SDL.texture.gpu.texture_uv"
PROP_TEXTURE_GPU_TEXTURE_U_POINTER :: "SDL.texture.gpu.texture_u"
PROP_TEXTURE_GPU_TEXTURE_V_POINTER :: "SDL.texture.gpu.texture_v"
RENDERER_VSYNC_DISABLED :: 0
RENDERER_VSYNC_ADAPTIVE :: -1
DEBUG_TEXT_FONT_CHARACTER_SIZE :: 8
@(default_calling_convention="c", link_prefix="SDL_", require_results)
foreign lib {
GetNumRenderDrivers :: proc() -> c.int ---
GetRenderDriver :: proc(index: c.int) -> cstring ---
CreateRenderer :: proc(window: ^Window, name: cstring) -> ^Renderer ---
CreateRendererWithProperties :: proc(props: PropertiesID) -> ^Renderer ---
CreateGPURenderer :: proc(device: ^GPUDevice, window: ^Window) -> ^Renderer ---
GetGPURendererDevice :: proc(device: ^Renderer) -> ^GPUDevice ---
CreateSoftwareRenderer :: proc(surface: ^Surface) -> ^Renderer ---
GetRenderer :: proc(window: ^Window) -> ^Renderer ---
GetRenderWindow :: proc(renderer: ^Renderer) -> ^Window ---
GetRendererName :: proc(renderer: ^Renderer) -> cstring ---
GetRendererProperties :: proc(renderer: ^Renderer) -> PropertiesID ---
CreateTexture :: proc(renderer: ^Renderer, format: PixelFormat, access: TextureAccess, w, h: c.int) -> ^Texture ---
CreateTextureFromSurface :: proc(renderer: ^Renderer, surface: ^Surface) -> ^Texture ---
CreateTextureWithProperties :: proc(renderer: ^Renderer, props: PropertiesID) -> ^Texture ---
GetTextureProperties :: proc(texture: ^Texture) -> PropertiesID ---
GetRendererFromTexture :: proc(texture: ^Texture) -> ^Renderer ---
GetRenderTarget :: proc(renderer: ^Renderer) -> Maybe(^Texture) ---
RenderViewportSet :: proc(renderer: ^Renderer) -> bool ---
RenderClipEnabled :: proc(renderer: ^Renderer) -> bool ---
RenderReadPixels :: proc(renderer: ^Renderer, rect: Maybe(^Rect)) -> ^Surface ---
GetRenderMetalLayer :: proc(renderer: ^Renderer) -> rawptr ---
GetRenderMetalCommandEncoder :: proc(renderer: ^Renderer) -> rawptr ---
}
@(default_calling_convention="c", link_prefix="SDL_")
foreign lib {
CreateWindowAndRenderer :: proc(title: cstring, width, height: c.int, window_flags: WindowFlags, window: ^^Window, renderer: ^^Renderer) -> bool ---
GetRenderOutputSize :: proc(renderer: ^Renderer, w, h: ^c.int) -> bool ---
GetCurrentRenderOutputSize :: proc(renderer: ^Renderer, w, h: ^c.int) -> bool ---
GetTextureSize :: proc(texture: ^Texture, w, h: ^f32) -> bool ---
SetTexturePalette :: proc(texture: ^Texture, palette: ^Palette) -> bool ---
GetTexturePalette :: proc(texture: ^Texture) -> ^Palette ---
SetTextureColorMod :: proc(texture: ^Texture, r, g, b: Uint8) -> bool ---
SetTextureColorModFloat :: proc(texture: ^Texture, r, g, b: f32) -> bool ---
GetTextureColorMod :: proc(texture: ^Texture, r, g, b: ^Uint8) -> bool ---
GetTextureColorModFloat :: proc(texture: ^Texture, r, g, b: ^f32) -> bool ---
SetTextureAlphaMod :: proc(texture: ^Texture, alpha: Uint8) -> bool ---
SetTextureAlphaModFloat :: proc(texture: ^Texture, alpha: f32) -> bool ---
GetTextureAlphaMod :: proc(texture: ^Texture, alpha: ^Uint8) -> bool ---
GetTextureAlphaModFloat :: proc(texture: ^Texture, alpha: ^f32) -> bool ---
SetTextureBlendMode :: proc(texture: ^Texture, blendMode: BlendMode) -> bool ---
GetTextureBlendMode :: proc(texture: ^Texture, blendMode: ^BlendMode) -> bool ---
SetTextureScaleMode :: proc(texture: ^Texture, scaleMode: ScaleMode) -> bool ---
GetTextureScaleMode :: proc(texture: ^Texture, scaleMode: ^ScaleMode) -> bool ---
UpdateTexture :: proc(texture: ^Texture, rect: Maybe(^Rect), pixels: rawptr, pitch: c.int) -> bool ---
UpdateYUVTexture :: proc(texture: ^Texture, rect: Maybe(^Rect), Yplane: [^]Uint8, Ypitch: c.int, Uplane: [^]Uint8, Upitch: c.int, Vplane: [^]Uint8, Vpitch: c.int) -> bool ---
UpdateNVTexture :: proc(texture: ^Texture, rect: Maybe(^Rect), Yplane: [^]Uint8, Ypitch: c.int, UVplane: [^]Uint8, UVpitch: c.int) -> bool ---
LockTexture :: proc(texture: ^Texture, rect: Maybe(^Rect), pixels: ^rawptr, pitch: ^c.int) -> bool ---
LockTextureToSurface :: proc(texture: ^Texture, rect: Maybe(^Rect), surface: ^^Surface) -> bool ---
UnlockTexture :: proc(texture: ^Texture) ---
SetRenderTarget :: proc(renderer: ^Renderer, texture: Maybe(^Texture)) -> bool ---
SetRenderLogicalPresentation :: proc(renderer: ^Renderer, w, h: c.int, mode: RendererLogicalPresentation) -> bool ---
GetRenderLogicalPresentation :: proc(renderer: ^Renderer, w, h: ^c.int, mode: ^RendererLogicalPresentation) -> bool ---
GetRenderLogicalPresentationRect :: proc(renderer: ^Renderer, rect: ^FRect) -> bool ---
RenderCoordinatesFromWindow :: proc(renderer: ^Renderer, window_x, window_y: f32, x, y: ^f32) -> bool ---
RenderCoordinatesToWindow :: proc(renderer: ^Renderer, x, y: f32, window_x, window_y: ^f32) -> bool ---
ConvertEventToRenderCoordinates :: proc(renderer: ^Renderer, event: ^Event) -> bool ---
SetRenderViewport :: proc(renderer: ^Renderer, rect: Maybe(^Rect)) -> bool ---
GetRenderViewport :: proc(renderer: ^Renderer, rect: ^Rect) -> bool ---
GetRenderSafeArea :: proc(renderer: ^Renderer, rect: ^Rect) -> bool ---
SetRenderClipRect :: proc(renderer: ^Renderer, rect: Maybe(^Rect)) -> bool ---
GetRenderClipRect :: proc(renderer: ^Renderer, rect: ^Rect) -> bool ---
SetRenderScale :: proc(renderer: ^Renderer, scaleX, scaleY: f32) -> bool ---
GetRenderScale :: proc(renderer: ^Renderer, scaleX, scaleY: ^f32) -> bool ---
SetRenderDrawColor :: proc(renderer: ^Renderer, r, g, b, a: Uint8) -> bool ---
SetRenderDrawColorFloat :: proc(renderer: ^Renderer, r, g, b, a: f32) -> bool ---
GetRenderDrawColor :: proc(renderer: ^Renderer, r, g, b, a: ^Uint8) -> bool ---
GetRenderDrawColorFloat :: proc(renderer: ^Renderer, r, g, b, a: ^f32) -> bool ---
SetRenderColorScale :: proc(renderer: ^Renderer, scale: f32) -> bool ---
GetRenderColorScale :: proc(renderer: ^Renderer, scale: ^f32) -> bool ---
SetRenderDrawBlendMode :: proc(renderer: ^Renderer, blendMode: BlendMode) -> bool ---
GetRenderDrawBlendMode :: proc(renderer: ^Renderer, blendMode: ^BlendMode) -> bool ---
RenderClear :: proc(renderer: ^Renderer) -> bool ---
RenderPoint :: proc(renderer: ^Renderer, x, y: f32) -> bool ---
RenderPoints :: proc(renderer: ^Renderer, points: [^]FPoint, count: c.int) -> bool ---
RenderLine :: proc(renderer: ^Renderer, x1, y1, x2, y2: f32) -> bool ---
RenderLines :: proc(renderer: ^Renderer, points: [^]FPoint, count: c.int) -> bool ---
RenderRect :: proc(renderer: ^Renderer, rect: Maybe(^FRect)) -> bool ---
RenderRects :: proc(renderer: ^Renderer, rects: [^]FRect, count: c.int) -> bool ---
RenderFillRect :: proc(renderer: ^Renderer, rect: Maybe(^FRect)) -> bool ---
RenderFillRects :: proc(renderer: ^Renderer, rects: [^]FRect, count: c.int) -> bool ---
RenderTexture :: proc(renderer: ^Renderer, texture: ^Texture, srcrect, dstrect: Maybe(^FRect)) -> bool ---
RenderTextureRotated :: proc(renderer: ^Renderer, texture: ^Texture, srcrect, dstrect: Maybe(^FRect), angle: f64, center: Maybe(^FPoint), flip: FlipMode) -> bool ---
RenderTextureAffine :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), origin, right, down: Maybe(^FPoint)) -> bool ---
RenderTextureTiled :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), scale: f32, dstrect: Maybe(^FRect)) -> bool ---
RenderTexture9Grid :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), left_width, right_width, top_height, bottom_height: f32, scale: f32, dstrect: Maybe(^FRect)) -> bool ---
RenderTexture9GridTiled :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), left_width, right_width, top_height, bottom_height: f32, scale: f32, dstrect: Maybe(^FRect), tileScale: f32) -> bool ---
RenderGeometry :: proc(renderer: ^Renderer, texture: ^Texture, vertices: [^]Vertex, num_vertices: c.int, indices: [^]c.int, num_indices: c.int) -> bool ---
RenderGeometryRaw :: proc(renderer: ^Renderer, texture: ^Texture, xy: [^]f32, xy_stride: c.int, color: [^]FColor, color_stride: c.int, uv: [^]f32, uv_stride: c.int, num_vertices: c.int, indices: rawptr, num_indices: c.int, size_indices: c.int) -> bool ---
SetRenderTextureAddressMode :: proc(renderer: ^Renderer, u_mode, v_mode: TextureAddressMode) -> bool ---
GetRenderTextureAddressMode :: proc(renderer: ^Renderer, u_mode, v_mode: ^TextureAddressMode) -> bool ---
RenderPresent :: proc(renderer: ^Renderer) -> bool ---
DestroyTexture :: proc(texture: ^Texture) ---
DestroyRenderer :: proc(renderer: ^Renderer) ---
FlushRenderer :: proc(renderer: ^Renderer) -> bool ---
AddVulkanRenderSemaphores :: proc(renderer: ^Renderer, wait_stage_mask: Uint32, wait_semaphore, signal_semaphore: Sint64) -> bool ---
SetRenderVSync :: proc(renderer: ^Renderer, vsync: c.int) -> bool ---
GetRenderVSync :: proc(renderer: ^Renderer, vsync: ^c.int) -> bool ---
RenderDebugText :: proc(renderer: ^Renderer, x, y: f32, str: cstring) -> bool ---
RenderDebugTextFormat :: proc(renderer: ^Renderer, x, y: f32, fmt: cstring, #c_vararg args: ..any) -> bool ---
SetDefaultTextureAddressMode :: proc(renderer: ^Renderer, scale_mode: ScaleMode) -> bool ---
GetDefaultTextureAddressMode :: proc(renderer: ^Renderer, scale_mode: ^ScaleMode) -> bool ---
}
GPURenderStateCreateInfo :: struct {
fragment_shader: ^GPUShader, /**< The fragment shader to use when this render state is active */
num_sampler_bindings: Sint32, /**< The number of additional fragment samplers to bind when this render state is active */
sampler_bindings: [^]GPUTextureSamplerBinding, /**< Additional fragment samplers to bind when this render state is active */
num_storage_textures: Sint32, /**< The number of storage textures to bind when this render state is active */
storage_textures: [^]^GPUTexture, /**< Storage textures to bind when this render state is active */
num_storage_buffers: Sint32, /**< The number of storage buffers to bind when this render state is active */
storage_buffers: [^]^GPUBuffer, /**< Storage buffers to bind when this render state is active */
props: PropertiesID, /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
}
GPURenderState :: struct {}
@(default_calling_convention="c", link_prefix="SDL_", require_results)
foreign lib {
CreateGPURenderState :: proc(renderer: ^Renderer, createinfo: ^GPURenderStateCreateInfo) -> ^GPURenderState ---
SetGPURenderStateFragmentUniforms :: proc(state: ^GPURenderState, slot_index: Uint32, data: rawptr, length: Uint32) -> bool ---
SetGPURenderState :: proc(renderer: ^Renderer, state: ^GPURenderState) -> bool ---
DestroyGPURenderState :: proc(renderer: ^Renderer) ---
}
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