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Add the SDL_GPU API
Project Lead: Evan Hemsley <evan@moonside.games> Co-designer, Metal Port, Console Ports: Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com> Production, QA, Debug: Co-authored-by: Ethan Lee <flibitijibibo@gmail.com> SDL_Render Driver, Bugfixes: Co-authored-by: Andrei Alexeyev <akari@taisei-project.org> Additional D3D12 Programming, Bugfixes: Co-authored-by: Bart van der Werf <bluelive@gmail.com> Bugfixes and Feedback: Co-authored-by: Zakary Strange <zakarystrange@gmail.com> Co-authored-by: meyraud705 <meyraud705@gmail.com> Co-authored-by: Joshua T. Fisher <playmer@gmail.com> Co-authored-by: Topi Ritala <ritalat@fastmail.com> Co-authored-by: David Gow <david@ingeniumdigital.com> Original API Proposal: Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
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@ -1060,6 +1060,87 @@ SDL3_0.0.0 {
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SDL_wcsnstr;
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SDL_wcsstr;
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SDL_wcstol;
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SDL_CreateGpuDevice;
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SDL_CreateGpuDeviceWithProperties;
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SDL_DestroyGpuDevice;
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SDL_GetGpuDriver;
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SDL_CreateGpuComputePipeline;
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SDL_CreateGpuGraphicsPipeline;
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SDL_CreateGpuSampler;
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SDL_CreateGpuShader;
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SDL_CreateGpuTexture;
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SDL_CreateGpuBuffer;
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SDL_CreateGpuTransferBuffer;
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SDL_SetGpuBufferName;
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SDL_SetGpuTextureName;
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SDL_InsertGpuDebugLabel;
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SDL_PushGpuDebugGroup;
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SDL_PopGpuDebugGroup;
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SDL_ReleaseGpuTexture;
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SDL_ReleaseGpuSampler;
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SDL_ReleaseGpuBuffer;
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SDL_ReleaseGpuTransferBuffer;
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SDL_ReleaseGpuComputePipeline;
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SDL_ReleaseGpuShader;
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SDL_ReleaseGpuGraphicsPipeline;
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SDL_BeginGpuRenderPass;
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SDL_BindGpuGraphicsPipeline;
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SDL_SetGpuViewport;
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SDL_SetGpuScissor;
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SDL_BindGpuVertexBuffers;
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SDL_BindGpuIndexBuffer;
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SDL_BindGpuVertexSamplers;
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SDL_BindGpuVertexStorageTextures;
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SDL_BindGpuVertexStorageBuffers;
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SDL_BindGpuFragmentSamplers;
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SDL_BindGpuFragmentStorageTextures;
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SDL_BindGpuFragmentStorageBuffers;
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SDL_PushGpuVertexUniformData;
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SDL_PushGpuFragmentUniformData;
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SDL_DrawGpuIndexedPrimitives;
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SDL_DrawGpuPrimitives;
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SDL_DrawGpuPrimitivesIndirect;
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SDL_DrawGpuIndexedPrimitivesIndirect;
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SDL_EndGpuRenderPass;
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SDL_BeginGpuComputePass;
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SDL_BindGpuComputePipeline;
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SDL_BindGpuComputeStorageTextures;
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SDL_BindGpuComputeStorageBuffers;
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SDL_PushGpuComputeUniformData;
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SDL_DispatchGpuCompute;
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SDL_DispatchGpuComputeIndirect;
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SDL_EndGpuComputePass;
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SDL_MapGpuTransferBuffer;
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SDL_UnmapGpuTransferBuffer;
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SDL_BeginGpuCopyPass;
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SDL_UploadToGpuTexture;
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SDL_UploadToGpuBuffer;
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SDL_CopyGpuTextureToTexture;
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SDL_CopyGpuBufferToBuffer;
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SDL_GenerateGpuMipmaps;
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SDL_DownloadFromGpuTexture;
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SDL_DownloadFromGpuBuffer;
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SDL_EndGpuCopyPass;
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SDL_BlitGpu;
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SDL_SupportsGpuSwapchainComposition;
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SDL_SupportsGpuPresentMode;
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SDL_ClaimGpuWindow;
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SDL_UnclaimGpuWindow;
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SDL_SetGpuSwapchainParameters;
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SDL_GetGpuSwapchainTextureFormat;
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SDL_AcquireGpuCommandBuffer;
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SDL_AcquireGpuSwapchainTexture;
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SDL_SubmitGpu;
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SDL_SubmitGpuAndAcquireFence;
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SDL_WaitGpu;
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SDL_WaitGpuForFences;
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SDL_QueryGpuFence;
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SDL_ReleaseGpuFence;
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SDL_GpuTextureFormatTexelBlockSize;
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SDL_SupportsGpuTextureFormat;
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SDL_SupportsGpuSampleCount;
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SDL_GDKSuspendGpu;
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SDL_GDKResumeGpu;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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