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Sync SDL3 wiki -> header
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@ -30,9 +30,9 @@
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*
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* A basic workflow might be something like this:
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*
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* The app creates a GPU device with SDL_GPUCreateDevice(), and assigns it to a
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* window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you can
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* render offscreen entirely, perhaps for image processing, and not use a
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* The app creates a GPU device with SDL_GPUCreateDevice(), and assigns it to
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* a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you
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* can render offscreen entirely, perhaps for image processing, and not use a
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* window at all.
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*
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* Next the app prepares static data (things that are created once and used
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* SDL_CreateGPUGraphicsPipeline()
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*
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* To render, the app creates one or more command buffers, with
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* SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering instructions
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* that will be submitted to the GPU in batch. Complex scenes can use multiple
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* command buffers, maybe configured across multiple threads in parallel, as
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* long as they are submitted in the correct order, but many apps will just
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* need one command buffer per frame.
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* SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering
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* instructions that will be submitted to the GPU in batch. Complex scenes can
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* use multiple command buffers, maybe configured across multiple threads in
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* parallel, as long as they are submitted in the correct order, but many apps
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* will just need one command buffer per frame.
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*
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* Rendering can happen to a texture (what other APIs call a "render target")
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* or it can happen to the swapchain texture (which is just a special texture
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* simultaneously. If the set of textures being rendered to needs to change,
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* the Render Pass must be ended and a new one must be begun.
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*
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* The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for each
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* draw:
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* The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for
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* each draw:
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*
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* - SDL_BindGPUGraphicsPipeline()
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* - SDL_SetGPUViewport()
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