diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 232b4cee32..fc071759cd 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -159,6 +159,24 @@ * and reasonable to implement across several platforms and underlying APIs. * So while these things are not in the "never" category, they are definitely * not "near future" items either. + * + * ## System Requirements + * + * **Vulkan:** Supported on Windows, Linux, Nintendo Switch, and certain Android devices. Requires Vulkan 1.0 with the following extensions and device features: + * - `VK_KHR_swapchain` + * - `VK_KHR_maintenance1` + * - `independentBlend` + * - `imageCubeArray` + * - `depthClamp` + * - `shaderClipDistance` + * - `drawIndirectFirstInstance` + * + * **D3D12:** Supported on Windows 10 or newer, Xbox One (GDK), and Xbox Series X|S (GDK). Requires a GPU that supports DirectX 12 Feature Level 11_1. + * + * **Metal:** Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware requirements vary by operating system: + * - macOS requires an Apple Silicon or [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc) GPU + * - iOS/tvOS requires an A9 GPU or newer + * - iOS Simulator and tvOS Simulator are unsupported */ #ifndef SDL_gpu_h_