diff --git a/src/dynapi/SDL_dynapi.sym b/src/dynapi/SDL_dynapi.sym index 1cab11add5..5f5c739039 100644 --- a/src/dynapi/SDL_dynapi.sym +++ b/src/dynapi/SDL_dynapi.sym @@ -3,6 +3,8 @@ SDL3_0.0.0 { JNI_OnLoad; SDL_DYNAPI_entry; SDL_AcquireCameraFrame; + SDL_AcquireGPUCommandBuffer; + SDL_AcquireGPUSwapchainTexture; SDL_AddEventWatch; SDL_AddGamepadMapping; SDL_AddGamepadMappingsFromFile; @@ -21,8 +23,24 @@ SDL3_0.0.0 { SDL_AtomicSetPtr; SDL_AttachVirtualJoystick; SDL_AudioDevicePaused; + SDL_BeginGPUComputePass; + SDL_BeginGPUCopyPass; + SDL_BeginGPURenderPass; SDL_BindAudioStream; SDL_BindAudioStreams; + SDL_BindGPUComputePipeline; + SDL_BindGPUComputeStorageBuffers; + SDL_BindGPUComputeStorageTextures; + SDL_BindGPUFragmentSamplers; + SDL_BindGPUFragmentStorageBuffers; + SDL_BindGPUFragmentStorageTextures; + SDL_BindGPUGraphicsPipeline; + SDL_BindGPUIndexBuffer; + SDL_BindGPUVertexBuffers; + SDL_BindGPUVertexSamplers; + SDL_BindGPUVertexStorageBuffers; + SDL_BindGPUVertexStorageTextures; + SDL_BlitGPU; SDL_BlitSurface9Grid; SDL_BlitSurface; SDL_BlitSurfaceScaled; @@ -32,6 +50,7 @@ SDL3_0.0.0 { SDL_BlitSurfaceUncheckedScaled; SDL_BroadcastCondition; SDL_CaptureMouse; + SDL_ClaimGPUWindow; SDL_CleanupTLS; SDL_ClearAudioStream; SDL_ClearClipboardData; @@ -55,6 +74,8 @@ SDL3_0.0.0 { SDL_ConvertSurface; SDL_ConvertSurfaceAndColorspace; SDL_CopyFile; + SDL_CopyGPUBufferToBuffer; + SDL_CopyGPUTextureToTexture; SDL_CopyProperties; SDL_CopyStorageFile; SDL_CreateAudioStream; @@ -62,6 +83,15 @@ SDL3_0.0.0 { SDL_CreateCondition; SDL_CreateCursor; SDL_CreateDirectory; + SDL_CreateGPUBuffer; + SDL_CreateGPUComputePipeline; + SDL_CreateGPUDevice; + SDL_CreateGPUDeviceWithProperties; + SDL_CreateGPUGraphicsPipeline; + SDL_CreateGPUSampler; + SDL_CreateGPUShader; + SDL_CreateGPUTexture; + SDL_CreateGPUTransferBuffer; SDL_CreateHapticEffect; SDL_CreateMutex; SDL_CreatePalette; @@ -94,6 +124,7 @@ SDL3_0.0.0 { SDL_DestroyAudioStream; SDL_DestroyCondition; SDL_DestroyCursor; + SDL_DestroyGPUDevice; SDL_DestroyHapticEffect; SDL_DestroyMutex; SDL_DestroyPalette; @@ -108,6 +139,14 @@ SDL3_0.0.0 { SDL_DetachThread; SDL_DetachVirtualJoystick; SDL_DisableScreenSaver; + SDL_DispatchGPUCompute; + SDL_DispatchGPUComputeIndirect; + SDL_DownloadFromGPUBuffer; + SDL_DownloadFromGPUTexture; + SDL_DrawGPUIndexedPrimitives; + SDL_DrawGPUIndexedPrimitivesIndirect; + SDL_DrawGPUPrimitives; + SDL_DrawGPUPrimitivesIndirect; SDL_DuplicateSurface; SDL_EGL_GetCurrentConfig; SDL_EGL_GetCurrentDisplay; @@ -115,6 +154,9 @@ SDL3_0.0.0 { SDL_EGL_GetWindowSurface; SDL_EGL_SetAttributeCallbacks; SDL_EnableScreenSaver; + SDL_EndGPUComputePass; + SDL_EndGPUCopyPass; + SDL_EndGPURenderPass; SDL_EnterAppMainCallbacks; SDL_EnumerateDirectory; SDL_EnumerateProperties; @@ -129,7 +171,9 @@ SDL3_0.0.0 { SDL_FlushEvent; SDL_FlushEvents; SDL_FlushRenderer; + SDL_GDKResumeGPU; SDL_GDKSuspendComplete; + SDL_GDKSuspendGPU; SDL_GL_CreateContext; SDL_GL_DestroyContext; SDL_GL_ExtensionSupported; @@ -145,6 +189,7 @@ SDL3_0.0.0 { SDL_GL_SetSwapInterval; SDL_GL_SwapWindow; SDL_GL_UnloadLibrary; + SDL_GPUTextureFormatTexelBlockSize; SDL_GUIDToString; SDL_GamepadConnected; SDL_GamepadEventsEnabled; @@ -152,6 +197,7 @@ SDL3_0.0.0 { SDL_GamepadHasButton; SDL_GamepadHasSensor; SDL_GamepadSensorEnabled; + SDL_GenerateGPUMipmaps; SDL_GetAndroidActivity; SDL_GetAndroidCachePath; SDL_GetAndroidExternalStoragePath; @@ -229,6 +275,8 @@ SDL3_0.0.0 { SDL_GetFullscreenDisplayModes; SDL_GetGDKDefaultUser; SDL_GetGDKTaskQueue; + SDL_GetGPUDriver; + SDL_GetGPUSwapchainTextureFormat; SDL_GetGamepadAppleSFSymbolsNameForAxis; SDL_GetGamepadAppleSFSymbolsNameForButton; SDL_GetGamepadAxis; @@ -528,6 +576,7 @@ SDL3_0.0.0 { SDL_Init; SDL_InitHapticRumble; SDL_InitSubSystem; + SDL_InsertGPUDebugLabel; SDL_IsAndroidTV; SDL_IsChromebook; SDL_IsDeXMode; @@ -565,6 +614,7 @@ SDL3_0.0.0 { SDL_LogMessageV; SDL_LogVerbose; SDL_LogWarn; + SDL_MapGPUTransferBuffer; SDL_MapRGB; SDL_MapRGBA; SDL_MapSurfaceRGB; @@ -606,11 +656,17 @@ SDL3_0.0.0 { SDL_PeepEvents; SDL_PlayHapticRumble; SDL_PollEvent; + SDL_PopGPUDebugGroup; SDL_PremultiplyAlpha; SDL_PremultiplySurfaceAlpha; SDL_PumpEvents; SDL_PushEvent; + SDL_PushGPUComputeUniformData; + SDL_PushGPUDebugGroup; + SDL_PushGPUFragmentUniformData; + SDL_PushGPUVertexUniformData; SDL_PutAudioStreamData; + SDL_QueryGPUFence; SDL_Quit; SDL_QuitSubSystem; SDL_RaiseWindow; @@ -635,6 +691,14 @@ SDL3_0.0.0 { SDL_RegisterApp; SDL_RegisterEvents; SDL_ReleaseCameraFrame; + SDL_ReleaseGPUBuffer; + SDL_ReleaseGPUComputePipeline; + SDL_ReleaseGPUFence; + SDL_ReleaseGPUGraphicsPipeline; + SDL_ReleaseGPUSampler; + SDL_ReleaseGPUShader; + SDL_ReleaseGPUTexture; + SDL_ReleaseGPUTransferBuffer; SDL_ReloadGamepadMappings; SDL_RemovePath; SDL_RemoveStoragePath; @@ -711,6 +775,11 @@ SDL3_0.0.0 { SDL_SetEventEnabled; SDL_SetEventFilter; SDL_SetFloatProperty; + SDL_SetGPUBufferName; + SDL_SetGPUScissor; + SDL_SetGPUSwapchainParameters; + SDL_SetGPUTextureName; + SDL_SetGPUViewport; SDL_SetGamepadEventsEnabled; SDL_SetGamepadLED; SDL_SetGamepadMapping; @@ -817,6 +886,12 @@ SDL3_0.0.0 { SDL_StopTextInput; SDL_StorageReady; SDL_StringToGUID; + SDL_SubmitGPU; + SDL_SubmitGPUAndAcquireFence; + SDL_SupportsGPUPresentMode; + SDL_SupportsGPUSampleCount; + SDL_SupportsGPUSwapchainComposition; + SDL_SupportsGPUTextureFormat; SDL_SurfaceHasAlternateImages; SDL_SurfaceHasColorKey; SDL_SurfaceHasRLE; @@ -834,6 +909,7 @@ SDL3_0.0.0 { SDL_UCS4ToUTF8; SDL_UnbindAudioStream; SDL_UnbindAudioStreams; + SDL_UnclaimGPUWindow; SDL_UnloadObject; SDL_UnlockAudioStream; SDL_UnlockJoysticks; @@ -843,6 +919,7 @@ SDL3_0.0.0 { SDL_UnlockSpinlock; SDL_UnlockSurface; SDL_UnlockTexture; + SDL_UnmapGPUTransferBuffer; SDL_UnregisterApp; SDL_UpdateGamepads; SDL_UpdateHapticEffect; @@ -853,6 +930,8 @@ SDL3_0.0.0 { SDL_UpdateWindowSurface; SDL_UpdateWindowSurfaceRects; SDL_UpdateYUVTexture; + SDL_UploadToGPUBuffer; + SDL_UploadToGPUTexture; SDL_Vulkan_CreateSurface; SDL_Vulkan_DestroySurface; SDL_Vulkan_GetInstanceExtensions; @@ -864,6 +943,8 @@ SDL3_0.0.0 { SDL_WaitConditionTimeout; SDL_WaitEvent; SDL_WaitEventTimeout; + SDL_WaitGPU; + SDL_WaitGPUForFences; SDL_WaitSemaphore; SDL_WaitSemaphoreTimeout; SDL_WaitThread; @@ -1060,87 +1141,6 @@ SDL3_0.0.0 { SDL_wcsnstr; SDL_wcsstr; SDL_wcstol; - SDL_CreateGPUDevice; - SDL_CreateGPUDeviceWithProperties; - SDL_DestroyGPUDevice; - SDL_GetGPUDriver; - SDL_CreateGPUComputePipeline; - SDL_CreateGPUGraphicsPipeline; - SDL_CreateGPUSampler; - SDL_CreateGPUShader; - SDL_CreateGPUTexture; - SDL_CreateGPUBuffer; - SDL_CreateGPUTransferBuffer; - SDL_SetGPUBufferName; - SDL_SetGPUTextureName; - SDL_InsertGPUDebugLabel; - SDL_PushGPUDebugGroup; - SDL_PopGPUDebugGroup; - SDL_ReleaseGPUTexture; - SDL_ReleaseGPUSampler; - SDL_ReleaseGPUBuffer; - SDL_ReleaseGPUTransferBuffer; - SDL_ReleaseGPUComputePipeline; - SDL_ReleaseGPUShader; - SDL_ReleaseGPUGraphicsPipeline; - SDL_BeginGPURenderPass; - SDL_BindGPUGraphicsPipeline; - SDL_SetGPUViewport; - SDL_SetGPUScissor; - SDL_BindGPUVertexBuffers; - SDL_BindGPUIndexBuffer; - SDL_BindGPUVertexSamplers; - SDL_BindGPUVertexStorageTextures; - SDL_BindGPUVertexStorageBuffers; - SDL_BindGPUFragmentSamplers; - SDL_BindGPUFragmentStorageTextures; - SDL_BindGPUFragmentStorageBuffers; - SDL_PushGPUVertexUniformData; - SDL_PushGPUFragmentUniformData; - SDL_DrawGPUIndexedPrimitives; - SDL_DrawGPUPrimitives; - SDL_DrawGPUPrimitivesIndirect; - SDL_DrawGPUIndexedPrimitivesIndirect; - SDL_EndGPURenderPass; - SDL_BeginGPUComputePass; - SDL_BindGPUComputePipeline; - SDL_BindGPUComputeStorageTextures; - SDL_BindGPUComputeStorageBuffers; - SDL_PushGPUComputeUniformData; - SDL_DispatchGPUCompute; - SDL_DispatchGPUComputeIndirect; - SDL_EndGPUComputePass; - SDL_MapGPUTransferBuffer; - SDL_UnmapGPUTransferBuffer; - SDL_BeginGPUCopyPass; - SDL_UploadToGPUTexture; - SDL_UploadToGPUBuffer; - SDL_CopyGPUTextureToTexture; - SDL_CopyGPUBufferToBuffer; - SDL_GenerateGPUMipmaps; - SDL_DownloadFromGPUTexture; - SDL_DownloadFromGPUBuffer; - SDL_EndGPUCopyPass; - SDL_BlitGPU; - SDL_SupportsGPUSwapchainComposition; - SDL_SupportsGPUPresentMode; - SDL_ClaimGPUWindow; - SDL_UnclaimGPUWindow; - SDL_SetGPUSwapchainParameters; - SDL_GetGPUSwapchainTextureFormat; - SDL_AcquireGPUCommandBuffer; - SDL_AcquireGPUSwapchainTexture; - SDL_SubmitGPU; - SDL_SubmitGPUAndAcquireFence; - SDL_WaitGPU; - SDL_WaitGPUForFences; - SDL_QueryGPUFence; - SDL_ReleaseGPUFence; - SDL_GPUTextureFormatTexelBlockSize; - SDL_SupportsGPUTextureFormat; - SDL_SupportsGPUSampleCount; - SDL_GDKSuspendGPU; - SDL_GDKResumeGPU; # extra symbols go here (don't modify this line) local: *; }; diff --git a/src/dynapi/SDL_dynapi_overrides.h b/src/dynapi/SDL_dynapi_overrides.h index e6de327b5a..b31a0212d4 100644 --- a/src/dynapi/SDL_dynapi_overrides.h +++ b/src/dynapi/SDL_dynapi_overrides.h @@ -28,6 +28,8 @@ // New API symbols are added at the end #define SDL_AcquireCameraFrame SDL_AcquireCameraFrame_REAL +#define SDL_AcquireGPUCommandBuffer SDL_AcquireGPUCommandBuffer_REAL +#define SDL_AcquireGPUSwapchainTexture SDL_AcquireGPUSwapchainTexture_REAL #define SDL_AddEventWatch SDL_AddEventWatch_REAL #define SDL_AddGamepadMapping SDL_AddGamepadMapping_REAL #define SDL_AddGamepadMappingsFromFile SDL_AddGamepadMappingsFromFile_REAL @@ -46,8 +48,24 @@ #define SDL_AtomicSetPtr SDL_AtomicSetPtr_REAL #define SDL_AttachVirtualJoystick SDL_AttachVirtualJoystick_REAL #define SDL_AudioDevicePaused SDL_AudioDevicePaused_REAL +#define SDL_BeginGPUComputePass SDL_BeginGPUComputePass_REAL +#define SDL_BeginGPUCopyPass SDL_BeginGPUCopyPass_REAL +#define SDL_BeginGPURenderPass SDL_BeginGPURenderPass_REAL #define SDL_BindAudioStream SDL_BindAudioStream_REAL #define SDL_BindAudioStreams SDL_BindAudioStreams_REAL +#define SDL_BindGPUComputePipeline SDL_BindGPUComputePipeline_REAL +#define SDL_BindGPUComputeStorageBuffers SDL_BindGPUComputeStorageBuffers_REAL +#define SDL_BindGPUComputeStorageTextures SDL_BindGPUComputeStorageTextures_REAL +#define SDL_BindGPUFragmentSamplers SDL_BindGPUFragmentSamplers_REAL +#define SDL_BindGPUFragmentStorageBuffers SDL_BindGPUFragmentStorageBuffers_REAL +#define SDL_BindGPUFragmentStorageTextures SDL_BindGPUFragmentStorageTextures_REAL +#define SDL_BindGPUGraphicsPipeline SDL_BindGPUGraphicsPipeline_REAL +#define SDL_BindGPUIndexBuffer SDL_BindGPUIndexBuffer_REAL +#define SDL_BindGPUVertexBuffers SDL_BindGPUVertexBuffers_REAL +#define SDL_BindGPUVertexSamplers SDL_BindGPUVertexSamplers_REAL +#define SDL_BindGPUVertexStorageBuffers SDL_BindGPUVertexStorageBuffers_REAL +#define SDL_BindGPUVertexStorageTextures SDL_BindGPUVertexStorageTextures_REAL +#define SDL_BlitGPU SDL_BlitGPU_REAL #define SDL_BlitSurface SDL_BlitSurface_REAL #define SDL_BlitSurface9Grid SDL_BlitSurface9Grid_REAL #define SDL_BlitSurfaceScaled SDL_BlitSurfaceScaled_REAL @@ -57,6 +75,7 @@ #define SDL_BlitSurfaceUncheckedScaled SDL_BlitSurfaceUncheckedScaled_REAL #define SDL_BroadcastCondition SDL_BroadcastCondition_REAL #define SDL_CaptureMouse SDL_CaptureMouse_REAL +#define SDL_ClaimGPUWindow SDL_ClaimGPUWindow_REAL #define SDL_CleanupTLS SDL_CleanupTLS_REAL #define SDL_ClearAudioStream SDL_ClearAudioStream_REAL #define SDL_ClearClipboardData SDL_ClearClipboardData_REAL @@ -80,6 +99,8 @@ #define SDL_ConvertSurface SDL_ConvertSurface_REAL #define SDL_ConvertSurfaceAndColorspace SDL_ConvertSurfaceAndColorspace_REAL #define SDL_CopyFile SDL_CopyFile_REAL +#define SDL_CopyGPUBufferToBuffer SDL_CopyGPUBufferToBuffer_REAL +#define SDL_CopyGPUTextureToTexture SDL_CopyGPUTextureToTexture_REAL #define SDL_CopyProperties SDL_CopyProperties_REAL #define SDL_CopyStorageFile SDL_CopyStorageFile_REAL #define SDL_CreateAudioStream SDL_CreateAudioStream_REAL @@ -87,6 +108,15 @@ #define SDL_CreateCondition SDL_CreateCondition_REAL #define SDL_CreateCursor SDL_CreateCursor_REAL #define SDL_CreateDirectory SDL_CreateDirectory_REAL +#define SDL_CreateGPUBuffer SDL_CreateGPUBuffer_REAL +#define SDL_CreateGPUComputePipeline SDL_CreateGPUComputePipeline_REAL +#define SDL_CreateGPUDevice SDL_CreateGPUDevice_REAL +#define SDL_CreateGPUDeviceWithProperties SDL_CreateGPUDeviceWithProperties_REAL +#define SDL_CreateGPUGraphicsPipeline SDL_CreateGPUGraphicsPipeline_REAL +#define SDL_CreateGPUSampler SDL_CreateGPUSampler_REAL +#define SDL_CreateGPUShader SDL_CreateGPUShader_REAL +#define SDL_CreateGPUTexture SDL_CreateGPUTexture_REAL +#define SDL_CreateGPUTransferBuffer SDL_CreateGPUTransferBuffer_REAL #define SDL_CreateHapticEffect SDL_CreateHapticEffect_REAL #define SDL_CreateMutex SDL_CreateMutex_REAL #define SDL_CreatePalette SDL_CreatePalette_REAL @@ -119,6 +149,7 @@ #define SDL_DestroyAudioStream SDL_DestroyAudioStream_REAL #define SDL_DestroyCondition SDL_DestroyCondition_REAL #define SDL_DestroyCursor SDL_DestroyCursor_REAL +#define SDL_DestroyGPUDevice SDL_DestroyGPUDevice_REAL #define SDL_DestroyHapticEffect SDL_DestroyHapticEffect_REAL #define SDL_DestroyMutex SDL_DestroyMutex_REAL #define SDL_DestroyPalette SDL_DestroyPalette_REAL @@ -133,6 +164,14 @@ #define SDL_DetachThread SDL_DetachThread_REAL #define SDL_DetachVirtualJoystick SDL_DetachVirtualJoystick_REAL #define SDL_DisableScreenSaver SDL_DisableScreenSaver_REAL +#define SDL_DispatchGPUCompute SDL_DispatchGPUCompute_REAL +#define SDL_DispatchGPUComputeIndirect SDL_DispatchGPUComputeIndirect_REAL +#define SDL_DownloadFromGPUBuffer SDL_DownloadFromGPUBuffer_REAL +#define SDL_DownloadFromGPUTexture SDL_DownloadFromGPUTexture_REAL +#define SDL_DrawGPUIndexedPrimitives SDL_DrawGPUIndexedPrimitives_REAL +#define SDL_DrawGPUIndexedPrimitivesIndirect SDL_DrawGPUIndexedPrimitivesIndirect_REAL +#define SDL_DrawGPUPrimitives SDL_DrawGPUPrimitives_REAL +#define SDL_DrawGPUPrimitivesIndirect SDL_DrawGPUPrimitivesIndirect_REAL #define SDL_DuplicateSurface SDL_DuplicateSurface_REAL #define SDL_EGL_GetCurrentConfig SDL_EGL_GetCurrentConfig_REAL #define SDL_EGL_GetCurrentDisplay SDL_EGL_GetCurrentDisplay_REAL @@ -140,6 +179,9 @@ #define SDL_EGL_GetWindowSurface SDL_EGL_GetWindowSurface_REAL #define SDL_EGL_SetAttributeCallbacks SDL_EGL_SetAttributeCallbacks_REAL #define SDL_EnableScreenSaver SDL_EnableScreenSaver_REAL +#define SDL_EndGPUComputePass SDL_EndGPUComputePass_REAL +#define SDL_EndGPUCopyPass SDL_EndGPUCopyPass_REAL +#define SDL_EndGPURenderPass SDL_EndGPURenderPass_REAL #define SDL_EnterAppMainCallbacks SDL_EnterAppMainCallbacks_REAL #define SDL_EnumerateDirectory SDL_EnumerateDirectory_REAL #define SDL_EnumerateProperties SDL_EnumerateProperties_REAL @@ -154,7 +196,9 @@ #define SDL_FlushEvent SDL_FlushEvent_REAL #define SDL_FlushEvents SDL_FlushEvents_REAL #define SDL_FlushRenderer SDL_FlushRenderer_REAL +#define SDL_GDKResumeGPU SDL_GDKResumeGPU_REAL #define SDL_GDKSuspendComplete SDL_GDKSuspendComplete_REAL +#define SDL_GDKSuspendGPU SDL_GDKSuspendGPU_REAL #define SDL_GL_CreateContext SDL_GL_CreateContext_REAL #define SDL_GL_DestroyContext SDL_GL_DestroyContext_REAL #define SDL_GL_ExtensionSupported SDL_GL_ExtensionSupported_REAL @@ -170,6 +214,7 @@ #define SDL_GL_SetSwapInterval SDL_GL_SetSwapInterval_REAL #define SDL_GL_SwapWindow SDL_GL_SwapWindow_REAL #define SDL_GL_UnloadLibrary SDL_GL_UnloadLibrary_REAL +#define SDL_GPUTextureFormatTexelBlockSize SDL_GPUTextureFormatTexelBlockSize_REAL #define SDL_GUIDToString SDL_GUIDToString_REAL #define SDL_GamepadConnected SDL_GamepadConnected_REAL #define SDL_GamepadEventsEnabled SDL_GamepadEventsEnabled_REAL @@ -177,6 +222,7 @@ #define SDL_GamepadHasButton SDL_GamepadHasButton_REAL #define SDL_GamepadHasSensor SDL_GamepadHasSensor_REAL #define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL +#define SDL_GenerateGPUMipmaps SDL_GenerateGPUMipmaps_REAL #define SDL_GetAndroidActivity SDL_GetAndroidActivity_REAL #define SDL_GetAndroidCachePath SDL_GetAndroidCachePath_REAL #define SDL_GetAndroidExternalStoragePath SDL_GetAndroidExternalStoragePath_REAL @@ -254,6 +300,8 @@ #define SDL_GetFullscreenDisplayModes SDL_GetFullscreenDisplayModes_REAL #define SDL_GetGDKDefaultUser SDL_GetGDKDefaultUser_REAL #define SDL_GetGDKTaskQueue SDL_GetGDKTaskQueue_REAL +#define SDL_GetGPUDriver SDL_GetGPUDriver_REAL +#define SDL_GetGPUSwapchainTextureFormat SDL_GetGPUSwapchainTextureFormat_REAL #define SDL_GetGamepadAppleSFSymbolsNameForAxis SDL_GetGamepadAppleSFSymbolsNameForAxis_REAL #define SDL_GetGamepadAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton_REAL #define SDL_GetGamepadAxis SDL_GetGamepadAxis_REAL @@ -553,6 +601,7 @@ #define SDL_Init SDL_Init_REAL #define SDL_InitHapticRumble SDL_InitHapticRumble_REAL #define SDL_InitSubSystem SDL_InitSubSystem_REAL +#define SDL_InsertGPUDebugLabel SDL_InsertGPUDebugLabel_REAL #define SDL_IsAndroidTV SDL_IsAndroidTV_REAL #define SDL_IsChromebook SDL_IsChromebook_REAL #define SDL_IsDeXMode SDL_IsDeXMode_REAL @@ -590,6 +639,7 @@ #define SDL_LogMessageV SDL_LogMessageV_REAL #define SDL_LogVerbose SDL_LogVerbose_REAL #define SDL_LogWarn SDL_LogWarn_REAL +#define SDL_MapGPUTransferBuffer SDL_MapGPUTransferBuffer_REAL #define SDL_MapRGB SDL_MapRGB_REAL #define SDL_MapRGBA SDL_MapRGBA_REAL #define SDL_MapSurfaceRGB SDL_MapSurfaceRGB_REAL @@ -631,11 +681,17 @@ #define SDL_PeepEvents SDL_PeepEvents_REAL #define SDL_PlayHapticRumble SDL_PlayHapticRumble_REAL #define SDL_PollEvent SDL_PollEvent_REAL +#define SDL_PopGPUDebugGroup SDL_PopGPUDebugGroup_REAL #define SDL_PremultiplyAlpha SDL_PremultiplyAlpha_REAL #define SDL_PremultiplySurfaceAlpha SDL_PremultiplySurfaceAlpha_REAL #define SDL_PumpEvents SDL_PumpEvents_REAL #define SDL_PushEvent SDL_PushEvent_REAL +#define SDL_PushGPUComputeUniformData SDL_PushGPUComputeUniformData_REAL +#define SDL_PushGPUDebugGroup SDL_PushGPUDebugGroup_REAL +#define SDL_PushGPUFragmentUniformData SDL_PushGPUFragmentUniformData_REAL +#define SDL_PushGPUVertexUniformData SDL_PushGPUVertexUniformData_REAL #define SDL_PutAudioStreamData SDL_PutAudioStreamData_REAL +#define SDL_QueryGPUFence SDL_QueryGPUFence_REAL #define SDL_Quit SDL_Quit_REAL #define SDL_QuitSubSystem SDL_QuitSubSystem_REAL #define SDL_RaiseWindow SDL_RaiseWindow_REAL @@ -660,6 +716,14 @@ #define SDL_RegisterApp SDL_RegisterApp_REAL #define SDL_RegisterEvents SDL_RegisterEvents_REAL #define SDL_ReleaseCameraFrame SDL_ReleaseCameraFrame_REAL +#define SDL_ReleaseGPUBuffer SDL_ReleaseGPUBuffer_REAL +#define SDL_ReleaseGPUComputePipeline SDL_ReleaseGPUComputePipeline_REAL +#define SDL_ReleaseGPUFence SDL_ReleaseGPUFence_REAL +#define SDL_ReleaseGPUGraphicsPipeline SDL_ReleaseGPUGraphicsPipeline_REAL +#define SDL_ReleaseGPUSampler SDL_ReleaseGPUSampler_REAL +#define SDL_ReleaseGPUShader SDL_ReleaseGPUShader_REAL +#define SDL_ReleaseGPUTexture SDL_ReleaseGPUTexture_REAL +#define SDL_ReleaseGPUTransferBuffer SDL_ReleaseGPUTransferBuffer_REAL #define SDL_ReloadGamepadMappings SDL_ReloadGamepadMappings_REAL #define SDL_RemovePath SDL_RemovePath_REAL #define SDL_RemoveStoragePath SDL_RemoveStoragePath_REAL @@ -736,6 +800,11 @@ #define SDL_SetEventEnabled SDL_SetEventEnabled_REAL #define SDL_SetEventFilter SDL_SetEventFilter_REAL #define SDL_SetFloatProperty SDL_SetFloatProperty_REAL +#define SDL_SetGPUBufferName SDL_SetGPUBufferName_REAL +#define SDL_SetGPUScissor SDL_SetGPUScissor_REAL +#define SDL_SetGPUSwapchainParameters SDL_SetGPUSwapchainParameters_REAL +#define SDL_SetGPUTextureName SDL_SetGPUTextureName_REAL +#define SDL_SetGPUViewport SDL_SetGPUViewport_REAL #define SDL_SetGamepadEventsEnabled SDL_SetGamepadEventsEnabled_REAL #define SDL_SetGamepadLED SDL_SetGamepadLED_REAL #define SDL_SetGamepadMapping SDL_SetGamepadMapping_REAL @@ -842,6 +911,12 @@ #define SDL_StopTextInput SDL_StopTextInput_REAL #define SDL_StorageReady SDL_StorageReady_REAL #define SDL_StringToGUID SDL_StringToGUID_REAL +#define SDL_SubmitGPU SDL_SubmitGPU_REAL +#define SDL_SubmitGPUAndAcquireFence SDL_SubmitGPUAndAcquireFence_REAL +#define SDL_SupportsGPUPresentMode SDL_SupportsGPUPresentMode_REAL +#define SDL_SupportsGPUSampleCount SDL_SupportsGPUSampleCount_REAL +#define SDL_SupportsGPUSwapchainComposition SDL_SupportsGPUSwapchainComposition_REAL +#define SDL_SupportsGPUTextureFormat SDL_SupportsGPUTextureFormat_REAL #define SDL_SurfaceHasAlternateImages SDL_SurfaceHasAlternateImages_REAL #define SDL_SurfaceHasColorKey SDL_SurfaceHasColorKey_REAL #define SDL_SurfaceHasRLE SDL_SurfaceHasRLE_REAL @@ -859,6 +934,7 @@ #define SDL_UCS4ToUTF8 SDL_UCS4ToUTF8_REAL #define SDL_UnbindAudioStream SDL_UnbindAudioStream_REAL #define SDL_UnbindAudioStreams SDL_UnbindAudioStreams_REAL +#define SDL_UnclaimGPUWindow SDL_UnclaimGPUWindow_REAL #define SDL_UnloadObject SDL_UnloadObject_REAL #define SDL_UnlockAudioStream SDL_UnlockAudioStream_REAL #define SDL_UnlockJoysticks SDL_UnlockJoysticks_REAL @@ -868,6 +944,7 @@ #define SDL_UnlockSpinlock SDL_UnlockSpinlock_REAL #define SDL_UnlockSurface SDL_UnlockSurface_REAL #define SDL_UnlockTexture SDL_UnlockTexture_REAL +#define SDL_UnmapGPUTransferBuffer SDL_UnmapGPUTransferBuffer_REAL #define SDL_UnregisterApp SDL_UnregisterApp_REAL #define SDL_UpdateGamepads SDL_UpdateGamepads_REAL #define SDL_UpdateHapticEffect SDL_UpdateHapticEffect_REAL @@ -878,6 +955,8 @@ #define SDL_UpdateWindowSurface SDL_UpdateWindowSurface_REAL #define SDL_UpdateWindowSurfaceRects SDL_UpdateWindowSurfaceRects_REAL #define SDL_UpdateYUVTexture SDL_UpdateYUVTexture_REAL +#define SDL_UploadToGPUBuffer SDL_UploadToGPUBuffer_REAL +#define SDL_UploadToGPUTexture SDL_UploadToGPUTexture_REAL #define SDL_Vulkan_CreateSurface SDL_Vulkan_CreateSurface_REAL #define SDL_Vulkan_DestroySurface SDL_Vulkan_DestroySurface_REAL #define SDL_Vulkan_GetInstanceExtensions SDL_Vulkan_GetInstanceExtensions_REAL @@ -889,6 +968,8 @@ #define SDL_WaitConditionTimeout SDL_WaitConditionTimeout_REAL #define SDL_WaitEvent SDL_WaitEvent_REAL #define SDL_WaitEventTimeout SDL_WaitEventTimeout_REAL +#define SDL_WaitGPU SDL_WaitGPU_REAL +#define SDL_WaitGPUForFences SDL_WaitGPUForFences_REAL #define SDL_WaitSemaphore SDL_WaitSemaphore_REAL #define SDL_WaitSemaphoreTimeout SDL_WaitSemaphoreTimeout_REAL #define SDL_WaitThread SDL_WaitThread_REAL @@ -1085,84 +1166,3 @@ #define SDL_wcsnstr SDL_wcsnstr_REAL #define SDL_wcsstr SDL_wcsstr_REAL #define SDL_wcstol SDL_wcstol_REAL -#define SDL_CreateGPUDevice SDL_CreateGPUDevice_REAL -#define SDL_CreateGPUDeviceWithProperties SDL_CreateGPUDeviceWithProperties_REAL -#define SDL_DestroyGPUDevice SDL_DestroyGPUDevice_REAL -#define SDL_GetGPUDriver SDL_GetGPUDriver_REAL -#define SDL_CreateGPUComputePipeline SDL_CreateGPUComputePipeline_REAL -#define SDL_CreateGPUGraphicsPipeline SDL_CreateGPUGraphicsPipeline_REAL -#define SDL_CreateGPUSampler SDL_CreateGPUSampler_REAL -#define SDL_CreateGPUShader SDL_CreateGPUShader_REAL -#define SDL_CreateGPUTexture SDL_CreateGPUTexture_REAL -#define SDL_CreateGPUBuffer SDL_CreateGPUBuffer_REAL -#define SDL_CreateGPUTransferBuffer SDL_CreateGPUTransferBuffer_REAL -#define SDL_SetGPUBufferName SDL_SetGPUBufferName_REAL -#define SDL_SetGPUTextureName SDL_SetGPUTextureName_REAL -#define SDL_InsertGPUDebugLabel SDL_InsertGPUDebugLabel_REAL -#define SDL_PushGPUDebugGroup SDL_PushGPUDebugGroup_REAL -#define SDL_PopGPUDebugGroup SDL_PopGPUDebugGroup_REAL -#define SDL_ReleaseGPUTexture SDL_ReleaseGPUTexture_REAL -#define SDL_ReleaseGPUSampler SDL_ReleaseGPUSampler_REAL -#define SDL_ReleaseGPUBuffer SDL_ReleaseGPUBuffer_REAL -#define SDL_ReleaseGPUTransferBuffer SDL_ReleaseGPUTransferBuffer_REAL -#define SDL_ReleaseGPUComputePipeline SDL_ReleaseGPUComputePipeline_REAL -#define SDL_ReleaseGPUShader SDL_ReleaseGPUShader_REAL -#define SDL_ReleaseGPUGraphicsPipeline SDL_ReleaseGPUGraphicsPipeline_REAL -#define SDL_BeginGPURenderPass SDL_BeginGPURenderPass_REAL -#define SDL_BindGPUGraphicsPipeline SDL_BindGPUGraphicsPipeline_REAL -#define SDL_SetGPUViewport SDL_SetGPUViewport_REAL -#define SDL_SetGPUScissor SDL_SetGPUScissor_REAL -#define SDL_BindGPUVertexBuffers SDL_BindGPUVertexBuffers_REAL -#define SDL_BindGPUIndexBuffer SDL_BindGPUIndexBuffer_REAL -#define SDL_BindGPUVertexSamplers SDL_BindGPUVertexSamplers_REAL -#define SDL_BindGPUVertexStorageTextures SDL_BindGPUVertexStorageTextures_REAL -#define SDL_BindGPUVertexStorageBuffers SDL_BindGPUVertexStorageBuffers_REAL -#define SDL_BindGPUFragmentSamplers SDL_BindGPUFragmentSamplers_REAL -#define SDL_BindGPUFragmentStorageTextures SDL_BindGPUFragmentStorageTextures_REAL -#define SDL_BindGPUFragmentStorageBuffers SDL_BindGPUFragmentStorageBuffers_REAL -#define SDL_PushGPUVertexUniformData SDL_PushGPUVertexUniformData_REAL -#define SDL_PushGPUFragmentUniformData SDL_PushGPUFragmentUniformData_REAL -#define SDL_DrawGPUIndexedPrimitives SDL_DrawGPUIndexedPrimitives_REAL -#define SDL_DrawGPUPrimitives SDL_DrawGPUPrimitives_REAL -#define SDL_DrawGPUPrimitivesIndirect SDL_DrawGPUPrimitivesIndirect_REAL -#define SDL_DrawGPUIndexedPrimitivesIndirect SDL_DrawGPUIndexedPrimitivesIndirect_REAL -#define SDL_EndGPURenderPass SDL_EndGPURenderPass_REAL -#define SDL_BeginGPUComputePass SDL_BeginGPUComputePass_REAL -#define SDL_BindGPUComputePipeline SDL_BindGPUComputePipeline_REAL -#define SDL_BindGPUComputeStorageTextures SDL_BindGPUComputeStorageTextures_REAL -#define SDL_BindGPUComputeStorageBuffers SDL_BindGPUComputeStorageBuffers_REAL -#define SDL_PushGPUComputeUniformData SDL_PushGPUComputeUniformData_REAL -#define SDL_DispatchGPUCompute SDL_DispatchGPUCompute_REAL -#define SDL_DispatchGPUComputeIndirect SDL_DispatchGPUComputeIndirect_REAL -#define SDL_EndGPUComputePass SDL_EndGPUComputePass_REAL -#define SDL_MapGPUTransferBuffer SDL_MapGPUTransferBuffer_REAL -#define SDL_UnmapGPUTransferBuffer SDL_UnmapGPUTransferBuffer_REAL -#define SDL_BeginGPUCopyPass SDL_BeginGPUCopyPass_REAL -#define SDL_UploadToGPUTexture SDL_UploadToGPUTexture_REAL -#define SDL_UploadToGPUBuffer SDL_UploadToGPUBuffer_REAL -#define SDL_CopyGPUTextureToTexture SDL_CopyGPUTextureToTexture_REAL -#define SDL_CopyGPUBufferToBuffer SDL_CopyGPUBufferToBuffer_REAL -#define SDL_GenerateGPUMipmaps SDL_GenerateGPUMipmaps_REAL -#define SDL_DownloadFromGPUTexture SDL_DownloadFromGPUTexture_REAL -#define SDL_DownloadFromGPUBuffer SDL_DownloadFromGPUBuffer_REAL -#define SDL_EndGPUCopyPass SDL_EndGPUCopyPass_REAL -#define SDL_BlitGPU SDL_BlitGPU_REAL -#define SDL_SupportsGPUSwapchainComposition SDL_SupportsGPUSwapchainComposition_REAL -#define SDL_SupportsGPUPresentMode SDL_SupportsGPUPresentMode_REAL -#define SDL_ClaimGPUWindow SDL_ClaimGPUWindow_REAL -#define SDL_UnclaimGPUWindow SDL_UnclaimGPUWindow_REAL -#define SDL_SetGPUSwapchainParameters SDL_SetGPUSwapchainParameters_REAL -#define SDL_GetGPUSwapchainTextureFormat SDL_GetGPUSwapchainTextureFormat_REAL -#define SDL_AcquireGPUCommandBuffer SDL_AcquireGPUCommandBuffer_REAL -#define SDL_AcquireGPUSwapchainTexture SDL_AcquireGPUSwapchainTexture_REAL -#define SDL_SubmitGPU SDL_SubmitGPU_REAL -#define SDL_SubmitGPUAndAcquireFence SDL_SubmitGPUAndAcquireFence_REAL -#define SDL_WaitGPU SDL_WaitGPU_REAL -#define SDL_WaitGPUForFences SDL_WaitGPUForFences_REAL -#define SDL_QueryGPUFence SDL_QueryGPUFence_REAL -#define SDL_ReleaseGPUFence SDL_ReleaseGPUFence_REAL -#define SDL_GPUTextureFormatTexelBlockSize SDL_GPUTextureFormatTexelBlockSize_REAL -#define SDL_SupportsGPUTextureFormat SDL_SupportsGPUTextureFormat_REAL -#define SDL_SupportsGPUSampleCount SDL_SupportsGPUSampleCount_REAL -#define SDL_GDKSuspendGPU SDL_GDKSuspendGPU_REAL -#define SDL_GDKResumeGPU SDL_GDKResumeGPU_REAL diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h index d1573cdc37..e0bddc346a 100644 --- a/src/dynapi/SDL_dynapi_procs.h +++ b/src/dynapi/SDL_dynapi_procs.h @@ -48,6 +48,8 @@ SDL_DYNAPI_PROC(int,SDL_swprintf,(SDL_OUT_Z_CAP(b) wchar_t *a, size_t b, SDL_PRI // New API symbols are added at the end SDL_DYNAPI_PROC(SDL_Surface*,SDL_AcquireCameraFrame,(SDL_Camera *a, Uint64 *b),(a,b),return) +SDL_DYNAPI_PROC(SDL_GPUCommandBuffer*,SDL_AcquireGPUCommandBuffer,(SDL_GPUDevice *a),(a),return) +SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, Uint32 *c, Uint32 *d),(a,b,c,d),return) SDL_DYNAPI_PROC(SDL_bool,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),return) SDL_DYNAPI_PROC(int,SDL_AddGamepadMapping,(const char *a),(a),return) SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromFile,(const char *a),(a),return) @@ -66,8 +68,24 @@ SDL_DYNAPI_PROC(int,SDL_AtomicSet,(SDL_AtomicInt *a, int b),(a,b),return) SDL_DYNAPI_PROC(void*,SDL_AtomicSetPtr,(void **a, void *b),(a,b),return) SDL_DYNAPI_PROC(SDL_JoystickID,SDL_AttachVirtualJoystick,(const SDL_VirtualJoystickDesc *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_AudioDevicePaused,(SDL_AudioDeviceID a),(a),return) +SDL_DYNAPI_PROC(SDL_GPUComputePass*,SDL_BeginGPUComputePass,(SDL_GPUCommandBuffer *a, SDL_GPUStorageTextureWriteOnlyBinding *b, Uint32 c, SDL_GPUStorageBufferWriteOnlyBinding *d, Uint32 e),(a,b,c,d,e),return) +SDL_DYNAPI_PROC(SDL_GPUCopyPass*,SDL_BeginGPUCopyPass,(SDL_GPUCommandBuffer *a),(a),return) +SDL_DYNAPI_PROC(SDL_GPURenderPass*,SDL_BeginGPURenderPass,(SDL_GPUCommandBuffer *a, SDL_GPUColorAttachmentInfo *b, Uint32 c, SDL_GPUDepthStencilAttachmentInfo *d),(a,b,c,d),return) SDL_DYNAPI_PROC(SDL_bool,SDL_BindAudioStream,(SDL_AudioDeviceID a, SDL_AudioStream *b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_BindAudioStreams,(SDL_AudioDeviceID a, SDL_AudioStream **b, int c),(a,b,c),return) +SDL_DYNAPI_PROC(void,SDL_BindGPUComputePipeline,(SDL_GPUComputePass *a, SDL_GPUComputePipeline *b),(a,b),) +SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageBuffers,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageTextures,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_BindGPUGraphicsPipeline,(SDL_GPURenderPass *a, SDL_GPUGraphicsPipeline *b),(a,b),) +SDL_DYNAPI_PROC(void,SDL_BindGPUIndexBuffer,(SDL_GPURenderPass *a, SDL_GPUBufferBinding *b, SDL_GPUIndexElementSize c),(a,b,c),) +SDL_DYNAPI_PROC(void,SDL_BindGPUVertexBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBufferBinding *c, Uint32 d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_BindGPUVertexSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_BlitGPU,(SDL_GPUCommandBuffer *a, SDL_GPUBlitRegion *b, SDL_GPUBlitRegion *c, SDL_FlipMode d, SDL_GPUFilter e, SDL_bool f),(a,b,c,d,e,f),) SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return) SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface9Grid,(SDL_Surface *a, const SDL_Rect *b, int c, int d, int e, int f, float g, SDL_ScaleMode h, SDL_Surface *i, const SDL_Rect *j),(a,b,c,d,e,f,g,h,i,j),return) SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return) @@ -77,6 +95,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceUnchecked,(SDL_Surface *a, const SDL_Rec SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceUncheckedScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return) SDL_DYNAPI_PROC(void,SDL_BroadcastCondition,(SDL_Condition *a),(a),) SDL_DYNAPI_PROC(SDL_bool,SDL_CaptureMouse,(SDL_bool a),(a),return) +SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return) SDL_DYNAPI_PROC(void,SDL_CleanupTLS,(void),(),) SDL_DYNAPI_PROC(SDL_bool,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_ClearClipboardData,(void),(),return) @@ -100,6 +119,8 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_ConvertPixelsAndColorspace,(int a, int b, SDL_Pixel SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurface,(SDL_Surface *a, SDL_PixelFormat b),(a,b),return) SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurfaceAndColorspace,(SDL_Surface *a, SDL_PixelFormat b, SDL_Palette *c, SDL_Colorspace d, SDL_PropertiesID e),(a,b,c,d,e),return) SDL_DYNAPI_PROC(SDL_bool,SDL_CopyFile,(const char *a, const char *b),(a,b),return) +SDL_DYNAPI_PROC(void,SDL_CopyGPUBufferToBuffer,(SDL_GPUCopyPass *a, SDL_GPUBufferLocation *b, SDL_GPUBufferLocation *c, Uint32 d, SDL_bool e),(a,b,c,d,e),) +SDL_DYNAPI_PROC(void,SDL_CopyGPUTextureToTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureLocation *b, SDL_GPUTextureLocation *c, Uint32 d, Uint32 e, Uint32 f, SDL_bool g),(a,b,c,d,e,f,g),) SDL_DYNAPI_PROC(SDL_bool,SDL_CopyProperties,(SDL_PropertiesID a, SDL_PropertiesID b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_CopyStorageFile,(SDL_Storage *a, const char *b, const char *c),(a,b,c),return) SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_CreateAudioStream,(const SDL_AudioSpec *a, const SDL_AudioSpec *b),(a,b),return) @@ -107,6 +128,15 @@ SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateColorCursor,(SDL_Surface *a, int b, int c) SDL_DYNAPI_PROC(SDL_Condition*,SDL_CreateCondition,(void),(),return) SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateCursor,(const Uint8 *a, const Uint8 *b, int c, int d, int e, int f),(a,b,c,d,e,f),return) SDL_DYNAPI_PROC(SDL_bool,SDL_CreateDirectory,(const char *a),(a),return) +SDL_DYNAPI_PROC(SDL_GPUBuffer*,SDL_CreateGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBufferCreateInfo* b),(a,b),return) +SDL_DYNAPI_PROC(SDL_GPUComputePipeline*,SDL_CreateGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipelineCreateInfo *b),(a,b),return) +SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDevice,(SDL_GPUShaderFormat a, SDL_bool b, const char *c),(a,b,c),return) +SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDeviceWithProperties,(SDL_PropertiesID a),(a),return) +SDL_DYNAPI_PROC(SDL_GPUGraphicsPipeline*,SDL_CreateGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipelineCreateInfo *b),(a,b),return) +SDL_DYNAPI_PROC(SDL_GPUSampler*,SDL_CreateGPUSampler,(SDL_GPUDevice *a, SDL_GPUSamplerCreateInfo *b),(a,b),return) +SDL_DYNAPI_PROC(SDL_GPUShader*,SDL_CreateGPUShader,(SDL_GPUDevice *a, SDL_GPUShaderCreateInfo *b),(a,b),return) +SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_CreateGPUTexture,(SDL_GPUDevice *a, SDL_GPUTextureCreateInfo *b),(a,b),return) +SDL_DYNAPI_PROC(SDL_GPUTransferBuffer*,SDL_CreateGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBufferCreateInfo *b),(a,b),return) SDL_DYNAPI_PROC(int,SDL_CreateHapticEffect,(SDL_Haptic *a, const SDL_HapticEffect *b),(a,b),return) SDL_DYNAPI_PROC(SDL_Mutex*,SDL_CreateMutex,(void),(),return) SDL_DYNAPI_PROC(SDL_Palette*,SDL_CreatePalette,(int a),(a),return) @@ -139,6 +169,7 @@ SDL_DYNAPI_PROC(void,SDL_DelayNS,(Uint64 a),(a),) SDL_DYNAPI_PROC(void,SDL_DestroyAudioStream,(SDL_AudioStream *a),(a),) SDL_DYNAPI_PROC(void,SDL_DestroyCondition,(SDL_Condition *a),(a),) SDL_DYNAPI_PROC(void,SDL_DestroyCursor,(SDL_Cursor *a),(a),) +SDL_DYNAPI_PROC(void,SDL_DestroyGPUDevice,(SDL_GPUDevice *a),(a),) SDL_DYNAPI_PROC(void,SDL_DestroyHapticEffect,(SDL_Haptic *a, int b),(a,b),) SDL_DYNAPI_PROC(void,SDL_DestroyMutex,(SDL_Mutex *a),(a),) SDL_DYNAPI_PROC(void,SDL_DestroyPalette,(SDL_Palette *a),(a),) @@ -153,6 +184,14 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_DestroyWindowSurface,(SDL_Window *a),(a),return) SDL_DYNAPI_PROC(void,SDL_DetachThread,(SDL_Thread *a),(a),) SDL_DYNAPI_PROC(SDL_bool,SDL_DetachVirtualJoystick,(SDL_JoystickID a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_DisableScreenSaver,(void),(),return) +SDL_DYNAPI_PROC(void,SDL_DispatchGPUCompute,(SDL_GPUComputePass *a, Uint32 b, Uint32 c, Uint32 d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_DispatchGPUComputeIndirect,(SDL_GPUComputePass *a, SDL_GPUBuffer *b, Uint32 c),(a,b,c),) +SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUBuffer,(SDL_GPUCopyPass *a, SDL_GPUBufferRegion *b, SDL_GPUTransferBufferLocation *c),(a,b,c),) +SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureRegion *b, SDL_GPUTextureTransferInfo *c),(a,b,c),) +SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Sint32 e, Uint32 f),(a,b,c,d,e,f),) +SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),) +SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),) +SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),) SDL_DYNAPI_PROC(SDL_Surface*,SDL_DuplicateSurface,(SDL_Surface *a),(a),return) SDL_DYNAPI_PROC(SDL_EGLConfig,SDL_EGL_GetCurrentConfig,(void),(),return) SDL_DYNAPI_PROC(SDL_EGLDisplay,SDL_EGL_GetCurrentDisplay,(void),(),return) @@ -160,6 +199,9 @@ SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_EGL_GetProcAddress,(const char *a),(a),r SDL_DYNAPI_PROC(SDL_EGLSurface,SDL_EGL_GetWindowSurface,(SDL_Window *a),(a),return) SDL_DYNAPI_PROC(void,SDL_EGL_SetAttributeCallbacks,(SDL_EGLAttribArrayCallback a, SDL_EGLIntArrayCallback b, SDL_EGLIntArrayCallback c),(a,b,c),) SDL_DYNAPI_PROC(SDL_bool,SDL_EnableScreenSaver,(void),(),return) +SDL_DYNAPI_PROC(void,SDL_EndGPUComputePass,(SDL_GPUComputePass *a),(a),) +SDL_DYNAPI_PROC(void,SDL_EndGPUCopyPass,(SDL_GPUCopyPass *a),(a),) +SDL_DYNAPI_PROC(void,SDL_EndGPURenderPass,(SDL_GPURenderPass *a),(a),) SDL_DYNAPI_PROC(int,SDL_EnterAppMainCallbacks,(int a, char *b[], SDL_AppInit_func c, SDL_AppIterate_func d, SDL_AppEvent_func e, SDL_AppQuit_func f),(a,b,c,d,e,f),return) SDL_DYNAPI_PROC(SDL_bool,SDL_EnumerateDirectory,(const char *a, SDL_EnumerateDirectoryCallback b, void *c),(a,b,c),return) SDL_DYNAPI_PROC(SDL_bool,SDL_EnumerateProperties,(SDL_PropertiesID a, SDL_EnumeratePropertiesCallback b, void *c),(a,b,c),return) @@ -174,7 +216,9 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return) SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),) SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),) SDL_DYNAPI_PROC(SDL_bool,SDL_FlushRenderer,(SDL_Renderer *a),(a),return) +SDL_DYNAPI_PROC(void,SDL_GDKResumeGPU,(SDL_GPUDevice *a),(a),) SDL_DYNAPI_PROC(void,SDL_GDKSuspendComplete,(void),(),) +SDL_DYNAPI_PROC(void,SDL_GDKSuspendGPU,(SDL_GPUDevice *a),(a),) SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GL_DestroyContext,(SDL_GLContext a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GL_ExtensionSupported,(const char *a),(a),return) @@ -190,6 +234,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SetAttribute,(SDL_GLattr a, int b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SetSwapInterval,(int a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SwapWindow,(SDL_Window *a),(a),return) SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),) +SDL_DYNAPI_PROC(Uint32,SDL_GPUTextureFormatTexelBlockSize,(SDL_GPUTextureFormat a),(a),return) SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),) SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadConnected,(SDL_Gamepad *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadEventsEnabled,(void),(),return) @@ -197,6 +242,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b), SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return) +SDL_DYNAPI_PROC(void,SDL_GenerateGPUMipmaps,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),) SDL_DYNAPI_PROC(void*,SDL_GetAndroidActivity,(void),(),return) SDL_DYNAPI_PROC(const char*,SDL_GetAndroidCachePath,(void),(),return) SDL_DYNAPI_PROC(const char*,SDL_GetAndroidExternalStoragePath,(void),(),return) @@ -274,6 +320,8 @@ SDL_DYNAPI_PROC(float,SDL_GetFloatProperty,(SDL_PropertiesID a, const char *b, f SDL_DYNAPI_PROC(SDL_DisplayMode**,SDL_GetFullscreenDisplayModes,(SDL_DisplayID a, int *b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GetGDKDefaultUser,(XUserHandle *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GetGDKTaskQueue,(XTaskQueueHandle *a),(a),return) +SDL_DYNAPI_PROC(SDL_GPUDriver,SDL_GetGPUDriver,(SDL_GPUDevice *a),(a),return) +SDL_DYNAPI_PROC(SDL_GPUTextureFormat,SDL_GetGPUSwapchainTextureFormat,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return) SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return) SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return) SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return) @@ -572,6 +620,7 @@ SDL_DYNAPI_PROC(size_t,SDL_IOvprintf,(SDL_IOStream *a, SDL_PRINTF_FORMAT_STRING SDL_DYNAPI_PROC(SDL_bool,SDL_Init,(SDL_InitFlags a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_InitHapticRumble,(SDL_Haptic *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_InitSubSystem,(SDL_InitFlags a),(a),return) +SDL_DYNAPI_PROC(void,SDL_InsertGPUDebugLabel,(SDL_GPUCommandBuffer *a, const char *b),(a,b),) SDL_DYNAPI_PROC(SDL_bool,SDL_IsAndroidTV,(void),(),return) SDL_DYNAPI_PROC(SDL_bool,SDL_IsChromebook,(void),(),return) SDL_DYNAPI_PROC(SDL_bool,SDL_IsDeXMode,(void),(),return) @@ -601,6 +650,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_LockSurface,(SDL_Surface *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return) SDL_DYNAPI_PROC(SDL_bool,SDL_LockTextureToSurface,(SDL_Texture *a, const SDL_Rect *b, SDL_Surface **c),(a,b,c),return) SDL_DYNAPI_PROC(void,SDL_LogMessageV,(int a, SDL_LogPriority b, SDL_PRINTF_FORMAT_STRING const char *c, va_list d),(a,b,c,d),) +SDL_DYNAPI_PROC(void*,SDL_MapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b, SDL_bool c),(a,b,c),return) SDL_DYNAPI_PROC(Uint32,SDL_MapRGB,(const SDL_PixelFormatDetails *a, const SDL_Palette *b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return) SDL_DYNAPI_PROC(Uint32,SDL_MapRGBA,(const SDL_PixelFormatDetails *a, const SDL_Palette *b, Uint8 c, Uint8 d, Uint8 e, Uint8 f),(a,b,c,d,e,f),return) SDL_DYNAPI_PROC(Uint32,SDL_MapSurfaceRGB,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return) @@ -642,11 +692,17 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_PauseHaptic,(SDL_Haptic *a),(a),return) SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL_Event *a, int b, SDL_EventAction c, Uint32 d, Uint32 e),(a,b,c,d,e),return) SDL_DYNAPI_PROC(SDL_bool,SDL_PlayHapticRumble,(SDL_Haptic *a, float b, Uint32 c),(a,b,c),return) SDL_DYNAPI_PROC(SDL_bool,SDL_PollEvent,(SDL_Event *a),(a),return) +SDL_DYNAPI_PROC(void,SDL_PopGPUDebugGroup,(SDL_GPUCommandBuffer *a),(a),) SDL_DYNAPI_PROC(SDL_bool,SDL_PremultiplyAlpha,(int a, int b, SDL_PixelFormat c, const void *d, int e, SDL_PixelFormat f, void *g, int h, SDL_bool i),(a,b,c,d,e,f,g,h,i),return) SDL_DYNAPI_PROC(SDL_bool,SDL_PremultiplySurfaceAlpha,(SDL_Surface *a, SDL_bool b),(a,b),return) SDL_DYNAPI_PROC(void,SDL_PumpEvents,(void),(),) SDL_DYNAPI_PROC(SDL_bool,SDL_PushEvent,(SDL_Event *a),(a),return) +SDL_DYNAPI_PROC(void,SDL_PushGPUComputeUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_PushGPUDebugGroup,(SDL_GPUCommandBuffer *a, const char *b),(a,b),) +SDL_DYNAPI_PROC(void,SDL_PushGPUFragmentUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_PushGPUVertexUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),) SDL_DYNAPI_PROC(SDL_bool,SDL_PutAudioStreamData,(SDL_AudioStream *a, const void *b, int c),(a,b,c),return) +SDL_DYNAPI_PROC(SDL_bool,SDL_QueryGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),return) SDL_DYNAPI_PROC(void,SDL_Quit,(void),(),) SDL_DYNAPI_PROC(void,SDL_QuitSubSystem,(SDL_InitFlags a),(a),) SDL_DYNAPI_PROC(SDL_bool,SDL_RaiseWindow,(SDL_Window *a),(a),return) @@ -671,6 +727,14 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU8,(SDL_IOStream *a, Uint8 *b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_RegisterApp,(const char *a, Uint32 b, void *c),(a,b,c),return) SDL_DYNAPI_PROC(Uint32,SDL_RegisterEvents,(int a),(a),return) SDL_DYNAPI_PROC(void,SDL_ReleaseCameraFrame,(SDL_Camera *a, SDL_Surface *b),(a,b),) +SDL_DYNAPI_PROC(void,SDL_ReleaseGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBuffer *b),(a,b),) +SDL_DYNAPI_PROC(void,SDL_ReleaseGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipeline *b),(a,b),) +SDL_DYNAPI_PROC(void,SDL_ReleaseGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),) +SDL_DYNAPI_PROC(void,SDL_ReleaseGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipeline *b),(a,b),) +SDL_DYNAPI_PROC(void,SDL_ReleaseGPUSampler,(SDL_GPUDevice *a, SDL_GPUSampler *b),(a,b),) +SDL_DYNAPI_PROC(void,SDL_ReleaseGPUShader,(SDL_GPUDevice *a, SDL_GPUShader *b),(a,b),) +SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTexture,(SDL_GPUDevice *a, SDL_GPUTexture *b),(a,b),) +SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),) SDL_DYNAPI_PROC(SDL_bool,SDL_ReloadGamepadMappings,(void),(),return) SDL_DYNAPI_PROC(SDL_bool,SDL_RemovePath,(const char *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveStoragePath,(SDL_Storage *a, const char *b),(a,b),return) @@ -746,6 +810,11 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_SetCursor,(SDL_Cursor *a),(a),return) SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, SDL_bool b),(a,b),) SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),) SDL_DYNAPI_PROC(SDL_bool,SDL_SetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return) +SDL_DYNAPI_PROC(void,SDL_SetGPUBufferName,(SDL_GPUDevice *a, SDL_GPUBuffer *b, const char *c),(a,b,c),) +SDL_DYNAPI_PROC(void,SDL_SetGPUScissor,(SDL_GPURenderPass *a, SDL_Rect *b),(a,b),) +SDL_DYNAPI_PROC(SDL_bool,SDL_SetGPUSwapchainParameters,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c, SDL_GPUPresentMode d),(a,b,c,d),return) +SDL_DYNAPI_PROC(void,SDL_SetGPUTextureName,(SDL_GPUDevice *a, SDL_GPUTexture *b, const char *c),(a,b,c),) +SDL_DYNAPI_PROC(void,SDL_SetGPUViewport,(SDL_GPURenderPass *a, SDL_GPUViewport *b),(a,b),) SDL_DYNAPI_PROC(void,SDL_SetGamepadEventsEnabled,(SDL_bool a),(a),) SDL_DYNAPI_PROC(SDL_bool,SDL_SetGamepadLED,(SDL_Gamepad *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return) SDL_DYNAPI_PROC(SDL_bool,SDL_SetGamepadMapping,(SDL_JoystickID a, const char *b),(a,b),return) @@ -852,6 +921,12 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_StopHapticRumble,(SDL_Haptic *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_StopTextInput,(SDL_Window *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_StorageReady,(SDL_Storage *a),(a),return) SDL_DYNAPI_PROC(SDL_GUID,SDL_StringToGUID,(const char *a),(a),return) +SDL_DYNAPI_PROC(void,SDL_SubmitGPU,(SDL_GPUCommandBuffer *a),(a),) +SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return) +SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return) +SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return) +SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return) +SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUTextureFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return) SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasAlternateImages,(SDL_Surface *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasColorKey,(SDL_Surface *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasRLE,(SDL_Surface *a),(a),return) @@ -869,6 +944,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_TryWaitSemaphore,(SDL_Semaphore *a),(a),return) SDL_DYNAPI_PROC(char*,SDL_UCS4ToUTF8,(Uint32 a, char *b),(a,b),return) SDL_DYNAPI_PROC(void,SDL_UnbindAudioStream,(SDL_AudioStream *a),(a),) SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream **a, int b),(a,b),) +SDL_DYNAPI_PROC(void,SDL_UnclaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),) SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),) SDL_DYNAPI_PROC(SDL_bool,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return) SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),) @@ -878,6 +954,7 @@ SDL_DYNAPI_PROC(void,SDL_UnlockRWLock,(SDL_RWLock *a),(a),) SDL_DYNAPI_PROC(void,SDL_UnlockSpinlock,(SDL_SpinLock *a),(a),) SDL_DYNAPI_PROC(void,SDL_UnlockSurface,(SDL_Surface *a),(a),) SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),) +SDL_DYNAPI_PROC(void,SDL_UnmapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),) SDL_DYNAPI_PROC(void,SDL_UnregisterApp,(void),(),) SDL_DYNAPI_PROC(void,SDL_UpdateGamepads,(void),(),) SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateHapticEffect,(SDL_Haptic *a, int b, const SDL_HapticEffect *c),(a,b,c),return) @@ -888,6 +965,8 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, c SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateWindowSurface,(SDL_Window *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateWindowSurfaceRects,(SDL_Window *a, const SDL_Rect *b, int c),(a,b,c),return) SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateYUVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f, const Uint8 *g, int h),(a,b,c,d,e,f,g,h),return) +SDL_DYNAPI_PROC(void,SDL_UploadToGPUBuffer,(SDL_GPUCopyPass *a, SDL_GPUTransferBufferLocation *b, SDL_GPUBufferRegion *c, SDL_bool d),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_UploadToGPUTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureTransferInfo *b, SDL_GPUTextureRegion *c, SDL_bool d),(a,b,c,d),) SDL_DYNAPI_PROC(SDL_bool,SDL_Vulkan_CreateSurface,(SDL_Window *a, VkInstance b, const struct VkAllocationCallbacks *c, VkSurfaceKHR *d),(a,b,c,d),return) SDL_DYNAPI_PROC(void,SDL_Vulkan_DestroySurface,(VkInstance a, VkSurfaceKHR b, const struct VkAllocationCallbacks *c),(a,b,c),) SDL_DYNAPI_PROC(char const* const*,SDL_Vulkan_GetInstanceExtensions,(Uint32 *a),(a),return) @@ -899,6 +978,8 @@ SDL_DYNAPI_PROC(void,SDL_WaitCondition,(SDL_Condition *a, SDL_Mutex *b),(a,b),) SDL_DYNAPI_PROC(SDL_bool,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return) SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEvent,(SDL_Event *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return) +SDL_DYNAPI_PROC(void,SDL_WaitGPU,(SDL_GPUDevice *a),(a),) +SDL_DYNAPI_PROC(void,SDL_WaitGPUForFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),) SDL_DYNAPI_PROC(void,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),) SDL_DYNAPI_PROC(SDL_bool,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return) SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),) @@ -1091,84 +1172,3 @@ SDL_DYNAPI_PROC(size_t,SDL_wcsnlen,(const wchar_t *a, size_t b),(a,b),return) SDL_DYNAPI_PROC(wchar_t*,SDL_wcsnstr,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return) SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return) SDL_DYNAPI_PROC(long,SDL_wcstol,(const wchar_t *a, wchar_t **b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDevice,(SDL_GPUShaderFormat a, SDL_bool b, const char *c),(a,b,c),return) -SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDeviceWithProperties,(SDL_PropertiesID a),(a),return) -SDL_DYNAPI_PROC(void,SDL_DestroyGPUDevice,(SDL_GPUDevice *a),(a),) -SDL_DYNAPI_PROC(SDL_GPUDriver,SDL_GetGPUDriver,(SDL_GPUDevice *a),(a),return) -SDL_DYNAPI_PROC(SDL_GPUComputePipeline*,SDL_CreateGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipelineCreateInfo *b),(a,b),return) -SDL_DYNAPI_PROC(SDL_GPUGraphicsPipeline*,SDL_CreateGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipelineCreateInfo *b),(a,b),return) -SDL_DYNAPI_PROC(SDL_GPUSampler*,SDL_CreateGPUSampler,(SDL_GPUDevice *a, SDL_GPUSamplerCreateInfo *b),(a,b),return) -SDL_DYNAPI_PROC(SDL_GPUShader*,SDL_CreateGPUShader,(SDL_GPUDevice *a, SDL_GPUShaderCreateInfo *b),(a,b),return) -SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_CreateGPUTexture,(SDL_GPUDevice *a, SDL_GPUTextureCreateInfo *b),(a,b),return) -SDL_DYNAPI_PROC(SDL_GPUBuffer*,SDL_CreateGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBufferCreateInfo* b),(a,b),return) -SDL_DYNAPI_PROC(SDL_GPUTransferBuffer*,SDL_CreateGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBufferCreateInfo *b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_SetGPUBufferName,(SDL_GPUDevice *a, SDL_GPUBuffer *b, const char *c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_SetGPUTextureName,(SDL_GPUDevice *a, SDL_GPUTexture *b, const char *c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_InsertGPUDebugLabel,(SDL_GPUCommandBuffer *a, const char *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_PushGPUDebugGroup,(SDL_GPUCommandBuffer *a, const char *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_PopGPUDebugGroup,(SDL_GPUCommandBuffer *a),(a),) -SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTexture,(SDL_GPUDevice *a, SDL_GPUTexture *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_ReleaseGPUSampler,(SDL_GPUDevice *a, SDL_GPUSampler *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_ReleaseGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBuffer *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_ReleaseGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipeline *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_ReleaseGPUShader,(SDL_GPUDevice *a, SDL_GPUShader *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_ReleaseGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipeline *b),(a,b),) -SDL_DYNAPI_PROC(SDL_GPUCommandBuffer*,SDL_AcquireGPUCommandBuffer,(SDL_GPUDevice *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_PushGPUVertexUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_PushGPUFragmentUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_PushGPUComputeUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(SDL_GPURenderPass*,SDL_BeginGPURenderPass,(SDL_GPUCommandBuffer *a, SDL_GPUColorAttachmentInfo *b, Uint32 c, SDL_GPUDepthStencilAttachmentInfo *d),(a,b,c,d),return) -SDL_DYNAPI_PROC(void,SDL_BindGPUGraphicsPipeline,(SDL_GPURenderPass *a, SDL_GPUGraphicsPipeline *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_SetGPUViewport,(SDL_GPURenderPass *a, SDL_GPUViewport *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_SetGPUScissor,(SDL_GPURenderPass *a, SDL_Rect *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_BindGPUVertexBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBufferBinding *c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_BindGPUIndexBuffer,(SDL_GPURenderPass *a, SDL_GPUBufferBinding *b, SDL_GPUIndexElementSize c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_BindGPUVertexSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Sint32 e, Uint32 f),(a,b,c,d,e,f),) -SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),) -SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),) -SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),) -SDL_DYNAPI_PROC(void,SDL_EndGPURenderPass,(SDL_GPURenderPass *a),(a),) -SDL_DYNAPI_PROC(SDL_GPUComputePass*,SDL_BeginGPUComputePass,(SDL_GPUCommandBuffer *a, SDL_GPUStorageTextureWriteOnlyBinding *b, Uint32 c, SDL_GPUStorageBufferWriteOnlyBinding *d, Uint32 e),(a,b,c,d,e),return) -SDL_DYNAPI_PROC(void,SDL_BindGPUComputePipeline,(SDL_GPUComputePass *a, SDL_GPUComputePipeline *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageTextures,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageBuffers,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_DispatchGPUCompute,(SDL_GPUComputePass *a, Uint32 b, Uint32 c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_DispatchGPUComputeIndirect,(SDL_GPUComputePass *a, SDL_GPUBuffer *b, Uint32 c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_EndGPUComputePass,(SDL_GPUComputePass *a),(a),) -SDL_DYNAPI_PROC(void*,SDL_MapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b, SDL_bool c),(a,b,c),return) -SDL_DYNAPI_PROC(void,SDL_UnmapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),) -SDL_DYNAPI_PROC(SDL_GPUCopyPass*,SDL_BeginGPUCopyPass,(SDL_GPUCommandBuffer *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_UploadToGPUTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureTransferInfo *b, SDL_GPUTextureRegion *c, SDL_bool d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_UploadToGPUBuffer,(SDL_GPUCopyPass *a, SDL_GPUTransferBufferLocation *b, SDL_GPUBufferRegion *c, SDL_bool d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_CopyGPUTextureToTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureLocation *b, SDL_GPUTextureLocation *c, Uint32 d, Uint32 e, Uint32 f, SDL_bool g),(a,b,c,d,e,f,g),) -SDL_DYNAPI_PROC(void,SDL_CopyGPUBufferToBuffer,(SDL_GPUCopyPass *a, SDL_GPUBufferLocation *b, SDL_GPUBufferLocation *c, Uint32 d, SDL_bool e),(a,b,c,d,e),) -SDL_DYNAPI_PROC(void,SDL_GenerateGPUMipmaps,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureRegion *b, SDL_GPUTextureTransferInfo *c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUBuffer,(SDL_GPUCopyPass *a, SDL_GPUBufferRegion *b, SDL_GPUTransferBufferLocation *c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_EndGPUCopyPass,(SDL_GPUCopyPass *a),(a),) -SDL_DYNAPI_PROC(void,SDL_BlitGPU,(SDL_GPUCommandBuffer *a, SDL_GPUBlitRegion *b, SDL_GPUBlitRegion *c, SDL_FlipMode d, SDL_GPUFilter e, SDL_bool f),(a,b,c,d,e,f),) -SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_UnclaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),) -SDL_DYNAPI_PROC(SDL_bool,SDL_SetGPUSwapchainParameters,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c, SDL_GPUPresentMode d),(a,b,c,d),return) -SDL_DYNAPI_PROC(SDL_GPUTextureFormat,SDL_GetGPUSwapchainTextureFormat,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return) -SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, Uint32 *c, Uint32 *d),(a,b,c,d),return) -SDL_DYNAPI_PROC(void,SDL_SubmitGPU,(SDL_GPUCommandBuffer *a),(a),) -SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_WaitGPU,(SDL_GPUDevice *a),(a),) -SDL_DYNAPI_PROC(void,SDL_WaitGPUForFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),) -SDL_DYNAPI_PROC(SDL_bool,SDL_QueryGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_ReleaseGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),) -SDL_DYNAPI_PROC(Uint32,SDL_GPUTextureFormatTexelBlockSize,(SDL_GPUTextureFormat a),(a),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUTextureFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return) -SDL_DYNAPI_PROC(void,SDL_GDKSuspendGPU,(SDL_GPUDevice *a),(a),) -SDL_DYNAPI_PROC(void,SDL_GDKResumeGPU,(SDL_GPUDevice *a),(a),)