GPU Introduction ()

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/**
* # CategoryGPU
*
* Include file for SDL GPU API functions
* The GPU API offers a cross-platform way for apps to talk to modern
* graphics hardware. It offers both 3D graphics and "compute" support,
* in the style of Metal, Vulkan, and Direct3D 12.
*
* A basic workflow might be something like this:
*
* The app creates a GPU device with SDL_GPUCreateDevice(), and assigns it
* to a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking
* you can render offscreen entirely, perhaps for image processing, and not
* use a window at all.
*
* Next the app prepares static data (things that are created once and used
* over and over). For example:
*
* - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
* - Vertex buffers (arrays of geometry data) and other data rendering will
* need: use SDL_UploadToGPUBuffer().
* - Textures (images): use SDL_UploadToGPUTexture().
* - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
* - Render pipelines (precalculated rendering state): use
* SDL_CreateGPUGraphicsPipeline()
*
* To render, the app creates one or more command buffers, with
* SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering
* instructions that will be submitted to the GPU in batch. Complex scenes
* can use multiple command buffers, maybe configured across multiple threads
* in parallel, as long as they are submitted in the correct order, but many
* apps will just need one command buffer per frame.
*
* Rendering can happen to a texture (what other APIs call a "render target")
* or it can happen to the swapchain texture (which is just a special texture that
* represents a window's contents). The app can use SDL_AcquireGPUSwapchainTexture()
* to render to the window.
*
* Rendering actually happens in a Render Pass, which is encoded into a
* command buffer. One can encode multiple render passes (or alternate
* between render and compute passes) in a single command buffer, but many
* apps might simply need a single render pass in a single command buffer.
* Render Passes can render to up to four color textures and one depth texture simultaneously.
* If the set of textures being rendered to needs to change, the Render Pass must be ended and a new one must be begun.
*
* The app calls SDL_BeginGPURenderPass().
* Then it sets states it needs for each draw:
*
* - SDL_BindGPUGraphicsPipeline
* - SDL_SetGPUViewport
* - SDL_BindGPUVertexBuffers
* - SDL_BindGPUVertexSamplers
* - etc
*
* Then, make the actual draw commands with these states:
*
* - SDL_DrawGPUPrimitives
* - SDL_DrawGPUPrimitivesIndirect
* - SDL_DrawGPUIndexedPrimitivesIndirect
* - etc
*
* After all the drawing commands for a pass are complete, the app should call
* SDL_EndGPURenderPass(). Once a render pass ends all render-related state is reset.
*
* The app can begin new Render Passes and make new draws in the same command buffer
* until the entire scene is rendered.
*
* Once all of the render commands for the scene are complete,
* the app calls SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing.
*
* If the app needs to read back data from texture or buffers, the API
* has an efficient way of doing this, provided that the app is willing to tolerate some latency.
* When the app uses SDL_DownloadFromGPUTexture() or SDL_DownloadFromGPUBuffer(), submitting the command buffer with
* SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that the app
* can poll or wait on in a thread. Once the fence indicates that the command buffer is done processing,
* it is safe to read the downloaded data. Make sure to call SDL_ReleaseGPUFence() when done with the fence.
*
* The API also has "compute" support. The app calls SDL_GPUBeginComputePass()
* with compute-writeable textures and/or buffers, which can be written to in a compute shader.
* Then it sets states it needs for the compute dispatches:
*
* - SDL_BindGPUComputePipeline
* - SDL_BindGPUComputeStorageBuffers
* - SDL_BindGPUComputeStorageTextures
*
* Then, dispatch compute work:
*
* - SDL_DispatchGPUCompute
*
* For advanced users, this opens up powerful GPU-driven workflows.
*
* Graphics and compute pipelines require the use of shaders, which as mentioned above are small programs
* executed on the GPU. Each backend (Vulkan, Metal, D3D12) requires a different shader format.
* When the app creates the GPU device, the app lets the device know which shader formats the app can provide.
* It will then select the appropriate backend depending on the available shader formats and the backends available on the platform.
* When creating shaders, the app must provide the correct shader for the selected backend.
* If you would like to learn more about why the API works this way, there is a
* detailed [blog post](https://moonside.games/posts/layers-all-the-way-down/)
* explaining this situation.
*
* It is optimal for apps to pre-compile the shader formats they might use, but for ease of use
* SDL provides a satellite single-header library for performing runtime shader cross-compilation:
* https://github.com/libsdl-org/SDL_gpu_shadercross
*
* This is an extremely quick overview that leaves out several important
* details. Already, though, one can see that GPU programming can be quite
* complex! If you just need simple 2D graphics, the
* [Render API](https://wiki.libsdl.org/SDL3/CategoryRender) is much easier to use but still
* hardware-accelerated. That said, even for 2D applications the performance benefits
* and expressiveness of the GPU API are significant.
*
* The GPU API targets a feature set with a wide range of hardware support and ease of portability.
* It is designed so that the app won't have to branch itself by querying feature support.
* If you need cutting-edge features with limited hardware support, this API is probably not for you.
*
* Examples demonstrating proper usage of this API can be found here: https://github.com/TheSpydog/SDL_gpu_examples
*/
#ifndef SDL_gpu_h_