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Add SDL_CreateGPURenderer
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8 changed files with 97 additions and 15 deletions
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@ -283,6 +283,12 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window
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* present synchronized with the refresh rate. This property can take any
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* value that is supported by SDL_SetRenderVSync() for the renderer.
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*
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* With the SDL GPU renderer:
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*
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* - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN`: the app is able to provide SPIR-V shaders to SDL_GPURenderState, optional.
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* - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN`: the app is able to provide DXIL shaders to SDL_GPURenderState, optional.
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* - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN`: the app is able to provide MSL shaders to SDL_GPURenderState, optional.
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*
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* With the vulkan renderer:
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*
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* - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use
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@ -319,6 +325,9 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_
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#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "SDL.renderer.create.surface"
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#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.create.output_colorspace"
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#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER "SDL.renderer.create.present_vsync"
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#define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN "SDL.renderer.create.gpu.shaders_spirv"
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#define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN "SDL.renderer.create.gpu.shaders_dxil"
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#define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN "SDL.renderer.create.gpu.shaders_msl"
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#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "SDL.renderer.create.vulkan.instance"
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#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "SDL.renderer.create.vulkan.surface"
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#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.create.vulkan.physical_device"
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@ -326,6 +335,31 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_
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#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.graphics_queue_family_index"
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#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.present_queue_family_index"
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/**
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* Create a 2D GPU rendering context for a window, with support for the specified shader format.
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*
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* This is a convenience function to create a SDL GPU backed renderer, intended to be used with SDL_GPURenderState.
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* The resulting renderer will support shaders in one of the specified shader formats.
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*
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* If no available GPU driver supports any of the specified shader formats, this function will fail.
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*
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* \param window the window where rendering is displayed.
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* \param format_flags a bitflag indicating which shader formats the app is able to provide.
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* \param device a pointer filled with the associated GPU device, or NULL on error.
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* \returns a valid rendering context or NULL if there was an error; call SDL_GetError() for more information.
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*
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* \threadsafety This function should only be called on the main thread.
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*
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* \since This function is available since SDL 3.4.0.
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*
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* \sa SDL_CreateRendererWithProperties
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* \sa SDL_GetGPUShaderFormats
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* \sa SDL_CreateGPUShader
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* \sa SDL_CreateGPURenderState
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* \sa SDL_SetRenderGPUState
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*/
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extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateGPURenderer(SDL_Window *window, SDL_GPUShaderFormat format_flags, SDL_GPUDevice **device);
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/**
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* Create a 2D software rendering context for a surface.
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*
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