mirror of https://github.com/libsdl-org/SDL
Sync SDL3 wiki -> header
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@ -54,7 +54,8 @@ typedef struct SDL_GPUDevice SDL_GPUDevice;
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/**
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* An opaque handle representing a buffer.
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*
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* Used for vertices, indices, indirect draw commands, and general compute data.
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* Used for vertices, indices, indirect draw commands, and general compute
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* data.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -166,17 +167,20 @@ typedef struct SDL_GPUGraphicsPipeline SDL_GPUGraphicsPipeline;
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/**
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* An opaque handle representing a command buffer.
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*
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* Most state is managed via command buffers.
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* When setting state using a command buffer, that state is local to the command buffer.
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* Most state is managed via command buffers. When setting state using a
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* command buffer, that state is local to the command buffer.
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*
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* Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is called.
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* Once the command buffer is submitted, it is no longer valid to use it.
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* Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is
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* called. Once the command buffer is submitted, it is no longer valid to use
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* it.
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*
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* Command buffers are executed in submission order. If you submit command buffer A and then command buffer B
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* all commands in A will begin executing before any command in B begins executing.
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* Command buffers are executed in submission order. If you submit command
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* buffer A and then command buffer B all commands in A will begin executing
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* before any command in B begins executing.
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*
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* In multi-threading scenarios, you should acquire and submit a command buffer on the same thread.
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* As long as you satisfy this requirement, all functionality related to command buffers is thread-safe.
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* In multi-threading scenarios, you should acquire and submit a command
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* buffer on the same thread. As long as you satisfy this requirement, all
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* functionality related to command buffers is thread-safe.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -189,7 +193,8 @@ typedef struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer;
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/**
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* An opaque handle representing a render pass.
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*
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* This handle is transient and should not be held or referenced after SDL_EndGPURenderPass is called.
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* This handle is transient and should not be held or referenced after
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* SDL_EndGPURenderPass is called.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -201,7 +206,8 @@ typedef struct SDL_GPURenderPass SDL_GPURenderPass;
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/**
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* An opaque handle representing a compute pass.
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*
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* This handle is transient and should not be held or referenced after SDL_EndGPUComputePass is called.
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* This handle is transient and should not be held or referenced after
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* SDL_EndGPUComputePass is called.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -213,7 +219,8 @@ typedef struct SDL_GPUComputePass SDL_GPUComputePass;
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/**
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* An opaque handle representing a copy pass.
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*
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* This handle is transient and should not be held or referenced after SDL_EndGPUCopyPass is called.
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* This handle is transient and should not be held or referenced after
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* SDL_EndGPUCopyPass is called.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -251,7 +258,8 @@ typedef enum SDL_GPUPrimitiveType
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} SDL_GPUPrimitiveType;
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/**
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* Specifies how the contents of a texture attached to a render pass are treated at the beginning of the render pass.
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* Specifies how the contents of a texture attached to a render pass are
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* treated at the beginning of the render pass.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -265,7 +273,8 @@ typedef enum SDL_GPULoadOp
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} SDL_GPULoadOp;
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/**
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* Specifies how the contents of a texture attached to a render pass are treated at the end of the render pass.
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* Specifies how the contents of a texture attached to a render pass are
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* treated at the end of the render pass.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -293,73 +302,36 @@ typedef enum SDL_GPUIndexElementSize
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/**
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* Specifies the pixel format of a texture.
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*
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* Texture format support varies depending on driver, hardware, and usage flags.
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* In general, you should use SDL_GPUTextureSupportsFormat to query if a format
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* is supported before using it. However, there are a few guaranteed formats.
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* Texture format support varies depending on driver, hardware, and usage
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* flags. In general, you should use SDL_GPUTextureSupportsFormat to query if
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* a format is supported before using it. However, there are a few guaranteed
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* formats.
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*
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* For SAMPLER usage, the following formats are universally supported:
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* - R8G8B8A8_UNORM
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* - B8G8R8A8_UNORM
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* - R8_UNORM
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* - R8_SNORM
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* - R8G8_UNORM
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* - R8G8_SNORM
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* - R8G8B8A8_SNORM
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* - R16_FLOAT
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* - R16G16_FLOAT
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* - R16G16B16A16_FLOAT
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* - R32_FLOAT
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* - R32G32_FLOAT
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* - R32G32B32A32_FLOAT
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* - R11G11B10_UFLOAT
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* - R8G8B8A8_UNORM_SRGB
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* - B8G8R8A8_UNORM_SRGB
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* - D16_UNORM
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* For SAMPLER usage, the following formats are universally supported: -
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* R8G8B8A8_UNORM - B8G8R8A8_UNORM - R8_UNORM - R8_SNORM - R8G8_UNORM -
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* R8G8_SNORM - R8G8B8A8_SNORM - R16_FLOAT - R16G16_FLOAT - R16G16B16A16_FLOAT
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* - R32_FLOAT - R32G32_FLOAT - R32G32B32A32_FLOAT - R11G11B10_UFLOAT -
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* R8G8B8A8_UNORM_SRGB - B8G8R8A8_UNORM_SRGB - D16_UNORM
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*
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* For COLOR_TARGET usage, the following formats are universally supported:
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* - R8G8B8A8_UNORM
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* - B8G8R8A8_UNORM
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* - R8_UNORM
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* - R16_FLOAT
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* - R16G16_FLOAT
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* - R16G16B16A16_FLOAT
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* - R32_FLOAT
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* - R32G32_FLOAT
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* - R32G32B32A32_FLOAT
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* - R8_UINT
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* - R8G8_UINT
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* - R8G8B8A8_UINT
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* - R16_UINT
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* - R16G16_UINT
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* - R16G16B16A16_UINT
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* - R8_INT
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* - R8G8_INT
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* - R8G8B8A8_INT
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* - R16_INT
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* - R16G16_INT
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* - R16G16B16A16_INT
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* - R8G8B8A8_UNORM_SRGB
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* - B8G8R8A8_UNORM_SRGB
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* For COLOR_TARGET usage, the following formats are universally supported: -
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* R8G8B8A8_UNORM - B8G8R8A8_UNORM - R8_UNORM - R16_FLOAT - R16G16_FLOAT -
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* R16G16B16A16_FLOAT - R32_FLOAT - R32G32_FLOAT - R32G32B32A32_FLOAT -
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* R8_UINT - R8G8_UINT - R8G8B8A8_UINT - R16_UINT - R16G16_UINT -
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* R16G16B16A16_UINT - R8_INT - R8G8_INT - R8G8B8A8_INT - R16_INT - R16G16_INT
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* - R16G16B16A16_INT - R8G8B8A8_UNORM_SRGB - B8G8R8A8_UNORM_SRGB
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*
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* For STORAGE usages, the following formats are universally supported:
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* - R8G8B8A8_UNORM
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* - R8G8B8A8_SNORM
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* - R16G16B16A16_FLOAT
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* - R32_FLOAT
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* - R32G32_FLOAT
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* - R32G32B32A32_FLOAT
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* - R8G8B8A8_UINT
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* - R16G16B16A16_UINT
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* - R8G8B8A8_INT
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* - R16G16B16A16_INT
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* For STORAGE usages, the following formats are universally supported: -
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* R8G8B8A8_UNORM - R8G8B8A8_SNORM - R16G16B16A16_FLOAT - R32_FLOAT -
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* R32G32_FLOAT - R32G32B32A32_FLOAT - R8G8B8A8_UINT - R16G16B16A16_UINT -
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* R8G8B8A8_INT - R16G16B16A16_INT
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*
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* For DEPTH_STENCIL_TARGET usage, the following formats are universally supported:
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* - D16_UNORM
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* - Either (but not necessarily both!) D24_UNORM or D32_SFLOAT
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* - Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_SFLOAT_S8_UINT
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* For DEPTH_STENCIL_TARGET usage, the following formats are universally
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* supported: - D16_UNORM - Either (but not necessarily both!) D24_UNORM or
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* D32_SFLOAT - Either (but not necessarily both!) D24_UNORM_S8_UINT or
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* D32_SFLOAT_S8_UINT
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*
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* Unless D16_UNORM is sufficient for your purposes, always check which
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* of D24/D32 is supported before creating a depth-stencil texture!
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* Unless D16_UNORM is sufficient for your purposes, always check which of
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* D24/D32 is supported before creating a depth-stencil texture!
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -443,8 +415,8 @@ typedef enum SDL_GPUTextureFormat
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/**
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* Specifies how a texture is intended to be used by the client.
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*
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* A texture must have at least one usage flag.
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* Note that some usage flag combinations are invalid.
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* A texture must have at least one usage flag. Note that some usage flag
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* combinations are invalid.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -477,8 +449,8 @@ typedef enum SDL_GPUTextureType
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/**
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* Specifies the sample count of a texture.
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*
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* Used in multisampling.
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* Note that this value only applies when the texture is used as a render pass attachment.
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* Used in multisampling. Note that this value only applies when the texture
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* is used as a render pass attachment.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -514,8 +486,8 @@ typedef enum SDL_GPUCubeMapFace
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/**
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* Specifies how a buffer is intended to be used by the client.
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*
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* A buffer must have at least one usage flag.
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* Note that some usage flag combinations are invalid.
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* A buffer must have at least one usage flag. Note that some usage flag
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* combinations are invalid.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -533,7 +505,8 @@ typedef Uint32 SDL_GPUBufferUsageFlags;
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/**
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* Specifies how a transfer buffer is intended to be used by the client.
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*
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* Note that mapping and copying FROM an upload transfer buffer or TO a download transfer buffer is undefined behavior.
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* Note that mapping and copying FROM an upload transfer buffer or TO a
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* download transfer buffer is undefined behavior.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -681,7 +654,8 @@ typedef enum SDL_GPUCullMode
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} SDL_GPUCullMode;
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/**
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* Specifies the vertex winding that will cause a triangle to be determined to be front-facing.
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* Specifies the vertex winding that will cause a triangle to be determined to
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* be front-facing.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -713,7 +687,8 @@ typedef enum SDL_GPUCompareOp
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} SDL_GPUCompareOp;
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/**
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* Specifies what happens to a stored stencil value if stencil tests fail or pass.
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* Specifies what happens to a stored stencil value if stencil tests fail or
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* pass.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -732,10 +707,11 @@ typedef enum SDL_GPUStencilOp
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} SDL_GPUStencilOp;
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/**
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* Specifies the operator to be used when pixels in a render pass texture attachment are blended with existing pixels in the texture.
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* Specifies the operator to be used when pixels in a render pass texture
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* attachment are blended with existing pixels in the texture.
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*
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* The source color is the value written by the fragment shader.
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* The destination color is the value currently existing in the texture.
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* The source color is the value written by the fragment shader. The
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* destination color is the value currently existing in the texture.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -751,11 +727,11 @@ typedef enum SDL_GPUBlendOp
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} SDL_GPUBlendOp;
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/**
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* Specifies a blending factor to be used when pixels in a render pass texture attachment
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* are blended with existing pixels in the texture.
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* Specifies a blending factor to be used when pixels in a render pass texture
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* attachment are blended with existing pixels in the texture.
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*
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* The source color is the value written by the fragment shader.
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* The destination color is the value currently existing in the texture.
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* The source color is the value written by the fragment shader. The
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* destination color is the value currently existing in the texture.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -819,7 +795,8 @@ typedef enum SDL_GPUSamplerMipmapMode
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} SDL_GPUSamplerMipmapMode;
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/**
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* Specifies behavior of texture sampling when the coordinates exceed the 0-1 range.
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* Specifies behavior of texture sampling when the coordinates exceed the 0-1
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* range.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -833,29 +810,27 @@ typedef enum SDL_GPUSamplerAddressMode
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} SDL_GPUSamplerAddressMode;
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/**
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* Specifies the timing that will be used to present swapchain textures to the OS.
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* Specifies the timing that will be used to present swapchain textures to the
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* OS.
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*
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* Note that this value affects the behavior of SDL_AcquireGPUSwapchainTexture.
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* VSYNC mode will always be supported.
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* Note that this value affects the behavior of
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* SDL_AcquireGPUSwapchainTexture. VSYNC mode will always be supported.
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* IMMEDIATE and MAILBOX modes may not be supported on certain systems.
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*
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* It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming the window
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* if you wish to change the present mode to IMMEDIATE or MAILBOX.
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* It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming
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* the window if you wish to change the present mode to IMMEDIATE or MAILBOX.
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*
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* VSYNC:
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* Waits for vblank before presenting. No tearing is possible.
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* If there is a pending image to present, the new image is enqueued for presentation.
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* Disallows tearing at the cost of visual latency.
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* When using this present mode, AcquireSwapchainTexture will block if too many frames are in flight.
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* IMMEDIATE:
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* Immediately presents.
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* Lowest latency option, but tearing may occur.
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* When using this mode, AcquireSwapchainTexture will return NULL if too many frames are in flight.
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* MAILBOX:
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* Waits for vblank before presenting. No tearing is possible.
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* If there is a pending image to present, the pending image is replaced by the new image.
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* Similar to VSYNC, but with reduced visual latency.
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* When using this mode, AcquireSwapchainTexture will return NULL if too many frames are in flight.
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* VSYNC: Waits for vblank before presenting. No tearing is possible. If there
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* is a pending image to present, the new image is enqueued for presentation.
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* Disallows tearing at the cost of visual latency. When using this present
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* mode, AcquireSwapchainTexture will block if too many frames are in flight.
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* IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
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* occur. When using this mode, AcquireSwapchainTexture will return NULL if
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* too many frames are in flight. MAILBOX: Waits for vblank before presenting.
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* No tearing is possible. If there is a pending image to present, the pending
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* image is replaced by the new image. Similar to VSYNC, but with reduced
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* visual latency. When using this mode, AcquireSwapchainTexture will return
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* NULL if too many frames are in flight.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -873,20 +848,19 @@ typedef enum SDL_GPUPresentMode
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/**
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* Specifies the texture format and colorspace of the swapchain textures.
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*
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* SDR will always be supported.
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* Other compositions may not be supported on certain systems.
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* SDR will always be supported. Other compositions may not be supported on
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* certain systems.
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*
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* It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after claiming the window
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* if you wish to change the swapchain composition from SDR.
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* It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after
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* claiming the window if you wish to change the swapchain composition from
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* SDR.
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*
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* SDR:
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* B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in nonlinear sRGB encoding.
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* SDR_LINEAR:
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* B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are in nonlinear sRGB encoding.
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* HDR_EXTENDED_LINEAR:
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* R16G16B16A16_SFLOAT swapchain. Pixel values are in extended linear encoding.
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* HDR10_ST2048:
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* A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in PQ ST2048 encoding.
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* SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in nonlinear sRGB
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* encoding. SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel
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* values are in nonlinear sRGB encoding. HDR_EXTENDED_LINEAR:
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* R16G16B16A16_SFLOAT swapchain. Pixel values are in extended linear
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* encoding. HDR10_ST2048: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values
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* are in PQ ST2048 encoding.
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*
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* \since This enum is available since SDL 3.0.0
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*
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@ -2746,7 +2720,8 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WindowSupportsGPUPresentMode(
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*
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* The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and
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* SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain
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* parameters, you must call SDL_SetGPUSwapchainParameters after claiming the window.
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* parameters, you must call SDL_SetGPUSwapchainParameters after claiming the
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* window.
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*
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* \param device a GPU context.
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* \param window an SDL_Window.
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