GPU: Document structs (#10742)

This commit is contained in:
Evan Hemsley 2024-09-07 08:29:14 -07:00 committed by GitHub
parent cf9613fe63
commit 68a9991ec9
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
6 changed files with 516 additions and 287 deletions

View File

@ -1,4 +1,4 @@
/*
/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
@ -943,212 +943,382 @@ typedef enum SDL_GPUDriver
/* Structures */
/**
* A structure specifying a depth-stencil clear value.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_GPUDepthStencilTargetInfo
* \sa SDL_BeginGPURenderPass
*/
typedef struct SDL_GPUDepthStencilValue
{
float depth;
Uint8 stencil;
float depth; /**< The clear value for the depth aspect of the depth-stencil target. */
Uint8 stencil; /**< The clear value for the stencil aspect of the depth-stencil target. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_GPUDepthStencilValue;
/**
* A structure specifying a viewport.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_SetGPUViewport
*/
typedef struct SDL_GPUViewport
{
float x;
float y;
float w;
float h;
float min_depth;
float max_depth;
float x; /**< The left offset of the viewport. */
float y; /**< The top offset of the viewport. */
float w; /**< The width of the viewport. */
float h; /**< The height of the viewport. */
float min_depth; /**< The minimum depth of the viewport. */
float max_depth; /**< The maximum depth of the viewport. */
} SDL_GPUViewport;
/**
* A structure specifying parameters related to transferring data to or from a texture.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_UploadToGPUTexture
* \sa SDL_DownloadFromGPUTexture
*/
typedef struct SDL_GPUTextureTransferInfo
{
SDL_GPUTransferBuffer *transfer_buffer;
Uint32 offset; /* starting location of the image data */
Uint32 pixels_per_row; /* number of pixels from one row to the next */
Uint32 rows_per_layer; /* number of rows from one layer/depth-slice to the next */
SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
Uint32 offset; /**< The starting byte of the image data in the transfer buffer. */
Uint32 pixels_per_row; /**< The number of pixels from one row to the next. */
Uint32 rows_per_layer; /**< The number of rows from one layer/depth-slice to the next. */
} SDL_GPUTextureTransferInfo;
/**
* A structure specifying a location in a transfer buffer.
*
* Used when transferring buffer data to or from a transfer buffer.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_UploadToGPUBuffer
* \sa SDL_DownloadFromGPUBuffer
*/
typedef struct SDL_GPUTransferBufferLocation
{
SDL_GPUTransferBuffer *transfer_buffer;
Uint32 offset;
SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */
Uint32 offset; /**< The starting byte of the buffer data in the transfer buffer. */
} SDL_GPUTransferBufferLocation;
/**
* A structure specifying a location in a texture.
*
* Used when copying data from one texture to another.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_CopyGPUTextureToTexture
*/
typedef struct SDL_GPUTextureLocation
{
SDL_GPUTexture *texture;
Uint32 mip_level;
Uint32 layer;
Uint32 x;
Uint32 y;
Uint32 z;
SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
Uint32 mip_level; /**< The mip level index of the location. */
Uint32 layer; /**< The layer index of the location. */
Uint32 x; /**< The left offset of the location. */
Uint32 y; /**< The top offset of the location. */
Uint32 z; /**< The front offset of the location. */
} SDL_GPUTextureLocation;
/**
* A structure specifying a region of a texture.
*
* Used when transferring data to or from a texture.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_UploadToGPUTexture
* \sa SDL_DownloadFromGPUTexture
*/
typedef struct SDL_GPUTextureRegion
{
SDL_GPUTexture *texture;
Uint32 mip_level;
Uint32 layer;
Uint32 x;
Uint32 y;
Uint32 z;
Uint32 w;
Uint32 h;
Uint32 d;
SDL_GPUTexture *texture; /**< The texture used in the copy operation. */
Uint32 mip_level; /**< The mip level index to transfer. */
Uint32 layer; /**< The layer index to transfer. */
Uint32 x; /** The left offset of the region. */
Uint32 y; /** The top offset of the region. */
Uint32 z; /** The front offset of the region. */
Uint32 w; /** The width of the region. */
Uint32 h; /** The height of the region. */
Uint32 d; /** The depth of the region. */
} SDL_GPUTextureRegion;
/**
* A structure specifying a region of a texture used in the blit operation.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_BlitGPUTexture
*/
typedef struct SDL_GPUBlitRegion
{
SDL_GPUTexture *texture;
Uint32 mip_level;
Uint32 layer_or_depth_plane;
Uint32 x;
Uint32 y;
Uint32 w;
Uint32 h;
SDL_GPUTexture *texture; /**< The texture. */
Uint32 mip_level; /**< The mip level index of the region. */
Uint32 layer_or_depth_plane; /**< The layer index or depth plane of the region. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
Uint32 x; /**< The left offset of the region. */
Uint32 y; /**< The top offset of the region. */
Uint32 w; /**< The width of the region. */
Uint32 h; /**< The height of the region. */
} SDL_GPUBlitRegion;
/**
* A structure specifying a location in a buffer.
*
* Used when copying data between buffers.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_CopyGPUBufferToBuffer
*/
typedef struct SDL_GPUBufferLocation
{
SDL_GPUBuffer *buffer;
Uint32 offset;
SDL_GPUBuffer *buffer; /**< The buffer. */
Uint32 offset; /**< The starting byte within the buffer. */
} SDL_GPUBufferLocation;
/**
* A structure specifying a region of a buffer.
*
* Used when transferring data to or from buffers.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_UploadToGPUBuffer
* \sa SDL_DownloadFromGPUBuffer
*/
typedef struct SDL_GPUBufferRegion
{
SDL_GPUBuffer *buffer;
Uint32 offset;
Uint32 size;
SDL_GPUBuffer *buffer; /**< The buffer. */
Uint32 offset; /**< The starting byte within the buffer. */
Uint32 size; /**< The size in bytes of the region. */
} SDL_GPUBufferRegion;
/* Note that the `first_vertex` and `first_instance` parameters are NOT compatible with
/**
* A structure specifying the parameters of an indirect draw command.
*
* Note that the `first_vertex` and `first_instance` parameters are NOT compatible with
* built-in vertex/instance ID variables in shaders (for example, SV_VertexID). If
* your shader depends on these variables, the correlating draw call parameter MUST
* be 0.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_DrawGPUPrimitivesIndirect
*/
typedef struct SDL_GPUIndirectDrawCommand
{
Uint32 num_vertices; /* number of vertices to draw */
Uint32 num_instances; /* number of instances to draw */
Uint32 first_vertex; /* index of the first vertex to draw */
Uint32 first_instance; /* ID of the first instance to draw */
Uint32 num_vertices; /**< The number of vertices to draw. */
Uint32 num_instances; /**< The number of instances to draw. */
Uint32 first_vertex; /**< The index of the first vertex to draw. */
Uint32 first_instance; /**< The ID of the first instance to draw. */
} SDL_GPUIndirectDrawCommand;
/**
* A structure specifying the parameters of an indexed indirect draw command.
*
* Note that the `first_vertex` and `first_instance` parameters are NOT compatible with
* built-in vertex/instance ID variables in shaders (for example, SV_VertexID). If
* your shader depends on these variables, the correlating draw call parameter MUST
* be 0.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_DrawGPUIndexedPrimitivesIndirect
*/
typedef struct SDL_GPUIndexedIndirectDrawCommand
{
Uint32 num_indices; /* number of vertices to draw per instance */
Uint32 num_instances; /* number of instances to draw */
Uint32 first_index; /* base index within the index buffer */
Sint32 vertex_offset; /* value added to vertex index before indexing into the vertex buffer */
Uint32 first_instance; /* ID of the first instance to draw */
Uint32 num_indices; /**< The number of indices to draw per instance. */
Uint32 num_instances; /**< The number of instances to draw. */
Uint32 first_index; /**< The base index within the index buffer. */
Sint32 vertex_offset; /**< The value added to the vertex index before indexing into the vertex buffer. */
Uint32 first_instance; /**< The ID of the first instance to draw. */
} SDL_GPUIndexedIndirectDrawCommand;
/**
* A structure specifying the parameters of an indexed dispatch command.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_DispatchGPUComputeIndirect
*/
typedef struct SDL_GPUIndirectDispatchCommand
{
Uint32 groupcount_x;
Uint32 groupcount_y;
Uint32 groupcount_z;
Uint32 groupcount_x; /**< The number of local workgroups to dispatch in the X dimension. */
Uint32 groupcount_y; /**< The number of local workgroups to dispatch in the Y dimension. */
Uint32 groupcount_z; /**< The number of local workgroups to dispatch in the Z dimension. */
} SDL_GPUIndirectDispatchCommand;
/* State structures */
/**
* A structure specifying the parameters of a sampler.
*
* \since This function is available since SDL 3.0.0
*
* \sa SDL_CreateGPUSampler
*/
typedef struct SDL_GPUSamplerCreateInfo
{
SDL_GPUFilter min_filter;
SDL_GPUFilter mag_filter;
SDL_GPUSamplerMipmapMode mipmap_mode;
SDL_GPUSamplerAddressMode address_mode_u;
SDL_GPUSamplerAddressMode address_mode_v;
SDL_GPUSamplerAddressMode address_mode_w;
float mip_lod_bias;
float max_anisotropy;
SDL_bool enable_anisotropy;
SDL_bool enable_compare;
SDL_GPUFilter min_filter; /**< The minification filter to apply to lookups. */
SDL_GPUFilter mag_filter; /**< The magnification filter to apply to lookups. */
SDL_GPUSamplerMipmapMode mipmap_mode; /**< The mipmap filter to apply to lookups. */
SDL_GPUSamplerAddressMode address_mode_u; /**< The addressing mode for U coordinates outside [0, 1). */
SDL_GPUSamplerAddressMode address_mode_v; /**< The addressing mode for V coordinates outside [0, 1). */
SDL_GPUSamplerAddressMode address_mode_w; /**< The addressing mode for W coordinates outside [0, 1). */
float mip_lod_bias; /**< The bias to be added to mipmap LOD calculation. */
float max_anisotropy; /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is SDL_FALSE, this is ignored. */
SDL_bool enable_anisotropy; /**< SDL_TRUE to enable anisotropic filtering. */
SDL_bool enable_compare; /**< SDL_TRUE to enable comparison against a reference value during lookups. */
Uint8 padding1;
Uint8 padding2;
SDL_GPUCompareOp compare_op;
float min_lod;
float max_lod;
SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */
float min_lod; /**< Clamps the minimum of the computed LOD value. */
float max_lod; /**< Clamps the maximum of the computed LOD value. */
SDL_PropertiesID props;
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUSamplerCreateInfo;
/**
* A structure specifying a vertex binding.
*
* When you call SDL_BindGPUVertexBuffers, you specify the binding indices of the vertex buffers.
* For example if you called SDL_BindGPUVertexBuffers with a first_binding of 2 and num_bindings of 3, the binding indices 2, 3, 4 would be used by the vertex buffers you pass in.
*
* Vertex attributes are linked to bindings via the index. The binding_index field of SDL_GPUVertexAttribute specifies the vertex buffer binding index that the attribute will be read from.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_GPUVertexAttribute
* \sa SDL_GPUVertexInputState
*/
typedef struct SDL_GPUVertexBinding
{
Uint32 binding;
Uint32 pitch;
SDL_GPUVertexInputRate input_rate;
Uint32 instance_step_rate; /* ignored unless input_rate is INSTANCE */
Uint32 index; /**< The binding index. */
Uint32 pitch; /**< The byte pitch between consecutive elements of the vertex buffer. */
SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */
Uint32 instance_step_rate; /**< The number of instances to draw using the same per-instance data before advancing in the instance buffer by one element. Ignored unless input_rate is SDL_GPU_VERTEXINPUTRATE_INSTANCE */
} SDL_GPUVertexBinding;
/**
* A structure specifying a vertex attribute.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_GPUVertexBinding
* \sa SDL_GPUVertexInputState
*/
typedef struct SDL_GPUVertexAttribute
{
Uint32 location;
Uint32 binding;
SDL_GPUVertexElementFormat format;
Uint32 offset;
Uint32 location; /**< The shader input location index. */
Uint32 binding_index; /**< The binding index. */
SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */
Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */
} SDL_GPUVertexAttribute;
/**
* A structure specifying the parameters of a graphics pipeline vertex input state.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_GPUGraphicsPipelineCreateInfo
*/
typedef struct SDL_GPUVertexInputState
{
const SDL_GPUVertexBinding *vertex_bindings;
Uint32 num_vertex_bindings;
const SDL_GPUVertexAttribute *vertex_attributes;
Uint32 num_vertex_attributes;
const SDL_GPUVertexBinding *vertex_bindings; /**< A pointer to an array of vertex binding descriptions. */
Uint32 num_vertex_bindings; /**< The number of vertex binding descriptions in the above array. */
const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */
Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */
} SDL_GPUVertexInputState;
/**
* A structure specifying the stencil operation state of a graphics pipeline.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_GPUDepthStencilState
*/
typedef struct SDL_GPUStencilOpState
{
SDL_GPUStencilOp fail_op;
SDL_GPUStencilOp pass_op;
SDL_GPUStencilOp depth_fail_op;
SDL_GPUCompareOp compare_op;
SDL_GPUStencilOp fail_op; /**< The action performed on samples that fail the stencil test. */
SDL_GPUStencilOp pass_op; /**< The action performed on samples that pass the depth and stencil tests. */
SDL_GPUStencilOp depth_fail_op; /**< The action performed on samples that pass the stencil test and fail the depth test. */
SDL_GPUCompareOp compare_op; /**< The comparison operator used in the stencil test. */
} SDL_GPUStencilOpState;
/**
* A structure specifying the blend state of a color target.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_GPUColorTargetDescription
*/
typedef struct SDL_GPUColorTargetBlendState
{
SDL_bool enable_blend;
SDL_bool enable_blend; /**< Whether blending is enabled for the color target. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
SDL_GPUBlendFactor src_color_blendfactor;
SDL_GPUBlendFactor dst_color_blendfactor;
SDL_GPUBlendOp color_blend_op;
SDL_GPUBlendFactor src_alpha_blendfactor;
SDL_GPUBlendFactor dst_alpha_blendfactor;
SDL_GPUBlendOp alpha_blend_op;
SDL_GPUColorComponentFlags color_write_mask;
SDL_GPUBlendFactor src_color_blendfactor; /**< The value to be multiplied by the source RGB value. */
SDL_GPUBlendFactor dst_color_blendfactor; /**< The value to be multiplied by the destination RGB value. */
SDL_GPUBlendOp color_blend_op; /**< The blend operation for the RGB components. */
SDL_GPUBlendFactor src_alpha_blendfactor; /**< The value to be multiplied by the source alpha. */
SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */
SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */
SDL_GPUColorComponentFlags color_write_mask; /**< A bitmask specifying which of the RGBA components are enabled for writing. */
} SDL_GPUColorTargetBlendState;
/**
* A structure specifying code and metadata for creating a shader object.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_CreateGPUShader
*/
typedef struct SDL_GPUShaderCreateInfo
{
size_t code_size;
const Uint8 *code;
const char *entrypoint;
SDL_GPUShaderFormat format;
SDL_GPUShaderStage stage;
Uint32 num_samplers;
Uint32 num_storage_textures;
Uint32 num_storage_buffers;
Uint32 num_uniform_buffers;
size_t code_size; /**< The size in bytes of the code pointed to. */
const Uint8 *code; /**< A pointer to shader code. */
const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
SDL_GPUShaderFormat format; /**< The format of the shader code. */
SDL_GPUShaderStage stage; /**< The stage the shader program corresponds to. */
Uint32 num_samplers; /**< The number of samplers defined in the shader. */
Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */
Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */
Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
SDL_PropertiesID props;
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUShaderCreateInfo;
/**
* A structure specifying the parameters of a texture.
*
* Usage flags can be bitwise OR'd together for combinations of usages. Note that certain usage combinations are invalid, for example SAMPLER and GRAPHICS_STORAGE.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_CreateGPUTexture
*/
typedef struct SDL_GPUTextureCreateInfo
{
SDL_GPUTextureType type;
SDL_GPUTextureFormat format;
SDL_GPUTextureUsageFlags usage;
Uint32 width;
Uint32 height;
Uint32 layer_count_or_depth;
Uint32 num_levels;
SDL_GPUSampleCount sample_count;
SDL_GPUTextureType type; /**< The base dimensionality of the texture. */
SDL_GPUTextureFormat format; /**< The pixel format of the texture. */
SDL_GPUTextureUsageFlags usage; /**< How the texture is intended to be used by the client. */
Uint32 width; /**< The width of the texture. */
Uint32 height; /**< The height of the texture. */
Uint32 layer_count_or_depth; /**< The layer count or depth of the texture. This value is treated as a layer count on 2D array textures, and as a depth value on 3D textures. */
Uint32 num_levels; /**< The number of mip levels in the texture. */
SDL_GPUSampleCount sample_count; /**< The number of samples per texel. Only applies if the texture is used as a render target. */
SDL_PropertiesID props;
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUTextureCreateInfo;
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT "SDL.gpu.createtexture.d3d12.clear.r"
@ -1158,210 +1328,243 @@ typedef struct SDL_GPUTextureCreateInfo
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.createtexture.d3d12.clear.depth"
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.createtexture.d3d12.clear.stencil"
/**
* A structure specifying the parameters of a buffer.
*
* Usage flags can be bitwise OR'd together for combinations of usages. Note that certain combinations are invalid, for example VERTEX and INDEX.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_CreateGPUBuffer
*/
typedef struct SDL_GPUBufferCreateInfo
{
SDL_GPUBufferUsageFlags usage;
Uint32 size;
SDL_GPUBufferUsageFlags usage; /** How the buffer is intended to be used by the client. */
Uint32 size; /** The size in bytes of the buffer. */
SDL_PropertiesID props;
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUBufferCreateInfo;
/**
* A structure specifying the parameters of a transfer buffer.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_CreateGPUTransferBuffer
*/
typedef struct SDL_GPUTransferBufferCreateInfo
{
SDL_GPUTransferBufferUsage usage;
Uint32 size;
SDL_GPUTransferBufferUsage usage; /** How the transfer buffer is intended to be used by the client. */
Uint32 size; /** The size in bytes of the transfer buffer. */
SDL_PropertiesID props;
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUTransferBufferCreateInfo;
/* Pipeline state structures */
/**
* A structure specifying the parameters of the graphics pipeline rasterizer state.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_GPUGraphicsPipelineCreateInfo
*/
typedef struct SDL_GPURasterizerState
{
SDL_GPUFillMode fill_mode;
SDL_GPUCullMode cull_mode;
SDL_GPUFrontFace front_face;
SDL_bool enable_depth_bias;
SDL_GPUFillMode fill_mode; /**< Whether polygons will be filled in or drawn as lines. */
SDL_GPUCullMode cull_mode; /**< The facing direction in which triangles will be culled. */
SDL_GPUFrontFace front_face; /**< The vertex winding that will cause a triangle to be determined as front-facing. */
SDL_bool enable_depth_bias; /**< SDL_TRUE to bias fragment depth values. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
float depth_bias_constant_factor;
float depth_bias_clamp;
float depth_bias_slope_factor;
float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */
float depth_bias_clamp; /**< The maximum depth bias of a fragment. */
float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */
} SDL_GPURasterizerState;
/**
* A structure specifying the parameters of the graphics pipeline multisample state.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_GPUGraphicsPipelineCreateInfo
*/
typedef struct SDL_GPUMultisampleState
{
SDL_GPUSampleCount sample_count;
Uint32 sample_mask;
SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */
Uint32 sample_mask; /**< Determines which samples get updated in the render targets. 0xFFFFFFFF is a reasonable default. */
} SDL_GPUMultisampleState;
/**
* A structure specifying the parameters of the graphics pipeline depth stencil state.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_GPUGraphicsPipelineCreateInfo
*/
typedef struct SDL_GPUDepthStencilState
{
SDL_bool enable_depth_test;
SDL_bool enable_depth_write;
SDL_bool enable_stencil_test;
SDL_bool enable_depth_test; /**< SDL_TRUE enables the depth test. */
SDL_bool enable_depth_write; /**< SDL_TRUE enables depth writes. Depth writes are always disabled when enable_depth_test is SDL_FALSE. */
SDL_bool enable_stencil_test; /**< SDL_TRUE enables the stencil test. */
Uint8 padding1;
SDL_GPUCompareOp compare_op;
SDL_GPUStencilOpState back_stencil_state;
SDL_GPUStencilOpState front_stencil_state;
Uint8 compare_mask;
Uint8 write_mask;
SDL_GPUCompareOp compare_op; /**< The comparison operator used for depth testing. */
SDL_GPUStencilOpState back_stencil_state; /**< The stencil op state for back-facing triangles. */
SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */
Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */
Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */
Uint8 padding2;
Uint8 padding3;
} SDL_GPUDepthStencilState;
/**
* A structure specifying the parameters of color targets used in a graphics pipeline.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_GPUGraphicsPipelineTargetInfo
*/
typedef struct SDL_GPUColorTargetDescription
{
SDL_GPUTextureFormat format;
SDL_GPUColorTargetBlendState blend_state;
SDL_GPUTextureFormat format; /**< The pixel format of the texture to be used as a color target. */
SDL_GPUColorTargetBlendState blend_state; /**< The blend state to be used for the color target. */
} SDL_GPUColorTargetDescription;
/**
* A structure specifying the descriptions of render targets used in a graphics pipeline.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_GPUGraphicsPipelineCreateInfo
*/
typedef struct SDL_GpuGraphicsPipelineTargetInfo
{
const SDL_GPUColorTargetDescription *color_target_descriptions;
Uint32 num_color_targets;
SDL_bool has_depth_stencil_target;
const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */
Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */
SDL_bool has_depth_stencil_target; /**< SDL_TRUE specifies that the pipeline uses a depth-stencil target. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
SDL_GPUTextureFormat depth_stencil_format;
SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is SDL_FALSE. */
} SDL_GpuGraphicsPipelineTargetInfo;
/**
* A structure specifying the parameters of a graphics pipeline state.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_CreateGPUGraphicsPipeline
*/
typedef struct SDL_GPUGraphicsPipelineCreateInfo
{
SDL_GPUShader *vertex_shader;
SDL_GPUShader *fragment_shader;
SDL_GPUVertexInputState vertex_input_state;
SDL_GPUPrimitiveType primitive_type;
SDL_GPURasterizerState rasterizer_state;
SDL_GPUMultisampleState multisample_state;
SDL_GPUDepthStencilState depth_stencil_state;
SDL_GpuGraphicsPipelineTargetInfo target_info;
SDL_GPUShader *vertex_shader; /**< The vertex shader used by the graphics pipeline. */
SDL_GPUShader *fragment_shader; /**< The fragment shader used by the graphics pipeline. */
SDL_GPUVertexInputState vertex_input_state; /**< The vertex layout of the graphics pipeline. */
SDL_GPUPrimitiveType primitive_type; /**< The primitive topology of the graphics pipeline. */
SDL_GPURasterizerState rasterizer_state; /**< The rasterizer state of the graphics pipeline. */
SDL_GPUMultisampleState multisample_state; /**< The multisample state of the graphics pipeline. */
SDL_GPUDepthStencilState depth_stencil_state; /**< The depth-stencil state of the graphics pipeline. */
SDL_GpuGraphicsPipelineTargetInfo target_info; /**< Formats and blend modes for the render targets of the graphics pipeline. */
SDL_PropertiesID props;
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUGraphicsPipelineCreateInfo;
/**
* A structure specifying the parameters of a compute pipeline state.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_CreateGPUComputePipeline
*/
typedef struct SDL_GPUComputePipelineCreateInfo
{
size_t code_size;
const Uint8 *code;
const char *entrypoint;
SDL_GPUShaderFormat format;
Uint32 num_readonly_storage_textures;
Uint32 num_readonly_storage_buffers;
Uint32 num_writeonly_storage_textures;
Uint32 num_writeonly_storage_buffers;
Uint32 num_uniform_buffers;
Uint32 threadcount_x;
Uint32 threadcount_y;
Uint32 threadcount_z;
size_t code_size; /**< The size in bytes of the compute shader code pointed to. */
const Uint8 *code; /**< A pointer to compute shader code. */
const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */
SDL_GPUShaderFormat format; /**< The format of the compute shader code. */
Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */
Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */
Uint32 num_writeonly_storage_textures; /**< The number of writeonly storage textures defined in the shader. */
Uint32 num_writeonly_storage_buffers; /**< The number of writeonly storage buffers defined in the shader. */
Uint32 num_uniform_buffers; /** The number of uniform buffers defined in the shader. */
Uint32 threadcount_x; /** The number of threads in the X dimension. This should match the value in the shader. */
Uint32 threadcount_y; /** The number of threads in the Y dimension. This should match the value in the shader. */
Uint32 threadcount_z; /** The number of threads in the Z dimension. This should match the value in the shader. */
SDL_PropertiesID props;
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPUComputePipelineCreateInfo;
/**
* A structure specifying the parameters of a color target used by a render pass.
*
* The load_op field determines what is done with the texture at the beginning of the render pass.
*
* - LOAD: Loads the data currently in the texture.
* - CLEAR: Clears the texture to a single color.
* - DONT_CARE: The driver will do whatever it wants with the texture memory. This is a good option if you know that every single pixel will be touched in the render pass.
*
* The store_op field determines what is done with the color results of the render pass.
*
* - STORE: Stores the results of the render pass in the texture.
* - DONT_CARE: The driver will do whatever it wants with the texture memory. This is often a good option for depth/stencil textures.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_BeginGPURenderPass
*/
typedef struct SDL_GPUColorTargetInfo
{
/* The texture that will be used as a color target by a render pass. */
SDL_GPUTexture *texture;
Uint32 mip_level;
Uint32 layer_or_depth_plane; /* For 3D textures, you can bind an individual depth plane as a target. */
/* Can be ignored by RenderPass if CLEAR is not used */
SDL_FColor clear_color;
/* Determines what is done with the texture at the beginning of the render pass.
*
* LOAD:
* Loads the data currently in the texture.
*
* CLEAR:
* Clears the texture to a single color.
*
* DONT_CARE:
* The driver will do whatever it wants with the texture memory.
* This is a good option if you know that every single pixel will be touched in the render pass.
*/
SDL_GPULoadOp load_op;
/* Determines what is done with the texture at the end of the render pass.
*
* STORE:
* Stores the results of the render pass in the texture.
*
* DONT_CARE:
* The driver will do whatever it wants with the texture memory.
* This is often a good option for depth/stencil textures.
*/
SDL_GPUStoreOp store_op;
/* if SDL_TRUE, cycles the texture if the texture is bound and load_op is not LOAD */
SDL_bool cycle;
SDL_GPUTexture *texture; /**< The texture that will be used as a color target by a render pass. */
Uint32 mip_level; /**< The mip level to use as a color target. */
Uint32 layer_or_depth_plane; /**< The layer index or depth plane to use as a color target. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
SDL_FColor clear_color; /**< The color to clear the color target to at the start of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
SDL_GPULoadOp load_op; /**< What is done with the contents of the color target at the beginning of the render pass. */
SDL_GPUStoreOp store_op; /**< What is done with the results of the render pass. */
SDL_bool cycle; /**< SDL_TRUE cycles the texture if the texture is bound and load_op is not LOAD */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_GPUColorTargetInfo;
/**
* A structure specifying the parameters of a depth-stencil target used by a render pass.
*
* The load_op field determines what is done with the depth contents of the texture at the beginning of the render pass.
*
* - LOAD: Loads the depth values currently in the texture.
* - CLEAR: Clears the texture to a single depth.
* - DONT_CARE: The driver will do whatever it wants with the memory. This is a good option if you know that every single pixel will be touched in the render pass.
*
* The store_op field determines what is done with the depth results of the render pass.
*
* - STORE: Stores the depth results in the texture.
* - DONT_CARE: The driver will do whatever it wants with the depth results. This is often a good option for depth/stencil textures that don't need to be reused again.
*
* The stencil_load_op field determines what is done with the stencil contents of the texture at the beginning of the render pass.
*
* - LOAD: Loads the stencil values currently in the texture.
* - CLEAR: Clears the stencil values to a single value.
* - DONT_CARE: The driver will do whatever it wants with the memory. This is a good option if you know that every single pixel will be touched in the render pass.
*
* The stencil_store_op field determines what is done with the stencil results of the render pass.
*
* - STORE: Stores the stencil results in the texture.
* - DONT_CARE: The driver will do whatever it wants with the stencil results. This is often a good option for depth/stencil textures that don't need to be reused again.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_BeginGPURenderPass
*/
typedef struct SDL_GPUDepthStencilTargetInfo
{
/* The texture that will be used as the depth stencil target by a render pass. */
SDL_GPUTexture *texture;
/* Can be ignored by the render pass if CLEAR is not used */
SDL_GPUDepthStencilValue clear_value;
/* Determines what is done with the depth values at the beginning of the render pass.
*
* LOAD:
* Loads the depth values currently in the texture.
*
* CLEAR:
* Clears the texture to a single depth.
*
* DONT_CARE:
* The driver will do whatever it wants with the memory.
* This is a good option if you know that every single pixel will be touched in the render pass.
*/
SDL_GPULoadOp load_op;
/* Determines what is done with the depth values at the end of the render pass.
*
* STORE:
* Stores the depth results in the texture.
*
* DONT_CARE:
* The driver will do whatever it wants with the texture memory.
* This is often a good option for depth/stencil textures.
*/
SDL_GPUStoreOp store_op;
/* Determines what is done with the stencil values at the beginning of the render pass.
*
* LOAD:
* Loads the stencil values currently in the texture.
*
* CLEAR:
* Clears the texture to a single stencil value.
*
* DONT_CARE:
* The driver will do whatever it wants with the memory.
* This is a good option if you know that every single pixel will be touched in the render pass.
*/
SDL_GPULoadOp stencil_load_op;
/* Determines what is done with the stencil values at the end of the render pass.
*
* STORE:
* Stores the stencil results in the texture.
*
* DONT_CARE:
* The driver will do whatever it wants with the texture memory.
* This is often a good option for depth/stencil textures.
*/
SDL_GPUStoreOp stencil_store_op;
/* if SDL_TRUE, cycles the texture if the texture is bound and any load ops are not LOAD */
SDL_bool cycle;
SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */
SDL_GPUDepthStencilValue clear_value; /**< The depth-stencil clear values. Can be ignored by the render pass if SDL_GPU_LOADOP_CLEAR is not used. */
SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */
SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
SDL_bool cycle; /**< SDL_TRUE cycles the texture if the texture is bound and any load ops are not LOAD */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
@ -1369,37 +1572,63 @@ typedef struct SDL_GPUDepthStencilTargetInfo
/* Binding structs */
/**
* A structure specifying parameters in a buffer binding call.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_BindGPUVertexBuffers
* \sa SDL_BindGPUIndexBuffers
*/
typedef struct SDL_GPUBufferBinding
{
SDL_GPUBuffer *buffer;
Uint32 offset;
SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_VERTEX for SDL_BindGPUVertexBuffers, or SDL_GPU_BUFFERUSAGE_INDEX for SDL_BindGPUIndexBuffers. */
Uint32 offset; /**< The starting byte of the data to bind in the buffer. */
} SDL_GPUBufferBinding;
/**
* A structure specifying parameters in a sampler binding call.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_BindGPUVertexSamplers
* \sa SDL_BindGPUFragmentSamplers
*/
typedef struct SDL_GPUTextureSamplerBinding
{
SDL_GPUTexture *texture;
SDL_GPUSampler *sampler;
SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */
SDL_GPUSampler *sampler; /**< The sampler to bind. */
} SDL_GPUTextureSamplerBinding;
/**
* A structure specifying parameters related to binding buffers in a compute pass.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_BeginGPUComputePass
*/
typedef struct SDL_GPUStorageBufferWriteOnlyBinding
{
SDL_GPUBuffer *buffer;
/* if SDL_TRUE, cycles the buffer if it is bound. */
SDL_bool cycle;
SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */
SDL_bool cycle; /**< SDL_TRUE cycles the buffer if it is already bound. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_GPUStorageBufferWriteOnlyBinding;
/**
* A structure specifying parameters related to binding textures in a compute pass.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_BeginGPUComputePass
*/
typedef struct SDL_GPUStorageTextureWriteOnlyBinding
{
SDL_GPUTexture *texture;
Uint32 mip_level;
Uint32 layer;
/* if SDL_TRUE, cycles the texture if the texture is bound. */
SDL_bool cycle;
SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE. */
Uint32 mip_level; /**< The mip level index to bind. */
Uint32 layer; /**< The layer index to bind. */
SDL_bool cycle; /**< SDL_TRUE cycles the texture if it is already bound. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
@ -2326,7 +2555,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
* correlating draw call parameter MUST be 0.
*
* \param render_pass a render pass handle.
* \param num_indices the number of vertices to draw per instance.
* \param num_indices the number of indices to draw per instance.
* \param num_instances the number of instances to draw.
* \param first_index the starting index within the index buffer.
* \param vertex_offset value added to vertex index before indexing into the
@ -2589,7 +2818,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
*
* \param device a GPU context.
* \param transfer_buffer a transfer buffer.
* \param cycle if SDL_TRUE, cycles the transfer buffer if it is bound.
* \param cycle if SDL_TRUE, cycles the transfer buffer if it is already bound.
* \returns the address of the mapped transfer buffer memory.
*
* \since This function is available since SDL 3.0.0.
@ -2662,7 +2891,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
* \param copy_pass a copy pass handle.
* \param source the source transfer buffer with offset.
* \param destination the destination buffer with offset and size.
* \param cycle if SDL_TRUE, cycles the buffer if it is bound, otherwise
* \param cycle if SDL_TRUE, cycles the buffer if it is already bound, otherwise
* overwrites the data.
*
* \since This function is available since SDL 3.0.0.
@ -2711,7 +2940,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
* \param source the buffer and offset to copy from.
* \param destination the buffer and offset to copy to.
* \param size the length of the buffer to copy.
* \param cycle if SDL_TRUE, cycles the destination buffer if it is bound,
* \param cycle if SDL_TRUE, cycles the destination buffer if it is already bound,
* otherwise overwrites the data.
*
* \since This function is available since SDL 3.0.0.

View File

@ -1358,7 +1358,7 @@ static Uint32 D3D11_INTERNAL_FindIndexOfVertexBinding(
Uint32 numBindings)
{
for (Uint32 i = 0; i < numBindings; i += 1) {
if (bindings[i].binding == targetBinding) {
if (bindings[i].index == targetBinding) {
return i;
}
}
@ -1392,7 +1392,7 @@ static ID3D11InputLayout *D3D11_INTERNAL_FetchInputLayout(
for (Uint32 i = 0; i < inputState.num_vertex_attributes; i += 1) {
elementDescs[i].AlignedByteOffset = inputState.vertex_attributes[i].offset;
elementDescs[i].Format = SDLToD3D11_VertexFormat[inputState.vertex_attributes[i].format];
elementDescs[i].InputSlot = inputState.vertex_attributes[i].binding;
elementDescs[i].InputSlot = inputState.vertex_attributes[i].binding_index;
bindingIndex = D3D11_INTERNAL_FindIndexOfVertexBinding(
elementDescs[i].InputSlot,

View File

@ -2470,10 +2470,10 @@ static bool D3D12_INTERNAL_ConvertVertexInputState(SDL_GPUVertexInputState verte
desc[i].SemanticName = semantic;
desc[i].SemanticIndex = attribute.location;
desc[i].Format = SDLToD3D12_VertexFormat[attribute.format];
desc[i].InputSlot = attribute.binding;
desc[i].InputSlot = attribute.binding_index;
desc[i].AlignedByteOffset = attribute.offset;
desc[i].InputSlotClass = SDLToD3D12_InputRate[vertexInputState.vertex_bindings[attribute.binding].input_rate];
desc[i].InstanceDataStepRate = (vertexInputState.vertex_bindings[attribute.binding].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? vertexInputState.vertex_bindings[attribute.binding].instance_step_rate : 0;
desc[i].InputSlotClass = SDLToD3D12_InputRate[vertexInputState.vertex_bindings[attribute.binding_index].input_rate];
desc[i].InstanceDataStepRate = (vertexInputState.vertex_bindings[attribute.binding_index].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? vertexInputState.vertex_bindings[attribute.binding_index].instance_step_rate : 0;
}
return true;

View File

@ -1076,11 +1076,11 @@ static SDL_GPUGraphicsPipeline *METAL_CreateGraphicsPipeline(
Uint32 loc = createinfo->vertex_input_state.vertex_attributes[i].location;
vertexDescriptor.attributes[loc].format = SDLToMetal_VertexFormat[createinfo->vertex_input_state.vertex_attributes[i].format];
vertexDescriptor.attributes[loc].offset = createinfo->vertex_input_state.vertex_attributes[i].offset;
vertexDescriptor.attributes[loc].bufferIndex = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_attributes[i].binding);
vertexDescriptor.attributes[loc].bufferIndex = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_attributes[i].binding_index);
}
for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
binding = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_bindings[i].binding);
binding = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_bindings[i].index);
vertexDescriptor.layouts[binding].stepFunction = SDLToMetal_StepFunction[createinfo->vertex_input_state.vertex_bindings[i].input_rate];
vertexDescriptor.layouts[binding].stepRate = (createinfo->vertex_input_state.vertex_bindings[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? createinfo->vertex_input_state.vertex_bindings[i].instance_step_rate : 1;
vertexDescriptor.layouts[binding].stride = createinfo->vertex_input_state.vertex_bindings[i].pitch;

View File

@ -6483,7 +6483,7 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
// Vertex input
for (i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
vertexInputBindingDescriptions[i].binding = createinfo->vertex_input_state.vertex_bindings[i].binding;
vertexInputBindingDescriptions[i].binding = createinfo->vertex_input_state.vertex_bindings[i].index;
vertexInputBindingDescriptions[i].inputRate = SDLToVK_VertexInputRate[createinfo->vertex_input_state.vertex_bindings[i].input_rate];
vertexInputBindingDescriptions[i].stride = createinfo->vertex_input_state.vertex_bindings[i].pitch;
@ -6493,7 +6493,7 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
}
for (i = 0; i < createinfo->vertex_input_state.num_vertex_attributes; i += 1) {
vertexInputAttributeDescriptions[i].binding = createinfo->vertex_input_state.vertex_attributes[i].binding;
vertexInputAttributeDescriptions[i].binding = createinfo->vertex_input_state.vertex_attributes[i].binding_index;
vertexInputAttributeDescriptions[i].format = SDLToVK_VertexFormat[createinfo->vertex_input_state.vertex_attributes[i].format];
vertexInputAttributeDescriptions[i].location = createinfo->vertex_input_state.vertex_attributes[i].location;
vertexInputAttributeDescriptions[i].offset = createinfo->vertex_input_state.vertex_attributes[i].offset;
@ -6512,7 +6512,7 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
for (i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
if (createinfo->vertex_input_state.vertex_bindings[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) {
divisorDescriptions[divisorDescriptionCount].binding = createinfo->vertex_input_state.vertex_bindings[i].binding;
divisorDescriptions[divisorDescriptionCount].binding = createinfo->vertex_input_state.vertex_bindings[i].index;
divisorDescriptions[divisorDescriptionCount].divisor = createinfo->vertex_input_state.vertex_bindings[i].instance_step_rate;
divisorDescriptionCount += 1;

View File

@ -571,17 +571,17 @@ init_render_state(int msaa)
pipelinedesc.vertex_shader = vertex_shader;
pipelinedesc.fragment_shader = fragment_shader;
vertex_binding.binding = 0;
vertex_binding.index = 0;
vertex_binding.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
vertex_binding.instance_step_rate = 0;
vertex_binding.pitch = sizeof(VertexData);
vertex_attributes[0].binding = 0;
vertex_attributes[0].binding_index = 0;
vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3;
vertex_attributes[0].location = 0;
vertex_attributes[0].offset = 0;
vertex_attributes[1].binding = 0;
vertex_attributes[1].binding_index = 0;
vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3;
vertex_attributes[1].location = 1;
vertex_attributes[1].offset = sizeof(float) * 3;