Uses of Record Class
club.doki7.sdl3.handle.SDL_GPUDevice
Packages that use SDL_GPUDevice
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Uses of SDL_GPUDevice in club.doki7.sdl3
Methods in club.doki7.sdl3 that return SDL_GPUDeviceModifier and TypeMethodDescriptionSDL3.createGPUDevice
(int format_flags, boolean debug_mode, @Nullable BytePtr name) Creates a GPU context.SDL3.createGPUDeviceWithProperties
(int props) Creates a GPU context.Methods in club.doki7.sdl3 with parameters of type SDL_GPUDeviceModifier and TypeMethodDescriptionSDL3.acquireGPUCommandBuffer
(@Nullable SDL_GPUDevice device) Acquire a command buffer.boolean
SDL3.claimWindowForGPUDevice
(@Nullable SDL_GPUDevice device, @Nullable SDL_Window window) Claims a window, creating a swapchain structure for it.SDL3.createGPUBuffer
(@Nullable SDL_GPUDevice device, @Nullable ISDL_GPUBufferCreateInfo createinfo) Creates a buffer object to be used in graphics or compute workflows.SDL3.createGPUComputePipeline
(@Nullable SDL_GPUDevice device, @Nullable ISDL_GPUComputePipelineCreateInfo createinfo) Creates a pipeline object to be used in a compute workflow.SDL3.createGPUGraphicsPipeline
(@Nullable SDL_GPUDevice device, @Nullable ISDL_GPUGraphicsPipelineCreateInfo createinfo) Creates a pipeline object to be used in a graphics workflow.SDL3.createGPUSampler
(@Nullable SDL_GPUDevice device, @Nullable ISDL_GPUSamplerCreateInfo createinfo) Creates a sampler object to be used when binding textures in a graphics workflow.SDL3.createGPUShader
(@Nullable SDL_GPUDevice device, @Nullable ISDL_GPUShaderCreateInfo createinfo) Creates a shader to be used when creating a graphics pipeline.SDL3.createGPUTexture
(@Nullable SDL_GPUDevice device, @Nullable ISDL_GPUTextureCreateInfo createinfo) Creates a texture object to be used in graphics or compute workflows.SDL3.createGPUTransferBuffer
(@Nullable SDL_GPUDevice device, @Nullable ISDL_GPUTransferBufferCreateInfo createinfo) Creates a transfer buffer to be used when uploading to or downloading from graphics resources.void
SDL3.destroyGPUDevice
(@Nullable SDL_GPUDevice device) Destroys a GPU context previously returned by SDL_CreateGPUDevice.void
SDL3.GDKResumeGPU
(@Nullable SDL_GPUDevice device) Call this to resume GPU operation on Xbox when you receive the SDL_EVENT_WILL_ENTER_FOREGROUND event.void
SDL3.GDKSuspendGPU
(@Nullable SDL_GPUDevice device) Call this to suspend GPU operation on Xbox when you receive the SDL_EVENT_DID_ENTER_BACKGROUND event.SDL3.getGPUDeviceDriver
(@Nullable SDL_GPUDevice device) Returns the name of the backend used to create this GPU context.int
SDL3.getGPUShaderFormats
(@Nullable SDL_GPUDevice device) Returns the supported shader formats for this GPU context.int
SDL3.getGPUSwapchainTextureFormat
(@Nullable SDL_GPUDevice device, @Nullable SDL_Window window) Obtains the texture format of the swapchain for the given window.boolean
SDL3.GPUTextureSupportsFormat
(@Nullable SDL_GPUDevice device, int format, int type, int usage) Determines whether a texture format is supported for a given type and usage.boolean
SDL3.GPUTextureSupportsSampleCount
(@Nullable SDL_GPUDevice device, int format, int sample_count) Determines if a sample count for a texture format is supported.SDL3.mapGPUTransferBuffer
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUTransferBuffer transfer_buffer, boolean cycle) Maps a transfer buffer into application address space.boolean
SDL3.queryGPUFence
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUFence fence) Checks the status of a fence.void
SDL3.releaseGPUBuffer
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUBuffer buffer) Frees the given buffer as soon as it is safe to do so.void
SDL3.releaseGPUComputePipeline
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUComputePipeline compute_pipeline) Frees the given compute pipeline as soon as it is safe to do so.void
SDL3.releaseGPUFence
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUFence fence) Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.void
SDL3.releaseGPUGraphicsPipeline
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUGraphicsPipeline graphics_pipeline) Frees the given graphics pipeline as soon as it is safe to do so.void
SDL3.releaseGPUSampler
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUSampler sampler) Frees the given sampler as soon as it is safe to do so.void
SDL3.releaseGPUShader
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUShader shader) Frees the given shader as soon as it is safe to do so.void
SDL3.releaseGPUTexture
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUTexture texture) Frees the given texture as soon as it is safe to do so.void
SDL3.releaseGPUTransferBuffer
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUTransferBuffer transfer_buffer) Frees the given transfer buffer as soon as it is safe to do so.void
SDL3.releaseWindowFromGPUDevice
(@Nullable SDL_GPUDevice device, @Nullable SDL_Window window) Unclaims a window, destroying its swapchain structure.boolean
SDL3.setGPUAllowedFramesInFlight
(@Nullable SDL_GPUDevice device, int allowed_frames_in_flight) Configures the maximum allowed number of frames in flight.void
SDL3.setGPUBufferName
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUBuffer buffer, @Nullable BytePtr text) Sets an arbitrary string constant to label a buffer.boolean
SDL3.setGPUSwapchainParameters
(@Nullable SDL_GPUDevice device, @Nullable SDL_Window window, int swapchain_composition, int present_mode) Changes the swapchain parameters for the given claimed window.void
SDL3.setGPUTextureName
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUTexture texture, @Nullable BytePtr text) Sets an arbitrary string constant to label a texture.void
SDL3.unmapGPUTransferBuffer
(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUTransferBuffer transfer_buffer) Unmaps a previously mapped transfer buffer.boolean
SDL3.waitForGPUFences
(@Nullable SDL_GPUDevice device, boolean wait_all, SDL_GPUFence.Ptr fences, int num_fences) Blocks the thread until the given fences are signaled.boolean
SDL3.waitForGPUIdle
(@Nullable SDL_GPUDevice device) Blocks the thread until the GPU is completely idle.boolean
SDL3.waitForGPUSwapchain
(@Nullable SDL_GPUDevice device, @Nullable SDL_Window window) Blocks the thread until a swapchain texture is available to be acquired.boolean
SDL3.windowSupportsGPUPresentMode
(@Nullable SDL_GPUDevice device, @Nullable SDL_Window window, int present_mode) Determines whether a presentation mode is supported by the window.boolean
SDL3.windowSupportsGPUSwapchainComposition
(@Nullable SDL_GPUDevice device, @Nullable SDL_Window window, int swapchain_composition) Determines whether a swapchain composition is supported by the window. -
Uses of SDL_GPUDevice in club.doki7.sdl3.handle
Classes in club.doki7.sdl3.handle that implement interfaces with type arguments of type SDL_GPUDeviceModifier and TypeClassDescriptionstatic final record
Represents a pointer toSDL_GPUDevice
handle(s) in native memory.Methods in club.doki7.sdl3.handle that return SDL_GPUDeviceModifier and TypeMethodDescription@Nullable SDL_GPUDevice
SDL_GPUDevice.Ptr.read()
@Nullable SDL_GPUDevice
SDL_GPUDevice.Ptr.read
(long index) Methods in club.doki7.sdl3.handle that return types with arguments of type SDL_GPUDeviceMethods in club.doki7.sdl3.handle with parameters of type SDL_GPUDeviceModifier and TypeMethodDescriptionstatic SDL_GPUDevice.Ptr
SDL_GPUDevice.Ptr.allocate
(Arena arena, @Nullable SDL_GPUDevice[] values) static SDL_GPUDevice.Ptr
SDL_GPUDevice.Ptr.allocateV
(Arena arena, @Nullable SDL_GPUDevice value0, @Nullable SDL_GPUDevice... values) void
SDL_GPUDevice.Ptr.write
(long index, @Nullable SDL_GPUDevice value) void
SDL_GPUDevice.Ptr.write
(@Nullable SDL_GPUDevice value) void
SDL_GPUDevice.Ptr.write
(@Nullable SDL_GPUDevice[] values) void
SDL_GPUDevice.Ptr.writeV
(@Nullable SDL_GPUDevice value0, @Nullable SDL_GPUDevice... values)