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.booleanSDL3.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.voidSDL3.destroyGPUDevice(@Nullable SDL_GPUDevice device) Destroys a GPU context previously returned by SDL_CreateGPUDevice.voidSDL3.GDKResumeGPU(@Nullable SDL_GPUDevice device) Call this to resume GPU operation on Xbox when you receive the SDL_EVENT_WILL_ENTER_FOREGROUND event.voidSDL3.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.intSDL3.getGPUShaderFormats(@Nullable SDL_GPUDevice device) Returns the supported shader formats for this GPU context.intSDL3.getGPUSwapchainTextureFormat(@Nullable SDL_GPUDevice device, @Nullable SDL_Window window) Obtains the texture format of the swapchain for the given window.booleanSDL3.GPUTextureSupportsFormat(@Nullable SDL_GPUDevice device, int format, int type, int usage) Determines whether a texture format is supported for a given type and usage.booleanSDL3.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.booleanSDL3.queryGPUFence(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUFence fence) Checks the status of a fence.voidSDL3.releaseGPUBuffer(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUBuffer buffer) Frees the given buffer as soon as it is safe to do so.voidSDL3.releaseGPUComputePipeline(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUComputePipeline compute_pipeline) Frees the given compute pipeline as soon as it is safe to do so.voidSDL3.releaseGPUFence(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUFence fence) Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.voidSDL3.releaseGPUGraphicsPipeline(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUGraphicsPipeline graphics_pipeline) Frees the given graphics pipeline as soon as it is safe to do so.voidSDL3.releaseGPUSampler(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUSampler sampler) Frees the given sampler as soon as it is safe to do so.voidSDL3.releaseGPUShader(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUShader shader) Frees the given shader as soon as it is safe to do so.voidSDL3.releaseGPUTexture(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUTexture texture) Frees the given texture as soon as it is safe to do so.voidSDL3.releaseGPUTransferBuffer(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUTransferBuffer transfer_buffer) Frees the given transfer buffer as soon as it is safe to do so.voidSDL3.releaseWindowFromGPUDevice(@Nullable SDL_GPUDevice device, @Nullable SDL_Window window) Unclaims a window, destroying its swapchain structure.booleanSDL3.setGPUAllowedFramesInFlight(@Nullable SDL_GPUDevice device, int allowed_frames_in_flight) Configures the maximum allowed number of frames in flight.voidSDL3.setGPUBufferName(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUBuffer buffer, @Nullable BytePtr text) Sets an arbitrary string constant to label a buffer.booleanSDL3.setGPUSwapchainParameters(@Nullable SDL_GPUDevice device, @Nullable SDL_Window window, int swapchain_composition, int present_mode) Changes the swapchain parameters for the given claimed window.voidSDL3.setGPUTextureName(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUTexture texture, @Nullable BytePtr text) Sets an arbitrary string constant to label a texture.voidSDL3.unmapGPUTransferBuffer(@Nullable SDL_GPUDevice device, @Nullable SDL_GPUTransferBuffer transfer_buffer) Unmaps a previously mapped transfer buffer.booleanSDL3.waitForGPUFences(@Nullable SDL_GPUDevice device, boolean wait_all, SDL_GPUFence.Ptr fences, int num_fences) Blocks the thread until the given fences are signaled.booleanSDL3.waitForGPUIdle(@Nullable SDL_GPUDevice device) Blocks the thread until the GPU is completely idle.booleanSDL3.waitForGPUSwapchain(@Nullable SDL_GPUDevice device, @Nullable SDL_Window window) Blocks the thread until a swapchain texture is available to be acquired.booleanSDL3.windowSupportsGPUPresentMode(@Nullable SDL_GPUDevice device, @Nullable SDL_Window window, int present_mode) Determines whether a presentation mode is supported by the window.booleanSDL3.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 recordRepresents a pointer toSDL_GPUDevicehandle(s) in native memory.Methods in club.doki7.sdl3.handle that return SDL_GPUDeviceModifier and TypeMethodDescription@Nullable SDL_GPUDeviceSDL_GPUDevice.Ptr.read()@Nullable SDL_GPUDeviceSDL_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.PtrSDL_GPUDevice.Ptr.allocate(Arena arena, @Nullable SDL_GPUDevice[] values) static SDL_GPUDevice.PtrSDL_GPUDevice.Ptr.allocateV(Arena arena, @Nullable SDL_GPUDevice value0, @Nullable SDL_GPUDevice... values) voidSDL_GPUDevice.Ptr.write(long index, @Nullable SDL_GPUDevice value) voidSDL_GPUDevice.Ptr.write(@Nullable SDL_GPUDevice value) voidSDL_GPUDevice.Ptr.write(@Nullable SDL_GPUDevice[] values) voidSDL_GPUDevice.Ptr.writeV(@Nullable SDL_GPUDevice value0, @Nullable SDL_GPUDevice... values)