| SDL_CreateGPUDeviceWithProperties(3) | SDL3 FUNCTIONS | SDL_CreateGPUDeviceWithProperties(3) |
SDL_CreateGPUDeviceWithProperties - Creates a GPU context.
Defined in SDL3/SDL_gpu.h
#include "SDL3/SDL.h"
SDL_GPUDevice * SDL_CreateGPUDeviceWithProperties(
SDL_PropertiesID props);
These are the supported properties:
• SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN :
enable debug mode properties and validations, defaults to true.
• SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN
:
enable to prefer energy efficiency over maximum GPU performance, defaults
to false.
• SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING :
the name of the GPU driver to use, if a specific one is desired.
These are the current shader format properties:
• SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN
:
The app is able to provide shaders for an NDA platform.
• SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN :
The app is able to provide SPIR-V shaders if applicable.
• SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN :
The app is able to provide DXBC shaders if applicable
• SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN :
The app is able to provide DXIL shaders if applicable.
• SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN :
The app is able to provide MSL shaders if applicable.
•
SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN :
The app is able to provide Metal shader libraries if applicable.
With the D3D12 renderer:
•
SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING :
the prefix to use for all vertex semantics, default is
"TEXCOORD".
( SDL_GPUDevice
*) Returns a GPU context on success or NULL on failure; call
SDL_GetError () for more information.
This function is available since SDL 3.2.0.
•(3), SDL_GetGPUShaderFormats(3), •(3), SDL_GetGPUDeviceDriver(3), •(3), SDL_DestroyGPUDevice(3), •(3), SDL_GPUSupportsProperties(3)
| SDL 3.2.10 | Simple Directmedia Layer |