SDL_CreateGPUDeviceWithProperties - Man Page

Creates a GPU context.

Synopsis

#include <SDL3/SDL_gpu.h>

SDL_GPUDevice * SDL_CreateGPUDeviceWithProperties(
    SDL_PropertiesID props);

Description

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_VERBOSE_BOOLEAN: enable to automatically log useful debug information on device creation, defaults to true.

· SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING: the name of the GPU driver to use, if a specific one is desired.

· SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN: Enable Vulkan device feature shaderClipDistance. If disabled, clip distances are not supported in shader code: gl_ClipDistance[] built-ins of GLSL, SV_ClipDistance0/1 semantics of HLSL and [[clip_distance]] attribute of Metal. Disabling optional features allows the application to run on some older Android devices. Defaults to true.

· SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN: Enable Vulkan device feature depthClamp. If disabled, there is no depth clamp support and enable_depth_clip in SDL_GPURasterizerState must always be set to true. Disabling optional features allows the application to run on some older Android devices. Defaults to true.

· SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN: Enable Vulkan device feature drawIndirectFirstInstance. If disabled, the argument first_instance of SDL_GPUIndirectDrawCommand must be set to zero. Disabling optional features allows the application to run on some older Android devices. Defaults to true.

· SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN: Enable Vulkan device feature samplerAnisotropy. If disabled, enable_anisotropy of SDL_GPUSamplerCreateInfo must be set to false. Disabling optional features allows the application to run on some older Android devices. Defaults to true.

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_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN: By default, Resourcing Binding Tier 2 is required for D3D12 support. However, an application can set this property to true to enable Tier 1 support, if (and only if) the application uses 8 or fewer storage resources across all shader stages. As of writing, this property is useful for targeting Intel Haswell and Broadwell GPUs; other hardware either supports Tier 2 Resource Binding or does not support D3D12 in any capacity. Defaults to false.

Function Parameters

props

the properties to use.

Return Value

Returns a GPU context on success or NULL on failure; call SDL_GetError() for more information.

Availability

This function is available since SDL 3.2.0.

See Also

SDL_GetGPUShaderFormats(3), SDL_GetGPUDeviceDriver(3), SDL_DestroyGPUDevice(3), SDL_GPUSupportsProperties(3)

Referenced By

SDL_CreateGPUDevice(3), SDL_GPUSupportsProperties(3).

SDL 3.3.2 Simple Directmedia Layer SDL3 FUNCTIONS