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).