SDL3-CS/SDL3-CS/SDL3/ClangSharp/SDL_gpu.g.cs

1520 lines
62 KiB
C#

/*
<auto-generated/>
C# bindings for Simple DirectMedia Layer.
Original copyright notice of input files:
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System;
using System.Runtime.InteropServices;
namespace SDL
{
public partial struct SDL_GPUDevice
{
}
public partial struct SDL_GPUBuffer
{
}
public partial struct SDL_GPUTransferBuffer
{
}
public partial struct SDL_GPUTexture
{
}
public partial struct SDL_GPUSampler
{
}
public partial struct SDL_GPUShader
{
}
public partial struct SDL_GPUComputePipeline
{
}
public partial struct SDL_GPUGraphicsPipeline
{
}
public partial struct SDL_GPUCommandBuffer
{
}
public partial struct SDL_GPURenderPass
{
}
public partial struct SDL_GPUComputePass
{
}
public partial struct SDL_GPUCopyPass
{
}
public partial struct SDL_GPUFence
{
}
public enum SDL_GPUPrimitiveType
{
SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP,
SDL_GPU_PRIMITIVETYPE_LINELIST,
SDL_GPU_PRIMITIVETYPE_LINESTRIP,
SDL_GPU_PRIMITIVETYPE_POINTLIST,
}
public enum SDL_GPULoadOp
{
SDL_GPU_LOADOP_LOAD,
SDL_GPU_LOADOP_CLEAR,
SDL_GPU_LOADOP_DONT_CARE,
}
public enum SDL_GPUStoreOp
{
SDL_GPU_STOREOP_STORE,
SDL_GPU_STOREOP_DONT_CARE,
SDL_GPU_STOREOP_RESOLVE,
SDL_GPU_STOREOP_RESOLVE_AND_STORE,
}
public enum SDL_GPUIndexElementSize
{
SDL_GPU_INDEXELEMENTSIZE_16BIT,
SDL_GPU_INDEXELEMENTSIZE_32BIT,
}
public enum SDL_GPUTextureFormat
{
SDL_GPU_TEXTUREFORMAT_INVALID,
SDL_GPU_TEXTUREFORMAT_A8_UNORM,
SDL_GPU_TEXTUREFORMAT_R8_UNORM,
SDL_GPU_TEXTUREFORMAT_R8G8_UNORM,
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
SDL_GPU_TEXTUREFORMAT_R16_UNORM,
SDL_GPU_TEXTUREFORMAT_R16G16_UNORM,
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM,
SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM,
SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM,
SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM,
SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM,
SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM,
SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM,
SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM,
SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM,
SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM,
SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM,
SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM,
SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT,
SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT,
SDL_GPU_TEXTUREFORMAT_R8_SNORM,
SDL_GPU_TEXTUREFORMAT_R8G8_SNORM,
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM,
SDL_GPU_TEXTUREFORMAT_R16_SNORM,
SDL_GPU_TEXTUREFORMAT_R16G16_SNORM,
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM,
SDL_GPU_TEXTUREFORMAT_R16_FLOAT,
SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT,
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT,
SDL_GPU_TEXTUREFORMAT_R32_FLOAT,
SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT,
SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT,
SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT,
SDL_GPU_TEXTUREFORMAT_R8_UINT,
SDL_GPU_TEXTUREFORMAT_R8G8_UINT,
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT,
SDL_GPU_TEXTUREFORMAT_R16_UINT,
SDL_GPU_TEXTUREFORMAT_R16G16_UINT,
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT,
SDL_GPU_TEXTUREFORMAT_R32_UINT,
SDL_GPU_TEXTUREFORMAT_R32G32_UINT,
SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT,
SDL_GPU_TEXTUREFORMAT_R8_INT,
SDL_GPU_TEXTUREFORMAT_R8G8_INT,
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT,
SDL_GPU_TEXTUREFORMAT_R16_INT,
SDL_GPU_TEXTUREFORMAT_R16G16_INT,
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT,
SDL_GPU_TEXTUREFORMAT_R32_INT,
SDL_GPU_TEXTUREFORMAT_R32G32_INT,
SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT,
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_D16_UNORM,
SDL_GPU_TEXTUREFORMAT_D24_UNORM,
SDL_GPU_TEXTUREFORMAT_D32_FLOAT,
SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT,
SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT,
SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM,
SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM_SRGB,
SDL_GPU_TEXTUREFORMAT_ASTC_4x4_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_5x4_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_5x5_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_6x5_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_6x6_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_8x5_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_8x6_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_8x8_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_10x5_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_10x6_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_10x8_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_10x10_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_12x10_FLOAT,
SDL_GPU_TEXTUREFORMAT_ASTC_12x12_FLOAT,
}
public enum SDL_GPUTextureType
{
SDL_GPU_TEXTURETYPE_2D,
SDL_GPU_TEXTURETYPE_2D_ARRAY,
SDL_GPU_TEXTURETYPE_3D,
SDL_GPU_TEXTURETYPE_CUBE,
SDL_GPU_TEXTURETYPE_CUBE_ARRAY,
}
public enum SDL_GPUSampleCount
{
SDL_GPU_SAMPLECOUNT_1,
SDL_GPU_SAMPLECOUNT_2,
SDL_GPU_SAMPLECOUNT_4,
SDL_GPU_SAMPLECOUNT_8,
}
public enum SDL_GPUCubeMapFace
{
SDL_GPU_CUBEMAPFACE_POSITIVEX,
SDL_GPU_CUBEMAPFACE_NEGATIVEX,
SDL_GPU_CUBEMAPFACE_POSITIVEY,
SDL_GPU_CUBEMAPFACE_NEGATIVEY,
SDL_GPU_CUBEMAPFACE_POSITIVEZ,
SDL_GPU_CUBEMAPFACE_NEGATIVEZ,
}
public enum SDL_GPUTransferBufferUsage
{
SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD,
}
public enum SDL_GPUShaderStage
{
SDL_GPU_SHADERSTAGE_VERTEX,
SDL_GPU_SHADERSTAGE_FRAGMENT,
}
public enum SDL_GPUVertexElementFormat
{
SDL_GPU_VERTEXELEMENTFORMAT_INVALID,
SDL_GPU_VERTEXELEMENTFORMAT_INT,
SDL_GPU_VERTEXELEMENTFORMAT_INT2,
SDL_GPU_VERTEXELEMENTFORMAT_INT3,
SDL_GPU_VERTEXELEMENTFORMAT_INT4,
SDL_GPU_VERTEXELEMENTFORMAT_UINT,
SDL_GPU_VERTEXELEMENTFORMAT_UINT2,
SDL_GPU_VERTEXELEMENTFORMAT_UINT3,
SDL_GPU_VERTEXELEMENTFORMAT_UINT4,
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT,
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
SDL_GPU_VERTEXELEMENTFORMAT_BYTE2,
SDL_GPU_VERTEXELEMENTFORMAT_BYTE4,
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2,
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4,
SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM,
SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM,
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM,
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM,
SDL_GPU_VERTEXELEMENTFORMAT_SHORT2,
SDL_GPU_VERTEXELEMENTFORMAT_SHORT4,
SDL_GPU_VERTEXELEMENTFORMAT_USHORT2,
SDL_GPU_VERTEXELEMENTFORMAT_USHORT4,
SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM,
SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM,
SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM,
SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM,
SDL_GPU_VERTEXELEMENTFORMAT_HALF2,
SDL_GPU_VERTEXELEMENTFORMAT_HALF4,
}
public enum SDL_GPUVertexInputRate
{
SDL_GPU_VERTEXINPUTRATE_VERTEX,
SDL_GPU_VERTEXINPUTRATE_INSTANCE,
}
public enum SDL_GPUFillMode
{
SDL_GPU_FILLMODE_FILL,
SDL_GPU_FILLMODE_LINE,
}
public enum SDL_GPUCullMode
{
SDL_GPU_CULLMODE_NONE,
SDL_GPU_CULLMODE_FRONT,
SDL_GPU_CULLMODE_BACK,
}
public enum SDL_GPUFrontFace
{
SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,
SDL_GPU_FRONTFACE_CLOCKWISE,
}
public enum SDL_GPUCompareOp
{
SDL_GPU_COMPAREOP_INVALID,
SDL_GPU_COMPAREOP_NEVER,
SDL_GPU_COMPAREOP_LESS,
SDL_GPU_COMPAREOP_EQUAL,
SDL_GPU_COMPAREOP_LESS_OR_EQUAL,
SDL_GPU_COMPAREOP_GREATER,
SDL_GPU_COMPAREOP_NOT_EQUAL,
SDL_GPU_COMPAREOP_GREATER_OR_EQUAL,
SDL_GPU_COMPAREOP_ALWAYS,
}
public enum SDL_GPUStencilOp
{
SDL_GPU_STENCILOP_INVALID,
SDL_GPU_STENCILOP_KEEP,
SDL_GPU_STENCILOP_ZERO,
SDL_GPU_STENCILOP_REPLACE,
SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP,
SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP,
SDL_GPU_STENCILOP_INVERT,
SDL_GPU_STENCILOP_INCREMENT_AND_WRAP,
SDL_GPU_STENCILOP_DECREMENT_AND_WRAP,
}
public enum SDL_GPUBlendOp
{
SDL_GPU_BLENDOP_INVALID,
SDL_GPU_BLENDOP_ADD,
SDL_GPU_BLENDOP_SUBTRACT,
SDL_GPU_BLENDOP_REVERSE_SUBTRACT,
SDL_GPU_BLENDOP_MIN,
SDL_GPU_BLENDOP_MAX,
}
public enum SDL_GPUBlendFactor
{
SDL_GPU_BLENDFACTOR_INVALID,
SDL_GPU_BLENDFACTOR_ZERO,
SDL_GPU_BLENDFACTOR_ONE,
SDL_GPU_BLENDFACTOR_SRC_COLOR,
SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
SDL_GPU_BLENDFACTOR_DST_COLOR,
SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR,
SDL_GPU_BLENDFACTOR_SRC_ALPHA,
SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_GPU_BLENDFACTOR_DST_ALPHA,
SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA,
SDL_GPU_BLENDFACTOR_CONSTANT_COLOR,
SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR,
SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE,
}
public enum SDL_GPUFilter
{
SDL_GPU_FILTER_NEAREST,
SDL_GPU_FILTER_LINEAR,
}
public enum SDL_GPUSamplerMipmapMode
{
SDL_GPU_SAMPLERMIPMAPMODE_NEAREST,
SDL_GPU_SAMPLERMIPMAPMODE_LINEAR,
}
public enum SDL_GPUSamplerAddressMode
{
SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT,
SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
}
public enum SDL_GPUPresentMode
{
SDL_GPU_PRESENTMODE_VSYNC,
SDL_GPU_PRESENTMODE_IMMEDIATE,
SDL_GPU_PRESENTMODE_MAILBOX,
}
public enum SDL_GPUSwapchainComposition
{
SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR,
SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR,
SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2048,
}
public partial struct SDL_GPUViewport
{
public float x;
public float y;
public float w;
public float h;
public float min_depth;
public float max_depth;
}
public unsafe partial struct SDL_GPUTextureTransferInfo
{
public SDL_GPUTransferBuffer* transfer_buffer;
[NativeTypeName("Uint32")]
public uint offset;
[NativeTypeName("Uint32")]
public uint pixels_per_row;
[NativeTypeName("Uint32")]
public uint rows_per_layer;
}
public unsafe partial struct SDL_GPUTransferBufferLocation
{
public SDL_GPUTransferBuffer* transfer_buffer;
[NativeTypeName("Uint32")]
public uint offset;
}
public unsafe partial struct SDL_GPUTextureLocation
{
public SDL_GPUTexture* texture;
[NativeTypeName("Uint32")]
public uint mip_level;
[NativeTypeName("Uint32")]
public uint layer;
[NativeTypeName("Uint32")]
public uint x;
[NativeTypeName("Uint32")]
public uint y;
[NativeTypeName("Uint32")]
public uint z;
}
public unsafe partial struct SDL_GPUTextureRegion
{
public SDL_GPUTexture* texture;
[NativeTypeName("Uint32")]
public uint mip_level;
[NativeTypeName("Uint32")]
public uint layer;
[NativeTypeName("Uint32")]
public uint x;
[NativeTypeName("Uint32")]
public uint y;
[NativeTypeName("Uint32")]
public uint z;
[NativeTypeName("Uint32")]
public uint w;
[NativeTypeName("Uint32")]
public uint h;
[NativeTypeName("Uint32")]
public uint d;
}
public unsafe partial struct SDL_GPUBlitRegion
{
public SDL_GPUTexture* texture;
[NativeTypeName("Uint32")]
public uint mip_level;
[NativeTypeName("Uint32")]
public uint layer_or_depth_plane;
[NativeTypeName("Uint32")]
public uint x;
[NativeTypeName("Uint32")]
public uint y;
[NativeTypeName("Uint32")]
public uint w;
[NativeTypeName("Uint32")]
public uint h;
}
public unsafe partial struct SDL_GPUBufferLocation
{
public SDL_GPUBuffer* buffer;
[NativeTypeName("Uint32")]
public uint offset;
}
public unsafe partial struct SDL_GPUBufferRegion
{
public SDL_GPUBuffer* buffer;
[NativeTypeName("Uint32")]
public uint offset;
[NativeTypeName("Uint32")]
public uint size;
}
public partial struct SDL_GPUIndirectDrawCommand
{
[NativeTypeName("Uint32")]
public uint num_vertices;
[NativeTypeName("Uint32")]
public uint num_instances;
[NativeTypeName("Uint32")]
public uint first_vertex;
[NativeTypeName("Uint32")]
public uint first_instance;
}
public partial struct SDL_GPUIndexedIndirectDrawCommand
{
[NativeTypeName("Uint32")]
public uint num_indices;
[NativeTypeName("Uint32")]
public uint num_instances;
[NativeTypeName("Uint32")]
public uint first_index;
[NativeTypeName("Sint32")]
public int vertex_offset;
[NativeTypeName("Uint32")]
public uint first_instance;
}
public partial struct SDL_GPUIndirectDispatchCommand
{
[NativeTypeName("Uint32")]
public uint groupcount_x;
[NativeTypeName("Uint32")]
public uint groupcount_y;
[NativeTypeName("Uint32")]
public uint groupcount_z;
}
public partial struct SDL_GPUSamplerCreateInfo
{
public SDL_GPUFilter min_filter;
public SDL_GPUFilter mag_filter;
public SDL_GPUSamplerMipmapMode mipmap_mode;
public SDL_GPUSamplerAddressMode address_mode_u;
public SDL_GPUSamplerAddressMode address_mode_v;
public SDL_GPUSamplerAddressMode address_mode_w;
public float mip_lod_bias;
public float max_anisotropy;
public SDL_GPUCompareOp compare_op;
public float min_lod;
public float max_lod;
[NativeTypeName("bool")]
public SDLBool enable_anisotropy;
[NativeTypeName("bool")]
public SDLBool enable_compare;
[NativeTypeName("Uint8")]
public byte padding1;
[NativeTypeName("Uint8")]
public byte padding2;
public SDL_PropertiesID props;
}
public partial struct SDL_GPUVertexBufferDescription
{
[NativeTypeName("Uint32")]
public uint slot;
[NativeTypeName("Uint32")]
public uint pitch;
public SDL_GPUVertexInputRate input_rate;
[NativeTypeName("Uint32")]
public uint instance_step_rate;
}
public partial struct SDL_GPUVertexAttribute
{
[NativeTypeName("Uint32")]
public uint location;
[NativeTypeName("Uint32")]
public uint buffer_slot;
public SDL_GPUVertexElementFormat format;
[NativeTypeName("Uint32")]
public uint offset;
}
public unsafe partial struct SDL_GPUVertexInputState
{
[NativeTypeName("const SDL_GPUVertexBufferDescription *")]
public SDL_GPUVertexBufferDescription* vertex_buffer_descriptions;
[NativeTypeName("Uint32")]
public uint num_vertex_buffers;
[NativeTypeName("const SDL_GPUVertexAttribute *")]
public SDL_GPUVertexAttribute* vertex_attributes;
[NativeTypeName("Uint32")]
public uint num_vertex_attributes;
}
public partial struct SDL_GPUStencilOpState
{
public SDL_GPUStencilOp fail_op;
public SDL_GPUStencilOp pass_op;
public SDL_GPUStencilOp depth_fail_op;
public SDL_GPUCompareOp compare_op;
}
public partial struct SDL_GPUColorTargetBlendState
{
public SDL_GPUBlendFactor src_color_blendfactor;
public SDL_GPUBlendFactor dst_color_blendfactor;
public SDL_GPUBlendOp color_blend_op;
public SDL_GPUBlendFactor src_alpha_blendfactor;
public SDL_GPUBlendFactor dst_alpha_blendfactor;
public SDL_GPUBlendOp alpha_blend_op;
public SDL_GPUColorComponentFlags color_write_mask;
[NativeTypeName("bool")]
public SDLBool enable_blend;
[NativeTypeName("bool")]
public SDLBool enable_color_write_mask;
[NativeTypeName("Uint8")]
public byte padding1;
[NativeTypeName("Uint8")]
public byte padding2;
}
public unsafe partial struct SDL_GPUShaderCreateInfo
{
[NativeTypeName("size_t")]
public nuint code_size;
[NativeTypeName("const Uint8 *")]
public byte* code;
[NativeTypeName("const char *")]
public byte* entrypoint;
public SDL_GPUShaderFormat format;
public SDL_GPUShaderStage stage;
[NativeTypeName("Uint32")]
public uint num_samplers;
[NativeTypeName("Uint32")]
public uint num_storage_textures;
[NativeTypeName("Uint32")]
public uint num_storage_buffers;
[NativeTypeName("Uint32")]
public uint num_uniform_buffers;
public SDL_PropertiesID props;
}
public partial struct SDL_GPUTextureCreateInfo
{
public SDL_GPUTextureType type;
public SDL_GPUTextureFormat format;
public SDL_GPUTextureUsageFlags usage;
[NativeTypeName("Uint32")]
public uint width;
[NativeTypeName("Uint32")]
public uint height;
[NativeTypeName("Uint32")]
public uint layer_count_or_depth;
[NativeTypeName("Uint32")]
public uint num_levels;
public SDL_GPUSampleCount sample_count;
public SDL_PropertiesID props;
}
public partial struct SDL_GPUBufferCreateInfo
{
public SDL_GPUBufferUsageFlags usage;
[NativeTypeName("Uint32")]
public uint size;
public SDL_PropertiesID props;
}
public partial struct SDL_GPUTransferBufferCreateInfo
{
public SDL_GPUTransferBufferUsage usage;
[NativeTypeName("Uint32")]
public uint size;
public SDL_PropertiesID props;
}
public partial struct SDL_GPURasterizerState
{
public SDL_GPUFillMode fill_mode;
public SDL_GPUCullMode cull_mode;
public SDL_GPUFrontFace front_face;
public float depth_bias_constant_factor;
public float depth_bias_clamp;
public float depth_bias_slope_factor;
[NativeTypeName("bool")]
public SDLBool enable_depth_bias;
[NativeTypeName("bool")]
public SDLBool enable_depth_clip;
[NativeTypeName("Uint8")]
public byte padding1;
[NativeTypeName("Uint8")]
public byte padding2;
}
public partial struct SDL_GPUMultisampleState
{
public SDL_GPUSampleCount sample_count;
[NativeTypeName("Uint32")]
public uint sample_mask;
[NativeTypeName("bool")]
public SDLBool enable_mask;
[NativeTypeName("Uint8")]
public byte padding1;
[NativeTypeName("Uint8")]
public byte padding2;
[NativeTypeName("Uint8")]
public byte padding3;
}
public partial struct SDL_GPUDepthStencilState
{
public SDL_GPUCompareOp compare_op;
public SDL_GPUStencilOpState back_stencil_state;
public SDL_GPUStencilOpState front_stencil_state;
[NativeTypeName("Uint8")]
public byte compare_mask;
[NativeTypeName("Uint8")]
public byte write_mask;
[NativeTypeName("bool")]
public SDLBool enable_depth_test;
[NativeTypeName("bool")]
public SDLBool enable_depth_write;
[NativeTypeName("bool")]
public SDLBool enable_stencil_test;
[NativeTypeName("Uint8")]
public byte padding1;
[NativeTypeName("Uint8")]
public byte padding2;
[NativeTypeName("Uint8")]
public byte padding3;
}
public partial struct SDL_GPUColorTargetDescription
{
public SDL_GPUTextureFormat format;
public SDL_GPUColorTargetBlendState blend_state;
}
public unsafe partial struct SDL_GPUGraphicsPipelineTargetInfo
{
[NativeTypeName("const SDL_GPUColorTargetDescription *")]
public SDL_GPUColorTargetDescription* color_target_descriptions;
[NativeTypeName("Uint32")]
public uint num_color_targets;
public SDL_GPUTextureFormat depth_stencil_format;
[NativeTypeName("bool")]
public SDLBool has_depth_stencil_target;
[NativeTypeName("Uint8")]
public byte padding1;
[NativeTypeName("Uint8")]
public byte padding2;
[NativeTypeName("Uint8")]
public byte padding3;
}
public unsafe partial struct SDL_GPUGraphicsPipelineCreateInfo
{
public SDL_GPUShader* vertex_shader;
public SDL_GPUShader* fragment_shader;
public SDL_GPUVertexInputState vertex_input_state;
public SDL_GPUPrimitiveType primitive_type;
public SDL_GPURasterizerState rasterizer_state;
public SDL_GPUMultisampleState multisample_state;
public SDL_GPUDepthStencilState depth_stencil_state;
public SDL_GPUGraphicsPipelineTargetInfo target_info;
public SDL_PropertiesID props;
}
public unsafe partial struct SDL_GPUComputePipelineCreateInfo
{
[NativeTypeName("size_t")]
public nuint code_size;
[NativeTypeName("const Uint8 *")]
public byte* code;
[NativeTypeName("const char *")]
public byte* entrypoint;
public SDL_GPUShaderFormat format;
[NativeTypeName("Uint32")]
public uint num_samplers;
[NativeTypeName("Uint32")]
public uint num_readonly_storage_textures;
[NativeTypeName("Uint32")]
public uint num_readonly_storage_buffers;
[NativeTypeName("Uint32")]
public uint num_readwrite_storage_textures;
[NativeTypeName("Uint32")]
public uint num_readwrite_storage_buffers;
[NativeTypeName("Uint32")]
public uint num_uniform_buffers;
[NativeTypeName("Uint32")]
public uint threadcount_x;
[NativeTypeName("Uint32")]
public uint threadcount_y;
[NativeTypeName("Uint32")]
public uint threadcount_z;
public SDL_PropertiesID props;
}
public unsafe partial struct SDL_GPUColorTargetInfo
{
public SDL_GPUTexture* texture;
[NativeTypeName("Uint32")]
public uint mip_level;
[NativeTypeName("Uint32")]
public uint layer_or_depth_plane;
public SDL_FColor clear_color;
public SDL_GPULoadOp load_op;
public SDL_GPUStoreOp store_op;
public SDL_GPUTexture* resolve_texture;
[NativeTypeName("Uint32")]
public uint resolve_mip_level;
[NativeTypeName("Uint32")]
public uint resolve_layer;
[NativeTypeName("bool")]
public SDLBool cycle;
[NativeTypeName("bool")]
public SDLBool cycle_resolve_texture;
[NativeTypeName("Uint8")]
public byte padding1;
[NativeTypeName("Uint8")]
public byte padding2;
}
public unsafe partial struct SDL_GPUDepthStencilTargetInfo
{
public SDL_GPUTexture* texture;
public float clear_depth;
public SDL_GPULoadOp load_op;
public SDL_GPUStoreOp store_op;
public SDL_GPULoadOp stencil_load_op;
public SDL_GPUStoreOp stencil_store_op;
[NativeTypeName("bool")]
public SDLBool cycle;
[NativeTypeName("Uint8")]
public byte clear_stencil;
[NativeTypeName("Uint8")]
public byte padding1;
[NativeTypeName("Uint8")]
public byte padding2;
}
public partial struct SDL_GPUBlitInfo
{
public SDL_GPUBlitRegion source;
public SDL_GPUBlitRegion destination;
public SDL_GPULoadOp load_op;
public SDL_FColor clear_color;
public SDL_FlipMode flip_mode;
public SDL_GPUFilter filter;
[NativeTypeName("bool")]
public SDLBool cycle;
[NativeTypeName("Uint8")]
public byte padding1;
[NativeTypeName("Uint8")]
public byte padding2;
[NativeTypeName("Uint8")]
public byte padding3;
}
public unsafe partial struct SDL_GPUBufferBinding
{
public SDL_GPUBuffer* buffer;
[NativeTypeName("Uint32")]
public uint offset;
}
public unsafe partial struct SDL_GPUTextureSamplerBinding
{
public SDL_GPUTexture* texture;
public SDL_GPUSampler* sampler;
}
public unsafe partial struct SDL_GPUStorageBufferReadWriteBinding
{
public SDL_GPUBuffer* buffer;
[NativeTypeName("bool")]
public SDLBool cycle;
[NativeTypeName("Uint8")]
public byte padding1;
[NativeTypeName("Uint8")]
public byte padding2;
[NativeTypeName("Uint8")]
public byte padding3;
}
public unsafe partial struct SDL_GPUStorageTextureReadWriteBinding
{
public SDL_GPUTexture* texture;
[NativeTypeName("Uint32")]
public uint mip_level;
[NativeTypeName("Uint32")]
public uint layer;
[NativeTypeName("bool")]
public SDLBool cycle;
[NativeTypeName("Uint8")]
public byte padding1;
[NativeTypeName("Uint8")]
public byte padding2;
[NativeTypeName("Uint8")]
public byte padding3;
}
public static unsafe partial class SDL3
{
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_GPUSupportsShaderFormats(SDL_GPUShaderFormat format_flags, [NativeTypeName("const char *")] byte* name);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_GPUSupportsProperties(SDL_PropertiesID props);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUDevice* SDL_CreateGPUDevice(SDL_GPUShaderFormat format_flags, [NativeTypeName("bool")] SDLBool debug_mode, [NativeTypeName("const char *")] byte* name);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUDevice* SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_DestroyGPUDevice(SDL_GPUDevice* device);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern int SDL_GetNumGPUDrivers();
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, EntryPoint = "SDL_GetGPUDriver", ExactSpelling = true)]
[return: NativeTypeName("const char *")]
public static extern byte* Unsafe_SDL_GetGPUDriver(int index);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, EntryPoint = "SDL_GetGPUDeviceDriver", ExactSpelling = true)]
[return: NativeTypeName("const char *")]
public static extern byte* Unsafe_SDL_GetGPUDeviceDriver(SDL_GPUDevice* device);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUShaderFormat SDL_GetGPUShaderFormats(SDL_GPUDevice* device);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUComputePipeline* SDL_CreateGPUComputePipeline(SDL_GPUDevice* device, [NativeTypeName("const SDL_GPUComputePipelineCreateInfo *")] SDL_GPUComputePipelineCreateInfo* createinfo);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUGraphicsPipeline* SDL_CreateGPUGraphicsPipeline(SDL_GPUDevice* device, [NativeTypeName("const SDL_GPUGraphicsPipelineCreateInfo *")] SDL_GPUGraphicsPipelineCreateInfo* createinfo);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUSampler* SDL_CreateGPUSampler(SDL_GPUDevice* device, [NativeTypeName("const SDL_GPUSamplerCreateInfo *")] SDL_GPUSamplerCreateInfo* createinfo);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUShader* SDL_CreateGPUShader(SDL_GPUDevice* device, [NativeTypeName("const SDL_GPUShaderCreateInfo *")] SDL_GPUShaderCreateInfo* createinfo);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUTexture* SDL_CreateGPUTexture(SDL_GPUDevice* device, [NativeTypeName("const SDL_GPUTextureCreateInfo *")] SDL_GPUTextureCreateInfo* createinfo);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUBuffer* SDL_CreateGPUBuffer(SDL_GPUDevice* device, [NativeTypeName("const SDL_GPUBufferCreateInfo *")] SDL_GPUBufferCreateInfo* createinfo);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUTransferBuffer* SDL_CreateGPUTransferBuffer(SDL_GPUDevice* device, [NativeTypeName("const SDL_GPUTransferBufferCreateInfo *")] SDL_GPUTransferBufferCreateInfo* createinfo);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_SetGPUBufferName(SDL_GPUDevice* device, SDL_GPUBuffer* buffer, [NativeTypeName("const char *")] byte* text);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_SetGPUTextureName(SDL_GPUDevice* device, SDL_GPUTexture* texture, [NativeTypeName("const char *")] byte* text);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_InsertGPUDebugLabel(SDL_GPUCommandBuffer* command_buffer, [NativeTypeName("const char *")] byte* text);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_PushGPUDebugGroup(SDL_GPUCommandBuffer* command_buffer, [NativeTypeName("const char *")] byte* name);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_PopGPUDebugGroup(SDL_GPUCommandBuffer* command_buffer);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_ReleaseGPUTexture(SDL_GPUDevice* device, SDL_GPUTexture* texture);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_ReleaseGPUSampler(SDL_GPUDevice* device, SDL_GPUSampler* sampler);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_ReleaseGPUBuffer(SDL_GPUDevice* device, SDL_GPUBuffer* buffer);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_ReleaseGPUTransferBuffer(SDL_GPUDevice* device, SDL_GPUTransferBuffer* transfer_buffer);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_ReleaseGPUComputePipeline(SDL_GPUDevice* device, SDL_GPUComputePipeline* compute_pipeline);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_ReleaseGPUShader(SDL_GPUDevice* device, SDL_GPUShader* shader);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_ReleaseGPUGraphicsPipeline(SDL_GPUDevice* device, SDL_GPUGraphicsPipeline* graphics_pipeline);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUCommandBuffer* SDL_AcquireGPUCommandBuffer(SDL_GPUDevice* device);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_PushGPUVertexUniformData(SDL_GPUCommandBuffer* command_buffer, [NativeTypeName("Uint32")] uint slot_index, [NativeTypeName("const void *")] IntPtr data, [NativeTypeName("Uint32")] uint length);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_PushGPUFragmentUniformData(SDL_GPUCommandBuffer* command_buffer, [NativeTypeName("Uint32")] uint slot_index, [NativeTypeName("const void *")] IntPtr data, [NativeTypeName("Uint32")] uint length);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_PushGPUComputeUniformData(SDL_GPUCommandBuffer* command_buffer, [NativeTypeName("Uint32")] uint slot_index, [NativeTypeName("const void *")] IntPtr data, [NativeTypeName("Uint32")] uint length);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPURenderPass* SDL_BeginGPURenderPass(SDL_GPUCommandBuffer* command_buffer, [NativeTypeName("const SDL_GPUColorTargetInfo *")] SDL_GPUColorTargetInfo* color_target_infos, [NativeTypeName("Uint32")] uint num_color_targets, [NativeTypeName("const SDL_GPUDepthStencilTargetInfo *")] SDL_GPUDepthStencilTargetInfo* depth_stencil_target_info);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUGraphicsPipeline(SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* graphics_pipeline);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_SetGPUViewport(SDL_GPURenderPass* render_pass, [NativeTypeName("const SDL_GPUViewport *")] SDL_GPUViewport* viewport);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_SetGPUScissor(SDL_GPURenderPass* render_pass, [NativeTypeName("const SDL_Rect *")] SDL_Rect* scissor);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_SetGPUBlendConstants(SDL_GPURenderPass* render_pass, SDL_FColor blend_constants);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_SetGPUStencilReference(SDL_GPURenderPass* render_pass, [NativeTypeName("Uint8")] byte reference);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUVertexBuffers(SDL_GPURenderPass* render_pass, [NativeTypeName("Uint32")] uint first_slot, [NativeTypeName("const SDL_GPUBufferBinding *")] SDL_GPUBufferBinding* bindings, [NativeTypeName("Uint32")] uint num_bindings);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUIndexBuffer(SDL_GPURenderPass* render_pass, [NativeTypeName("const SDL_GPUBufferBinding *")] SDL_GPUBufferBinding* binding, SDL_GPUIndexElementSize index_element_size);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUVertexSamplers(SDL_GPURenderPass* render_pass, [NativeTypeName("Uint32")] uint first_slot, [NativeTypeName("const SDL_GPUTextureSamplerBinding *")] SDL_GPUTextureSamplerBinding* texture_sampler_bindings, [NativeTypeName("Uint32")] uint num_bindings);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUVertexStorageTextures(SDL_GPURenderPass* render_pass, [NativeTypeName("Uint32")] uint first_slot, [NativeTypeName("SDL_GPUTexture *const *")] SDL_GPUTexture** storage_textures, [NativeTypeName("Uint32")] uint num_bindings);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUVertexStorageBuffers(SDL_GPURenderPass* render_pass, [NativeTypeName("Uint32")] uint first_slot, [NativeTypeName("SDL_GPUBuffer *const *")] SDL_GPUBuffer** storage_buffers, [NativeTypeName("Uint32")] uint num_bindings);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUFragmentSamplers(SDL_GPURenderPass* render_pass, [NativeTypeName("Uint32")] uint first_slot, [NativeTypeName("const SDL_GPUTextureSamplerBinding *")] SDL_GPUTextureSamplerBinding* texture_sampler_bindings, [NativeTypeName("Uint32")] uint num_bindings);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUFragmentStorageTextures(SDL_GPURenderPass* render_pass, [NativeTypeName("Uint32")] uint first_slot, [NativeTypeName("SDL_GPUTexture *const *")] SDL_GPUTexture** storage_textures, [NativeTypeName("Uint32")] uint num_bindings);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUFragmentStorageBuffers(SDL_GPURenderPass* render_pass, [NativeTypeName("Uint32")] uint first_slot, [NativeTypeName("SDL_GPUBuffer *const *")] SDL_GPUBuffer** storage_buffers, [NativeTypeName("Uint32")] uint num_bindings);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_DrawGPUIndexedPrimitives(SDL_GPURenderPass* render_pass, [NativeTypeName("Uint32")] uint num_indices, [NativeTypeName("Uint32")] uint num_instances, [NativeTypeName("Uint32")] uint first_index, [NativeTypeName("Sint32")] int vertex_offset, [NativeTypeName("Uint32")] uint first_instance);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_DrawGPUPrimitives(SDL_GPURenderPass* render_pass, [NativeTypeName("Uint32")] uint num_vertices, [NativeTypeName("Uint32")] uint num_instances, [NativeTypeName("Uint32")] uint first_vertex, [NativeTypeName("Uint32")] uint first_instance);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_DrawGPUPrimitivesIndirect(SDL_GPURenderPass* render_pass, SDL_GPUBuffer* buffer, [NativeTypeName("Uint32")] uint offset, [NativeTypeName("Uint32")] uint draw_count);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_DrawGPUIndexedPrimitivesIndirect(SDL_GPURenderPass* render_pass, SDL_GPUBuffer* buffer, [NativeTypeName("Uint32")] uint offset, [NativeTypeName("Uint32")] uint draw_count);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_EndGPURenderPass(SDL_GPURenderPass* render_pass);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUComputePass* SDL_BeginGPUComputePass(SDL_GPUCommandBuffer* command_buffer, [NativeTypeName("const SDL_GPUStorageTextureReadWriteBinding *")] SDL_GPUStorageTextureReadWriteBinding* storage_texture_bindings, [NativeTypeName("Uint32")] uint num_storage_texture_bindings, [NativeTypeName("const SDL_GPUStorageBufferReadWriteBinding *")] SDL_GPUStorageBufferReadWriteBinding* storage_buffer_bindings, [NativeTypeName("Uint32")] uint num_storage_buffer_bindings);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUComputePipeline(SDL_GPUComputePass* compute_pass, SDL_GPUComputePipeline* compute_pipeline);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUComputeSamplers(SDL_GPUComputePass* compute_pass, [NativeTypeName("Uint32")] uint first_slot, [NativeTypeName("const SDL_GPUTextureSamplerBinding *")] SDL_GPUTextureSamplerBinding* texture_sampler_bindings, [NativeTypeName("Uint32")] uint num_bindings);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUComputeStorageTextures(SDL_GPUComputePass* compute_pass, [NativeTypeName("Uint32")] uint first_slot, [NativeTypeName("SDL_GPUTexture *const *")] SDL_GPUTexture** storage_textures, [NativeTypeName("Uint32")] uint num_bindings);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BindGPUComputeStorageBuffers(SDL_GPUComputePass* compute_pass, [NativeTypeName("Uint32")] uint first_slot, [NativeTypeName("SDL_GPUBuffer *const *")] SDL_GPUBuffer** storage_buffers, [NativeTypeName("Uint32")] uint num_bindings);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_DispatchGPUCompute(SDL_GPUComputePass* compute_pass, [NativeTypeName("Uint32")] uint groupcount_x, [NativeTypeName("Uint32")] uint groupcount_y, [NativeTypeName("Uint32")] uint groupcount_z);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_DispatchGPUComputeIndirect(SDL_GPUComputePass* compute_pass, SDL_GPUBuffer* buffer, [NativeTypeName("Uint32")] uint offset);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_EndGPUComputePass(SDL_GPUComputePass* compute_pass);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("void*")]
public static extern IntPtr SDL_MapGPUTransferBuffer(SDL_GPUDevice* device, SDL_GPUTransferBuffer* transfer_buffer, [NativeTypeName("bool")] SDLBool cycle);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_UnmapGPUTransferBuffer(SDL_GPUDevice* device, SDL_GPUTransferBuffer* transfer_buffer);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUCopyPass* SDL_BeginGPUCopyPass(SDL_GPUCommandBuffer* command_buffer);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_UploadToGPUTexture(SDL_GPUCopyPass* copy_pass, [NativeTypeName("const SDL_GPUTextureTransferInfo *")] SDL_GPUTextureTransferInfo* source, [NativeTypeName("const SDL_GPUTextureRegion *")] SDL_GPUTextureRegion* destination, [NativeTypeName("bool")] SDLBool cycle);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_UploadToGPUBuffer(SDL_GPUCopyPass* copy_pass, [NativeTypeName("const SDL_GPUTransferBufferLocation *")] SDL_GPUTransferBufferLocation* source, [NativeTypeName("const SDL_GPUBufferRegion *")] SDL_GPUBufferRegion* destination, [NativeTypeName("bool")] SDLBool cycle);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_CopyGPUTextureToTexture(SDL_GPUCopyPass* copy_pass, [NativeTypeName("const SDL_GPUTextureLocation *")] SDL_GPUTextureLocation* source, [NativeTypeName("const SDL_GPUTextureLocation *")] SDL_GPUTextureLocation* destination, [NativeTypeName("Uint32")] uint w, [NativeTypeName("Uint32")] uint h, [NativeTypeName("Uint32")] uint d, [NativeTypeName("bool")] SDLBool cycle);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_CopyGPUBufferToBuffer(SDL_GPUCopyPass* copy_pass, [NativeTypeName("const SDL_GPUBufferLocation *")] SDL_GPUBufferLocation* source, [NativeTypeName("const SDL_GPUBufferLocation *")] SDL_GPUBufferLocation* destination, [NativeTypeName("Uint32")] uint size, [NativeTypeName("bool")] SDLBool cycle);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_DownloadFromGPUTexture(SDL_GPUCopyPass* copy_pass, [NativeTypeName("const SDL_GPUTextureRegion *")] SDL_GPUTextureRegion* source, [NativeTypeName("const SDL_GPUTextureTransferInfo *")] SDL_GPUTextureTransferInfo* destination);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_DownloadFromGPUBuffer(SDL_GPUCopyPass* copy_pass, [NativeTypeName("const SDL_GPUBufferRegion *")] SDL_GPUBufferRegion* source, [NativeTypeName("const SDL_GPUTransferBufferLocation *")] SDL_GPUTransferBufferLocation* destination);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_EndGPUCopyPass(SDL_GPUCopyPass* copy_pass);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_GenerateMipmapsForGPUTexture(SDL_GPUCommandBuffer* command_buffer, SDL_GPUTexture* texture);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_BlitGPUTexture(SDL_GPUCommandBuffer* command_buffer, [NativeTypeName("const SDL_GPUBlitInfo *")] SDL_GPUBlitInfo* info);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_WindowSupportsGPUSwapchainComposition(SDL_GPUDevice* device, SDL_Window* window, SDL_GPUSwapchainComposition swapchain_composition);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_WindowSupportsGPUPresentMode(SDL_GPUDevice* device, SDL_Window* window, SDL_GPUPresentMode present_mode);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_ClaimWindowForGPUDevice(SDL_GPUDevice* device, SDL_Window* window);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_ReleaseWindowFromGPUDevice(SDL_GPUDevice* device, SDL_Window* window);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_SetGPUSwapchainParameters(SDL_GPUDevice* device, SDL_Window* window, SDL_GPUSwapchainComposition swapchain_composition, SDL_GPUPresentMode present_mode);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_SetGPUAllowedFramesInFlight(SDL_GPUDevice* device, [NativeTypeName("Uint32")] uint allowed_frames_in_flight);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUTextureFormat SDL_GetGPUSwapchainTextureFormat(SDL_GPUDevice* device, SDL_Window* window);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_AcquireGPUSwapchainTexture(SDL_GPUCommandBuffer* command_buffer, SDL_Window* window, SDL_GPUTexture** swapchain_texture, [NativeTypeName("Uint32 *")] uint* swapchain_texture_width, [NativeTypeName("Uint32 *")] uint* swapchain_texture_height);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_WaitForGPUSwapchain(SDL_GPUDevice* device, SDL_Window* window);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_WaitAndAcquireGPUSwapchainTexture(SDL_GPUCommandBuffer* command_buffer, SDL_Window* window, SDL_GPUTexture** swapchain_texture, [NativeTypeName("Uint32 *")] uint* swapchain_texture_width, [NativeTypeName("Uint32 *")] uint* swapchain_texture_height);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_SubmitGPUCommandBuffer(SDL_GPUCommandBuffer* command_buffer);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern SDL_GPUFence* SDL_SubmitGPUCommandBufferAndAcquireFence(SDL_GPUCommandBuffer* command_buffer);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_CancelGPUCommandBuffer(SDL_GPUCommandBuffer* command_buffer);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_WaitForGPUIdle(SDL_GPUDevice* device);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_WaitForGPUFences(SDL_GPUDevice* device, [NativeTypeName("bool")] SDLBool wait_all, [NativeTypeName("SDL_GPUFence *const *")] SDL_GPUFence** fences, [NativeTypeName("Uint32")] uint num_fences);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_QueryGPUFence(SDL_GPUDevice* device, SDL_GPUFence* fence);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
public static extern void SDL_ReleaseGPUFence(SDL_GPUDevice* device, SDL_GPUFence* fence);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("Uint32")]
public static extern uint SDL_GPUTextureFormatTexelBlockSize(SDL_GPUTextureFormat format);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_GPUTextureSupportsFormat(SDL_GPUDevice* device, SDL_GPUTextureFormat format, SDL_GPUTextureType type, SDL_GPUTextureUsageFlags usage);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("bool")]
public static extern SDLBool SDL_GPUTextureSupportsSampleCount(SDL_GPUDevice* device, SDL_GPUTextureFormat format, SDL_GPUSampleCount sample_count);
[DllImport("SDL3", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
[return: NativeTypeName("Uint32")]
public static extern uint SDL_CalculateGPUTextureFormatSize(SDL_GPUTextureFormat format, [NativeTypeName("Uint32")] uint width, [NativeTypeName("Uint32")] uint height, [NativeTypeName("Uint32")] uint depth_or_layer_count);
[NativeTypeName("#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0)")]
public const uint SDL_GPU_TEXTUREUSAGE_SAMPLER = (1U << 0);
[NativeTypeName("#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1)")]
public const uint SDL_GPU_TEXTUREUSAGE_COLOR_TARGET = (1U << 1);
[NativeTypeName("#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2)")]
public const uint SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET = (1U << 2);
[NativeTypeName("#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3)")]
public const uint SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ = (1U << 3);
[NativeTypeName("#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4)")]
public const uint SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ = (1U << 4);
[NativeTypeName("#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5)")]
public const uint SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE = (1U << 5);
[NativeTypeName("#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE (1u << 6)")]
public const uint SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE = (1U << 6);
[NativeTypeName("#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0)")]
public const uint SDL_GPU_BUFFERUSAGE_VERTEX = (1U << 0);
[NativeTypeName("#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1)")]
public const uint SDL_GPU_BUFFERUSAGE_INDEX = (1U << 1);
[NativeTypeName("#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2)")]
public const uint SDL_GPU_BUFFERUSAGE_INDIRECT = (1U << 2);
[NativeTypeName("#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3)")]
public const uint SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ = (1U << 3);
[NativeTypeName("#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4)")]
public const uint SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ = (1U << 4);
[NativeTypeName("#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5)")]
public const uint SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE = (1U << 5);
[NativeTypeName("#define SDL_GPU_SHADERFORMAT_INVALID 0")]
public const int SDL_GPU_SHADERFORMAT_INVALID = 0;
[NativeTypeName("#define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0)")]
public const uint SDL_GPU_SHADERFORMAT_PRIVATE = (1U << 0);
[NativeTypeName("#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1)")]
public const uint SDL_GPU_SHADERFORMAT_SPIRV = (1U << 1);
[NativeTypeName("#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2)")]
public const uint SDL_GPU_SHADERFORMAT_DXBC = (1U << 2);
[NativeTypeName("#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3)")]
public const uint SDL_GPU_SHADERFORMAT_DXIL = (1U << 3);
[NativeTypeName("#define SDL_GPU_SHADERFORMAT_MSL (1u << 4)")]
public const uint SDL_GPU_SHADERFORMAT_MSL = (1U << 4);
[NativeTypeName("#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5)")]
public const uint SDL_GPU_SHADERFORMAT_METALLIB = (1U << 5);
[NativeTypeName("#define SDL_GPU_COLORCOMPONENT_R (1u << 0)")]
public const uint SDL_GPU_COLORCOMPONENT_R = (1U << 0);
[NativeTypeName("#define SDL_GPU_COLORCOMPONENT_G (1u << 1)")]
public const uint SDL_GPU_COLORCOMPONENT_G = (1U << 1);
[NativeTypeName("#define SDL_GPU_COLORCOMPONENT_B (1u << 2)")]
public const uint SDL_GPU_COLORCOMPONENT_B = (1U << 2);
[NativeTypeName("#define SDL_GPU_COLORCOMPONENT_A (1u << 3)")]
public const uint SDL_GPU_COLORCOMPONENT_A = (1U << 3);
[NativeTypeName("#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT \"SDL.gpu.createtexture.d3d12.clear.r\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT => "SDL.gpu.createtexture.d3d12.clear.r"u8;
[NativeTypeName("#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT \"SDL.gpu.createtexture.d3d12.clear.g\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT => "SDL.gpu.createtexture.d3d12.clear.g"u8;
[NativeTypeName("#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT \"SDL.gpu.createtexture.d3d12.clear.b\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT => "SDL.gpu.createtexture.d3d12.clear.b"u8;
[NativeTypeName("#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT \"SDL.gpu.createtexture.d3d12.clear.a\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT => "SDL.gpu.createtexture.d3d12.clear.a"u8;
[NativeTypeName("#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT \"SDL.gpu.createtexture.d3d12.clear.depth\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT => "SDL.gpu.createtexture.d3d12.clear.depth"u8;
[NativeTypeName("#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 \"SDL.gpu.createtexture.d3d12.clear.stencil\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 => "SDL.gpu.createtexture.d3d12.clear.stencil"u8;
[NativeTypeName("#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN \"SDL.gpu.device.create.debugmode\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN => "SDL.gpu.device.create.debugmode"u8;
[NativeTypeName("#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN \"SDL.gpu.device.create.preferlowpower\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN => "SDL.gpu.device.create.preferlowpower"u8;
[NativeTypeName("#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING \"SDL.gpu.device.create.name\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING => "SDL.gpu.device.create.name"u8;
[NativeTypeName("#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN \"SDL.gpu.device.create.shaders.private\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN => "SDL.gpu.device.create.shaders.private"u8;
[NativeTypeName("#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN \"SDL.gpu.device.create.shaders.spirv\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN => "SDL.gpu.device.create.shaders.spirv"u8;
[NativeTypeName("#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN \"SDL.gpu.device.create.shaders.dxbc\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN => "SDL.gpu.device.create.shaders.dxbc"u8;
[NativeTypeName("#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN \"SDL.gpu.device.create.shaders.dxil\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN => "SDL.gpu.device.create.shaders.dxil"u8;
[NativeTypeName("#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN \"SDL.gpu.device.create.shaders.msl\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN => "SDL.gpu.device.create.shaders.msl"u8;
[NativeTypeName("#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN \"SDL.gpu.device.create.shaders.metallib\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN => "SDL.gpu.device.create.shaders.metallib"u8;
[NativeTypeName("#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING \"SDL.gpu.device.create.d3d12.semantic\"")]
public static ReadOnlySpan<byte> SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING => "SDL.gpu.device.create.d3d12.semantic"u8;
}
}