SDL3pp
A slim C++ wrapper for SDL3
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SDL::GPUDevice Member List

This is the complete list of members for SDL::GPUDevice, including all inherited members.

AcquireCommandBuffer()SDL::GPUDeviceinline
ClaimWindow(WindowParam window)SDL::GPUDeviceinline
CreateBuffer(const GPUBufferCreateInfo &createinfo)SDL::GPUDeviceinline
CreateComputePipeline(const GPUComputePipelineCreateInfo &createinfo)SDL::GPUDeviceinline
CreateGraphicsPipeline(const GPUGraphicsPipelineCreateInfo &createinfo)SDL::GPUDeviceinline
CreateSampler(const GPUSamplerCreateInfo &createinfo)SDL::GPUDeviceinline
CreateShader(const GPUShaderCreateInfo &createinfo)SDL::GPUDeviceinline
CreateTexture(const GPUTextureCreateInfo &createinfo)SDL::GPUDeviceinline
CreateTransferBuffer(const GPUTransferBufferCreateInfo &createinfo)SDL::GPUDeviceinline
Destroy()SDL::GPUDeviceinline
get() constSDL::GPUDeviceinline
GetDriver()SDL::GPUDeviceinline
GetShaderFormats()SDL::GPUDeviceinline
GetSwapchainTextureFormat(WindowParam window)SDL::GPUDeviceinline
GPUDevice()=defaultSDL::GPUDevice
GPUDevice(const GPUDeviceRaw resource)SDL::GPUDeviceinlineexplicit
GPUDevice(const GPUDevice &other)=deleteSDL::GPUDevice
GPUDevice(GPUDevice &&other)SDL::GPUDeviceinline
GPUDevice(const GPUDeviceRef &other)=delete (defined in SDL::GPUDevice)SDL::GPUDevice
GPUDevice(GPUDeviceRef &&other)=delete (defined in SDL::GPUDevice)SDL::GPUDevice
GPUDevice(GPUShaderFormat format_flags, bool debug_mode, StringParam name)SDL::GPUDeviceinline
GPUDevice(PropertiesParam props)SDL::GPUDeviceinline
MapTransferBuffer(GPUTransferBuffer transfer_buffer, bool cycle)SDL::GPUDeviceinline
operator bool() constSDL::GPUDeviceinlineexplicit
operator GPUDeviceParam() constSDL::GPUDeviceinline
operator<=>(const GPUDevice &other) const =defaultSDL::GPUDevice
operator=(GPUDevice other)SDL::GPUDeviceinline
operator==(std::nullptr_t _) constSDL::GPUDeviceinline
QueryFence(GPUFence *fence)SDL::GPUDeviceinline
release()SDL::GPUDeviceinline
ReleaseBuffer(GPUBuffer buffer)SDL::GPUDeviceinline
ReleaseComputePipeline(GPUComputePipeline compute_pipeline)SDL::GPUDeviceinline
ReleaseFence(GPUFence *fence)SDL::GPUDeviceinline
ReleaseGraphicsPipeline(GPUGraphicsPipeline graphics_pipeline)SDL::GPUDeviceinline
ReleaseSampler(GPUSampler sampler)SDL::GPUDeviceinline
ReleaseShader(GPUShader shader)SDL::GPUDeviceinline
ReleaseTexture(GPUTexture texture)SDL::GPUDeviceinline
ReleaseTransferBuffer(GPUTransferBuffer transfer_buffer)SDL::GPUDeviceinline
ReleaseWindow(WindowParam window)SDL::GPUDeviceinline
SetAllowedFramesInFlight(Uint32 allowed_frames_in_flight)SDL::GPUDeviceinline
SetBufferName(GPUBuffer buffer, StringParam text)SDL::GPUDeviceinline
SetSwapchainParameters(WindowParam window, GPUSwapchainComposition swapchain_composition, GPUPresentMode present_mode)SDL::GPUDeviceinline
SetTextureName(GPUTexture texture, StringParam text)SDL::GPUDeviceinline
TextureSupportsFormat(GPUTextureFormat format, GPUTextureType type, GPUTextureUsageFlags usage)SDL::GPUDeviceinline
TextureSupportsSampleCount(GPUTextureFormat format, GPUSampleCount sample_count)SDL::GPUDeviceinline
UnmapTransferBuffer(GPUTransferBuffer transfer_buffer)SDL::GPUDeviceinline
WaitForFences(bool wait_all, std::span< GPUFence *const > fences)SDL::GPUDeviceinline
WaitForIdle()SDL::GPUDeviceinline
WaitForSwapchain(WindowParam window)SDL::GPUDeviceinline
WindowSupportsPresentMode(WindowParam window, GPUPresentMode present_mode)SDL::GPUDeviceinline
WindowSupportsSwapchainComposition(WindowParam window, GPUSwapchainComposition swapchain_composition)SDL::GPUDeviceinline
~GPUDevice()SDL::GPUDeviceinline