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

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

AcquireCommandBuffer()SDL::GPUDeviceBaseinline
ClaimWindow(WindowRef window)SDL::GPUDeviceBaseinline
CreateBuffer(const GPUBufferCreateInfo &createinfo)SDL::GPUDeviceBaseinline
CreateComputePipeline(const GPUComputePipelineCreateInfo &createinfo)SDL::GPUDeviceBaseinline
CreateGraphicsPipeline(const GPUGraphicsPipelineCreateInfo &createinfo)SDL::GPUDeviceBaseinline
CreateSampler(const GPUSamplerCreateInfo &createinfo)SDL::GPUDeviceBaseinline
CreateShader(const GPUShaderCreateInfo &createinfo)SDL::GPUDeviceBaseinline
CreateTexture(const GPUTextureCreateInfo &createinfo)SDL::GPUDeviceBaseinline
CreateTransferBuffer(const GPUTransferBufferCreateInfo &createinfo)SDL::GPUDeviceBaseinline
Destroy()SDL::GPUDeviceBaseinline
GDKResumeGPU()SDL::GPUDeviceBaseinline
GDKSuspendGPU()SDL::GPUDeviceBaseinline
get() const noexceptSDL::ResourceBaseT< GPUDeviceRaw >inline
GetDriver()SDL::GPUDeviceBaseinline
GetProperties()SDL::GPUDeviceBaseinline
GetShaderFormats()SDL::GPUDeviceBaseinline
GetSwapchainTextureFormat(WindowRef window)SDL::GPUDeviceBaseinline
MapTransferBuffer(GPUTransferBuffer transfer_buffer, bool cycle)SDL::GPUDeviceBaseinline
operator bool() constSDL::ResourceBaseT< GPUDeviceRaw >inlineexplicit
operator->() const noexceptSDL::ResourceBaseT< GPUDeviceRaw >inline
operator<=>(const ResourceBaseT &other) const=defaultSDL::ResourceBaseT< GPUDeviceRaw >
operator=(const ResourceBaseT &)=defaultSDL::ResourceBaseT< GPUDeviceRaw >protected
QueryFence(GPUFence *fence)SDL::GPUDeviceBaseinline
RawConstPointer typedefSDL::ResourceBaseT< GPUDeviceRaw >
RawPointer typedefSDL::ResourceBaseT< GPUDeviceRaw >
release() noexceptSDL::ResourceBaseT< GPUDeviceRaw >inline
ReleaseBuffer(GPUBuffer buffer)SDL::GPUDeviceBaseinline
ReleaseComputePipeline(GPUComputePipeline compute_pipeline)SDL::GPUDeviceBaseinline
ReleaseFence(GPUFence *fence)SDL::GPUDeviceBaseinline
ReleaseGraphicsPipeline(GPUGraphicsPipeline graphics_pipeline)SDL::GPUDeviceBaseinline
ReleaseSampler(GPUSampler sampler)SDL::GPUDeviceBaseinline
ReleaseShader(GPUShader shader)SDL::GPUDeviceBaseinline
ReleaseTexture(GPUTexture texture)SDL::GPUDeviceBaseinline
ReleaseTransferBuffer(GPUTransferBuffer transfer_buffer)SDL::GPUDeviceBaseinline
ReleaseWindow(WindowRef window)SDL::GPUDeviceBaseinline
ResourceBaseT()=defaultSDL::GPUDeviceBase
ResourceBaseT(RawPointer resource)SDL::GPUDeviceBaseinline
ResourceBaseT(std::nullptr_t)SDL::GPUDeviceBaseinline
ResourceBaseT(const ResourceBaseT &)=defaultSDL::GPUDeviceBase
ResourceBaseT(ResourceBaseT &&) noexcept=defaultSDL::GPUDeviceBase
SetAllowedFramesInFlight(Uint32 allowed_frames_in_flight)SDL::GPUDeviceBaseinline
SetBufferName(GPUBuffer buffer, StringParam text)SDL::GPUDeviceBaseinline
SetSwapchainParameters(WindowRef window, GPUSwapchainComposition swapchain_composition, GPUPresentMode present_mode)SDL::GPUDeviceBaseinline
SetTextureName(GPUTexture texture, StringParam text)SDL::GPUDeviceBaseinline
TextureSupportsFormat(GPUTextureFormat format, GPUTextureType type, GPUTextureUsageFlags usage)SDL::GPUDeviceBaseinline
TextureSupportsSampleCount(GPUTextureFormat format, GPUSampleCount sample_count)SDL::GPUDeviceBaseinline
UnmapTransferBuffer(GPUTransferBuffer transfer_buffer)SDL::GPUDeviceBaseinline
WaitForFences(bool wait_all, std::span< GPUFence *const > fences)SDL::GPUDeviceBaseinline
WaitForIdle()SDL::GPUDeviceBaseinline
WaitForSwapchain(WindowRef window)SDL::GPUDeviceBaseinline
WindowSupportsPresentMode(WindowRef window, GPUPresentMode present_mode)SDL::GPUDeviceBaseinline
WindowSupportsSwapchainComposition(WindowRef window, GPUSwapchainComposition swapchain_composition)SDL::GPUDeviceBaseinline
~ResourceBaseT()=defaultSDL::ResourceBaseT< GPUDeviceRaw >protected