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ObjectivelyGPU
Object oriented graphics framework for SDL3 and C
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| CGPU_FramebufferCreateInfo | Parameters for creating a Framebuffer |
| CGPU_ShaderFormat | Metadata for a shader binary format: its SDL enum, the file extension of the transpiled blob, and the entry-point name the toolchain emits for each stage. shadercross names every MSL (and hence metallib) entry point "main0"; SPIR-V and DXIL keep the GLSL/HLSL default "main" |
| Cmat4 | Column-major 4×4 single-precision matrix. Layout matches GLSL mat4 |
| ▼CObject | |
| CBuffer | An SDL_GPUBuffer (vertex, index, indirect, storage, etc.) and its metadata |
| CCommandBuffer | A recorded sequence of GPU commands for a single frame |
| CComputePass | A scoped compute pass for recording GPU compute dispatches |
| CComputePipeline | An SDL_GPUComputePipeline: a compiled compute program and its binding layout |
| CCopyPass | A scoped copy pass for uploading CPU data and copying GPU resources |
| CFence | An SDL_GPUFence, signaled once a submitted CommandBuffer's GPU work completes |
| CFramebuffer | An off-screen render target grouping a color and/or depth texture |
| CGraphicsPipeline | An SDL_GPUGraphicsPipeline: the compiled vertex/fragment program plus all fixed-function render state (blend, rasteriser, depth/stencil, targets) |
| CQueryPool | An SDL_GPUQueryPool and its metadata |
| CRenderDevice | The RenderDevice encapsulates an SDL_GPUDevice and provides methods for allocating GPU resources, managing compute, copy and render passes, and |
| CRenderPass | A scoped render pass for recording draw commands into a CommandBuffer |
| CSampler | An SDL_GPUSampler describing texture filter and address modes |
| CShader | An SDL_GPUShader: one compiled programmable stage of a graphics pipeline |
| CTexture | An SDL_GPUTexture and the metadata describing it |
| CTransferBuffer | A CPU-accessible SDL_GPUTransferBuffer for staging data to or from the GPU |
| CSDL_GPUQueryPoolCreateInfo | |
| CSDL_Size | The SDL_Size type |
| CSwapchainTexture | The swapchain texture acquired for a single frame |
| Cvec2 | Two-component single-precision vector. Component layout matches GLSL vec2 |
| Cvec3 | Three-component single-precision vector. Component layout matches GLSL vec3 |
| Cvec4 | Four-component single-precision vector. Component layout matches GLSL vec4 |