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Began work on WGPU video backend
Currently only supports Wayland, and it's quite..... bad This is a DRAFT! Just a small proof-of-concept. I'll submit a draft PR to the SDL project to see if I should continue development. If this is greenlit, I might making consider a WGPU SDL_GPU backend if wgpu-native is in a good enough state (maybe Dawn if it isn't?) No promises though! Don't get angry at me if I don't! Current known issues: 1: Error handling is sparse. 2: It only supports the shared library version of wgpu-native, and it does that by just loading it whenever it needs to do something 3: wgpu-native is bad and doesn't implement wgpuGetProcAddress so we're just using SDL_LoadFunction instead. I'd much prefer using the native wgpuGetProcAddress but alas....
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15 changed files with 6999 additions and 99 deletions
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@ -1290,3 +1290,4 @@ _SDL_LoadJPG
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_SDL_HasSVE2
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_SDL_GamepadHasCapSense
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_SDL_GetGamepadCapSense
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_SDL_WGPU_CreateSurface
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@ -1291,6 +1291,7 @@ SDL3_0.0.0 {
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SDL_HasSVE2;
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SDL_GamepadHasCapSense;
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SDL_GetGamepadCapSense;
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SDL_WGPU_CreateSurface;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@ -1317,3 +1317,4 @@
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#define SDL_HasSVE2 SDL_HasSVE2_REAL
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#define SDL_GamepadHasCapSense SDL_GamepadHasCapSense_REAL
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#define SDL_GetGamepadCapSense SDL_GetGamepadCapSense_REAL
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#define SDL_WGPU_CreateSurface SDL_WGPU_CreateSurface_REAL
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@ -1325,3 +1325,4 @@ SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadJPG,(const char *a),(a),return)
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SDL_DYNAPI_PROC(bool,SDL_HasSVE2,(void),(),return)
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SDL_DYNAPI_PROC(bool,SDL_GamepadHasCapSense,(SDL_Gamepad *a,SDL_GamepadCapSenseType b),(a,b),return)
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SDL_DYNAPI_PROC(bool,SDL_GetGamepadCapSense,(SDL_Gamepad *a,SDL_GamepadCapSenseType b),(a,b),return)
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SDL_DYNAPI_PROC(WGPUSurface,SDL_WGPU_CreateSurface,(SDL_Window *a,WGPUInstance b),(a,b),return)
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