Creates a GPU context.
Defined in <SDL3/SDL_gpu.h>
SDL_GPUDevice * SDL_CreateGPUDeviceWithProperties(
SDL_PropertiesID props);| SDL_PropertiesID | props | the properties to use. |
(SDL_GPUDevice *) Returns a GPU context on success or NULL on failure; call SDL_GetError() for more information.
These are the supported properties:
SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN: enable debug mode properties and validations, defaults to true.SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN: enable to prefer energy efficiency over maximum GPU performance, defaults to false.SDL_PROP_GPU_DEVICE_CREATE_VERBOSE_BOOLEAN: enable to automatically log useful debug information on device creation, defaults to true.SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING: the name of the GPU driver to use, if a specific one is desired.SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN: Enable Vulkan device feature shaderClipDistance. If disabled, clip distances are not supported in shader code: gl_ClipDistance[] built-ins of GLSL, SV_ClipDistance0/1 semantics of HLSL and [[clip_distance]] attribute of Metal. Disabling optional features allows the application to run on some older Android devices. Defaults to true.SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN: Enable Vulkan device feature depthClamp. If disabled, there is no depth clamp support and enable_depth_clip in SDL_GPURasterizerState must always be set to true. Disabling optional features allows the application to run on some older Android devices. Defaults to true.SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN: Enable Vulkan device feature drawIndirectFirstInstance. If disabled, the argument first_instance of SDL_GPUIndirectDrawCommand must be set to zero. Disabling optional features allows the application to run on some older Android devices. Defaults to true.SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN: Enable Vulkan device feature samplerAnisotropy. If disabled, enable_anisotropy of SDL_GPUSamplerCreateInfo must be set to false. Disabling optional features allows the application to run on some older Android devices. Defaults to true.These are the current shader format properties:
SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN: The app is able to provide shaders for an NDA platform.SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN: The app is able to provide SPIR-V shaders if applicable.SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN: The app is able to provide DXBC shaders if applicableSDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN: The app is able to provide DXIL shaders if applicable.SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN: The app is able to provide MSL shaders if applicable.SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN: The app is able to provide Metal shader libraries if applicable.With the D3D12 backend:
SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING: the prefix to use for all vertex semantics, default is "TEXCOORD".SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN: By default, Resourcing Binding Tier 2 is required for D3D12 support. However, an application can set this property to true to enable Tier 1 support, if (and only if) the application uses 8 or fewer storage resources across all shader stages. As of writing, this property is useful for targeting Intel Haswell and Broadwell GPUs; other hardware either supports Tier 2 Resource Binding or does not support D3D12 in any capacity. Defaults to false.SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER: Certain feature checks are only possible on Windows 11 by default. By setting this alongside SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING and vendoring D3D12Core.dll from the D3D12 Agility SDK, you can make those feature checks possible on older platforms. The version you provide must match the one given in the DLL.SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_PATH_STRING: Certain feature checks are only possible on Windows 11 by default. By setting this alongside SDL_PROP_GPU_DEVICE_CREATE_D3D12_AGILITY_SDK_VERSION_NUMBER and vendoring D3D12Core.dll from the D3D12 Agility SDK, you can make those feature checks possible on older platforms. The path you provide must be relative to the executable path of your app. Be sure not to put the DLL in the same directory as the exe; Microsoft strongly advises against this!With the Vulkan backend:
SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN: By default, Vulkan device enumeration includes drivers of all types, including software renderers (for example, the Lavapipe Mesa driver). This can be useful if your application requires SDL_GPU, but if you can provide your own fallback renderer (for example, an OpenGL renderer) this property can be set to true. Defaults to false.SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER: a pointer to an SDL_GPUVulkanOptions structure to be processed during device creation. This allows configuring a variety of Vulkan-specific options such as increasing the API version and opting into extensions aside from the minimal set SDL requires.With the Metal backend: - SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1_BOOLEAN: By default, macOS support requires what Apple calls "MTLGPUFamilyMac2" hardware or newer. However, an application can set this property to true to enable support for "MTLGPUFamilyMac1" hardware, if (and only if) the application does not write to sRGB textures. (For history's sake: MacFamily1 also does not support indirect command buffers, MSAA depth resolve, and stencil resolve/feedback, but these are not exposed features in SDL_GPU.)
This function is available since SDL 3.2.0.