Callback from the application to let the suspend continue.
Defined in <SDL3/SDL_main.h>
void SDL_GDKSuspendComplete(void);This should be called from an event watch in response to an SDL_EVENT_DID_ENTER_BACKGROUND event.
When using SDL_Render, your event watch should be added after creating the SDL_Renderer; this allows the timing of the D3D12 command queue suspension to execute in the correct order.
When using SDL_GPU, this should be called after calling SDL_GDKSuspendGPU.
If you're writing your own D3D12 renderer, this should be called after calling ID3D12CommandQueue::SuspendX.
This function is only needed for Xbox GDK support; all other platforms will do nothing and set an "unsupported" error message.
This function is not thread safe.
This function is available since SDL 3.2.0.