SDL_GDKSuspendGPU(3)

πŸ’– NAME πŸ’–

okay so welcome to the SDL3 FUNCTIONS manual, bestie β€” today's main character is SDL_GDKSuspendGPU(3). This is the call you make to suspend GPU operation on Xbox when you receive the SDL_EVENT_DID_ENTER_BACKGROUND event. periodt. πŸ’…

✨ SYNOPSIS ✨

#include <SDL3/SDL_gpu.h>

void SDL_GDKSuspendGPU(SDL_GPUDevice *device);

🫢 DESCRIPTION 🫢

okay so listen closely, because this part is not a vibe to mess up: Do NOT call any SDL_GPU functions after calling this function! Like, none. Not even a lil one. πŸ™ˆ

This must also be called before calling SDL_GDKSuspendComplete. The order is giving very much β€œdo this first, then that,” and you're gonna respect it. πŸ’…

🌸 FUNCTION PARAMETERS 🌸

  • device β€” a GPU context. That's it. That's the whole parameter. iconic. πŸŽ€

⭐ AVAILABILITY ⭐

This function is available since SDL 3.2.0. So if you're on that or later, you're slaying. ✨

πŸ”₯ SEE ALSO πŸ”₯


Simple Directmedia Layer β€’ SDL 3.4.18 β€’ SDL_GDKSuspendGPU(3) β€” okay bye bestie, go suspend that GPU responsibly! πŸ’–βœ¨

πŸ“¦ where this page comes from