SDL_InsertGPUDebugLabel(3)

πŸ’– SDL_InsertGPUDebugLabel(3) πŸ’–

okay bestie, welcome to the SDL3 FUNCTIONS section of the manual, and today's main character is SDL_InsertGPUDebugLabel πŸŽ€


✨ NAME ✨

SDL_InsertGPUDebugLabel β€” drops an arbitrary string label straight into the command buffer callstream, no cap πŸ’…


✨ SYNOPSIS ✨

#include <SDL3/SDL_gpu.h>

void SDL_InsertGPUDebugLabel(
    SDL_GPUCommandBuffer *command_buffer,
    const char *text);

✨ DESCRIPTION ✨

ngl, this one is useful for debugging πŸ¦‹ that's literally the whole vibe. you slap a label in there and suddenly your GPU timeline is giving readable instead of giving mystery soup 😭

BUT β€” and this is the part where you need to lock in β€” on Direct3D 12, using SDL_InsertGPUDebugLabel requires WinPixEventRuntime.dll to be in your PATH or in the same directory as your executable. ✨

🚨 if that DLL is not findable, bestie, it's not gonna work. go get it. the instructions for how to obtain it live here: ⟨https://devblogs.microsoft.com/pix/winpixeventruntime/⟩ πŸ‘‘

✨ FUNCTION PARAMETERS ✨

  • command_buffer β€” a command buffer. that's it. that's the whole description. the command buffer in question 🫢
  • text β€” a UTF-8 string constant to insert as the label. UTF-8! string constant! don't be out here passing random garbage, it said constant for a reason 🌸

✨ AVAILABILITY ✨

this icon is available since SDL 3.2.0 ⭐ so if you're on something older... it's giving deprecated-adjacent, upgrade era πŸ’€


and that's the whole page, bestie!! 🌈 this came to you from the lovely people at Simple Directmedia Layer, running version SDL 3.4.18, and honestly? they ate. periodt. πŸ’…πŸ’–βœ¨πŸŽ€πŸ¦‹

πŸ“¦ where this page comes from