SDL_GPUDevice(3type)

πŸ’– SDL_GPUDevice πŸ’–

okay bestie, welcome to the SDL3 DATATYPES section of the SDL3 manual, and today's main character is SDL_GPUDevice. she's a 3type, she's iconic, and she's about to make your GPU code make sense. let's get into it 🫢


✨ NAME ✨

SDL_GPUDevice</purole> β€” an opaque handle representing the SDL_GPU context.

no cap, that's it. she's opaque, meaning you don't peek inside her, you just hold her and let her do her thing. πŸ’…


✨ SYNOPSIS ✨

first things first, you gotta pull her in:

#include <SDL3/SDL_gpu.h>

and here's the actual type declaration, copy it exactly bestie:

typedef struct SDL_GPUDevice SDL_GPUDevice;

that's the whole vibe. one typedef. no struct fields exposed, no sneaky internals, just pure opaque energy. it's giving "trust the process" πŸ”₯


✨ AVAILABILITY ✨

this struct is available since SDL 3.2.0. so if you're on anything older, bestie, it's not you, it's the version. go update 🌸


heads up: because SDL_GPUDevice is opaque, you don't poke at its insides β€” you get a handle to it and hand it to the SDL_GPU functions. keep it that way, it's literally the whole point πŸ’€

k that's the page!! short and sweet, just like her. this little datatype doc came to you from Simple Directmedia Layer, SDL 3.4.18, and she's serving opaque-handle realness to the very end. mwah πŸ’‹βœ¨πŸ¦‹πŸ’–

πŸ“¦ where this page comes from