World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
41 #define NO_SDL_VULKAN_TYPEDEFS
43 #ifndef NO_SDL_VULKAN_TYPEDEFS
44 #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
46 #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
47 #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
49 #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
53 VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
57 typedef VkInstance SDL_vulkanInstance;
209 unsigned int *pCount,
210 const char **pNames);
DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window *window, int *w, int *h)
Get the size of a window's underlying drawable in pixels (for use with setting viewport,...
DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window, VkInstance instance, VkSurfaceKHR *surface)
Create a Vulkan rendering surface for a window.
GLubyte GLubyte GLubyte GLubyte w
GLsizei const GLchar *const * path
GLfloat GLfloat GLfloat GLfloat h
VkSurfaceKHR SDL_vulkanSurface
DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(SDL_Window *window, unsigned int *pCount, const char **pNames)
Get the names of the Vulkan instance extensions needed to create a surface with SDL_Vulkan_CreateSurf...
EGLSurface EGLNativeWindowType * window
struct SDL_Window SDL_Window
The type used to identify a window.
VK_DEFINE_HANDLE(VkInstance) VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) typedef VkInstance SDL_vulkanInstance
DECLSPEC void *SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void)
Get the address of the vkGetInstanceProcAddr function.
DECLSPEC int SDLCALL SDL_Vulkan_LoadLibrary(const char *path)
Dynamically load a Vulkan loader library.
DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void)
Unload the Vulkan loader library previously loaded by SDL_Vulkan_LoadLibrary().