GPU: device & frameSDL 3.2
SDL_ClaimWindowForGPUDevice
Connects a window to the GPU device by creating its swapchain, so you can draw into it.
Signature
bool SDL_ClaimWindowForGPUDevice(SDL_GPUDevice *device, SDL_Window *window);
How it works
The swapchain is the small set of images the window cycles through: one is on screen while you draw into another. Claiming the window builds it with vsync and standard (SDR) colours; SDL_SetGPUSwapchainParameters changes that afterwards.
Unlike raw Vulkan, SDL recreates the swapchain for you when the window is resized.
Parameters
deviceSDL_GPUDevice *
The device.
windowSDL_Window *
The window (no special flag needed).
Return value
true on success, false on failure.
Example
example.cpp
1if (!SDL_ClaimWindowForGPUDevice(device, window)) {
2 SDL_Log("ClaimWindow: %s", SDL_GetError());
3 return 1;
4}