SDL_GDKSuspendComplete(3)
| SDL_GDKSuspendComplete(3) | SDL3 FUNCTIONS | SDL_GDKSuspendComplete(3) |
NAME
SDL_GDKSuspendComplete - Callback from the application to let the suspend continue.
SYNOPSIS
#include <SDL3/SDL_main.h>
void SDL_GDKSuspendComplete(void);
DESCRIPTION
This should be called from an event watch in response to an SDL_EVENT_DID_ENTER_BACKGROUND event.
When using SDL_Render, your event watch should be added _after_ creating the SDL_Renderer; this allows the timing of the D3D12 command queue suspension to execute in the correct order.
When using SDL_GPU, this should be called after calling SDL_GDKSuspendGPU.
If you're writing your own D3D12 renderer, this should be called after calling ID3D12CommandQueue::SuspendX.
This function is only needed for Xbox GDK support; all other platforms will do nothing and set an "unsupported" error message.
THREAD SAFETY
This function is not thread safe.
AVAILABILITY
This function is available since SDL 3.2.0.
SEE ALSO
| SDL 3.4.12 | Simple Directmedia Layer |
