SDL_GPU minimal, single-header, high-performance 2D graphics painting library
SDL_gp πποΈ A minimal, high-performance 2D (g)raphics (p)ainter for SDL3. This is a port of sokol_gp to SDL3, with one main difference: sokol_gp relies on sokol, which manages resources internally. SDL_gpu is lower-level and does not; So SDL_gp provides a simple resource management system very similar to sokol's.
- βͺSDL_gp πποΈ A minimal, high-performance 2D (g)raphics (p)ainter for SDL3.
- βͺThis is a port of sokol_gp to SDL3, with one main difference: sokol_gp relies on sokol, which manages resources internally.
- βͺSDL_gpu is lower-level and does not; So SDL_gp provides a simple resource management system very similar to sokol's.
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| Original publisher | GitHub |
| Canonical URL | https://github.com/n67094/sdl_gp |
| Publication time | Thu, 30 Jul 2026 14:36:59 +0000 |
| Retrieval time | 2026-07-30T14:57:03.392Z |
| Last seen | 2026-07-30T14:57:03.392Z |
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| Cluster | 49meHSjCTxJa Β· 1 stories |
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| Commercial reuse | May the content be reused commercially? | Not permitted |
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SDL_gp πποΈ A minimal, high-performance 2D (g)raphics (p)ainter for SDL3. This is a port of sokol_gp to SDL3, with one main difference: sokol_gp relies on sokol, which manages resources internally. SDL_gpu is lower-level and does not; So SDL_gp provides a simple resource management system very similar to sokol's. Samples Primitive: Rectangle: Sprite: Blendmode: Getting Started If you want to jump in the right way, check out the samples folder. here is a simple example to draw a red rectangle: // Acquire a command buffer for the current frame SDL_GPUCommandBuffer *cmd_buffer = SDL_AcquireGPUCommandBuffer(device); // Begin a new frame SDL_GPBegin(WINDOW_WIDTH, WINDOW_HEIGHT); { // Clear the screen to black.
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Excerpt limited to ~120 words for fair-use compliance. The full article is at GitHub.