i find it strange that the SDL gpu api has no PresentPresent function of any kind no clue when it actually swaps the buffers, it can't be after submitting the command buffer since you should be able to submit multiple
i spent 4 hours on sunday trying to get a stable hello world building in windows/linux/mac and literally couldn't. but with c# it's just a nuget package
my overall opinion of the api: cool but meh. the namespacing is atrocious and it's missing some things i would expect a gpu api to have (i know it has just been released though so hopefully that can be changed). shader compilation is somewhat poor as well. but it works decently (on vulkan anyway...) and is relatively clean
aside from d3d11 and d3d12 not working, not sure what that's about, not sure if that's an issue on my side of some kind (incorrect parameter, bad compilation etc) or a genuine bug in sdl_gpu
all to do with the pipeline creation, in d3d11 it's the input layout and in d3d12 it's the root signature creation, i suspect the shaders are bad in some way
yea the dx compiler isn't the best, it assumes a mainmain entry point and doesn't let you change it, i can kinda get it cause dxc uses wide strings which is a pain, but kinda annoying. hope they can fix that someday
yeah, there's generally no reason to support opengl anymore unless you target like 3.3 which means you miss out on a lot of features (assuming you don't target extensions, but even then)