Firstly, SDL3 is incredible. This is what I’ve been wanting for years, an abstracted GPU API.
For now, if I want to find the maximum compute dispatch limits for the current GPU device, I assume I have query the driver and do this manually currently? i.e., if the driver is “vulkan”, then I do vkGetPhysicalDeviceProperties to query this.
However, for that call, I also need the renderer physical device and I’m not sure if that’s exposed by the API. I’m certain I’m just overlooking something very trivial that I keep skimming over in the SDL API.
We tend to not expose limit queries in this API in favor of just targeting a minimum support level. This gives you maximum portability for the least effort.