Here is a list of all variables with links to the structures/unions they belong to:

### - f -

- fade_length : SDL_HapticConstant, SDL_HapticCustom, SDL_HapticPeriodic, SDL_HapticRamp
- fade_level : SDL_HapticConstant, SDL_HapticCustom, SDL_HapticPeriodic, SDL_HapticRamp
- fail_op : SDL_GPUStencilOpState
- filename : SDL_AssertData
- fill_mode : SDL_GPURasterizerState
- fill_usable_bounds : SDLTest_CommonState
- filter : SDL_GPUBlitInfo
- finalize : SDLTest_ArgumentParser
- finger : SDL_GamepadTouchpadEvent
- fingerID : SDL_TouchFingerEvent
- first_index : SDL_GPUIndexedIndirectDrawCommand
- first_instance : SDL_GPUIndexedIndirectDrawCommand, SDL_GPUIndirectDrawCommand
- first_vertex : SDL_GPUIndirectDrawCommand
- flags : SDL_MessageBoxButtonData, SDL_MessageBoxData, SDL_Surface, SDLTest_CommonState
- flash_on_focus_loss : SDLTest_CommonState
- flip_mode : SDL_GPUBlitInfo
- flush : SDL_IOStreamInterface
- format : SDL_AudioSpec, SDL_CameraSpec, SDL_DisplayMode, SDL_GPUColorTargetDescription, SDL_GPUComputePipelineCreateInfo, SDL_GPUShaderCreateInfo, SDL_GPUTextureCreateInfo, SDL_GPUVertexAttribute, SDL_PixelFormatDetails, SDL_Surface, SDL_Texture
- fragment_shader : SDL_GPUGraphicsPipelineCreateInfo
- framerate_denominator : SDL_CameraSpec
- framerate_numerator : SDL_CameraSpec
- freq : SDL_AudioSpec
- front_face : SDL_GPURasterizerState
- front_stencil_state : SDL_GPUDepthStencilState
- fullscreen_exclusive : SDLTest_CommonState
- fullscreen_mode : SDLTest_CommonState
- function : SDL_AssertData