Sync SDL3 wiki -> header

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SDL Wiki Bot 2024-09-05 01:25:36 +00:00
parent 1c8c014481
commit 249a74e436
1 changed files with 100 additions and 125 deletions

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@ -54,7 +54,8 @@ typedef struct SDL_GPUDevice SDL_GPUDevice;
/**
* An opaque handle representing a buffer.
*
* Used for vertices, indices, indirect draw commands, and general compute data.
* Used for vertices, indices, indirect draw commands, and general compute
* data.
*
* \since This struct is available since SDL 3.0.0
*
@ -166,17 +167,20 @@ typedef struct SDL_GPUGraphicsPipeline SDL_GPUGraphicsPipeline;
/**
* An opaque handle representing a command buffer.
*
* Most state is managed via command buffers.
* When setting state using a command buffer, that state is local to the command buffer.
* Most state is managed via command buffers. When setting state using a
* command buffer, that state is local to the command buffer.
*
* Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is called.
* Once the command buffer is submitted, it is no longer valid to use it.
* Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is
* called. Once the command buffer is submitted, it is no longer valid to use
* it.
*
* Command buffers are executed in submission order. If you submit command buffer A and then command buffer B
* all commands in A will begin executing before any command in B begins executing.
* Command buffers are executed in submission order. If you submit command
* buffer A and then command buffer B all commands in A will begin executing
* before any command in B begins executing.
*
* In multi-threading scenarios, you should acquire and submit a command buffer on the same thread.
* As long as you satisfy this requirement, all functionality related to command buffers is thread-safe.
* In multi-threading scenarios, you should acquire and submit a command
* buffer on the same thread. As long as you satisfy this requirement, all
* functionality related to command buffers is thread-safe.
*
* \since This struct is available since SDL 3.0.0
*
@ -189,7 +193,8 @@ typedef struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer;
/**
* An opaque handle representing a render pass.
*
* This handle is transient and should not be held or referenced after SDL_EndGPURenderPass is called.
* This handle is transient and should not be held or referenced after
* SDL_EndGPURenderPass is called.
*
* \since This struct is available since SDL 3.0.0
*
@ -201,7 +206,8 @@ typedef struct SDL_GPURenderPass SDL_GPURenderPass;
/**
* An opaque handle representing a compute pass.
*
* This handle is transient and should not be held or referenced after SDL_EndGPUComputePass is called.
* This handle is transient and should not be held or referenced after
* SDL_EndGPUComputePass is called.
*
* \since This struct is available since SDL 3.0.0
*
@ -213,7 +219,8 @@ typedef struct SDL_GPUComputePass SDL_GPUComputePass;
/**
* An opaque handle representing a copy pass.
*
* This handle is transient and should not be held or referenced after SDL_EndGPUCopyPass is called.
* This handle is transient and should not be held or referenced after
* SDL_EndGPUCopyPass is called.
*
* \since This struct is available since SDL 3.0.0
*
@ -251,7 +258,8 @@ typedef enum SDL_GPUPrimitiveType
} SDL_GPUPrimitiveType;
/**
* Specifies how the contents of a texture attached to a render pass are treated at the beginning of the render pass.
* Specifies how the contents of a texture attached to a render pass are
* treated at the beginning of the render pass.
*
* \since This enum is available since SDL 3.0.0
*
@ -265,7 +273,8 @@ typedef enum SDL_GPULoadOp
} SDL_GPULoadOp;
/**
* Specifies how the contents of a texture attached to a render pass are treated at the end of the render pass.
* Specifies how the contents of a texture attached to a render pass are
* treated at the end of the render pass.
*
* \since This enum is available since SDL 3.0.0
*
@ -293,73 +302,36 @@ typedef enum SDL_GPUIndexElementSize
/**
* Specifies the pixel format of a texture.
*
* Texture format support varies depending on driver, hardware, and usage flags.
* In general, you should use SDL_GPUTextureSupportsFormat to query if a format
* is supported before using it. However, there are a few guaranteed formats.
* Texture format support varies depending on driver, hardware, and usage
* flags. In general, you should use SDL_GPUTextureSupportsFormat to query if
* a format is supported before using it. However, there are a few guaranteed
* formats.
*
* For SAMPLER usage, the following formats are universally supported:
* - R8G8B8A8_UNORM
* - B8G8R8A8_UNORM
* - R8_UNORM
* - R8_SNORM
* - R8G8_UNORM
* - R8G8_SNORM
* - R8G8B8A8_SNORM
* - R16_FLOAT
* - R16G16_FLOAT
* - R16G16B16A16_FLOAT
* - R32_FLOAT
* - R32G32_FLOAT
* - R32G32B32A32_FLOAT
* - R11G11B10_UFLOAT
* - R8G8B8A8_UNORM_SRGB
* - B8G8R8A8_UNORM_SRGB
* - D16_UNORM
* For SAMPLER usage, the following formats are universally supported: -
* R8G8B8A8_UNORM - B8G8R8A8_UNORM - R8_UNORM - R8_SNORM - R8G8_UNORM -
* R8G8_SNORM - R8G8B8A8_SNORM - R16_FLOAT - R16G16_FLOAT - R16G16B16A16_FLOAT
* - R32_FLOAT - R32G32_FLOAT - R32G32B32A32_FLOAT - R11G11B10_UFLOAT -
* R8G8B8A8_UNORM_SRGB - B8G8R8A8_UNORM_SRGB - D16_UNORM
*
* For COLOR_TARGET usage, the following formats are universally supported:
* - R8G8B8A8_UNORM
* - B8G8R8A8_UNORM
* - R8_UNORM
* - R16_FLOAT
* - R16G16_FLOAT
* - R16G16B16A16_FLOAT
* - R32_FLOAT
* - R32G32_FLOAT
* - R32G32B32A32_FLOAT
* - R8_UINT
* - R8G8_UINT
* - R8G8B8A8_UINT
* - R16_UINT
* - R16G16_UINT
* - R16G16B16A16_UINT
* - R8_INT
* - R8G8_INT
* - R8G8B8A8_INT
* - R16_INT
* - R16G16_INT
* - R16G16B16A16_INT
* - R8G8B8A8_UNORM_SRGB
* - B8G8R8A8_UNORM_SRGB
* For COLOR_TARGET usage, the following formats are universally supported: -
* R8G8B8A8_UNORM - B8G8R8A8_UNORM - R8_UNORM - R16_FLOAT - R16G16_FLOAT -
* R16G16B16A16_FLOAT - R32_FLOAT - R32G32_FLOAT - R32G32B32A32_FLOAT -
* R8_UINT - R8G8_UINT - R8G8B8A8_UINT - R16_UINT - R16G16_UINT -
* R16G16B16A16_UINT - R8_INT - R8G8_INT - R8G8B8A8_INT - R16_INT - R16G16_INT
* - R16G16B16A16_INT - R8G8B8A8_UNORM_SRGB - B8G8R8A8_UNORM_SRGB
*
* For STORAGE usages, the following formats are universally supported:
* - R8G8B8A8_UNORM
* - R8G8B8A8_SNORM
* - R16G16B16A16_FLOAT
* - R32_FLOAT
* - R32G32_FLOAT
* - R32G32B32A32_FLOAT
* - R8G8B8A8_UINT
* - R16G16B16A16_UINT
* - R8G8B8A8_INT
* - R16G16B16A16_INT
* For STORAGE usages, the following formats are universally supported: -
* R8G8B8A8_UNORM - R8G8B8A8_SNORM - R16G16B16A16_FLOAT - R32_FLOAT -
* R32G32_FLOAT - R32G32B32A32_FLOAT - R8G8B8A8_UINT - R16G16B16A16_UINT -
* R8G8B8A8_INT - R16G16B16A16_INT
*
* For DEPTH_STENCIL_TARGET usage, the following formats are universally supported:
* - D16_UNORM
* - Either (but not necessarily both!) D24_UNORM or D32_SFLOAT
* - Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_SFLOAT_S8_UINT
* For DEPTH_STENCIL_TARGET usage, the following formats are universally
* supported: - D16_UNORM - Either (but not necessarily both!) D24_UNORM or
* D32_SFLOAT - Either (but not necessarily both!) D24_UNORM_S8_UINT or
* D32_SFLOAT_S8_UINT
*
* Unless D16_UNORM is sufficient for your purposes, always check which
* of D24/D32 is supported before creating a depth-stencil texture!
* Unless D16_UNORM is sufficient for your purposes, always check which of
* D24/D32 is supported before creating a depth-stencil texture!
*
* \since This enum is available since SDL 3.0.0
*
@ -443,8 +415,8 @@ typedef enum SDL_GPUTextureFormat
/**
* Specifies how a texture is intended to be used by the client.
*
* A texture must have at least one usage flag.
* Note that some usage flag combinations are invalid.
* A texture must have at least one usage flag. Note that some usage flag
* combinations are invalid.
*
* \since This enum is available since SDL 3.0.0
*
@ -477,8 +449,8 @@ typedef enum SDL_GPUTextureType
/**
* Specifies the sample count of a texture.
*
* Used in multisampling.
* Note that this value only applies when the texture is used as a render pass attachment.
* Used in multisampling. Note that this value only applies when the texture
* is used as a render pass attachment.
*
* \since This enum is available since SDL 3.0.0
*
@ -514,8 +486,8 @@ typedef enum SDL_GPUCubeMapFace
/**
* Specifies how a buffer is intended to be used by the client.
*
* A buffer must have at least one usage flag.
* Note that some usage flag combinations are invalid.
* A buffer must have at least one usage flag. Note that some usage flag
* combinations are invalid.
*
* \since This enum is available since SDL 3.0.0
*
@ -533,7 +505,8 @@ typedef Uint32 SDL_GPUBufferUsageFlags;
/**
* Specifies how a transfer buffer is intended to be used by the client.
*
* Note that mapping and copying FROM an upload transfer buffer or TO a download transfer buffer is undefined behavior.
* Note that mapping and copying FROM an upload transfer buffer or TO a
* download transfer buffer is undefined behavior.
*
* \since This enum is available since SDL 3.0.0
*
@ -681,7 +654,8 @@ typedef enum SDL_GPUCullMode
} SDL_GPUCullMode;
/**
* Specifies the vertex winding that will cause a triangle to be determined to be front-facing.
* Specifies the vertex winding that will cause a triangle to be determined to
* be front-facing.
*
* \since This enum is available since SDL 3.0.0
*
@ -713,7 +687,8 @@ typedef enum SDL_GPUCompareOp
} SDL_GPUCompareOp;
/**
* Specifies what happens to a stored stencil value if stencil tests fail or pass.
* Specifies what happens to a stored stencil value if stencil tests fail or
* pass.
*
* \since This enum is available since SDL 3.0.0
*
@ -732,10 +707,11 @@ typedef enum SDL_GPUStencilOp
} SDL_GPUStencilOp;
/**
* Specifies the operator to be used when pixels in a render pass texture attachment are blended with existing pixels in the texture.
* Specifies the operator to be used when pixels in a render pass texture
* attachment are blended with existing pixels in the texture.
*
* The source color is the value written by the fragment shader.
* The destination color is the value currently existing in the texture.
* The source color is the value written by the fragment shader. The
* destination color is the value currently existing in the texture.
*
* \since This enum is available since SDL 3.0.0
*
@ -751,11 +727,11 @@ typedef enum SDL_GPUBlendOp
} SDL_GPUBlendOp;
/**
* Specifies a blending factor to be used when pixels in a render pass texture attachment
* are blended with existing pixels in the texture.
* Specifies a blending factor to be used when pixels in a render pass texture
* attachment are blended with existing pixels in the texture.
*
* The source color is the value written by the fragment shader.
* The destination color is the value currently existing in the texture.
* The source color is the value written by the fragment shader. The
* destination color is the value currently existing in the texture.
*
* \since This enum is available since SDL 3.0.0
*
@ -819,7 +795,8 @@ typedef enum SDL_GPUSamplerMipmapMode
} SDL_GPUSamplerMipmapMode;
/**
* Specifies behavior of texture sampling when the coordinates exceed the 0-1 range.
* Specifies behavior of texture sampling when the coordinates exceed the 0-1
* range.
*
* \since This enum is available since SDL 3.0.0
*
@ -833,29 +810,27 @@ typedef enum SDL_GPUSamplerAddressMode
} SDL_GPUSamplerAddressMode;
/**
* Specifies the timing that will be used to present swapchain textures to the OS.
* Specifies the timing that will be used to present swapchain textures to the
* OS.
*
* Note that this value affects the behavior of SDL_AcquireGPUSwapchainTexture.
* VSYNC mode will always be supported.
* Note that this value affects the behavior of
* SDL_AcquireGPUSwapchainTexture. VSYNC mode will always be supported.
* IMMEDIATE and MAILBOX modes may not be supported on certain systems.
*
* It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming the window
* if you wish to change the present mode to IMMEDIATE or MAILBOX.
* It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming
* the window if you wish to change the present mode to IMMEDIATE or MAILBOX.
*
* VSYNC:
* Waits for vblank before presenting. No tearing is possible.
* If there is a pending image to present, the new image is enqueued for presentation.
* Disallows tearing at the cost of visual latency.
* When using this present mode, AcquireSwapchainTexture will block if too many frames are in flight.
* IMMEDIATE:
* Immediately presents.
* Lowest latency option, but tearing may occur.
* When using this mode, AcquireSwapchainTexture will return NULL if too many frames are in flight.
* MAILBOX:
* Waits for vblank before presenting. No tearing is possible.
* If there is a pending image to present, the pending image is replaced by the new image.
* Similar to VSYNC, but with reduced visual latency.
* When using this mode, AcquireSwapchainTexture will return NULL if too many frames are in flight.
* VSYNC: Waits for vblank before presenting. No tearing is possible. If there
* is a pending image to present, the new image is enqueued for presentation.
* Disallows tearing at the cost of visual latency. When using this present
* mode, AcquireSwapchainTexture will block if too many frames are in flight.
* IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
* occur. When using this mode, AcquireSwapchainTexture will return NULL if
* too many frames are in flight. MAILBOX: Waits for vblank before presenting.
* No tearing is possible. If there is a pending image to present, the pending
* image is replaced by the new image. Similar to VSYNC, but with reduced
* visual latency. When using this mode, AcquireSwapchainTexture will return
* NULL if too many frames are in flight.
*
* \since This enum is available since SDL 3.0.0
*
@ -873,20 +848,19 @@ typedef enum SDL_GPUPresentMode
/**
* Specifies the texture format and colorspace of the swapchain textures.
*
* SDR will always be supported.
* Other compositions may not be supported on certain systems.
* SDR will always be supported. Other compositions may not be supported on
* certain systems.
*
* It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after claiming the window
* if you wish to change the swapchain composition from SDR.
* It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after
* claiming the window if you wish to change the swapchain composition from
* SDR.
*
* SDR:
* B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in nonlinear sRGB encoding.
* SDR_LINEAR:
* B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are in nonlinear sRGB encoding.
* HDR_EXTENDED_LINEAR:
* R16G16B16A16_SFLOAT swapchain. Pixel values are in extended linear encoding.
* HDR10_ST2048:
* A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in PQ ST2048 encoding.
* SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in nonlinear sRGB
* encoding. SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel
* values are in nonlinear sRGB encoding. HDR_EXTENDED_LINEAR:
* R16G16B16A16_SFLOAT swapchain. Pixel values are in extended linear
* encoding. HDR10_ST2048: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values
* are in PQ ST2048 encoding.
*
* \since This enum is available since SDL 3.0.0
*
@ -2746,7 +2720,8 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WindowSupportsGPUPresentMode(
*
* The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and
* SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain
* parameters, you must call SDL_SetGPUSwapchainParameters after claiming the window.
* parameters, you must call SDL_SetGPUSwapchainParameters after claiming the
* window.
*
* \param device a GPU context.
* \param window an SDL_Window.