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Sync SDL3 wiki -> header
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@ -978,7 +978,8 @@ typedef struct SDL_GPUViewport
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} SDL_GPUViewport;
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/**
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* A structure specifying parameters related to transferring data to or from a texture.
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* A structure specifying parameters related to transferring data to or from a
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* texture.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1104,10 +1105,10 @@ typedef struct SDL_GPUBufferRegion
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/**
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* A structure specifying the parameters of an indirect draw command.
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*
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* Note that the `first_vertex` and `first_instance` parameters are NOT compatible with
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* built-in vertex/instance ID variables in shaders (for example, SV_VertexID). If
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* your shader depends on these variables, the correlating draw call parameter MUST
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* be 0.
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* Note that the `first_vertex` and `first_instance` parameters are NOT
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* compatible with built-in vertex/instance ID variables in shaders (for
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* example, SV_VertexID). If your shader depends on these variables, the
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* correlating draw call parameter MUST be 0.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1124,10 +1125,10 @@ typedef struct SDL_GPUIndirectDrawCommand
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/**
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* A structure specifying the parameters of an indexed indirect draw command.
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*
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* Note that the `first_vertex` and `first_instance` parameters are NOT compatible with
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* built-in vertex/instance ID variables in shaders (for example, SV_VertexID). If
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* your shader depends on these variables, the correlating draw call parameter MUST
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* be 0.
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* Note that the `first_vertex` and `first_instance` parameters are NOT
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* compatible with built-in vertex/instance ID variables in shaders (for
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* example, SV_VertexID). If your shader depends on these variables, the
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* correlating draw call parameter MUST be 0.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1189,10 +1190,14 @@ typedef struct SDL_GPUSamplerCreateInfo
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/**
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* A structure specifying a vertex binding.
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*
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* When you call SDL_BindGPUVertexBuffers, you specify the binding indices of the vertex buffers.
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* For example if you called SDL_BindGPUVertexBuffers with a first_binding of 2 and num_bindings of 3, the binding indices 2, 3, 4 would be used by the vertex buffers you pass in.
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* When you call SDL_BindGPUVertexBuffers, you specify the binding indices of
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* the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with
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* a first_binding of 2 and num_bindings of 3, the binding indices 2, 3, 4
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* would be used by the vertex buffers you pass in.
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*
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* Vertex attributes are linked to bindings via the index. The binding_index field of SDL_GPUVertexAttribute specifies the vertex buffer binding index that the attribute will be read from.
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* Vertex attributes are linked to bindings via the index. The binding_index
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* field of SDL_GPUVertexAttribute specifies the vertex buffer binding index
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* that the attribute will be read from.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1224,7 +1229,8 @@ typedef struct SDL_GPUVertexAttribute
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} SDL_GPUVertexAttribute;
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/**
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* A structure specifying the parameters of a graphics pipeline vertex input state.
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* A structure specifying the parameters of a graphics pipeline vertex input
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* state.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1301,7 +1307,9 @@ typedef struct SDL_GPUShaderCreateInfo
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/**
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* A structure specifying the parameters of a texture.
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*
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* Usage flags can be bitwise OR'd together for combinations of usages. Note that certain usage combinations are invalid, for example SAMPLER and GRAPHICS_STORAGE.
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* Usage flags can be bitwise OR'd together for combinations of usages. Note
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* that certain usage combinations are invalid, for example SAMPLER and
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* GRAPHICS_STORAGE.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1331,7 +1339,8 @@ typedef struct SDL_GPUTextureCreateInfo
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/**
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* A structure specifying the parameters of a buffer.
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*
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* Usage flags can be bitwise OR'd together for combinations of usages. Note that certain combinations are invalid, for example VERTEX and INDEX.
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* Usage flags can be bitwise OR'd together for combinations of usages. Note
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* that certain combinations are invalid, for example VERTEX and INDEX.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1363,7 +1372,8 @@ typedef struct SDL_GPUTransferBufferCreateInfo
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/* Pipeline state structures */
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/**
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* A structure specifying the parameters of the graphics pipeline rasterizer state.
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* A structure specifying the parameters of the graphics pipeline rasterizer
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* state.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1384,7 +1394,8 @@ typedef struct SDL_GPURasterizerState
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} SDL_GPURasterizerState;
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/**
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* A structure specifying the parameters of the graphics pipeline multisample state.
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* A structure specifying the parameters of the graphics pipeline multisample
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* state.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1397,7 +1408,8 @@ typedef struct SDL_GPUMultisampleState
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} SDL_GPUMultisampleState;
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/**
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* A structure specifying the parameters of the graphics pipeline depth stencil state.
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* A structure specifying the parameters of the graphics pipeline depth
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* stencil state.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1419,7 +1431,8 @@ typedef struct SDL_GPUDepthStencilState
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} SDL_GPUDepthStencilState;
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/**
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* A structure specifying the parameters of color targets used in a graphics pipeline.
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* A structure specifying the parameters of color targets used in a graphics
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* pipeline.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1432,7 +1445,8 @@ typedef struct SDL_GPUColorTargetDescription
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} SDL_GPUColorTargetDescription;
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/**
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* A structure specifying the descriptions of render targets used in a graphics pipeline.
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* A structure specifying the descriptions of render targets used in a
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* graphics pipeline.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1496,18 +1510,24 @@ typedef struct SDL_GPUComputePipelineCreateInfo
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} SDL_GPUComputePipelineCreateInfo;
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/**
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* A structure specifying the parameters of a color target used by a render pass.
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* A structure specifying the parameters of a color target used by a render
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* pass.
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*
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* The load_op field determines what is done with the texture at the beginning of the render pass.
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* The load_op field determines what is done with the texture at the beginning
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* of the render pass.
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*
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* - LOAD: Loads the data currently in the texture.
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* - CLEAR: Clears the texture to a single color.
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* - DONT_CARE: The driver will do whatever it wants with the texture memory. This is a good option if you know that every single pixel will be touched in the render pass.
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* - DONT_CARE: The driver will do whatever it wants with the texture memory.
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* This is a good option if you know that every single pixel will be touched
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* in the render pass.
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*
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* The store_op field determines what is done with the color results of the render pass.
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* The store_op field determines what is done with the color results of the
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* render pass.
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*
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* - STORE: Stores the results of the render pass in the texture.
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* - DONT_CARE: The driver will do whatever it wants with the texture memory. This is often a good option for depth/stencil textures.
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* - DONT_CARE: The driver will do whatever it wants with the texture memory.
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* This is often a good option for depth/stencil textures.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1528,29 +1548,42 @@ typedef struct SDL_GPUColorTargetInfo
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} SDL_GPUColorTargetInfo;
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/**
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* A structure specifying the parameters of a depth-stencil target used by a render pass.
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* A structure specifying the parameters of a depth-stencil target used by a
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* render pass.
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*
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* The load_op field determines what is done with the depth contents of the texture at the beginning of the render pass.
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* The load_op field determines what is done with the depth contents of the
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* texture at the beginning of the render pass.
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*
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* - LOAD: Loads the depth values currently in the texture.
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* - CLEAR: Clears the texture to a single depth.
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* - DONT_CARE: The driver will do whatever it wants with the memory. This is a good option if you know that every single pixel will be touched in the render pass.
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* - DONT_CARE: The driver will do whatever it wants with the memory. This is
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* a good option if you know that every single pixel will be touched in the
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* render pass.
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*
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* The store_op field determines what is done with the depth results of the render pass.
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* The store_op field determines what is done with the depth results of the
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* render pass.
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*
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* - STORE: Stores the depth results in the texture.
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* - DONT_CARE: The driver will do whatever it wants with the depth results. This is often a good option for depth/stencil textures that don't need to be reused again.
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* - DONT_CARE: The driver will do whatever it wants with the depth results.
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* This is often a good option for depth/stencil textures that don't need to
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* be reused again.
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*
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* The stencil_load_op field determines what is done with the stencil contents of the texture at the beginning of the render pass.
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* The stencil_load_op field determines what is done with the stencil contents
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* of the texture at the beginning of the render pass.
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*
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* - LOAD: Loads the stencil values currently in the texture.
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* - CLEAR: Clears the stencil values to a single value.
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* - DONT_CARE: The driver will do whatever it wants with the memory. This is a good option if you know that every single pixel will be touched in the render pass.
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* - DONT_CARE: The driver will do whatever it wants with the memory. This is
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* a good option if you know that every single pixel will be touched in the
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* render pass.
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*
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* The stencil_store_op field determines what is done with the stencil results of the render pass.
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* The stencil_store_op field determines what is done with the stencil results
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* of the render pass.
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*
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* - STORE: Stores the stencil results in the texture.
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* - DONT_CARE: The driver will do whatever it wants with the stencil results. This is often a good option for depth/stencil textures that don't need to be reused again.
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* - DONT_CARE: The driver will do whatever it wants with the stencil results.
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* This is often a good option for depth/stencil textures that don't need to
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* be reused again.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1601,7 +1634,8 @@ typedef struct SDL_GPUTextureSamplerBinding
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} SDL_GPUTextureSamplerBinding;
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/**
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* A structure specifying parameters related to binding buffers in a compute pass.
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* A structure specifying parameters related to binding buffers in a compute
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* pass.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -1617,7 +1651,8 @@ typedef struct SDL_GPUStorageBufferWriteOnlyBinding
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} SDL_GPUStorageBufferWriteOnlyBinding;
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/**
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* A structure specifying parameters related to binding textures in a compute pass.
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* A structure specifying parameters related to binding textures in a compute
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* pass.
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*
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* \since This struct is available since SDL 3.0.0
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*
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@ -2818,7 +2853,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
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*
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* \param device a GPU context.
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* \param transfer_buffer a transfer buffer.
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* \param cycle if SDL_TRUE, cycles the transfer buffer if it is already bound.
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* \param cycle if SDL_TRUE, cycles the transfer buffer if it is already
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* bound.
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* \returns the address of the mapped transfer buffer memory.
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*
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* \since This function is available since SDL 3.0.0.
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@ -2891,8 +2927,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
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* \param copy_pass a copy pass handle.
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* \param source the source transfer buffer with offset.
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* \param destination the destination buffer with offset and size.
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* \param cycle if SDL_TRUE, cycles the buffer if it is already bound, otherwise
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* overwrites the data.
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* \param cycle if SDL_TRUE, cycles the buffer if it is already bound,
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* otherwise overwrites the data.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@ -2940,8 +2976,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
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* \param source the buffer and offset to copy from.
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* \param destination the buffer and offset to copy to.
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* \param size the length of the buffer to copy.
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* \param cycle if SDL_TRUE, cycles the destination buffer if it is already bound,
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* otherwise overwrites the data.
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* \param cycle if SDL_TRUE, cycles the destination buffer if it is already
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* bound, otherwise overwrites the data.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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