Sync SDL3 wiki -> header

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SDL Wiki Bot 2024-09-07 15:30:40 +00:00
parent 68a9991ec9
commit e9c7b36fbd
1 changed files with 77 additions and 41 deletions

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