Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot 2024-09-06 23:39:48 +00:00
parent 9730f62e8c
commit f42da35ef9
1 changed files with 37 additions and 31 deletions

View File

@ -751,7 +751,8 @@ typedef enum SDL_GPUStencilOp
} SDL_GPUStencilOp;
/**
* Specifies the operator to be used when pixels in a render target are blended with existing pixels in the texture.
* Specifies the operator to be used when pixels in a render target 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.
@ -770,7 +771,8 @@ typedef enum SDL_GPUBlendOp
} SDL_GPUBlendOp;
/**
* Specifies a blending factor to be used when pixels in a render target are blended with existing pixels in the texture.
* Specifies a blending factor to be used when pixels in a render target 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.
@ -1411,7 +1413,7 @@ typedef struct SDL_GPUStorageTextureWriteOnlyBinding
* Creates a GPU context.
*
* \param format_flags a bitflag indicating which shader formats the app is
* able to provide.
* able to provide.
* \param debug_mode enable debug mode properties and validations.
* \param name the preferred GPU driver, or NULL to let SDL pick the optimal
* driver.
@ -1540,7 +1542,8 @@ extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device
* textures
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the compute pipeline to create.
* \param createinfo a struct describing the state of the compute pipeline to
* create.
* \returns a compute pipeline object on success, or NULL on failure.
*
* \since This function is available since SDL 3.0.0.
@ -1556,7 +1559,8 @@ extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline
* Creates a pipeline object to be used in a graphics workflow.
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the graphics pipeline to create.
* \param createinfo a struct describing the state of the graphics pipeline to
* create.
* \returns a graphics pipeline object on success, or NULL on failure.
*
* \since This function is available since SDL 3.0.0.
@ -1727,7 +1731,8 @@ extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
* graphics resources.
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the transfer buffer to create.
* \param createinfo a struct describing the state of the transfer buffer to
* create.
* \returns a transfer buffer on success, or NULL on failure.
*
* \since This function is available since SDL 3.0.0.
@ -2074,12 +2079,12 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
*
* \param command_buffer a command buffer.
* \param color_target_infos an array of texture subresources with
* corresponding clear values and load/store ops.
* corresponding clear values and load/store ops.
* \param num_color_targets the number of color targets in the
* color_target_infos array.
* color_target_infos array.
* \param depth_stencil_target_info a texture subresource with corresponding
* clear value and load/store ops, may be
* NULL.
* clear value and load/store ops, may be
* NULL.
* \returns a render pass handle.
*
* \since This function is available since SDL 3.0.0.
@ -2164,7 +2169,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
* \param render_pass a render pass handle.
* \param first_binding the starting bind point for the vertex buffers.
* \param bindings an array of SDL_GPUBufferBinding structs containing vertex
* buffers and offset values.
* buffers and offset values.
* \param num_bindings the number of bindings in the bindings array.
*
* \since This function is available since SDL 3.0.0.
@ -2180,10 +2185,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers(
* calls.
*
* \param render_pass a render pass handle.
* \param binding a pointer to a struct containing an index buffer and
* offset.
* \param binding a pointer to a struct containing an index buffer and offset.
* \param index_element_size whether the index values in the buffer are 16- or
* 32-bit.
* 32-bit.
*
* \since This function is available since SDL 3.0.0.
*/
@ -2199,7 +2203,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
*
* \param render_pass a render pass handle.
* \param first_slot the vertex sampler slot to begin binding from.
* \param texture_sampler_bindings an array of texture-sampler binding structs.
* \param texture_sampler_bindings an array of texture-sampler binding
* structs.
* \param num_bindings the number of texture-sampler pairs to bind from the
* array.
*
@ -2256,7 +2261,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
*
* \param render_pass a render pass handle.
* \param first_slot the fragment sampler slot to begin binding from.
* \param texture_sampler_bindings an array of texture-sampler binding structs.
* \param texture_sampler_bindings an array of texture-sampler binding
* structs.
* \param num_bindings the number of texture-sampler pairs to bind from the
* array.
*
@ -2324,7 +2330,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
* \param num_instances the number of instances to draw.
* \param first_index the starting index within the index buffer.
* \param vertex_offset value added to vertex index before indexing into the
* vertex buffer.
* vertex buffer.
* \param first_instance the ID of the first instance to draw.
*
* \since This function is available since SDL 3.0.0.
@ -2372,8 +2378,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
* \param render_pass a render pass handle.
* \param buffer a buffer containing draw parameters.
* \param offset the offset to start reading from the draw buffer.
* \param draw_count the number of draw parameter sets that should be read from
* the draw buffer.
* \param draw_count the number of draw parameter sets that should be read
* from the draw buffer.
* \param pitch the byte pitch between sets of draw parameters.
*
* \since This function is available since SDL 3.0.0.
@ -2396,8 +2402,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
* \param render_pass a render pass handle.
* \param buffer a buffer containing draw parameters.
* \param offset the offset to start reading from the draw buffer.
* \param draw_count the number of draw parameter sets that should be read from
* the draw buffer.
* \param draw_count the number of draw parameter sets that should be read
* from the draw buffer.
* \param pitch the byte pitch between sets of draw parameters.
*
* \since This function is available since SDL 3.0.0.
@ -2441,14 +2447,14 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
* you can safely access the data.
*
* \param command_buffer a command buffer.
* \param storage_texture_bindings an array of writeable storage texture binding
* structs.
* \param storage_texture_bindings an array of writeable storage texture
* binding structs.
* \param num_storage_texture_bindings the number of storage textures to bind
* from the array.
* from the array.
* \param storage_buffer_bindings an array of writeable storage buffer binding
* structs.
* \param num_storage_buffer_bindings the number of storage buffers to bind from
* the array.
* structs.
* \param num_storage_buffer_bindings the number of storage buffers to bind
* from the array.
* \returns a compute pass handle.
*
* \since This function is available since SDL 3.0.0.
@ -2524,11 +2530,11 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
*
* \param compute_pass a compute pass handle.
* \param groupcount_x number of local workgroups to dispatch in the X
* dimension.
* dimension.
* \param groupcount_y number of local workgroups to dispatch in the Y
* dimension.
* dimension.
* \param groupcount_z number of local workgroups to dispatch in the Z
* dimension.
* dimension.
*
* \since This function is available since SDL 3.0.0.
*/
@ -3012,7 +3018,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUIdle(
*
* \param device a GPU context.
* \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all
* fences to be signaled.
* fences to be signaled.
* \param fences an array of fences to wait on.
* \param num_fences the number of fences in the fences array.
*