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Sync SDL3 wiki -> header
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@ -751,7 +751,8 @@ typedef enum SDL_GPUStencilOp
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} SDL_GPUStencilOp;
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/**
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* Specifies the operator to be used when pixels in a render target are blended with existing pixels in the texture.
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* Specifies the operator to be used when pixels in a render target are
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* blended with existing pixels in the texture.
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*
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* The source color is the value written by the fragment shader. The
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* destination color is the value currently existing in the texture.
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@ -770,7 +771,8 @@ typedef enum SDL_GPUBlendOp
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} SDL_GPUBlendOp;
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/**
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* Specifies a blending factor to be used when pixels in a render target are blended with existing pixels in the texture.
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* Specifies a blending factor to be used when pixels in a render target are
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* blended with existing pixels in the texture.
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*
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* The source color is the value written by the fragment shader. The
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* destination color is the value currently existing in the texture.
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@ -1411,7 +1413,7 @@ typedef struct SDL_GPUStorageTextureWriteOnlyBinding
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* Creates a GPU context.
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*
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* \param format_flags a bitflag indicating which shader formats the app is
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* able to provide.
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* able to provide.
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* \param debug_mode enable debug mode properties and validations.
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* \param name the preferred GPU driver, or NULL to let SDL pick the optimal
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* driver.
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@ -1540,7 +1542,8 @@ extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device
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* textures
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*
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the compute pipeline to create.
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* \param createinfo a struct describing the state of the compute pipeline to
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* create.
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* \returns a compute pipeline object on success, or NULL on failure.
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*
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* \since This function is available since SDL 3.0.0.
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@ -1556,7 +1559,8 @@ extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline
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* Creates a pipeline object to be used in a graphics workflow.
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*
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the graphics pipeline to create.
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* \param createinfo a struct describing the state of the graphics pipeline to
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* create.
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* \returns a graphics pipeline object on success, or NULL on failure.
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*
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* \since This function is available since SDL 3.0.0.
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@ -1727,7 +1731,8 @@ extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
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* graphics resources.
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*
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the transfer buffer to create.
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* \param createinfo a struct describing the state of the transfer buffer to
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* create.
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* \returns a transfer buffer on success, or NULL on failure.
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*
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* \since This function is available since SDL 3.0.0.
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@ -2074,12 +2079,12 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
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*
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* \param command_buffer a command buffer.
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* \param color_target_infos an array of texture subresources with
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* corresponding clear values and load/store ops.
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* corresponding clear values and load/store ops.
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* \param num_color_targets the number of color targets in the
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* color_target_infos array.
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* color_target_infos array.
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* \param depth_stencil_target_info a texture subresource with corresponding
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* clear value and load/store ops, may be
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* NULL.
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* clear value and load/store ops, may be
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* NULL.
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* \returns a render pass handle.
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*
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* \since This function is available since SDL 3.0.0.
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@ -2164,7 +2169,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
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* \param render_pass a render pass handle.
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* \param first_binding the starting bind point for the vertex buffers.
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* \param bindings an array of SDL_GPUBufferBinding structs containing vertex
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* buffers and offset values.
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* buffers and offset values.
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* \param num_bindings the number of bindings in the bindings array.
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*
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* \since This function is available since SDL 3.0.0.
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@ -2180,10 +2185,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers(
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* calls.
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*
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* \param render_pass a render pass handle.
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* \param binding a pointer to a struct containing an index buffer and
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* offset.
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* \param binding a pointer to a struct containing an index buffer and offset.
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* \param index_element_size whether the index values in the buffer are 16- or
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* 32-bit.
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* 32-bit.
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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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@ -2199,7 +2203,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
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*
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* \param render_pass a render pass handle.
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* \param first_slot the vertex sampler slot to begin binding from.
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* \param texture_sampler_bindings an array of texture-sampler binding structs.
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* \param texture_sampler_bindings an array of texture-sampler binding
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* structs.
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* \param num_bindings the number of texture-sampler pairs to bind from the
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* array.
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*
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@ -2256,7 +2261,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
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*
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* \param render_pass a render pass handle.
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* \param first_slot the fragment sampler slot to begin binding from.
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* \param texture_sampler_bindings an array of texture-sampler binding structs.
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* \param texture_sampler_bindings an array of texture-sampler binding
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* structs.
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* \param num_bindings the number of texture-sampler pairs to bind from the
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* array.
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*
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@ -2324,7 +2330,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
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* \param num_instances the number of instances to draw.
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* \param first_index the starting index within the index buffer.
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* \param vertex_offset value added to vertex index before indexing into the
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* vertex buffer.
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* vertex buffer.
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* \param first_instance the ID of the first instance to draw.
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*
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* \since This function is available since SDL 3.0.0.
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@ -2372,8 +2378,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
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* \param render_pass a render pass handle.
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* \param buffer a buffer containing draw parameters.
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* \param offset the offset to start reading from the draw buffer.
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* \param draw_count the number of draw parameter sets that should be read from
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* the draw buffer.
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* \param draw_count the number of draw parameter sets that should be read
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* from the draw buffer.
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* \param pitch the byte pitch between sets of draw parameters.
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*
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* \since This function is available since SDL 3.0.0.
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@ -2396,8 +2402,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
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* \param render_pass a render pass handle.
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* \param buffer a buffer containing draw parameters.
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* \param offset the offset to start reading from the draw buffer.
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* \param draw_count the number of draw parameter sets that should be read from
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* the draw buffer.
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* \param draw_count the number of draw parameter sets that should be read
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* from the draw buffer.
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* \param pitch the byte pitch between sets of draw parameters.
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*
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* \since This function is available since SDL 3.0.0.
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@ -2441,14 +2447,14 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
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* you can safely access the data.
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*
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* \param command_buffer a command buffer.
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* \param storage_texture_bindings an array of writeable storage texture binding
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* structs.
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* \param storage_texture_bindings an array of writeable storage texture
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* binding structs.
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* \param num_storage_texture_bindings the number of storage textures to bind
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* from the array.
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* from the array.
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* \param storage_buffer_bindings an array of writeable storage buffer binding
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* structs.
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* \param num_storage_buffer_bindings the number of storage buffers to bind from
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* the array.
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* structs.
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* \param num_storage_buffer_bindings the number of storage buffers to bind
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* from the array.
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* \returns a compute pass handle.
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*
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* \since This function is available since SDL 3.0.0.
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@ -2524,11 +2530,11 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
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*
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* \param compute_pass a compute pass handle.
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* \param groupcount_x number of local workgroups to dispatch in the X
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* dimension.
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* dimension.
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* \param groupcount_y number of local workgroups to dispatch in the Y
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* dimension.
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* dimension.
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* \param groupcount_z number of local workgroups to dispatch in the Z
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* dimension.
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* dimension.
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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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@ -3012,7 +3018,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUIdle(
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*
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* \param device a GPU context.
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* \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all
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* fences to be signaled.
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* fences to be signaled.
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* \param fences an array of fences to wait on.
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* \param num_fences the number of fences in the fences array.
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*
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