Sync SDL3 wiki -> header

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SDL Wiki Bot 2024-09-16 17:19:42 +00:00
parent 9416917353
commit fd1fcfc951
1 changed files with 11 additions and 8 deletions

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@ -1511,16 +1511,19 @@ typedef struct SDL_GPUComputePipelineCreateInfo
* 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. Not recommended
* for multisample textures as it requires significant memory bandwidth.
* - STORE: Stores the results of the render pass in the texture. Not
* recommended for multisample textures as it requires significant memory
* bandwidth.
* - DONT_CARE: The driver will do whatever it wants with the texture memory.
* This is often a good option for depth/stencil textures.
* - RESOLVE: Resolves a multisample texture into resolve_texture, which must have
* a sample count of 1. Then the driver may discard the multisample texture memory.
* This is the most performant method of resolving a multisample target.
* - RESOLVE_AND_STORE: Resolves a multisample texture into the resolve_texture,
* which must have a sample count of 1. Then the driver stores the multisample
* texture's contents. Not recommended as it requires significant memory bandwidth.
* - RESOLVE: Resolves a multisample texture into resolve_texture, which must
* have a sample count of 1. Then the driver may discard the multisample
* texture memory. This is the most performant method of resolving a
* multisample target.
* - RESOLVE_AND_STORE: Resolves a multisample texture into the
* resolve_texture, which must have a sample count of 1. Then the driver
* stores the multisample texture's contents. Not recommended as it requires
* significant memory bandwidth.
*
* \since This struct is available since SDL 3.0.0
*