Fixed device creation property documentation formatting

This commit is contained in:
Sam Lantinga
2024-08-29 16:23:47 -07:00
parent b8e7ef27f3
commit 3046335f28

View File

@@ -949,28 +949,30 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
* These are the supported properties:
*
* - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL`: enable debug mode properties
* and validations, default is true
* and validations, defaults to SDL_TRUE.
* - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL`: enable to prefer energy
* efficiency over maximum GPU performance
* efficiency over maximum GPU performance, defaults to SDL_FALSE.
* - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to
* use, if a specific one is desired
* use, if a specific one is desired.
*
* These are the current shader format properties:
*
* `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL`: The app is able to provide
* shaders for an NDA platform `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL`:
* The app is able to provide SPIR-V shaders if applicable
* `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL`: The app is able to provide
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL`: The app is able to provide
* shaders for an NDA platform.
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL`:
* The app is able to provide SPIR-V shaders if applicable.
* - SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL`: The app is able to provide
* DXBC shaders if applicable `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL`:
* The app is able to provide DXIL shaders if applicable
* `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL`: The app is able to provide
* MSL shaders if applicable
* `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL`: The app is able to
* provide Metal shader libraries if applicable
* The app is able to provide DXIL shaders if applicable.
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL`: The app is able to provide
* MSL shaders if applicable.
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL`: The app is able to
* provide Metal shader libraries if applicable.
*
* With the D3D12 renderer: -
* `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to use
* for all vertex semantics, default is "TEXCOORD"
* With the D3D12 renderer:
*
* - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to use
* for all vertex semantics, default is "TEXCOORD".
*
* \param props the properties to use.
* \returns a GPU context on success or NULL on failure.