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