Sync SDL3 wiki -> header

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SDL Wiki Bot
2025-10-02 16:25:57 +00:00
parent e66f7efa2f
commit 352246cbb0

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@@ -292,7 +292,8 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window
* *
* With the SDL GPU renderer (since SDL 3.4.0): * With the SDL GPU renderer (since SDL 3.4.0):
* *
* - `SDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER`: the device to use with the renderer, optional. * - `SDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER`: the device to use with the
* renderer, optional.
* - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN`: the app is able to * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN`: the app is able to
* provide SPIR-V shaders to SDL_GPURenderState, optional. * provide SPIR-V shaders to SDL_GPURenderState, optional.
* - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN`: the app is able to * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN`: the app is able to
@@ -350,16 +351,26 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_
/** /**
* Create a 2D GPU rendering context. * Create a 2D GPU rendering context.
* *
* The GPU device to use is passed in as a parameter. If this is NULL, then a device will be created normally and can be retrieved using SDL_GetGPURendererDevice(). * The GPU device to use is passed in as a parameter. If this is NULL, then a
* device will be created normally and can be retrieved using
* SDL_GetGPURendererDevice().
* *
* The window to use is passed in as a parameter. If this is NULL, then this will become an offscreen renderer. In that case, you should call SDL_SetRenderTarget() to setup rendering to a texture, and then call SDL_RenderPresent() normally to complete drawing a frame. * The window to use is passed in as a parameter. If this is NULL, then this
* will become an offscreen renderer. In that case, you should call
* SDL_SetRenderTarget() to setup rendering to a texture, and then call
* SDL_RenderPresent() normally to complete drawing a frame.
* *
* \param device the GPU device to use with the renderer, or NULL to create a device. * \param device the GPU device to use with the renderer, or NULL to create a
* \param window the window where rendering is displayed, or NULL to create an offscreen renderer. * device.
* \param window the window where rendering is displayed, or NULL to create an
* offscreen renderer.
* \returns a valid rendering context or NULL if there was an error; call * \returns a valid rendering context or NULL if there was an error; call
* SDL_GetError() for more information. * SDL_GetError() for more information.
* *
* \threadsafety If this function is called with a valid GPU device, it should be called on the thread that created the device. If this function is called with a valid window, it should be called on the thread that created the window. * \threadsafety If this function is called with a valid GPU device, it should
* be called on the thread that created the device. If this
* function is called with a valid window, it should be called
* on the thread that created the window.
* *
* \since This function is available since SDL 3.4.0. * \since This function is available since SDL 3.4.0.
* *
@@ -375,7 +386,8 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateGPURenderer(SDL_GPUDevice *
* Return the GPU device used by a renderer. * Return the GPU device used by a renderer.
* *
* \param renderer the rendering context. * \param renderer the rendering context.
* \returns the GPU device used by the renderer, or NULL if the renderer is not a GPU renderer; call SDL_GetError() for more information. * \returns the GPU device used by the renderer, or NULL if the renderer is
* not a GPU renderer; call SDL_GetError() for more information.
* *
* \threadsafety It is safe to call this function from any thread. * \threadsafety It is safe to call this function from any thread.
* *