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Sync SDL3 wiki -> header
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@@ -292,7 +292,8 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window
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*
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*
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* With the SDL GPU renderer (since SDL 3.4.0):
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* With the SDL GPU renderer (since SDL 3.4.0):
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*
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*
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* - `SDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER`: the device to use with the renderer, optional.
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* - `SDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER`: the device to use with the
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* renderer, optional.
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* - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN`: the app is able to
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* - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN`: the app is able to
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* provide SPIR-V shaders to SDL_GPURenderState, optional.
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* provide SPIR-V shaders to SDL_GPURenderState, optional.
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* - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN`: the app is able to
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* - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN`: the app is able to
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@@ -350,16 +351,26 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_
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/**
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/**
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* Create a 2D GPU rendering context.
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* Create a 2D GPU rendering context.
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*
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*
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* 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().
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* The GPU device to use is passed in as a parameter. If this is NULL, then a
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* device will be created normally and can be retrieved using
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* SDL_GetGPURendererDevice().
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*
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*
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* 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.
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* The window to use is passed in as a parameter. If this is NULL, then this
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* will become an offscreen renderer. In that case, you should call
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* SDL_SetRenderTarget() to setup rendering to a texture, and then call
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* SDL_RenderPresent() normally to complete drawing a frame.
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*
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*
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* \param device the GPU device to use with the renderer, or NULL to create a device.
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* \param device the GPU device to use with the renderer, or NULL to create a
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* \param window the window where rendering is displayed, or NULL to create an offscreen renderer.
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* device.
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* \param window the window where rendering is displayed, or NULL to create an
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* offscreen renderer.
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* \returns a valid rendering context or NULL if there was an error; call
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* \returns a valid rendering context or NULL if there was an error; call
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* SDL_GetError() for more information.
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* SDL_GetError() for more information.
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*
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*
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* \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.
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* \threadsafety If this function is called with a valid GPU device, it should
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* be called on the thread that created the device. If this
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* function is called with a valid window, it should be called
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* on the thread that created the window.
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*
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*
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* \since This function is available since SDL 3.4.0.
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* \since This function is available since SDL 3.4.0.
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*
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*
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@@ -375,7 +386,8 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateGPURenderer(SDL_GPUDevice *
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* Return the GPU device used by a renderer.
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* Return the GPU device used by a renderer.
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*
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*
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* \param renderer the rendering context.
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* \param renderer the rendering context.
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* \returns the GPU device used by the renderer, or NULL if the renderer is not a GPU renderer; call SDL_GetError() for more information.
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* \returns the GPU device used by the renderer, or NULL if the renderer is
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* not a GPU renderer; call SDL_GetError() for more information.
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*
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*
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* \threadsafety It is safe to call this function from any thread.
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* \threadsafety It is safe to call this function from any thread.
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*
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*
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