include/SDL_gpu: fix bool members documentation indentation

This commit is contained in:
Anonymous Maarten
2025-05-30 16:34:34 +02:00
parent a26e5f32e0
commit 520d73ae57

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@@ -1469,7 +1469,7 @@ typedef struct SDL_GPUTextureRegion
*/
typedef struct SDL_GPUBlitRegion
{
SDL_GPUTexture *texture; /**< The texture. */
SDL_GPUTexture *texture; /**< The texture. */
Uint32 mip_level; /**< The mip level index of the region. */
Uint32 layer_or_depth_plane; /**< The layer index or depth plane of the region. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
Uint32 x; /**< The left offset of the region. */
@@ -1598,8 +1598,8 @@ typedef struct SDL_GPUSamplerCreateInfo
SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */
float min_lod; /**< Clamps the minimum of the computed LOD value. */
float max_lod; /**< Clamps the maximum of the computed LOD value. */
bool enable_anisotropy; /**< true to enable anisotropic filtering. */
bool enable_compare; /**< true to enable comparison against a reference value during lookups. */
bool enable_anisotropy; /**< true to enable anisotropic filtering. */
bool enable_compare; /**< true to enable comparison against a reference value during lookups. */
Uint8 padding1;
Uint8 padding2;
@@ -1704,8 +1704,8 @@ typedef struct SDL_GPUColorTargetBlendState
SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */
SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */
SDL_GPUColorComponentFlags color_write_mask; /**< A bitmask specifying which of the RGBA components are enabled for writing. Writes to all channels if enable_color_write_mask is false. */
bool enable_blend; /**< Whether blending is enabled for the color target. */
bool enable_color_write_mask; /**< Whether the color write mask is enabled. */
bool enable_blend; /**< Whether blending is enabled for the color target. */
bool enable_color_write_mask; /**< Whether the color write mask is enabled. */
Uint8 padding1;
Uint8 padding2;
} SDL_GPUColorTargetBlendState;
@@ -1824,8 +1824,8 @@ typedef struct SDL_GPURasterizerState
float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */
float depth_bias_clamp; /**< The maximum depth bias of a fragment. */
float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */
bool enable_depth_bias; /**< true to bias fragment depth values. */
bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */
bool enable_depth_bias; /**< true to bias fragment depth values. */
bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */
Uint8 padding1;
Uint8 padding2;
} SDL_GPURasterizerState;
@@ -1842,7 +1842,7 @@ typedef struct SDL_GPUMultisampleState
{
SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */
Uint32 sample_mask; /**< Reserved for future use. Must be set to 0. */
bool enable_mask; /**< Reserved for future use. Must be set to false. */
bool enable_mask; /**< Reserved for future use. Must be set to false. */
bool enable_alpha_to_coverage; /**< true enables the alpha-to-coverage feature. */
Uint8 padding2;
Uint8 padding3;
@@ -1863,9 +1863,9 @@ typedef struct SDL_GPUDepthStencilState
SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */
Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */
Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */
bool enable_depth_test; /**< true enables the depth test. */
bool enable_depth_write; /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */
bool enable_stencil_test; /**< true enables the stencil test. */
bool enable_depth_test; /**< true enables the depth test. */
bool enable_depth_write; /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */
bool enable_stencil_test; /**< true enables the stencil test. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
@@ -1900,7 +1900,7 @@ typedef struct SDL_GPUGraphicsPipelineTargetInfo
const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */
Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */
SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */
bool has_depth_stencil_target; /**< true specifies that the pipeline uses a depth-stencil target. */
bool has_depth_stencil_target; /**< true specifies that the pipeline uses a depth-stencil target. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
@@ -2007,8 +2007,8 @@ typedef struct SDL_GPUColorTargetInfo
SDL_GPUTexture *resolve_texture; /**< The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used. */
Uint32 resolve_mip_level; /**< The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
Uint32 resolve_layer; /**< The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */
bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */
bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
Uint8 padding1;
Uint8 padding2;
} SDL_GPUColorTargetInfo;
@@ -2065,7 +2065,7 @@ typedef struct SDL_GPUDepthStencilTargetInfo
SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
Uint8 clear_stencil; /**< The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
Uint8 padding1;
Uint8 padding2;
@@ -2085,7 +2085,7 @@ typedef struct SDL_GPUBlitInfo {
SDL_FColor clear_color; /**< The color to clear the destination region to before the blit. Ignored if load_op is not SDL_GPU_LOADOP_CLEAR. */
SDL_FlipMode flip_mode; /**< The flip mode for the source region. */
SDL_GPUFilter filter; /**< The filter mode used when blitting. */
bool cycle; /**< true cycles the destination texture if it is already bound. */
bool cycle; /**< true cycles the destination texture if it is already bound. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;