diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 27259c0b4b..b3ff20221c 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -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;