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Sync SDL3 wiki -> header
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@@ -2651,9 +2651,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
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* Draws data using bound graphics state and with draw parameters set from a
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* buffer.
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*
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* The buffer must consist of tightly-packed draw parameter sets that
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* each match the the layout of SDL_GPUIndirectDrawCommand.
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* You must not call this function before binding a graphics pipeline.
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* The buffer must consist of tightly-packed draw parameter sets that each
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* match the the layout of SDL_GPUIndirectDrawCommand. You must not call this
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* function before binding a graphics pipeline.
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*
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* \param render_pass a render pass handle.
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* \param buffer a buffer containing draw parameters.
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@@ -2673,9 +2673,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
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* Draws data using bound graphics state with an index buffer enabled and with
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* draw parameters set from a buffer.
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*
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* The buffer must consist of tightly-packed draw parameter sets that
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* each match the the layout of SDL_GPUIndexedIndirectDrawCommand.
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* You must not call this function before binding a graphics pipeline.
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* The buffer must consist of tightly-packed draw parameter sets that each
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* match the the layout of SDL_GPUIndexedIndirectDrawCommand. You must not
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* call this function before binding a graphics pipeline.
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*
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* \param render_pass a render pass handle.
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* \param buffer a buffer containing draw parameters.
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@@ -2843,8 +2843,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
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/**
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* Dispatches compute work with parameters set from a buffer.
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*
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* The buffer layout should match the layout of SDL_GPUIndirectDispatchCommand.
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* You must not call this function before binding a compute pipeline.
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* The buffer layout should match the layout of
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* SDL_GPUIndirectDispatchCommand. You must not call this function before
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* binding a compute pipeline.
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*
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* A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
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* the dispatches write to the same resource region as each other, there is no
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