diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 2db3a720c9..f0f847b056 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -2245,9 +2245,11 @@ extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUD * - [[texture]]: Sampled textures, followed by read-only storage textures, * followed by read-write storage textures * - * There are optional properties that can be provided through `props`. These are the supported properties: + * There are optional properties that can be provided through `props`. These + * are the supported properties: * - * - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be displayed in debugging tools. + * - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be + * displayed in debugging tools. * * \param device a GPU Context. * \param createinfo a struct describing the state of the compute pipeline to @@ -2269,9 +2271,11 @@ extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline /** * Creates a pipeline object to be used in a graphics workflow. * - * There are optional properties that can be provided through `props`. These are the supported properties: + * There are optional properties that can be provided through `props`. These + * are the supported properties: * - * - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be displayed in debugging tools. + * - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be + * displayed in debugging tools. * * \param device a GPU Context. * \param createinfo a struct describing the state of the graphics pipeline to @@ -2295,9 +2299,11 @@ extern SDL_DECLSPEC SDL_GPUGraphicsPipeline *SDLCALL SDL_CreateGPUGraphicsPipeli * Creates a sampler object to be used when binding textures in a graphics * workflow. * - * There are optional properties that can be provided through `props`. These are the supported properties: + * There are optional properties that can be provided through `props`. These + * are the supported properties: * - * - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools. + * - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed + * in debugging tools. * * \param device a GPU Context. * \param createinfo a struct describing the state of the sampler to create. @@ -2373,9 +2379,11 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler( * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with * SDL_CreateGPUDeviceWithProperties(). * - * There are optional properties that can be provided through `props`. These are the supported properties: + * There are optional properties that can be provided through `props`. These + * are the supported properties: * - * - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools. + * - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in + * debugging tools. * * \param device a GPU Context. * \param createinfo a struct describing the state of the shader to create. @@ -2430,7 +2438,8 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader( * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12 * only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, * clear the texture to a stencil of this value. Defaults to zero. - * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed in debugging tools. + * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed + * in debugging tools. * * \param device a GPU Context. * \param createinfo a struct describing the state of the texture to create. @@ -2476,9 +2485,11 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture( * [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/) * . * - * There are optional properties that can be provided through `props`. These are the supported properties: + * There are optional properties that can be provided through `props`. These + * are the supported properties: * - * - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools. + * - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in + * debugging tools. * * \param device a GPU Context. * \param createinfo a struct describing the state of the buffer to create. @@ -2513,9 +2524,11 @@ extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer( * Download buffers can be particularly expensive to create, so it is good * practice to reuse them if data will be downloaded regularly. * - * There are optional properties that can be provided through `props`. These are the supported properties: + * There are optional properties that can be provided through `props`. These + * are the supported properties: * - * - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools. + * - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be + * displayed in debugging tools. * * \param device a GPU Context. * \param createinfo a struct describing the state of the transfer buffer to @@ -2542,13 +2555,15 @@ extern SDL_DECLSPEC SDL_GPUTransferBuffer *SDLCALL SDL_CreateGPUTransferBuffer( /** * Sets an arbitrary string constant to label a buffer. * - * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with SDL_CreateGPUBuffer instead of this function to avoid thread safety issues. + * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with + * SDL_CreateGPUBuffer instead of this function to avoid thread safety issues. * * \param device a GPU Context. * \param buffer a buffer to attach the name to. * \param text a UTF-8 string constant to mark as the name of the buffer. * - * \threadsafety This function is not thread safe, you must make sure the buffer is not simultaneously used by any other thread. + * \threadsafety This function is not thread safe, you must make sure the + * buffer is not simultaneously used by any other thread. * * \since This function is available since SDL 3.1.3. * @@ -2562,13 +2577,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName( /** * Sets an arbitrary string constant to label a texture. * - * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with SDL_CreateGPUTexture instead of this function to avoid thread safety issues. + * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with + * SDL_CreateGPUTexture instead of this function to avoid thread safety + * issues. * * \param device a GPU Context. * \param texture a texture to attach the name to. * \param text a UTF-8 string constant to mark as the name of the texture. * - * \threadsafety This function is not thread safe, you must make sure the texture is not simultaneously used by any other thread. + * \threadsafety This function is not thread safe, you must make sure the + * texture is not simultaneously used by any other thread. * * \since This function is available since SDL 3.1.3. *