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Sync SDL3 wiki -> header
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@@ -2970,19 +2970,20 @@ extern SDL_DECLSPEC SDL_GPURenderState * SDLCALL SDL_CreateGPURenderState(SDL_Re
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/**
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* Set sampler bindings variables in a custom GPU render state.
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*
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* The data is copied and will be binded using
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* SDL_BindGPUFragmentSamplers() during draw call execution.
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* The data is copied and will be binded using SDL_BindGPUFragmentSamplers()
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* during draw call execution.
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*
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* \param state the state to modify.
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* \param num_sampler_bindings The number of additional fragment samplers to bind
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* \param sampler_bindings Additional fragment samplers to bind
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* \param num_sampler_bindings The number of additional fragment samplers to
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* bind.
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* \param sampler_bindings Additional fragment samplers to bind.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should be called on the thread that created the
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* renderer.
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*
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* \since This function is available since SDL 3.4.x.
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* \since This function is available since SDL 3.6.0.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateSamplerBindings(SDL_GPURenderState *state, int num_sampler_bindings, const SDL_GPUTextureSamplerBinding *sampler_bindings);
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@@ -2993,15 +2994,15 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateSamplerBindings(SDL_GPURen
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* SDL_BindGPUFragmentStorageTextures() during draw call execution.
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*
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* \param state the state to modify.
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* \param num_storage_textures The number of storage textures to bind
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* \param storage_textures Storage textures to bind
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* \param num_storage_textures The number of storage textures to bind.
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* \param storage_textures Storage textures to bind.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should be called on the thread that created the
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* renderer.
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*
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* \since This function is available since SDL 3.4.x.
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* \since This function is available since SDL 3.6.0.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateStorageTextures(SDL_GPURenderState *state, int num_storage_textures, SDL_GPUTexture *const *storage_textures);
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@@ -3012,15 +3013,15 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateStorageTextures(SDL_GPURen
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* SDL_BindGPUFragmentStorageBuffers() during draw call execution.
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*
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* \param state the state to modify.
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* \param num_storage_buffers The number of storage buffers to bind
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* \param storage_buffers Storage buffers to bind
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* \param num_storage_buffers The number of storage buffers to bind.
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* \param storage_buffers Storage buffers to bind.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should be called on the thread that created the
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* renderer.
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*
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* \since This function is available since SDL 3.4.x.
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* \since This function is available since SDL 3.6.0.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateStorageBuffers(SDL_GPURenderState *state, int num_storage_buffers, SDL_GPUBuffer *const *storage_buffers);
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@@ -4684,7 +4684,7 @@ extern SDL_DECLSPEC float SDLCALL SDL_atanf(float x);
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*
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* Domain: `-INF <= x <= INF`, `-INF <= y <= INF`
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*
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* Range: `-Pi <= y <= Pi`
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* Range: `-Pi <= z <= Pi`
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*
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* This function operates on double-precision floating point values, use
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* SDL_atan2f for single-precision floats.
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@@ -4698,8 +4698,8 @@ extern SDL_DECLSPEC float SDLCALL SDL_atanf(float x);
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*
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* \param y floating point value of the numerator (y coordinate).
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* \param x floating point value of the denominator (x coordinate).
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* \returns arc tangent of of `y / x` in radians, or, if `x = 0`, either
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* `-Pi/2`, `0`, or `Pi/2`, depending on the value of `y`.
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* \returns arc tangent of `y / x` in radians, or, if `x = 0`, either `-Pi/2`,
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* `0`, or `Pi/2`, depending on the value of `y`.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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