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GPU: Note buffer alignment requirements
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@@ -2494,6 +2494,9 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
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* Note that certain combinations of usage flags are invalid. For example, a
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* buffer cannot have both the VERTEX and INDEX flags.
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*
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* If you use a STORAGE flag, the data in the buffer must respect std140 layout conventions.
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* In practical terms this means you must ensure that vec3 and vec4 fields are 16-byte aligned.
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*
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* For better understanding of underlying concepts and memory management with
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* SDL GPU API, you may refer
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* [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/)
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@@ -2796,6 +2799,9 @@ extern SDL_DECLSPEC SDL_GPUCommandBuffer *SDLCALL SDL_AcquireGPUCommandBuffer(
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*
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* Subsequent draw calls will use this uniform data.
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*
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* The data being pushed must respect std140 layout conventions.
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* In practical terms this means you must ensure that vec3 and vec4 fields are 16-byte aligned.
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*
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* \param command_buffer a command buffer.
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* \param slot_index the vertex uniform slot to push data to.
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* \param data client data to write.
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@@ -2835,6 +2841,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
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* Pushes data to a uniform slot on the command buffer.
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*
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* Subsequent draw calls will use this uniform data.
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* The data being pushed must respect std140 layout conventions.
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* In practical terms this means you must ensure that vec3 and vec4 fields are 16-byte aligned.
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*
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* \param command_buffer a command buffer.
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* \param slot_index the uniform slot to push data to.
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