From 80524ec40eaf79c35588baf162f9940a9837769e Mon Sep 17 00:00:00 2001 From: SDL Wiki Bot Date: Thu, 20 Aug 2026 18:43:35 +0000 Subject: [PATCH] Sync SDL3 wiki -> header [ci skip] --- include/SDL3/SDL_gpu.h | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index d62492e80f..49f097f696 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -2624,7 +2624,7 @@ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGPUDeviceProperties(SDL_GPUD * * --- * - * **SPIR-V** + * **SPIR-V (GLSL)** * * For compute shaders, use: * @@ -2662,23 +2662,23 @@ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGPUDeviceProperties(SDL_GPUD * * ```glsl * // Any samplers come first in Set 0, in SDL bind slot order - * layout(set = 0, binding = 0) sampler2d samplerBoundToSlot0; - * layout(set = 0, binding = 1) sampler2d samplerBoundToSlot1; + * layout(set = 0, binding = 0) uniform sampler2D samplerBoundToSlot0; + * layout(set = 0, binding = 1) uniform sampler2D samplerBoundToSlot1; * // Any read-only storage textures come next in Set 0, in SDL bind slot order - * layout(set = 0, binding = 2) image2d storageTextureBoundToSlot0; - * layout(set = 0, binding = 3) image2d storageTextureBoundToSlot1; + * layout(set = 0, binding = 2) uniform image2D storageTextureBoundToSlot0; + * layout(set = 0, binding = 3) uniform image2D storageTextureBoundToSlot1; * // Any read-only storage buffers come next in Set 0, in SDL bind slot order - * layout(set = 0, binding = 4) buffer storageBufferBoundToSlot0; - * layout(set = 0, binding = 5) buffer storageBufferBoundToSlot1; + * layout(set = 0, binding = 4) buffer storageBufferBoundToSlot0 { ... }; + * layout(set = 0, binding = 5) buffer storageBufferBoundToSlot1 { ... }; * // Any read-write storage textures come first in Set 1, in SDL bind slot order - * layout(set = 1, binding = 0) image2d rwStorageTextureBoundToSlot0; - * layout(set = 1, binding = 1) image2d rwStorageTextureBoundToSlot1; + * layout(set = 1, binding = 0) uniform image2D rwStorageTextureBoundToSlot0; + * layout(set = 1, binding = 1) uniform image2D rwStorageTextureBoundToSlot1; * // Any read-write storage buffers come next in Set 1, in SDL bind slot order - * layout(set = 1, binding = 2) buffer rwStorageBufferBoundToSlot0; - * layout(set = 1, binding = 3) buffer rwStorageBufferBoundToSlot1; + * layout(set = 1, binding = 2) buffer rwStorageBufferBoundToSlot0 { ... }; + * layout(set = 1, binding = 3) buffer rwStorageBufferBoundToSlot1 { ... }; * // Any uniform buffers are in Set 2, in SDL slot order - * layout(set = 2, binding = 0) uniform UniformDataBoundToSlot0 {}; - * layout(set = 2, binding = 1) uniform UniformDataBoundToSlot1 {}; + * layout(set = 2, binding = 0) uniform UniformDataBoundToSlot0 { ... }; + * layout(set = 2, binding = 1) uniform UniformDataBoundToSlot1 { ... }; * ``` * * ---