Sync SDL3 wiki -> header

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SDL Wiki Bot
2025-04-17 18:06:43 +00:00
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@@ -237,6 +237,23 @@
* - iOS/tvOS requires an A9 GPU or newer
* - iOS Simulator and tvOS Simulator are unsupported
*
* ## Coordinate System
*
* The GPU API uses a left-handed coordinate system, following the convention
* of D3D12 and Metal. Specifically: - **Normalized Device Coordinates:** The
* lower-left corner has an x,y coordinate of `(-1.0, -1.0)`. The upper-right
* corner is `(1.0, 1.0)`. Z values range from `[0.0, 1.0]` where 0 is the
* near plane. - **Viewport Coordinates:** The top-left corner has an x,y
* coordinate of `(0, 0)` and extends to the bottom-right corner at
* `(viewportWidth, viewportHeight)`. +Y is down. - **Texture Coordinates:**
* The top-left corner has an x,y coordinate of `(0, 0)` and extends to the
* bottom-right corner at `(1.0, 1.0)`. +Y is down.
*
* If the backend driver differs from this convention (e.g. Vulkan, which has
* an NDC that assumes +Y is down), SDL will automatically convert the
* coordinate system behind the scenes, so you don't need to perform any
* coordinate flipping logic in your shaders.
*
* ## Uniform Data
*
* Uniforms are for passing data to shaders. The uniform data will be constant