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Note that uniforms are local to command buffers (thanks @LittleCodingFox!)
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@@ -3139,7 +3139,7 @@ extern SDL_DECLSPEC SDL_GPUCommandBuffer * SDLCALL SDL_AcquireGPUCommandBuffer(
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/**
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* Pushes data to a vertex 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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* Subsequent draw calls in this command buffer will use this uniform data.
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*
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* The data being pushed must respect std140 layout conventions. In practical
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* terms this means you must ensure that vec3 and vec4 fields are 16-byte
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@@ -3164,7 +3164,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
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/**
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* Pushes data to a fragment 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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* Subsequent draw calls in this command buffer will use this uniform data.
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*
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* The data being pushed must respect std140 layout conventions. In practical
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* terms this means you must ensure that vec3 and vec4 fields are 16-byte
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@@ -3186,7 +3186,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
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/**
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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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* Subsequent draw calls in this command buffer will use this uniform data.
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*
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* The data being pushed must respect std140 layout conventions. In practical
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* terms this means you must ensure that vec3 and vec4 fields are 16-byte
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