From a2d19ec7f325bf5925c0ea1f7065259dff36d3fb Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Fri, 12 Dec 2025 15:09:56 -0800 Subject: [PATCH] Note that uniforms are local to command buffers (thanks @LittleCodingFox!) --- include/SDL3/SDL_gpu.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 92dcb14c21..ce52b18116 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -3139,7 +3139,7 @@ extern SDL_DECLSPEC SDL_GPUCommandBuffer * SDLCALL SDL_AcquireGPUCommandBuffer( /** * Pushes data to a vertex uniform slot on the command buffer. * - * Subsequent draw calls will use this uniform data. + * Subsequent draw calls in this command buffer will use this uniform data. * * The data being pushed must respect std140 layout conventions. In practical * terms this means you must ensure that vec3 and vec4 fields are 16-byte @@ -3164,7 +3164,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData( /** * Pushes data to a fragment uniform slot on the command buffer. * - * Subsequent draw calls will use this uniform data. + * Subsequent draw calls in this command buffer will use this uniform data. * * The data being pushed must respect std140 layout conventions. In practical * terms this means you must ensure that vec3 and vec4 fields are 16-byte @@ -3186,7 +3186,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData( /** * Pushes data to a uniform slot on the command buffer. * - * Subsequent draw calls will use this uniform data. + * Subsequent draw calls in this command buffer will use this uniform data. * * The data being pushed must respect std140 layout conventions. In practical * terms this means you must ensure that vec3 and vec4 fields are 16-byte