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	Sync SDL3 wiki -> header
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		| @@ -1420,9 +1420,9 @@ typedef struct SDL_GPUBufferRegion | |||||||
|  * Note that the `first_vertex` and `first_instance` parameters are NOT |  * Note that the `first_vertex` and `first_instance` parameters are NOT | ||||||
|  * compatible with built-in vertex/instance ID variables in shaders (for |  * compatible with built-in vertex/instance ID variables in shaders (for | ||||||
|  * example, SV_VertexID); GPU APIs and shader languages do not define these |  * example, SV_VertexID); GPU APIs and shader languages do not define these | ||||||
|  * built-in variables consistently, so if your shader depends on them, the only |  * built-in variables consistently, so if your shader depends on them, the | ||||||
|  * way to keep behavior consistent and portable is to always pass 0 for the |  * only way to keep behavior consistent and portable is to always pass 0 for | ||||||
|  * correlating parameter in the draw calls. |  * the correlating parameter in the draw calls. | ||||||
|  * |  * | ||||||
|  * \since This struct is available since SDL 3.1.3 |  * \since This struct is available since SDL 3.1.3 | ||||||
|  * |  * | ||||||
| @@ -1442,9 +1442,9 @@ typedef struct SDL_GPUIndirectDrawCommand | |||||||
|  * Note that the `first_vertex` and `first_instance` parameters are NOT |  * Note that the `first_vertex` and `first_instance` parameters are NOT | ||||||
|  * compatible with built-in vertex/instance ID variables in shaders (for |  * compatible with built-in vertex/instance ID variables in shaders (for | ||||||
|  * example, SV_VertexID); GPU APIs and shader languages do not define these |  * example, SV_VertexID); GPU APIs and shader languages do not define these | ||||||
|  * built-in variables consistently, so if your shader depends on them, the only |  * built-in variables consistently, so if your shader depends on them, the | ||||||
|  * way to keep behavior consistent and portable is to always pass 0 for the |  * only way to keep behavior consistent and portable is to always pass 0 for | ||||||
|  * correlating parameter in the draw calls. |  * the correlating parameter in the draw calls. | ||||||
|  * |  * | ||||||
|  * \since This struct is available since SDL 3.1.3 |  * \since This struct is available since SDL 3.1.3 | ||||||
|  * |  * | ||||||
| @@ -3030,9 +3030,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers( | |||||||
|  * Note that the `first_vertex` and `first_instance` parameters are NOT |  * Note that the `first_vertex` and `first_instance` parameters are NOT | ||||||
|  * compatible with built-in vertex/instance ID variables in shaders (for |  * compatible with built-in vertex/instance ID variables in shaders (for | ||||||
|  * example, SV_VertexID); GPU APIs and shader languages do not define these |  * example, SV_VertexID); GPU APIs and shader languages do not define these | ||||||
|  * built-in variables consistently, so if your shader depends on them, the only |  * built-in variables consistently, so if your shader depends on them, the | ||||||
|  * way to keep behavior consistent and portable is to always pass 0 for the |  * only way to keep behavior consistent and portable is to always pass 0 for | ||||||
|  * correlating parameter in the draw calls. |  * the correlating parameter in the draw calls. | ||||||
|  * |  * | ||||||
|  * \param render_pass a render pass handle. |  * \param render_pass a render pass handle. | ||||||
|  * \param num_indices the number of indices to draw per instance. |  * \param num_indices the number of indices to draw per instance. | ||||||
| @@ -3060,9 +3060,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives( | |||||||
|  * Note that the `first_vertex` and `first_instance` parameters are NOT |  * Note that the `first_vertex` and `first_instance` parameters are NOT | ||||||
|  * compatible with built-in vertex/instance ID variables in shaders (for |  * compatible with built-in vertex/instance ID variables in shaders (for | ||||||
|  * example, SV_VertexID); GPU APIs and shader languages do not define these |  * example, SV_VertexID); GPU APIs and shader languages do not define these | ||||||
|  * built-in variables consistently, so if your shader depends on them, the only |  * built-in variables consistently, so if your shader depends on them, the | ||||||
|  * way to keep behavior consistent and portable is to always pass 0 for the |  * only way to keep behavior consistent and portable is to always pass 0 for | ||||||
|  * correlating parameter in the draw calls. |  * the correlating parameter in the draw calls. | ||||||
|  * |  * | ||||||
|  * \param render_pass a render pass handle. |  * \param render_pass a render pass handle. | ||||||
|  * \param num_vertices the number of vertices to draw. |  * \param num_vertices the number of vertices to draw. | ||||||
|   | |||||||
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