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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 | ||||
|  * compatible with built-in vertex/instance ID variables in shaders (for | ||||
|  * 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 | ||||
|  * way to keep behavior consistent and portable is to always pass 0 for the | ||||
|  * correlating parameter in the draw calls. | ||||
|  * built-in variables consistently, so if your shader depends on them, the | ||||
|  * only way to keep behavior consistent and portable is to always pass 0 for | ||||
|  * the correlating parameter in the draw calls. | ||||
|  * | ||||
|  * \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 | ||||
|  * compatible with built-in vertex/instance ID variables in shaders (for | ||||
|  * 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 | ||||
|  * way to keep behavior consistent and portable is to always pass 0 for the | ||||
|  * correlating parameter in the draw calls. | ||||
|  * built-in variables consistently, so if your shader depends on them, the | ||||
|  * only way to keep behavior consistent and portable is to always pass 0 for | ||||
|  * the correlating parameter in the draw calls. | ||||
|  * | ||||
|  * \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 | ||||
|  * compatible with built-in vertex/instance ID variables in shaders (for | ||||
|  * 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 | ||||
|  * way to keep behavior consistent and portable is to always pass 0 for the | ||||
|  * correlating parameter in the draw calls. | ||||
|  * built-in variables consistently, so if your shader depends on them, the | ||||
|  * only way to keep behavior consistent and portable is to always pass 0 for | ||||
|  * the correlating parameter in the draw calls. | ||||
|  * | ||||
|  * \param render_pass a render pass handle. | ||||
|  * \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 | ||||
|  * compatible with built-in vertex/instance ID variables in shaders (for | ||||
|  * 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 | ||||
|  * way to keep behavior consistent and portable is to always pass 0 for the | ||||
|  * correlating parameter in the draw calls. | ||||
|  * built-in variables consistently, so if your shader depends on them, the | ||||
|  * only way to keep behavior consistent and portable is to always pass 0 for | ||||
|  * the correlating parameter in the draw calls. | ||||
|  * | ||||
|  * \param render_pass a render pass handle. | ||||
|  * \param num_vertices the number of vertices to draw. | ||||
|   | ||||
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