Refer to SDL_CreateGPUComputePipeline() appropriately

This commit is contained in:
Sam Lantinga
2025-12-14 10:38:10 -08:00
parent a3e5335dbf
commit ae8df644d7

View File

@@ -3672,7 +3672,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
*
* Be sure your shader is set up according to the requirements documented in
* SDL_CreateGPUShader().
* SDL_CreateGPUComputePipeline().
*
*
* \param compute_pass a compute pass handle.
* \param first_slot the compute sampler slot to begin binding from.
@@ -3683,7 +3684,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
* \sa SDL_CreateGPUComputePipeline
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
SDL_GPUComputePass *compute_pass,
@@ -3698,7 +3699,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
* SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in
* SDL_CreateGPUShader().
* SDL_CreateGPUComputePipeline().
*
* \param compute_pass a compute pass handle.
* \param first_slot the compute storage texture slot to begin binding from.
@@ -3707,7 +3708,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
* \sa SDL_CreateGPUComputePipeline
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
SDL_GPUComputePass *compute_pass,