Sync SDL3 wiki -> header

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SDL Wiki Bot
2024-09-05 16:59:20 +00:00
parent cba5ccb9cf
commit af4c6682ce

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@@ -371,7 +371,8 @@ typedef enum SDL_GPUIndexElementSize
*
* - D16_UNORM
* - Either (but not necessarily both!) D24_UNORM or D32_SFLOAT
* - Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_SFLOAT_S8_UINT
* - Either (but not necessarily both!) D24_UNORM_S8_UINT or
* D32_SFLOAT_S8_UINT
*
* Unless D16_UNORM is sufficient for your purposes, always check which of
* D24/D32 is supported before creating a depth-stencil texture!
@@ -863,18 +864,19 @@ typedef enum SDL_GPUSamplerAddressMode
* It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming
* the window if you wish to change the present mode to IMMEDIATE or MAILBOX.
*
* - VSYNC: Waits for vblank before presenting. No tearing is possible. If there
* is a pending image to present, the new image is enqueued for presentation.
* Disallows tearing at the cost of visual latency. When using this present
* mode, AcquireSwapchainTexture will block if too many frames are in flight.
* - VSYNC: Waits for vblank before presenting. No tearing is possible. If
* there is a pending image to present, the new image is enqueued for
* presentation. Disallows tearing at the cost of visual latency. When using
* this present mode, AcquireSwapchainTexture will block if too many frames
* are in flight.
* - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
* occur. When using this mode, AcquireSwapchainTexture will return NULL if
* too many frames are in flight.
* - MAILBOX: Waits for vblank before presenting.
* No tearing is possible. If there is a pending image to present, the pending
* image is replaced by the new image. Similar to VSYNC, but with reduced
* visual latency. When using this mode, AcquireSwapchainTexture will return
* NULL if too many frames are in flight.
* occur. When using this mode, AcquireSwapchainTexture will return NULL if
* too many frames are in flight.
* - MAILBOX: Waits for vblank before presenting. No tearing is possible. If
* there is a pending image to present, the pending image is replaced by the
* new image. Similar to VSYNC, but with reduced visual latency. When using
* this mode, AcquireSwapchainTexture will return NULL if too many frames
* are in flight.
*
* \since This enum is available since SDL 3.0.0
*
@@ -900,14 +902,13 @@ typedef enum SDL_GPUPresentMode
* SDR.
*
* - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in nonlinear sRGB
* encoding.
* - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel
* values are in nonlinear sRGB encoding.
* - HDR_EXTENDED_LINEAR:
* R16G16B16A16_SFLOAT swapchain. Pixel values are in extended linear
* encoding.
* - HDR10_ST2048: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values
* are in PQ ST2048 encoding.
* encoding.
* - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are in
* nonlinear sRGB encoding.
* - HDR_EXTENDED_LINEAR: R16G16B16A16_SFLOAT swapchain. Pixel values are in
* extended linear encoding.
* - HDR10_ST2048: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in
* PQ ST2048 encoding.
*
* \since This enum is available since SDL 3.0.0
*
@@ -1509,7 +1510,8 @@ extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device
/**
* Creates a pipeline object to be used in a compute workflow.
*
* Shader resource bindings must be authored to follow a particular order depending on the shader format.
* Shader resource bindings must be authored to follow a particular order
* depending on the shader format.
*
* For SPIR-V shaders, use the following resource sets:
*
@@ -1519,20 +1521,26 @@ extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device
*
* For DXBC Shader Model 5_0 shaders, use the following register order:
*
* - t registers: Read-only storage textures, followed by read-only storage buffers
* - u registers: Write-only storage textures, followed by write-only storage buffers
* - t registers: Read-only storage textures, followed by read-only storage
* buffers
* - u registers: Write-only storage textures, followed by write-only storage
* buffers
* - b registers: Uniform buffers
*
* For DXIL shaders, use the following register order:
*
* - (t[n], space0): Read-only storage textures, followed by read-only storage buffers
* - (u[n], space1): Write-only storage textures, followed by write-only storage buffers
* - (t[n], space0): Read-only storage textures, followed by read-only storage
* buffers
* - (u[n], space1): Write-only storage textures, followed by write-only
* storage buffers
* - (b[n], space2): Uniform buffers
*
* For MSL/metallib, use the following order:
*
* - [[buffer]]: Uniform buffers, followed by write-only storage buffers, followed by write-only storage buffers
* - [[texture]]: Read-only storage textures, followed by write-only storage textures
* - [[buffer]]: Uniform buffers, followed by write-only storage buffers,
* followed by write-only storage buffers
* - [[texture]]: Read-only storage textures, followed by write-only storage
* textures
*
* \param device a GPU Context.
* \param computePipelineCreateInfo a struct describing the state of the
@@ -1588,23 +1596,27 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
/**
* Creates a shader to be used when creating a graphics pipeline.
*
* Shader resource bindings must be authored to follow a particular order depending on the shader format.
* Shader resource bindings must be authored to follow a particular order
* depending on the shader format.
*
* For SPIR-V shaders, use the following resource sets:
*
* For vertex shaders:
*
* - 0: Sampled textures, followed by storage textures, followed by storage buffers
* - 0: Sampled textures, followed by storage textures, followed by storage
* buffers
* - 1: Uniform buffers
*
* For fragment shaders:
*
* - 2: Sampled textures, followed by storage textures, followed by storage buffers
* - 2: Sampled textures, followed by storage textures, followed by storage
* buffers
* - 3: Uniform buffers
*
* For DXBC Shader Model 5_0 shaders, use the following register order:
*
* - t registers: Sampled textures, followed by storage textures, followed by storage buffers
* - t registers: Sampled textures, followed by storage textures, followed by
* storage buffers
* - s registers: Samplers with indices corresponding to the sampled textures
* - b registers: Uniform buffers
*
@@ -1612,29 +1624,29 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
*
* For vertex shaders:
*
* - (t[n], space0): Sampled textures, followed by storage textures, followed by
* storage buffers
* - (s[n], space0): Samplers with indices corresponding to the
* sampled textures
* - (t[n], space0): Sampled textures, followed by storage textures, followed
* by storage buffers
* - (s[n], space0): Samplers with indices corresponding to the sampled
* textures
* - (b[n], space1): Uniform buffers
*
* For pixel shaders:
*
* - (t[n], space2): Sampled textures, followed by storage textures, followed by
* storage buffers
* - (s[n], space2): Samplers with indices corresponding to the
* sampled textures
* - (t[n], space2): Sampled textures, followed by storage textures, followed
* by storage buffers
* - (s[n], space2): Samplers with indices corresponding to the sampled
* textures
* - (b[n], space3): Uniform buffers
*
* For MSL/metallib, use the following order:
*
* - [[texture]]: Sampled textures, followed by storage textures
* - [[sampler]]: Samplers with indices corresponding to the sampled textures
* - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0 is bound at
* [[buffer(30)]], vertex buffer 1 at [[buffer(29)]], and so on. Rather than
* manually authoring vertex buffer indices, use the [[stage_in]] attribute
* which will automatically use the vertex input information from the
* SDL_GPUPipeline.
* - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0
* is bound at [[buffer(30)]], vertex buffer 1 at [[buffer(29)]], and so on.
* Rather than manually authoring vertex buffer indices, use the
* [[stage_in]] attribute which will automatically use the vertex input
* information from the SDL_GPUPipeline.
*
* \param device a GPU Context.
* \param shaderCreateInfo a struct describing the state of the desired