Sync SDL3 wiki -> header

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SDL Wiki Bot
2024-12-20 00:35:23 +00:00
parent 0f9e86fe1c
commit b2c15a8c2a

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@@ -2197,11 +2197,12 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
* [[stage_in]] attribute which will automatically use the vertex input
* information from the SDL_GPUGraphicsPipeline.
*
* Shader semantics do not matter in D3D12 and for ease of use the SDL
* implementation assumes that they will all be TEXCOORD. If you are using
* HLSL as the shader source language, your vertex semantics should start at
* TEXCOORD0 and increment like so: TEXCOORD1, TEXCOORD2, etc. If you wish to
* change the semantic prefix to something other than TEXCOORD you can use
* Shader semantics other than system-value semantics do not matter in D3D12
* and for ease of use the SDL implementation assumes that non system-value
* semantics will all be TEXCOORD. If you are using HLSL as the shader source
* language, your vertex semantics should start at TEXCOORD0 and increment
* like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic
* prefix to something other than TEXCOORD you can use
* SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
* SDL_CreateGPUDeviceWithProperties().
*