Sync SDL3 wiki -> header

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SDL Wiki Bot
2024-12-19 18:54:59 +00:00
parent 42de2ac6a9
commit d6a95ae198

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@@ -2197,6 +2197,14 @@ 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
* SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
* SDL_CreateGPUDeviceWithProperties().
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the shader to create.
* \returns a shader object on success, or NULL on failure; call