From d6a95ae198820329dbd82311bbd75e06d3412ed5 Mon Sep 17 00:00:00 2001 From: SDL Wiki Bot Date: Thu, 19 Dec 2024 18:54:59 +0000 Subject: [PATCH] Sync SDL3 wiki -> header [ci skip] --- include/SDL3/SDL_gpu.h | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 839b134db3..814076e98f 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -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