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GPU: Remove pitch parameters from indirect draw calls (#10803)
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@@ -2651,7 +2651,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
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* Draws data using bound graphics state and with draw parameters set from a
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* buffer.
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*
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* The buffer layout should match the layout of SDL_GPUIndirectDrawCommand.
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* The buffer must consist of tightly-packed draw parameter sets that
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* each match the the layout of SDL_GPUIndirectDrawCommand.
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* You must not call this function before binding a graphics pipeline.
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*
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* \param render_pass a render pass handle.
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@@ -2659,7 +2660,6 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
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* \param offset the offset to start reading from the draw buffer.
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* \param draw_count the number of draw parameter sets that should be read
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* from the draw buffer.
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* \param pitch the byte pitch between sets of draw parameters.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@@ -2667,23 +2667,21 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
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SDL_GPURenderPass *render_pass,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 draw_count,
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Uint32 pitch);
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Uint32 draw_count);
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/**
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* Draws data using bound graphics state with an index buffer enabled and with
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* draw parameters set from a buffer.
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*
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* The buffer layout should match the layout of
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* SDL_GPUIndexedIndirectDrawCommand. You must not call this function before
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* binding a graphics pipeline.
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* The buffer must consist of tightly-packed draw parameter sets that
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* each match the the layout of SDL_GPUIndexedIndirectDrawCommand.
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* You must not call this function before binding a graphics pipeline.
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*
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* \param render_pass a render pass handle.
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* \param buffer a buffer containing draw parameters.
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* \param offset the offset to start reading from the draw buffer.
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* \param draw_count the number of draw parameter sets that should be read
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* from the draw buffer.
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* \param pitch the byte pitch between sets of draw parameters.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@@ -2691,8 +2689,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect(
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SDL_GPURenderPass *render_pass,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 draw_count,
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Uint32 pitch);
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Uint32 draw_count);
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/**
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* Ends the given render pass.
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@@ -2846,9 +2843,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
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/**
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* Dispatches compute work with parameters set from a buffer.
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*
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* The buffer layout should match the layout of
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* SDL_GPUIndirectDispatchCommand. You must not call this function before
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* binding a compute pipeline.
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* The buffer layout should match the layout of SDL_GPUIndirectDispatchCommand.
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* You must not call this function before binding a compute pipeline.
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*
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* A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
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* the dispatches write to the same resource region as each other, there is no
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