Sync SDL3 wiki -> header

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SDL Wiki Bot
2025-01-21 23:08:39 +00:00
parent 799093799a
commit df3cfbc797

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@@ -2494,8 +2494,9 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
* Note that certain combinations of usage flags are invalid. For example, a
* buffer cannot have both the VERTEX and INDEX flags.
*
* If you use a STORAGE flag, the data in the buffer must respect std140 layout conventions.
* In practical terms this means you must ensure that vec3 and vec4 fields are 16-byte aligned.
* If you use a STORAGE flag, the data in the buffer must respect std140
* layout conventions. In practical terms this means you must ensure that vec3
* and vec4 fields are 16-byte aligned.
*
* For better understanding of underlying concepts and memory management with
* SDL GPU API, you may refer
@@ -2799,8 +2800,9 @@ extern SDL_DECLSPEC SDL_GPUCommandBuffer *SDLCALL SDL_AcquireGPUCommandBuffer(
*
* Subsequent draw calls will use this uniform data.
*
* The data being pushed must respect std140 layout conventions.
* In practical terms this means you must ensure that vec3 and vec4 fields are 16-byte aligned.
* The data being pushed must respect std140 layout conventions. In practical
* terms this means you must ensure that vec3 and vec4 fields are 16-byte
* aligned.
*
* \param command_buffer a command buffer.
* \param slot_index the vertex uniform slot to push data to.
@@ -2841,9 +2843,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
* Pushes data to a uniform slot on the command buffer.
*
* Subsequent draw calls will use this uniform data.
* The data being pushed must respect std140 layout conventions.
* In practical terms this means you must ensure that vec3 and vec4 fields are 16-byte aligned.
*
* The data being pushed must respect std140 layout conventions. In practical
* terms this means you must ensure that vec3 and vec4 fields are 16-byte
* aligned.
*
* \param command_buffer a command buffer.
* \param slot_index the uniform slot to push data to.