Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot
2023-11-30 15:22:19 +00:00
parent df0fd55891
commit e4582e6edc
5 changed files with 130 additions and 75 deletions

View File

@@ -251,9 +251,12 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
* These are the supported properties:
*
* - "window" (pointer) - the window where rendering is displayed
* - "surface" (pointer) - the surface where rendering is displayed, if you want a software renderer without a window
* - "name" (string) - the name of the rendering driver to use, if a specific one is desired
* - "present_vsync" (boolean) - true if you want present synchronized with the refresh rate
* - "surface" (pointer) - the surface where rendering is displayed, if you
* want a software renderer without a window
* - "name" (string) - the name of the rendering driver to use, if a specific
* one is desired
* - "present_vsync" (boolean) - true if you want present synchronized with
* the refresh rate
*
* \param props the properties to use
* \returns a valid rendering context or NULL if there was an error; call
@@ -447,36 +450,52 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
*
* These are the supported properties:
*
* - "format" (number) - one of the enumerated values in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
* - "access" (number) - one of the enumerated values in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
* - "format" (number) - one of the enumerated values in SDL_PixelFormatEnum,
* defaults to the best RGBA format for the renderer
* - "access" (number) - one of the enumerated values in SDL_TextureAccess,
* defaults to SDL_TEXTUREACCESS_STATIC
* - "width" (number) - the width of the texture in pixels, required
* - "height" (number) - the height of the texture in pixels, required
*
* With the direct3d11 renderer:
*
* - "d3d11.texture" (pointer) - the ID3D11Texture2D associated with the texture, if you want to wrap an existing texture.
* - "d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d11.texture" (pointer) - the ID3D11Texture2D associated with the
* texture, if you want to wrap an existing texture.
* - "d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
*
* With the direct3d12 renderer:
*
* - "d3d12.texture" (pointer) - the ID3D12Resource associated with the texture, if you want to wrap an existing texture.
* - "d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d12.texture" (pointer) - the ID3D12Resource associated with the
* texture, if you want to wrap an existing texture.
* - "d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
*
* With the opengl renderer:
*
* - "opengl.texture" (number) - the GLuint texture associated with the texture, if you want to wrap an existing texture.
* - "opengl.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengl.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - "opengl.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
* - "opengl.texture" (number) - the GLuint texture associated with the
* texture, if you want to wrap an existing texture.
* - "opengl.texture_uv" (number) - the GLuint texture associated with the UV
* plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengl.texture_u" (number) - the GLuint texture associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "opengl.texture_v" (number) - the GLuint texture associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
*
* With the opengles2 renderer:
*
* - "opengles2.texture" (number) - the GLuint texture associated with the texture, if you want to wrap an existing texture.
* - "opengles2.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengles2.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - "opengles2.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
* - "opengles2.texture" (number) - the GLuint texture associated with the
* texture, if you want to wrap an existing texture.
* - "opengles2.texture_uv" (number) - the GLuint texture associated with the
* UV plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengles2.texture_u" (number) - the GLuint texture associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "opengles2.texture_v" (number) - the GLuint texture associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
*
* \param renderer the rendering context
* \param props the properties to use
@@ -501,31 +520,47 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
*
* With the direct3d11 renderer:
*
* - "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated with the texture
* - "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U plane of a YUV texture
* - "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V plane of a YUV texture
* - "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated
* with the texture
* - "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated
* with the U plane of a YUV texture
* - "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated
* with the V plane of a YUV texture
*
* With the direct3d12 renderer:
*
* - "SDL.texture.d3d12.texture" (pointer) - the ID3D12Resource associated with the texture
* - "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U plane of a YUV texture
* - "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V plane of a YUV texture
* - "SDL.texture.d3d12.texture" (pointer) - the ID3D12Resource associated
* with the texture
* - "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated
* with the U plane of a YUV texture
* - "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated
* with the V plane of a YUV texture
*
* With the opengl renderer:
*
* - "SDL.texture.opengl.texture" (number) - the GLuint texture associated with the texture
* - "SDL.texture.opengl.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture
* - "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
* - "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
* - "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the texture (0.0 - 1.0)
* - "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the texture (0.0 - 1.0)
* - "SDL.texture.opengl.texture" (number) - the GLuint texture associated
* with the texture
* - "SDL.texture.opengl.texture_uv" (number) - the GLuint texture associated
* with the UV plane of an NV12 texture
* - "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated
* with the U plane of a YUV texture
* - "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated
* with the V plane of a YUV texture
* - "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the
* texture (0.0 - 1.0)
* - "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the
* texture (0.0 - 1.0)
*
* With the opengles2 renderer:
*
* - "SDL.texture.opengles2.texture" (number) - the GLuint texture associated with the texture
* - "SDL.texture.opengles2.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture
* - "SDL.texture.opengles2.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
* - "SDL.texture.opengles2.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
* - "SDL.texture.opengles2.texture" (number) - the GLuint texture associated
* with the texture
* - "SDL.texture.opengles2.texture_uv" (number) - the GLuint texture
* associated with the UV plane of an NV12 texture
* - "SDL.texture.opengles2.texture_u" (number) - the GLuint texture
* associated with the U plane of a YUV texture
* - "SDL.texture.opengles2.texture_v" (number) - the GLuint texture
* associated with the V plane of a YUV texture
*
* \param texture the texture to query
* \returns a valid property ID on success or 0 on failure; call
@@ -1565,15 +1600,14 @@ extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
*
* In all other cases, you can ignore this function.
*
* This call makes SDL flush any pending rendering work it was queueing up
* to do later in a single batch, and marks any internal cached state as
* invalid, so it'll prepare all its state again later, from scratch.
* This call makes SDL flush any pending rendering work it was queueing up to
* do later in a single batch, and marks any internal cached state as invalid,
* so it'll prepare all its state again later, from scratch.
*
* This means you do not need to save state in your rendering code to protect
* the SDL renderer. However, there lots of arbitrary pieces of Direct3D
* and OpenGL state that can confuse things; you should use your best
* judgement and be prepared to make changes if specific state needs to be
* protected.
* the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
* OpenGL state that can confuse things; you should use your best judgement
* and be prepared to make changes if specific state needs to be protected.
*
* \param renderer the rendering context
* \returns 0 on success or a negative error code on failure; call