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Sync SDL3 wiki -> header
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@@ -1792,22 +1792,23 @@ extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device
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*
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*
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* For SPIR-V shaders, use the following resource sets:
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* For SPIR-V shaders, use the following resource sets:
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*
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*
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* - 0: Sampled textures, followed by read-only storage textures, followed by read-only storage buffers
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* - 0: Sampled textures, followed by read-only storage textures, followed by
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* read-only storage buffers
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* - 1: Write-only storage textures, followed by write-only storage buffers
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* - 1: Write-only storage textures, followed by write-only storage buffers
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* - 2: Uniform buffers
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* - 2: Uniform buffers
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*
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*
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* For DXBC Shader Model 5_0 shaders, use the following register order:
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* For DXBC Shader Model 5_0 shaders, use the following register order:
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*
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*
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* - t registers: Sampled textures, followed by read-only storage textures, followed by read-only storage
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* - t registers: Sampled textures, followed by read-only storage textures,
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* buffers
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* followed by read-only storage buffers
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* - u registers: Write-only storage textures, followed by write-only storage
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* - u registers: Write-only storage textures, followed by write-only storage
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* buffers
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* buffers
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* - b registers: Uniform buffers
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* - b registers: Uniform buffers
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*
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*
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* For DXIL shaders, use the following register order:
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* For DXIL shaders, use the following register order:
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*
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*
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* - (t[n], space0): Sampled textures, followed by read-only storage textures, followed by read-only storage
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* - (t[n], space0): Sampled textures, followed by read-only storage textures,
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* buffers
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* followed by read-only storage buffers
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* - (u[n], space1): Write-only storage textures, followed by write-only
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* - (u[n], space1): Write-only storage textures, followed by write-only
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* storage buffers
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* storage buffers
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* - (b[n], space2): Uniform buffers
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* - (b[n], space2): Uniform buffers
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@@ -1816,8 +1817,8 @@ extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device
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*
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*
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* - [[buffer]]: Uniform buffers, followed by write-only storage buffers,
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* - [[buffer]]: Uniform buffers, followed by write-only storage buffers,
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* followed by write-only storage buffers
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* followed by write-only storage buffers
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* - [[texture]]: Sampled textures, followed by read-only storage textures, followed by write-only storage
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* - [[texture]]: Sampled textures, followed by read-only storage textures,
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* textures
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* followed by write-only storage textures
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*
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*
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* \param device a GPU Context.
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the compute pipeline to
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* \param createinfo a struct describing the state of the compute pipeline to
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@@ -2765,10 +2766,12 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
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*
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*
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* \param compute_pass a compute pass handle.
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* \param compute_pass a compute pass handle.
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* \param first_slot the compute sampler slot to begin binding from.
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* \param first_slot the compute sampler slot to begin binding from.
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* \param texture_sampler_bindings an array of texture-sampler binding structs.
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* \param texture_sampler_bindings an array of texture-sampler binding
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* \param num_bindings the number of texture-sampler bindings to bind from the array.
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* structs.
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* \param num_bindings the number of texture-sampler bindings to bind from the
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* array.
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*
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*
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* \since This function is available since SDL 3.0.0
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* \since This function is available since SDL 3.0.0.
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*/
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
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SDL_GPUComputePass *compute_pass,
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SDL_GPUComputePass *compute_pass,
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