Sync SDL3 wiki -> header

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SDL Wiki Bot
2024-09-11 02:20:48 +00:00
parent 2b8a349b26
commit eeb465e2fc

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