Sync SDL3 wiki -> header

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SDL Wiki Bot 2025-02-28 21:21:47 +00:00
parent 725af6ad16
commit 7ab1412e20

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@ -35,13 +35,14 @@
* can render offscreen entirely, perhaps for image processing, and not use a * can render offscreen entirely, perhaps for image processing, and not use a
* window at all. * window at all.
* *
* Next the app prepares static data (things that are created once and used * Next, the app prepares static data (things that are created once and used
* over and over). For example: * over and over). For example:
* *
* - Shaders (programs that run on the GPU): use SDL_CreateGPUShader(). * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
* - Vertex buffers (arrays of geometry data) and other data rendering will * - Vertex buffers (arrays of geometry data) and other rendering data: use
* need: use SDL_UploadToGPUBuffer(). * SDL_CreateGPUBuffer() and SDL_UploadToGPUBuffer().
* - Textures (images): use SDL_UploadToGPUTexture(). * - Textures (images): use SDL_CreateGPUTexture() and
* SDL_UploadToGPUTexture().
* - Samplers (how textures should be read from): use SDL_CreateGPUSampler(). * - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
* - Render pipelines (precalculated rendering state): use * - Render pipelines (precalculated rendering state): use
* SDL_CreateGPUGraphicsPipeline() * SDL_CreateGPUGraphicsPipeline()