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Fix outdated references to SDL symbols in docs. Fixes #11503
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10 changed files with 22 additions and 37 deletions
include/SDL3
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@ -253,7 +253,7 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window
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* displayed, required if this isn't a software renderer using a surface
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* - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
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* is displayed, if you want a software renderer without a window
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* - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
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* - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace
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* value describing the colorspace for output to the display, defaults to
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* SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers
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* support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and
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@ -386,21 +386,21 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetRendererName(SDL_Renderer *rende
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* - `SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER`: a (const SDL_PixelFormat *)
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* array of pixel formats, terminated with SDL_PIXELFORMAT_UNKNOWN,
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* representing the available texture formats for this renderer.
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* - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value
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* - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace value
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* describing the colorspace for output to the display, defaults to
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* SDL_COLORSPACE_SRGB.
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* - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is
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* SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with
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* HDR enabled. This property can change dynamically when
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* SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
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* SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
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* - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the
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* SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is
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* automatically multiplied into the color scale. This property can change
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* dynamically when SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
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* dynamically when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
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* - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range
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* that can be displayed, in terms of the SDR white point. When HDR is not
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* enabled, this will be 1.0. This property can change dynamically when
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* SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
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* SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
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*
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* With the direct3d renderer:
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*
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@ -576,7 +576,7 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Rende
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*
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* These are the supported properties:
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*
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* - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
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* - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_Colorspace value
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* describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR
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* for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
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* SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for
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@ -713,7 +713,7 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Re
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*
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* The following read-only properties are provided by SDL:
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*
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* - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
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* - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_Colorspace value describing
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* the texture colorspace.
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* - `SDL_PROP_TEXTURE_FORMAT_NUMBER`: one of the enumerated values in
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* SDL_PixelFormat.
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@ -753,14 +753,8 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Re
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*
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* With the vulkan renderer:
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*
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* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_POINTER`: the VkImage associated with
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* the texture
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* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_U_POINTER`: the VkImage associated with
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* the U plane of a YUV texture
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* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_V_POINTER`: the VkImage associated with
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* the V plane of a YUV texture
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* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_UV_POINTER`: the VkImage associated with
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* the UV plane of a NV12/NV21 texture
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* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the
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* texture
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*
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* With the opengl renderer:
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*
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@ -792,11 +786,6 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Re
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
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* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
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*
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* With the vulkan renderer:
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*
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* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the
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* texture
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*
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* \param texture the texture to query.
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* \returns a valid property ID on success or 0 on failure; call
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* SDL_GetError() for more information.
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