From a37f993a0711dfbaef3e0838e548e60da91af428 Mon Sep 17 00:00:00 2001 From: SDL Wiki Bot Date: Tue, 31 Dec 2024 22:56:38 +0000 Subject: [PATCH] Sync SDL3 wiki -> header [ci skip] --- include/SDL3/SDL_gpu.h | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index ed4df13cb..ee06fdf37 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -1420,9 +1420,9 @@ typedef struct SDL_GPUBufferRegion * Note that the `first_vertex` and `first_instance` parameters are NOT * compatible with built-in vertex/instance ID variables in shaders (for * example, SV_VertexID); GPU APIs and shader languages do not define these - * built-in variables consistently, so if your shader depends on them, the only - * way to keep behavior consistent and portable is to always pass 0 for the - * correlating parameter in the draw calls. + * built-in variables consistently, so if your shader depends on them, the + * only way to keep behavior consistent and portable is to always pass 0 for + * the correlating parameter in the draw calls. * * \since This struct is available since SDL 3.1.3 * @@ -1442,9 +1442,9 @@ typedef struct SDL_GPUIndirectDrawCommand * Note that the `first_vertex` and `first_instance` parameters are NOT * compatible with built-in vertex/instance ID variables in shaders (for * example, SV_VertexID); GPU APIs and shader languages do not define these - * built-in variables consistently, so if your shader depends on them, the only - * way to keep behavior consistent and portable is to always pass 0 for the - * correlating parameter in the draw calls. + * built-in variables consistently, so if your shader depends on them, the + * only way to keep behavior consistent and portable is to always pass 0 for + * the correlating parameter in the draw calls. * * \since This struct is available since SDL 3.1.3 * @@ -3030,9 +3030,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers( * Note that the `first_vertex` and `first_instance` parameters are NOT * compatible with built-in vertex/instance ID variables in shaders (for * example, SV_VertexID); GPU APIs and shader languages do not define these - * built-in variables consistently, so if your shader depends on them, the only - * way to keep behavior consistent and portable is to always pass 0 for the - * correlating parameter in the draw calls. + * built-in variables consistently, so if your shader depends on them, the + * only way to keep behavior consistent and portable is to always pass 0 for + * the correlating parameter in the draw calls. * * \param render_pass a render pass handle. * \param num_indices the number of indices to draw per instance. @@ -3060,9 +3060,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives( * Note that the `first_vertex` and `first_instance` parameters are NOT * compatible with built-in vertex/instance ID variables in shaders (for * example, SV_VertexID); GPU APIs and shader languages do not define these - * built-in variables consistently, so if your shader depends on them, the only - * way to keep behavior consistent and portable is to always pass 0 for the - * correlating parameter in the draw calls. + * built-in variables consistently, so if your shader depends on them, the + * only way to keep behavior consistent and portable is to always pass 0 for + * the correlating parameter in the draw calls. * * \param render_pass a render pass handle. * \param num_vertices the number of vertices to draw.