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Sync SDL3 wiki -> header
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@ -1420,9 +1420,9 @@ typedef struct SDL_GPUBufferRegion
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* Note that the `first_vertex` and `first_instance` parameters are NOT
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* compatible with built-in vertex/instance ID variables in shaders (for
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* example, SV_VertexID); GPU APIs and shader languages do not define these
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* built-in variables consistently, so if your shader depends on them, the only
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* way to keep behavior consistent and portable is to always pass 0 for the
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* correlating parameter in the draw calls.
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* built-in variables consistently, so if your shader depends on them, the
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* only way to keep behavior consistent and portable is to always pass 0 for
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* the correlating parameter in the draw calls.
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*
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* \since This struct is available since SDL 3.1.3
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*
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@ -1442,9 +1442,9 @@ typedef struct SDL_GPUIndirectDrawCommand
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* Note that the `first_vertex` and `first_instance` parameters are NOT
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* compatible with built-in vertex/instance ID variables in shaders (for
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* example, SV_VertexID); GPU APIs and shader languages do not define these
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* built-in variables consistently, so if your shader depends on them, the only
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* way to keep behavior consistent and portable is to always pass 0 for the
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* correlating parameter in the draw calls.
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* built-in variables consistently, so if your shader depends on them, the
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* only way to keep behavior consistent and portable is to always pass 0 for
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* the correlating parameter in the draw calls.
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*
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* \since This struct is available since SDL 3.1.3
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*
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@ -3030,9 +3030,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
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* Note that the `first_vertex` and `first_instance` parameters are NOT
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* compatible with built-in vertex/instance ID variables in shaders (for
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* example, SV_VertexID); GPU APIs and shader languages do not define these
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* built-in variables consistently, so if your shader depends on them, the only
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* way to keep behavior consistent and portable is to always pass 0 for the
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* correlating parameter in the draw calls.
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* built-in variables consistently, so if your shader depends on them, the
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* only way to keep behavior consistent and portable is to always pass 0 for
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* the correlating parameter in the draw calls.
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*
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* \param render_pass a render pass handle.
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* \param num_indices the number of indices to draw per instance.
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@ -3060,9 +3060,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives(
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* Note that the `first_vertex` and `first_instance` parameters are NOT
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* compatible with built-in vertex/instance ID variables in shaders (for
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* example, SV_VertexID); GPU APIs and shader languages do not define these
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* built-in variables consistently, so if your shader depends on them, the only
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* way to keep behavior consistent and portable is to always pass 0 for the
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* correlating parameter in the draw calls.
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* built-in variables consistently, so if your shader depends on them, the
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* only way to keep behavior consistent and portable is to always pass 0 for
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* the correlating parameter in the draw calls.
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*
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* \param render_pass a render pass handle.
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* \param num_vertices the number of vertices to draw.
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