Sync SDL3 wiki -> header

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SDL Wiki Bot 2024-12-31 22:56:38 +00:00
parent 65e0fed5b3
commit a37f993a07

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@ -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.