diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 7f6520072e..a86c5cd264 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -144,7 +144,7 @@ typedef enum SDL_GPUIndexElementSize * - R8G8B8A8_UINT * - R16G16B16A16_UINT * - R8G8B8A8_INT - * - R16G16B16A16_IINT + * - R16G16B16A16_INT * * For DEPTH_STENCIL_TARGET usage, the following formats are universally supported: * - D16_UNORM @@ -230,12 +230,12 @@ typedef enum SDL_GPUTextureFormat typedef Uint32 SDL_GPUTextureUsageFlags; -#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< & if the texture supports sampling */ -#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< & if the texture is a color render target */ -#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< & if the texture is a depth stencil target */ -#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< & if the texture supports storage reads in graphics stages */ -#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< & if the texture supports storage reads in the compute stage */ -#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< & if the texture supports storage writes in the compute stage */ +#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< texture supports sampling */ +#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< texture is a color render target */ +#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< texture is a depth stencil target */ +#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< texture supports storage reads in graphics stages */ +#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< texture supports storage reads in the compute stage */ +#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< texture supports storage writes in the compute stage */ typedef enum SDL_GPUTextureType { @@ -265,12 +265,12 @@ typedef enum SDL_GPUCubeMapFace typedef Uint32 SDL_GPUBufferUsageFlags; -#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< & if the buffer is a vertex buffer */ -#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< & if the buffer is an index buffer */ -#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< & if the buffer is an indirect buffer */ -#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< & if the buffer supports storage reads in graphics stages */ -#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< & if the buffer supports storage reads in the compute stage */ -#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< & if the buffer supports storage writes in the compute stage */ +#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< buffer is a vertex buffer */ +#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< buffer is an index buffer */ +#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< buffer is an indirect buffer */ +#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< buffer supports storage reads in graphics stages */ +#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< buffer supports storage reads in the compute stage */ +#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< buffer supports storage writes in the compute stage */ typedef enum SDL_GPUTransferBufferUsage { @@ -286,12 +286,12 @@ typedef enum SDL_GPUShaderStage typedef Uint32 SDL_GPUShaderFormat; -#define SDL_GPU_SHADERFORMAT_SECRET (1u << 0) /**< & if you are providing shaders for NDA'd platforms */ -#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< & if you are providing SPIR-V shaders for Vulkan */ -#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< & if you are providing DXBC SM5_0 shaders for D3D11 */ -#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< & if you are providing DXIL shaders for D3D12 */ -#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< & if you are providing MSL shaders for Metal */ -#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< & if you are providing precompiled metallib shaders for Metal */ +#define SDL_GPU_SHADERFORMAT_SECRET (1u << 0) /**< shaders for NDA'd platforms */ +#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan */ +#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_0 shaders for D3D11 */ +#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL shaders for D3D12 */ +#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal */ +#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< precompiled metallib shaders for Metal */ typedef enum SDL_GPUVertexElementFormat { @@ -427,10 +427,10 @@ typedef enum SDL_GPUBlendFactor typedef Uint8 SDL_GPUColorComponentFlags; -#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< & for the Red component */ -#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< & for the Green component */ -#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< & for the Blue component */ -#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< & for the Alpha component */ +#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */ +#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */ +#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */ +#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */ typedef enum SDL_GPUFilter {