GPU: Minor documentation cleanup

This commit is contained in:
Caleb Cornett 2024-09-02 19:21:45 -05:00 committed by Sam Lantinga
parent 19fb43b94f
commit b233beca47

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@ -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
{