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GPU: Minor documentation cleanup
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1 changed files with 23 additions and 23 deletions
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@ -144,7 +144,7 @@ typedef enum SDL_GPUIndexElementSize
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* - R8G8B8A8_UINT
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* - R16G16B16A16_UINT
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* - R8G8B8A8_INT
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* - R16G16B16A16_IINT
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* - R16G16B16A16_INT
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*
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* For DEPTH_STENCIL_TARGET usage, the following formats are universally supported:
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* - D16_UNORM
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@ -230,12 +230,12 @@ typedef enum SDL_GPUTextureFormat
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typedef Uint32 SDL_GPUTextureUsageFlags;
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#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< & if the texture supports sampling */
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#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< & if the texture is a color render target */
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#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< & if the texture is a depth stencil target */
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#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< & if the texture supports storage reads in graphics stages */
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#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< & if the texture supports storage reads in the compute stage */
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#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< & if the texture supports storage writes in the compute stage */
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#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< texture supports sampling */
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#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< texture is a color render target */
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#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< texture is a depth stencil target */
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#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< texture supports storage reads in graphics stages */
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#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< texture supports storage reads in the compute stage */
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#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< texture supports storage writes in the compute stage */
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typedef enum SDL_GPUTextureType
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{
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@ -265,12 +265,12 @@ typedef enum SDL_GPUCubeMapFace
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typedef Uint32 SDL_GPUBufferUsageFlags;
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#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< & if the buffer is a vertex buffer */
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#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< & if the buffer is an index buffer */
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#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< & if the buffer is an indirect buffer */
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#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< & if the buffer supports storage reads in graphics stages */
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#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< & if the buffer supports storage reads in the compute stage */
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#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< & if the buffer supports storage writes in the compute stage */
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#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< buffer is a vertex buffer */
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#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< buffer is an index buffer */
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#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< buffer is an indirect buffer */
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#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< buffer supports storage reads in graphics stages */
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#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< buffer supports storage reads in the compute stage */
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#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< buffer supports storage writes in the compute stage */
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typedef enum SDL_GPUTransferBufferUsage
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{
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@ -286,12 +286,12 @@ typedef enum SDL_GPUShaderStage
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typedef Uint32 SDL_GPUShaderFormat;
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#define SDL_GPU_SHADERFORMAT_SECRET (1u << 0) /**< & if you are providing shaders for NDA'd platforms */
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#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< & if you are providing SPIR-V shaders for Vulkan */
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#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< & if you are providing DXBC SM5_0 shaders for D3D11 */
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#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< & if you are providing DXIL shaders for D3D12 */
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#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< & if you are providing MSL shaders for Metal */
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#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< & if you are providing precompiled metallib shaders for Metal */
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#define SDL_GPU_SHADERFORMAT_SECRET (1u << 0) /**< shaders for NDA'd platforms */
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#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan */
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#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_0 shaders for D3D11 */
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#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL shaders for D3D12 */
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#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal */
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#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< precompiled metallib shaders for Metal */
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typedef enum SDL_GPUVertexElementFormat
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{
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@ -427,10 +427,10 @@ typedef enum SDL_GPUBlendFactor
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typedef Uint8 SDL_GPUColorComponentFlags;
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#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< & for the Red component */
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#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< & for the Green component */
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#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< & for the Blue component */
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#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< & for the Alpha component */
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#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */
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#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */
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#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */
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#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */
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typedef enum SDL_GPUFilter
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{
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