diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 850006062c..fe2692fd23 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -978,7 +978,8 @@ typedef struct SDL_GPUViewport } SDL_GPUViewport; /** - * A structure specifying parameters related to transferring data to or from a texture. + * A structure specifying parameters related to transferring data to or from a + * texture. * * \since This struct is available since SDL 3.0.0 * @@ -1104,10 +1105,10 @@ typedef struct SDL_GPUBufferRegion /** * A structure specifying the parameters of an indirect draw command. * - * 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). If - * your shader depends on these variables, the correlating draw call parameter MUST - * be 0. + * 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). If your shader depends on these variables, the + * correlating draw call parameter MUST be 0. * * \since This struct is available since SDL 3.0.0 * @@ -1124,10 +1125,10 @@ typedef struct SDL_GPUIndirectDrawCommand /** * A structure specifying the parameters of an indexed indirect draw command. * - * 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). If - * your shader depends on these variables, the correlating draw call parameter MUST - * be 0. + * 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). If your shader depends on these variables, the + * correlating draw call parameter MUST be 0. * * \since This struct is available since SDL 3.0.0 * @@ -1189,10 +1190,14 @@ typedef struct SDL_GPUSamplerCreateInfo /** * A structure specifying a vertex binding. * - * When you call SDL_BindGPUVertexBuffers, you specify the binding indices of the vertex buffers. - * For example if you called SDL_BindGPUVertexBuffers with a first_binding of 2 and num_bindings of 3, the binding indices 2, 3, 4 would be used by the vertex buffers you pass in. + * When you call SDL_BindGPUVertexBuffers, you specify the binding indices of + * the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with + * a first_binding of 2 and num_bindings of 3, the binding indices 2, 3, 4 + * would be used by the vertex buffers you pass in. * - * Vertex attributes are linked to bindings via the index. The binding_index field of SDL_GPUVertexAttribute specifies the vertex buffer binding index that the attribute will be read from. + * Vertex attributes are linked to bindings via the index. The binding_index + * field of SDL_GPUVertexAttribute specifies the vertex buffer binding index + * that the attribute will be read from. * * \since This struct is available since SDL 3.0.0 * @@ -1224,7 +1229,8 @@ typedef struct SDL_GPUVertexAttribute } SDL_GPUVertexAttribute; /** - * A structure specifying the parameters of a graphics pipeline vertex input state. + * A structure specifying the parameters of a graphics pipeline vertex input + * state. * * \since This struct is available since SDL 3.0.0 * @@ -1301,7 +1307,9 @@ typedef struct SDL_GPUShaderCreateInfo /** * A structure specifying the parameters of a texture. * - * Usage flags can be bitwise OR'd together for combinations of usages. Note that certain usage combinations are invalid, for example SAMPLER and GRAPHICS_STORAGE. + * Usage flags can be bitwise OR'd together for combinations of usages. Note + * that certain usage combinations are invalid, for example SAMPLER and + * GRAPHICS_STORAGE. * * \since This struct is available since SDL 3.0.0 * @@ -1331,7 +1339,8 @@ typedef struct SDL_GPUTextureCreateInfo /** * A structure specifying the parameters of a buffer. * - * Usage flags can be bitwise OR'd together for combinations of usages. Note that certain combinations are invalid, for example VERTEX and INDEX. + * Usage flags can be bitwise OR'd together for combinations of usages. Note + * that certain combinations are invalid, for example VERTEX and INDEX. * * \since This struct is available since SDL 3.0.0 * @@ -1363,7 +1372,8 @@ typedef struct SDL_GPUTransferBufferCreateInfo /* Pipeline state structures */ /** - * A structure specifying the parameters of the graphics pipeline rasterizer state. + * A structure specifying the parameters of the graphics pipeline rasterizer + * state. * * \since This struct is available since SDL 3.0.0 * @@ -1384,7 +1394,8 @@ typedef struct SDL_GPURasterizerState } SDL_GPURasterizerState; /** - * A structure specifying the parameters of the graphics pipeline multisample state. + * A structure specifying the parameters of the graphics pipeline multisample + * state. * * \since This struct is available since SDL 3.0.0 * @@ -1397,7 +1408,8 @@ typedef struct SDL_GPUMultisampleState } SDL_GPUMultisampleState; /** - * A structure specifying the parameters of the graphics pipeline depth stencil state. + * A structure specifying the parameters of the graphics pipeline depth + * stencil state. * * \since This struct is available since SDL 3.0.0 * @@ -1419,7 +1431,8 @@ typedef struct SDL_GPUDepthStencilState } SDL_GPUDepthStencilState; /** - * A structure specifying the parameters of color targets used in a graphics pipeline. + * A structure specifying the parameters of color targets used in a graphics + * pipeline. * * \since This struct is available since SDL 3.0.0 * @@ -1432,7 +1445,8 @@ typedef struct SDL_GPUColorTargetDescription } SDL_GPUColorTargetDescription; /** - * A structure specifying the descriptions of render targets used in a graphics pipeline. + * A structure specifying the descriptions of render targets used in a + * graphics pipeline. * * \since This struct is available since SDL 3.0.0 * @@ -1496,18 +1510,24 @@ typedef struct SDL_GPUComputePipelineCreateInfo } SDL_GPUComputePipelineCreateInfo; /** - * A structure specifying the parameters of a color target used by a render pass. + * A structure specifying the parameters of a color target used by a render + * pass. * - * The load_op field determines what is done with the texture at the beginning of the render pass. + * The load_op field determines what is done with the texture at the beginning + * of the render pass. * * - LOAD: Loads the data currently in the texture. * - CLEAR: Clears the texture to a single color. - * - DONT_CARE: The driver will do whatever it wants with the texture memory. This is a good option if you know that every single pixel will be touched in the render pass. + * - DONT_CARE: The driver will do whatever it wants with the texture memory. + * This is a good option if you know that every single pixel will be touched + * in the render pass. * - * The store_op field determines what is done with the color results of the render pass. + * The store_op field determines what is done with the color results of the + * render pass. * * - STORE: Stores the results of the render pass in the texture. - * - DONT_CARE: The driver will do whatever it wants with the texture memory. This is often a good option for depth/stencil textures. + * - DONT_CARE: The driver will do whatever it wants with the texture memory. + * This is often a good option for depth/stencil textures. * * \since This struct is available since SDL 3.0.0 * @@ -1528,29 +1548,42 @@ typedef struct SDL_GPUColorTargetInfo } SDL_GPUColorTargetInfo; /** - * A structure specifying the parameters of a depth-stencil target used by a render pass. + * A structure specifying the parameters of a depth-stencil target used by a + * render pass. * - * The load_op field determines what is done with the depth contents of the texture at the beginning of the render pass. + * The load_op field determines what is done with the depth contents of the + * texture at the beginning of the render pass. * * - LOAD: Loads the depth values currently in the texture. * - CLEAR: Clears the texture to a single depth. - * - DONT_CARE: The driver will do whatever it wants with the memory. This is a good option if you know that every single pixel will be touched in the render pass. + * - DONT_CARE: The driver will do whatever it wants with the memory. This is + * a good option if you know that every single pixel will be touched in the + * render pass. * - * The store_op field determines what is done with the depth results of the render pass. + * The store_op field determines what is done with the depth results of the + * render pass. * * - STORE: Stores the depth results in the texture. - * - DONT_CARE: The driver will do whatever it wants with the depth results. This is often a good option for depth/stencil textures that don't need to be reused again. + * - DONT_CARE: The driver will do whatever it wants with the depth results. + * This is often a good option for depth/stencil textures that don't need to + * be reused again. * - * The stencil_load_op field determines what is done with the stencil contents of the texture at the beginning of the render pass. + * The stencil_load_op field determines what is done with the stencil contents + * of the texture at the beginning of the render pass. * * - LOAD: Loads the stencil values currently in the texture. * - CLEAR: Clears the stencil values to a single value. - * - DONT_CARE: The driver will do whatever it wants with the memory. This is a good option if you know that every single pixel will be touched in the render pass. + * - DONT_CARE: The driver will do whatever it wants with the memory. This is + * a good option if you know that every single pixel will be touched in the + * render pass. * - * The stencil_store_op field determines what is done with the stencil results of the render pass. + * The stencil_store_op field determines what is done with the stencil results + * of the render pass. * * - STORE: Stores the stencil results in the texture. - * - DONT_CARE: The driver will do whatever it wants with the stencil results. This is often a good option for depth/stencil textures that don't need to be reused again. + * - DONT_CARE: The driver will do whatever it wants with the stencil results. + * This is often a good option for depth/stencil textures that don't need to + * be reused again. * * \since This struct is available since SDL 3.0.0 * @@ -1601,7 +1634,8 @@ typedef struct SDL_GPUTextureSamplerBinding } SDL_GPUTextureSamplerBinding; /** - * A structure specifying parameters related to binding buffers in a compute pass. + * A structure specifying parameters related to binding buffers in a compute + * pass. * * \since This struct is available since SDL 3.0.0 * @@ -1617,7 +1651,8 @@ typedef struct SDL_GPUStorageBufferWriteOnlyBinding } SDL_GPUStorageBufferWriteOnlyBinding; /** - * A structure specifying parameters related to binding textures in a compute pass. + * A structure specifying parameters related to binding textures in a compute + * pass. * * \since This struct is available since SDL 3.0.0 * @@ -2818,7 +2853,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass( * * \param device a GPU context. * \param transfer_buffer a transfer buffer. - * \param cycle if SDL_TRUE, cycles the transfer buffer if it is already bound. + * \param cycle if SDL_TRUE, cycles the transfer buffer if it is already + * bound. * \returns the address of the mapped transfer buffer memory. * * \since This function is available since SDL 3.0.0. @@ -2891,8 +2927,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture( * \param copy_pass a copy pass handle. * \param source the source transfer buffer with offset. * \param destination the destination buffer with offset and size. - * \param cycle if SDL_TRUE, cycles the buffer if it is already bound, otherwise - * overwrites the data. + * \param cycle if SDL_TRUE, cycles the buffer if it is already bound, + * otherwise overwrites the data. * * \since This function is available since SDL 3.0.0. */ @@ -2940,8 +2976,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture( * \param source the buffer and offset to copy from. * \param destination the buffer and offset to copy to. * \param size the length of the buffer to copy. - * \param cycle if SDL_TRUE, cycles the destination buffer if it is already bound, - * otherwise overwrites the data. + * \param cycle if SDL_TRUE, cycles the destination buffer if it is already + * bound, otherwise overwrites the data. * * \since This function is available since SDL 3.0.0. */