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Document/ignore GPU features without universal support
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4 changed files with 18 additions and 60 deletions
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@ -1495,6 +1495,9 @@ typedef struct SDL_GPUIndirectDispatchCommand
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/**
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* A structure specifying the parameters of a sampler.
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*
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* Note that mip_lod_bias is a no-op for the Metal driver.
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* For Metal, LOD bias must be applied via shader instead.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_CreateGPUSampler
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@ -1547,7 +1550,7 @@ typedef struct SDL_GPUVertexBufferDescription
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Uint32 slot; /**< The binding slot of the vertex buffer. */
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Uint32 pitch; /**< The byte pitch between consecutive elements of the vertex buffer. */
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SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */
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Uint32 instance_step_rate; /**< The number of instances to draw using the same per-instance data before advancing in the instance buffer by one element. Ignored unless input_rate is SDL_GPU_VERTEXINPUTRATE_INSTANCE */
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Uint32 instance_step_rate; /**< Ignored, reserved for future use. */
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} SDL_GPUVertexBufferDescription;
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/**
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@ -1717,10 +1720,13 @@ typedef struct SDL_GPUTransferBufferCreateInfo
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* A structure specifying the parameters of the graphics pipeline rasterizer
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* state.
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*
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* NOTE: Some backend APIs (D3D11/12) will enable depth clamping even if
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* enable_depth_clip is true. If you rely on this clamp+clip behavior,
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* consider enabling depth clip and then manually clamping depth in your
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* fragment shaders on Metal and Vulkan.
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* Note that SDL_GPU_FILLMODE_LINE is not supported on many Android devices.
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* For those devices, the fill mode will automatically fall back to FILL.
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*
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* Also note that the D3D12 driver will enable depth clamping even if
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* enable_depth_clip is true. If you need this clamp+clip behavior, consider
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* enabling depth clip and then manually clamping depth in your fragment
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* shaders on Metal and Vulkan.
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*
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* \since This struct is available since SDL 3.2.0.
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*
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@ -1751,8 +1757,8 @@ typedef struct SDL_GPURasterizerState
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typedef struct SDL_GPUMultisampleState
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{
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SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */
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Uint32 sample_mask; /**< Determines which samples get updated in the render targets. Treated as 0xFFFFFFFF if enable_mask is false. */
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bool enable_mask; /**< Enables sample masking. */
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Uint32 sample_mask; /**< Ignored, reserved for future use. */
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bool enable_mask; /**< Ignored, reserved for future use. */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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