Sync SDL3 wiki -> header

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SDL Wiki Bot 2024-03-04 17:30:25 +00:00
parent 97f97109d1
commit ffef13e1e1

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@ -407,7 +407,9 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
* family index used for rendering * family index used for rendering
* - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue * - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue
* family index used for presentation * family index used for presentation
* - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of swapchain images, or potential frames in flight, used by the Vulkan renderer * - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of
* swapchain images, or potential frames in flight, used by the Vulkan
* renderer
* *
* \param renderer the rendering context * \param renderer the rendering context
* \returns a valid property ID on success or 0 on failure; call * \returns a valid property ID on success or 0 on failure; call
@ -2110,14 +2112,23 @@ extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *ren
/** /**
* Add a set of synchronization semaphores for the current frame. * Add a set of synchronization semaphores for the current frame.
* *
* The Vulkan renderer will wait for `wait_semaphore` before submitting rendering commands and signal `signal_semaphore` after rendering commands are complete for this frame. * The Vulkan renderer will wait for `wait_semaphore` before submitting
* rendering commands and signal `signal_semaphore` after rendering commands
* are complete for this frame.
* *
* This should be called each frame that you want semaphore synchronization. The Vulkan renderer may have multiple frames in flight on the GPU, so you should have multiple semaphores that are used for synchronization. Querying SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the maximum number of semaphores you'll need. * This should be called each frame that you want semaphore synchronization.
* The Vulkan renderer may have multiple frames in flight on the GPU, so you
* should have multiple semaphores that are used for synchronization. Querying
* SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the
* maximum number of semaphores you'll need.
* *
* \param renderer the rendering context * \param renderer the rendering context
* \param wait_stage_mask the VkPipelineStageFlags for the wait * \param wait_stage_mask the VkPipelineStageFlags for the wait
* \param wait_semaphore a VkSempahore to wait on before rendering the current frame, or 0 if not needed * \param wait_semaphore a VkSempahore to wait on before rendering the current
* \param signal_semaphore a VkSempahore that SDL will signal when rendering for the current frame is complete, or 0 if not needed * frame, or 0 if not needed
* \param signal_semaphore a VkSempahore that SDL will signal when rendering
* for the current frame is complete, or 0 if not
* needed
* \returns 0 on success or a negative error code on failure; call * \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information. * SDL_GetError() for more information.
* *