GPU: Add notes about shader resource requirements to documentation

This commit is contained in:
cosmonaut 2025-01-24 12:04:00 -08:00
parent 303fd5ed5a
commit 8df17c97d1
1 changed files with 36 additions and 0 deletions

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@ -2999,6 +2999,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
*
* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
*
* Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
*
* \param render_pass a render pass handle.
* \param first_slot the vertex sampler slot to begin binding from.
* \param texture_sampler_bindings an array of texture-sampler binding
@ -3007,6 +3009,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
* array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
SDL_GPURenderPass *render_pass,
@ -3020,12 +3024,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
* These textures must have been created with
* SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
*
* \param render_pass a render pass handle.
* \param first_slot the vertex storage texture slot to begin binding from.
* \param storage_textures an array of storage textures.
* \param num_bindings the number of storage texture to bind from the array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
SDL_GPURenderPass *render_pass,
@ -3039,12 +3047,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
* These buffers must have been created with
* SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
*
* \param render_pass a render pass handle.
* \param first_slot the vertex storage buffer slot to begin binding from.
* \param storage_buffers an array of buffers.
* \param num_bindings the number of buffers to bind from the array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
SDL_GPURenderPass *render_pass,
@ -3057,6 +3069,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
*
* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
*
* Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
*
* \param render_pass a render pass handle.
* \param first_slot the fragment sampler slot to begin binding from.
* \param texture_sampler_bindings an array of texture-sampler binding
@ -3065,6 +3079,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
* array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
SDL_GPURenderPass *render_pass,
@ -3078,12 +3094,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
* These textures must have been created with
* SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
*
* \param render_pass a render pass handle.
* \param first_slot the fragment storage texture slot to begin binding from.
* \param storage_textures an array of storage textures.
* \param num_bindings the number of storage textures to bind from the array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
SDL_GPURenderPass *render_pass,
@ -3097,12 +3117,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
* These buffers must have been created with
* SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
*
* \param render_pass a render pass handle.
* \param first_slot the fragment storage buffer slot to begin binding from.
* \param storage_buffers an array of storage buffers.
* \param num_bindings the number of storage buffers to bind from the array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
SDL_GPURenderPass *render_pass,
@ -3290,6 +3314,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
*
* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
*
* Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
*
* \param compute_pass a compute pass handle.
* \param first_slot the compute sampler slot to begin binding from.
* \param texture_sampler_bindings an array of texture-sampler binding
@ -3298,6 +3324,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
* array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
SDL_GPUComputePass *compute_pass,
@ -3311,12 +3339,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
* These textures must have been created with
* SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
*
* \param compute_pass a compute pass handle.
* \param first_slot the compute storage texture slot to begin binding from.
* \param storage_textures an array of storage textures.
* \param num_bindings the number of storage textures to bind from the array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
SDL_GPUComputePass *compute_pass,
@ -3330,12 +3362,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
* These buffers must have been created with
* SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
*
* Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
*
* \param compute_pass a compute pass handle.
* \param first_slot the compute storage buffer slot to begin binding from.
* \param storage_buffers an array of storage buffer binding structs.
* \param num_bindings the number of storage buffers to bind from the array.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CreateGPUShader
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
SDL_GPUComputePass *compute_pass,