diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 814076e98f..7ccfbc42e8 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -2197,11 +2197,12 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler( * [[stage_in]] attribute which will automatically use the vertex input * information from the SDL_GPUGraphicsPipeline. * - * Shader semantics do not matter in D3D12 and for ease of use the SDL - * implementation assumes that they will all be TEXCOORD. If you are using - * HLSL as the shader source language, your vertex semantics should start at - * TEXCOORD0 and increment like so: TEXCOORD1, TEXCOORD2, etc. If you wish to - * change the semantic prefix to something other than TEXCOORD you can use + * Shader semantics other than system-value semantics do not matter in D3D12 + * and for ease of use the SDL implementation assumes that non system-value + * semantics will all be TEXCOORD. If you are using HLSL as the shader source + * language, your vertex semantics should start at TEXCOORD0 and increment + * like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic + * prefix to something other than TEXCOORD you can use * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with * SDL_CreateGPUDeviceWithProperties(). *