mirror of https://github.com/libsdl-org/SDL.git
parent
0f9e86fe1c
commit
b2c15a8c2a
|
|
@ -2197,11 +2197,12 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
|
||||||
* [[stage_in]] attribute which will automatically use the vertex input
|
* [[stage_in]] attribute which will automatically use the vertex input
|
||||||
* information from the SDL_GPUGraphicsPipeline.
|
* information from the SDL_GPUGraphicsPipeline.
|
||||||
*
|
*
|
||||||
* Shader semantics do not matter in D3D12 and for ease of use the SDL
|
* Shader semantics other than system-value semantics do not matter in D3D12
|
||||||
* implementation assumes that they will all be TEXCOORD. If you are using
|
* and for ease of use the SDL implementation assumes that non system-value
|
||||||
* HLSL as the shader source language, your vertex semantics should start at
|
* semantics will all be TEXCOORD. If you are using HLSL as the shader source
|
||||||
* TEXCOORD0 and increment like so: TEXCOORD1, TEXCOORD2, etc. If you wish to
|
* language, your vertex semantics should start at TEXCOORD0 and increment
|
||||||
* change the semantic prefix to something other than TEXCOORD you can use
|
* 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_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
|
||||||
* SDL_CreateGPUDeviceWithProperties().
|
* SDL_CreateGPUDeviceWithProperties().
|
||||||
*
|
*
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue