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Sync SDL3 wiki -> header
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@ -877,11 +877,11 @@ typedef enum SDL_GPUSamplerAddressMode
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* - VSYNC: Waits for vblank before presenting. No tearing is possible. If
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* there is a pending image to present, the new image is enqueued for
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* presentation. Disallows tearing at the cost of visual latency. When using
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* this present mode, AcquireGPUSwapchainTexture will block if too many frames
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* are in flight.
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* this present mode, AcquireGPUSwapchainTexture will block if too many
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* frames are in flight.
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* - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
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* occur. When using this mode, AcquireGPUSwapchainTexture will return NULL if
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* too many frames are in flight.
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* occur. When using this mode, AcquireGPUSwapchainTexture will return NULL
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* if too many frames are in flight.
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* - MAILBOX: Waits for vblank before presenting. No tearing is possible. If
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* there is a pending image to present, the pending image is replaced by the
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* new image. Similar to VSYNC, but with reduced visual latency. When using
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@ -1732,7 +1732,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties(
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* \param debug_mode enable debug mode properties and validations.
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* \param name the preferred GPU driver, or NULL to let SDL pick the optimal
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* driver.
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* \returns a GPU context on success or NULL on failure; call SDL_GetError() for more information.
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* \returns a GPU context on success or NULL on failure; call SDL_GetError()
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* for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -1779,7 +1780,8 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
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* use for all vertex semantics, default is "TEXCOORD".
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*
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* \param props the properties to use.
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* \returns a GPU context on success or NULL on failure; call SDL_GetError() for more information.
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* \returns a GPU context on success or NULL on failure; call SDL_GetError()
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* for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -1905,7 +1907,8 @@ extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUD
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the compute pipeline to
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* create.
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* \returns a compute pipeline object on success, or NULL on failure; call SDL_GetError() for more information.
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* \returns a compute pipeline object on success, or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -1922,7 +1925,8 @@ extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the graphics pipeline to
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* create.
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* \returns a graphics pipeline object on success, or NULL on failure; call SDL_GetError() for more information.
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* \returns a graphics pipeline object on success, or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -1940,7 +1944,8 @@ extern SDL_DECLSPEC SDL_GPUGraphicsPipeline *SDLCALL SDL_CreateGPUGraphicsPipeli
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*
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the sampler to create.
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* \returns a sampler object on success, or NULL on failure; call SDL_GetError() for more information.
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* \returns a sampler object on success, or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -2009,7 +2014,8 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
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*
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the shader to create.
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* \returns a shader object on success, or NULL on failure; call SDL_GetError() for more information.
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* \returns a shader object on success, or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -2035,7 +2041,8 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
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*
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the texture to create.
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* \returns a texture object on success, or NULL on failure; call SDL_GetError() for more information.
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* \returns a texture object on success, or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -2065,7 +2072,8 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
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*
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the buffer to create.
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* \returns a buffer object on success, or NULL on failure; call SDL_GetError() for more information.
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* \returns a buffer object on success, or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -2094,7 +2102,8 @@ extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the transfer buffer to
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* create.
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* \returns a transfer buffer on success, or NULL on failure; call SDL_GetError() for more information.
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* \returns a transfer buffer on success, or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -2302,7 +2311,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
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* acquired on.
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*
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* \param device a GPU context.
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* \returns a command buffer, or NULL on failure; call SDL_GetError() for more information.
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* \returns a command buffer, or NULL on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -2968,7 +2978,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
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* \param device a GPU context.
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* \param transfer_buffer a transfer buffer.
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* \param cycle if true, cycles the transfer buffer if it is already bound.
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* \returns the address of the mapped transfer buffer memory, or NULL on failure; call SDL_GetError() for more information.
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* \returns the address of the mapped transfer buffer memory, or NULL on
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* failure; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@ -3227,7 +3238,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode(
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*
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* \param device a GPU context.
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* \param window an SDL_Window.
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* \returns true on success, or false on failure; call SDL_GetError() for more information.
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* \returns true on success, or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -3284,6 +3296,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters(
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/**
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* Obtains the texture format of the swapchain for the given window.
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*
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* Note that this format can change if the swapchain parameters change.
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*
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* \param device a GPU context.
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@ -3302,14 +3315,17 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
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* When a swapchain texture is acquired on a command buffer, it will
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* automatically be submitted for presentation when the command buffer is
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* submitted. The swapchain texture should only be referenced by the command
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* buffer used to acquire it. The swapchain texture handle can be NULL under certain conditions. This
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* is not necessarily an error. If this function returns false then there is an error. This texture is managed by the implementation
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* and must not be freed by the user. The texture dimensions will be the height and width of the claimed window. You MUST NOT call this function from any
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* thread other than the one that created the window.
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* buffer used to acquire it. The swapchain texture handle can be NULL under
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* certain conditions. This is not necessarily an error. If this function
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* returns false then there is an error. This texture is managed by the
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* implementation and must not be freed by the user. The texture dimensions
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* will be the height and width of the claimed window. You MUST NOT call this
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* function from any thread other than the one that created the window.
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*
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* \param command_buffer a command buffer.
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* \param window a window that has been claimed.
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* \param swapchainTexture a pointer filled in with a swapchain texture handle
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* \param swapchainTexture a pointer filled in with a swapchain texture
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* handle.
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* \returns true on success, false on error.
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*
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* \since This function is available since SDL 3.0.0.
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@ -3334,7 +3350,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
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* command in a subsequent submission begins executing.
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*
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* \param command_buffer a command buffer.
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* \returns true on success, false on failure; call SDL_GetError() for more information.
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* \returns true on success, false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -3358,7 +3375,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer(
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* command in a subsequent submission begins executing.
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*
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* \param command_buffer a command buffer.
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* \returns a fence associated with the command buffer, or NULL on failure; call SDL_GetError() for more information.
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* \returns a fence associated with the command buffer, or NULL on failure;
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* call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -3374,7 +3392,8 @@ extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFe
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* Blocks the thread until the GPU is completely idle.
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*
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* \param device a GPU context.
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* \returns true on success, false on failure; call SDL_GetError() for more information.
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* \returns true on success, false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -3391,7 +3410,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle(
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* fences to be signaled.
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* \param fences an array of fences to wait on.
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* \param num_fences the number of fences in the fences array.
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* \returns true on success, false on failure; call SDL_GetError() for more information.
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* \returns true on success, false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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