Sync SDL3 wiki -> header
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@@ -240,15 +240,14 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
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*
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* These are the supported properties:
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*
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* - `SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER`: the window
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* where rendering is displayed
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* - `SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER`: the surface
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* where rendering is displayed, if you want a software renderer without a
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* window
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* - `SDL_PROPERTY_RENDERER_CREATE_NAME_STRING`: the name of the
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* rendering driver to use, if a specific one is desired
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* - `SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`:
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* true if you want present synchronized with the refresh rate
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* - `SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering
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* is displayed
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* - `SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER`: the surface where
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* rendering is displayed, if you want a software renderer without a window
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* - `SDL_PROPERTY_RENDERER_CREATE_NAME_STRING`: the name of the rendering
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* driver to use, if a specific one is desired
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* - `SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
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* present synchronized with the refresh rate
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*
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* \param props the properties to use
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* \returns a valid rendering context or NULL if there was an error; call
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@@ -335,10 +334,10 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
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*
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* - `SDL_PROPERTY_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9
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* associated with the renderer
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* - `SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device
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* associated with the renderer
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* - `SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device
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* associated with the renderer
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* - `SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
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* with the renderer
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* - `SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
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* with the renderer
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* - `SDL_PROPERTY_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the
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* ID3D12CommandQueue associated with the renderer
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*
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@@ -454,62 +453,68 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*
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* These are the supported properties:
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*
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* - `SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER`: one of the
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* enumerated values in SDL_PixelFormatEnum, defaults to the best RGBA
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* format for the renderer
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* - `SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER`: one of the
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* enumerated values in SDL_TextureAccess, defaults to
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* SDL_TEXTUREACCESS_STATIC
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* - `SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the
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* texture in pixels, required
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* - `SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture
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* in pixels, required
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* - `SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values
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* in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
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* - `SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values
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* in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
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* - `SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
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* pixels, required
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* - `SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
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* pixels, required
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*
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* With the direct3d11 renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`:
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* the ID3D11Texture2D associated with the texture, if you want to wrap an
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* existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D associated with the U plane of a
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* YUV texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D associated with the V plane of a
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* YUV texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
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* associated with the texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the
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* ID3D11Texture2D associated with the U plane of a YUV texture, if you want
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* to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the
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* ID3D11Texture2D associated with the V plane of a YUV texture, if you want
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* to wrap an existing texture.
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*
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* With the direct3d12 renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`:
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* the ID3D12Resource associated with the texture, if you want to wrap an
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
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* associated with the texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
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* associated with the U plane of a YUV texture, if you want to wrap an
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* existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
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* associated with the V plane of a YUV texture, if you want to wrap an
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* existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the
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* ID3D12Resource associated with the U plane of a
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* YUV texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated with the V plane of a
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* YUV texture, if you want to wrap an existing texture.
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*
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* With the opengl renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`:
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* the GLuint texture associated with the texture, if you want to wrap an
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint
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* texture associated with the UV plane of an NV12 texture, if you want to
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* wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
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* associated with the U plane of a YUV texture, if you want to wrap an
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* existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
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* associated with the V plane of a YUV texture, if you want to wrap an
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* existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture associated with the UV plane of
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* an NV12 texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated with the U plane of a
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* YUV texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated with the V plane of a
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* YUV texture, if you want to wrap an existing texture.
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*
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* With the opengles2 renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture associated with the texture, if
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* you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture associated with the texture, if
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* you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture associated with the UV plane
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* of an NV12 texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture associated with the U plane
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* of a YUV texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture associated with the V plane
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* of a YUV texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
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* texture associated with the texture, if you want to wrap an existing
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* texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
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* texture associated with the texture, if you want to wrap an existing
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* texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint
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* texture associated with the UV plane of an NV12 texture, if you want to
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* wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint
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* texture associated with the U plane of a YUV texture, if you want to wrap
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* an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint
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* texture associated with the V plane of a YUV texture, if you want to wrap
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* an existing texture.
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*
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* \param renderer the rendering context
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* \param props the properties to use
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@@ -555,47 +560,47 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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*
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* With the direct3d11 renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated with the
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* texture
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* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D associated with the
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* U plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D associated with the
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* V plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
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* associated with the texture
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* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
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* associated with the U plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
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* associated with the V plane of a YUV texture
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*
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* With the direct3d12 renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated with the
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* texture
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* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated with the U
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* plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated with the V
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* plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
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* associated with the texture
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* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
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* associated with the U plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
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* associated with the V plane of a YUV texture
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*
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* With the opengl renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated with the
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* texture
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture associated with the
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* UV plane of an NV12 texture
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated with the
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* U plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated with the
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* V plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT`:
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* the texture coordinate width of the texture (0.0 - 1.0)
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT`:
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* the texture coordinate height of the texture (0.0 - 1.0)
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
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* associated with the UV plane of an NV12 texture
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
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* associated with the U plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
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* associated with the V plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width
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* of the texture (0.0 - 1.0)
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height
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* of the texture (0.0 - 1.0)
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*
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* With the opengles2 renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture associated with the
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* texture
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture associated with
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* the UV plane of an NV12 texture
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture associated with
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* the U plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture associated with
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* the V plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
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* associated with the UV plane of an NV12 texture
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
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* associated with the U plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
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* associated with the V plane of a YUV texture
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*
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* \param texture the texture to query
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* \returns a valid property ID on success or 0 on failure; call
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