Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot
2024-01-08 17:34:23 +00:00
parent e056f52f7d
commit 4942027117
2 changed files with 198 additions and 192 deletions

View File

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